46ca4e No.26801 [Last50 Posts]
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
____________________________
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46ca4e No.26806
Starting Position: Stowed away on a ship bound for Arantil
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.
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46ca4e No.26811
>>26801
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
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46ca4e No.26812
Start Position: {Anywhere baby}
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.”
Nation Type: [Colonial Charter]
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46ca4e No.26814
>>26801
>Name: Alianda Scarlett
>Country of Origin: (Undecided, will default to Llywas if I don't say anything about it)
>Profession: Mercenary Swordswoman
>Fluff:
Alianda Scarlett, otherwise known as 'The Scarlet Swordswoman', was one of the more well-known mercenaries of the old world, able to fight off a dozen plebian soldiers at once, if rumours are to be believed. However, in spite of the fame and fortune she gained from her profession, she still felt weak. Even with her trained skills with her rapier and the slight interest of the old world's gunpowder and magic, she never thought she was at her peak…
With word of a new world in the west, Alianda soon sees this to be the means to unlock her potential, and with a offer to aid the Llywas government to capture Gerry Fitzgerald, she would soon find herself on a trip to the unknown frontier, to one day be like that of a goddess of war upon the battlefield.
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46ca4e No.26816
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
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46ca4e No.26817
>Nation Stats
Start Position: Northern Island, within the forests by the shore.
Name: Elmontalia
Country of Origin: Llewelyn, the Southern Elf Homeland.
*Country Fluff: A country ruled completely by its merchant class, the budding nation of Llewelyn quickly grew rich through the kickstarting of a highly profitable silk trade. The immense wealth garnered through the silk trade allowed Llewelyn to afford an impressive army, and conquest large swaths of forests. Over time, the merchant leadership of Llewelyn grew ever more greedy, beginning to supplement the wealth gained from the silk trade with increasingly higher taxes on the poor. At the dawn of the Age of Sail, tensions came to a head. Rebellions sprung up like wildfire throughout the Llewelyn forests, with commoners taking up arms against the merchant class and its impressive royal army.
Nation Fluff: A nation of refugees, Elmontalia was founded by one group of elves who were sick and tired of the constant mistreatment of commoners performed by the Llewelyn leadership, and decided to rebel. Under the leadership of Captain Indigo, a former admiral of the Llewelyn navy who defected in support of the commoner rebellions, hordes of citizens and Indigo's loyal soldiers swarmed the docks of the Elvish port city, Redwood, in a desperate attempt to seize ships and sail south, chasing the rumor of free lands. Though many citizens were slaughtered in what would come to be known as one of the great elvish massacres of the century, two ships managed to escape amid the chaos and land on new soil. The refugees named their new land Elmontalia, or "Free Forests", in celebration of a future where no elf would be oppressed. After a short period of construction, the first port city of Elmontalia, Birch, was built, the first achievement of the people. Under the leadership of Captain Indigo, Elmontalia chases new opportunities on land and sea.
Nation Type: Independent
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46ca4e No.26818
>>26801
Start Position: North Eastern Isle preferably in the marshes.
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
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46ca4e No.26819
>Nation Stats
Start Position: The Heart of darkness aka the center of the map
Name: Felpin
Nation Fluff: The Felpin are natives of this strange new continent. Mysterious and savage they lack the technology of the newcomers, but make up for it in the fact that they have been here since time immemorial and have little issues with its savage flora and fauna. Their social organization is simple, and their society refined in its own bloody savagery. To the newcomers they look like barbarians, and they very much are. Organized into great prides, these cat women are as likely to fight one another as they are to work to construct their towering temples to the All-Mother who gives them life. To a Felpin the Hunt is all that matters - and these invaders make for the best game.
Nation Type: Native
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46ca4e No.26821
>Hero Stat Sheet
Starting Position: middle of the land
Name: warleader Skasheek
Country of Origin:Lizard man empire
Profession:warrior and leader of lizards
Fluff:. Warleader Skasheek is of an old and fabled house. Though sadly they have fallen into poverty of late. With the arrival of the new races. He has seen his chance. A chance to rebuild his house and home. He will raid these newcomers. Taking their toys and people as slaves. For the glory of house Ska and the Lizard empire.
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46ca4e No.26822
>>26806
Followers:[None]
Assets:[None]
Inventory: [Dagger][Fine Clothes][Backpack][7 days rations]
Resources: 30 Gold pieces
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.
>>26811
Population: 120
Food: 8 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Farm]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
>>26812
Population: 200
Food: 10 -2/turn
Resources: Lumber +1/turn
Assets: [Basic Town]
Military: 40 Yolian Infantry
Navy: 1 Civilian Frigate
Bonus: [Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
Negative: [GIB LAND] There will be no negotiations with natives, all is to be harvested.
Tech: [Mining II]
>>26814
Followers:[None]
Assets:[None]
Inventory: [Legendary Rapier][Fine Clothes][Backpack][7 days rations]
Resources: 2 Gold pieces
Bonus: [Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
Negative: [Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
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46ca4e No.26823
>>26816
Population: 200
Food: 8 -2/turn
Resources: Lumber +1/turn
Assets: [Tiny Town]
Military: 20 Ottobassidian Janissaries
Navy: 1 Ship-of-the-line
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]
>>26817
Population: 300
Food: 6 - 3/turn
Resources: Lumber +1/turn
Assets: [Medium Town]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Frigate
Bonus: [Land of the Free] The civil war wracking your homeland and the word of a prosperous land across the sea attracts large amounts of refugees.
Negative: [Traitors] Llewelyn is not happy with you and when they come it will not be pretty…
Tech:[Naval I][Trade I]
>>26818
Population: 100
Food: 5 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Farm]
Military: 50 Myr Raiders
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
>>26819
Population: 1000
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm]
Military: 400 Felpin Warriors
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 I][Religion I]
>>26821
Followers: 20 Skalim Warriors
Assets:[Small Town]
Inventory: [Legendary Sword][Piece of God(Eye)]
Resources:
Bonus:[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
Negative: [Piece of God] You have a fragment of (God) and many people and creatures will try to kill you for it.
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46ca4e No.26824
-Colonies-
Black: Yol Expendition
Red: Port Rioux
Ibin Al'thir's Most Righteous Expedition to the New World: Orange
Elmontalia: Blue
—–
Colonies know of each other but not primitives
-Primitives-
Skalim Empire: Purple
Corvus Federation: Dark Green
Felpin: Yellow
——
Primitives know of each other and have heard rumours of colonists.
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46ca4e No.26825
>>26824
Turns start now. Production adds for the first turn along with food consumption.
4d100 for all.
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46ca4e No.26826
| Rolled 64, 75, 15, 52 = 206 (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.”
Nation Type: [Colonial Charter]
Population: 200
Food: 8 -2/turn
Resources: [Lumber:2 +1/turn]
Assets: [Basic Town]
Military: 40 Yolian Infantry
Navy: 1 Civilian Frigate
Bonus: [Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
Negative: [GIB LAND] There will be no negotiations with natives, all is to be harvested.
Tech: [Mining II]
–Actions–
1. The Yolian infantry brigades has begun to claim more of the interior. They are brutal and simply destroy or burn anything that they find. It's absolute carnage, but they don't care. They have quotas to meet. [Expand]
2. The first pit mines plans are drafted and the excavation begins. Yolian pit mines are notoriously large and emit massive plumes of smoke that can be seen for miles. While hazardous and poisonous, they are extremely effective. [Build Mines: Mines II] {Rape the Earth}
3. Construction on a series of fishfarms and other trapping facilities starts. The facilities are high yield, but unsustainable. This naturally doesn't concern the Yolians very much given their generally tenuous relationship with wildlife. [Build exploitative farms] {Rape the earth}
4. The Yolian administrator of the colony has begun to send for more weaponry from the mainland. Schematics, specifically, but anything that explodes or burns would be nice. [Research: Firearms]
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46ca4e No.26828
| Rolled 56, 36, 15, 92 = 199 (4d100) |
>>26821
Starting Position: Skalim Empire
Name: warleader Skasheek
Country of Origin:Lizard man empire
Profession:warrior and leader of lizards
Fluff:. >>26821
>Followers: 20 Skalim Warriors
>Assets:[Small Town]
>Inventory: [Legendary Sword][Piece of God(Eye)]
>Resources:
>Bonus:[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
>Negative: [Piece of God] You have a fragment of (God) and many people and creatures will try to kill you for it.
We have two missions if these rumors hold true. We will need to prepare for a long journey east.
1. The warriors are sent to hunt for food.
2. Skasheek will hunt for more warriors
3. I will need to appoint a supervisor for my town while I am gone. Find someone both trustworthy and capable of running the place.
4. Ask more about information to pieces of the god. We will know if there are lies. In particular the one in the east close to the enemy of our empire.
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46ca4e No.26829
| Rolled 32, 36, 13, 50 = 131 (4d100) |
>>26823
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: 200
Food: 8 -2/turn
Resources: Lumber +1/turn
Assets: [Tiny Town]
Military: 20 Ottobassidian Janissaries
Navy: 1 Ship-of-the-line
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]
1. In the name of God, let us prepare ourselves a place of worship. For it is good that we worship him in our way, the righteous way of the true believer.
Come, let us construct a mosque, and face it east toward the holy city.
2. Is it not written "Anything you catch in the sea is lawful for you, and all food from it, for your enjoyment and that of travellers"?
Let our fishermen build boats and nets that they may cast upon the sea and reap the Almighty's bounties given to man.
3. Let every man take stock of his weapon. Let us ensure that our men both soldier and civilian are well trained in the care and maintenance of his musket and knows how to replace broken parts. [Research Firearms]
>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.
4. Look there, in the distance, do you see that mountain below the black smoke. A volcano, as was seen from far off, such that we chose this land of all to settle.
The soil that surrounds it is rich with sulfur and charcoal for black powder, and on its feet black and fertile soil rich for farming. Go forth, and send some men to build houses nearby it, that we can begin to harvest it. [send men to claim the volcano]
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46ca4e No.26834
| Rolled 92, 74, 15, 66 = 247 (4d100) |
>>26822
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: 120
Food: 8 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Farm]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Have some of the boys scout around the land and see what resources there are to be had.
2. Send some of the boys out on the frigate too and see what targets there are out on the sea.
3. Have the remaining boys upgrade the farm so we can get more boys without starving. No I don't care if you would rather drink grog all day! Get to bloody work!
4. Any who don't work get to run around the town the rest of the day, then give me a lot of swings with the axe on some trees. I'll make marines out of you yet ladies!
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46ca4e No.26835
Start Position: Most South Eastern Island, In the hex separating the mountains and forest on the north side.
Name: Pirates of the Black Waves
Country of Origin: Grum-Grind Wastelands
*Country Fluff: The empire of the Broken Crown, chief most of the Hobgoblin civilizations. A place of constant warfare but not uncivilised. A once great an expansive human kingdom brought low by the military industrial complex of the hobgoblin leader Grum and his top advisors. It maintains a strict caste system and for warriors to earn a name they must slay an enemy in battle, and enemies are not in short supply as the hobgoblins have carved deep into human lands and are beset on all sides, though they lose no ground.
Nation Fluff: However for some, the strict codes of law and low castes were not enough. Some dared to dream of more, of battle with who they choose and on their own terms. The Pirates of the Black waves are savage soldiers led by Gorum BlackWave, and they sail the many seas of the new world looking to take all the world has to offer them. Their fortress hideout and blackmarket town is located in a beautiful cove with sheer cliffs on one side and the (rain?)forest spreading to their east. The strict dicipline of their homeland is not lost on them. They only wished to be free. They managed to “acquire’ an ad-hoc assortment of naval vessels but dont be deceived as they ride low in the water for the cannons that lie hidden in wait. Before Gorum left him and his men raided an artillery factory and made off with several pieces intended for the front line.
Nation Type: Outlaw
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46ca4e No.26836
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
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46ca4e No.26838
| Rolled 76, 29, 50, 91 = 246 (4d100) |
>>26823
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 100
Food: 5 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Farm]
Military: 50 Myr Raiders
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
1. Begin expanding, we need more land if we want to make this colony successful. Nothing is done with only a little.
2.Work on our sailing and ship maneuvering techniques. Speed and stealth kill.
3.Explore our new home, and beyond. We need to know what's around and what's out there. Maybe it will be worth killing.
4.Expand our farm. We will need more food to sustain a population that can make this colony into a base. Yes it not as glorious as raiding. But last thing we need is too starve before we get to hit something.
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46ca4e No.26842
>>26801
>Nation Stats
Starting Position: Near the mountins on the northern coast
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
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46ca4e No.26843
| Rolled 11, 8, 30, 6 = 55 (4d100) |
>Nation Stats
Start Position: Northern Island, within the forests by the shore.
Name: Elmontalia
Country of Origin: Llewelyn, the Southern Elf Homeland.
*Country Fluff: A country ruled completely by its merchant class, the budding nation of Llewelyn quickly grew rich through the kickstarting of a highly profitable silk trade. The immense wealth garnered through the silk trade allowed Llewelyn to afford an impressive army, and conquest large swaths of forests. Over time, the merchant leadership of Llewelyn grew ever more greedy, beginning to supplement the wealth gained from the silk trade with increasingly higher taxes on the poor. At the dawn of the Age of Sail, tensions came to a head. Rebellions sprung up like wildfire throughout the Llewelyn forests, with commoners taking up arms against the merchant class and its impressive royal army.
Nation Fluff: A nation of refugees, Elmontalia was founded by one group of elves who were sick and tired of the constant mistreatment of commoners performed by the Llewelyn leadership, and decided to rebel. Under the leadership of Captain Indigo, a former admiral of the Llewelyn navy who defected in support of the commoner rebellions, hordes of citizens and Indigo's loyal soldiers swarmed the docks of the Elvish port city, Redwood, in a desperate attempt to seize ships and sail south, chasing the rumor of free lands. Though many citizens were slaughtered in what would come to be known as one of the great elvish massacres of the century, two ships managed to escape amid the chaos and land on new soil. The refugees named their new land Elmontalia, or "Free Forests", in celebration of a future where no elf would be oppressed. After a short period of construction, the first port city of Elmontalia, Birch, was built, the first achievement of the people. Under the leadership of Captain Indigo, Elmontalia chases new opportunities on land and sea.
Nation Type: Independent
Population: 300
Food: 6 - 3/turn
Resources: Lumber +1/turn
Assets: [Medium Town {Birch}]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Frigate
Bonus: [Land of the Free] The civil war wracking your homeland and the word of a prosperous land across the sea attracts large amounts of refugees.
Negative: [Traitors] Llewelyn is not happy with you and when they come it will not be pretty…
Tech:[Naval I][Trade I]
1. Under the command of Captain Indigo, a small number of naval marines take the frigate to the western oceans, searching for marine life. Locations of the seafood will be marked, and some will be brought back on the frigate for sustenance.
>+[Naval I]
2. Another band of marines will scout eastward to find resources in the forests.
3. Captain Indigo personally begins training a small band of townspeople in archery, to serve as defenders of the town of Birch in case of wanton attack.
4. Some townspeople take to the eastern trees with axes in order to supplement Elmontalia's lumber reserves for future construction.
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46ca4e No.26847
>>26835
Population: 100
Food: 8 -1/turn
Resources: Lumber +1/turn
Assets: [Small Town]
Military: 100 Hobgoblin Troopers
Navy: 1 Lightly Armed Frigate
Bonus: [People of Blood and Iron] Your people are from a strict warlike nation and have bonuses towards ground combat and development.
Negative: [Women and Whine] Your people have arrived with mostly military men and you have a lack women which has lead to certain problems arising in your settlement.
Tech: [Warfare II]
>>26836
Population: 150
Food: 8 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Fishery]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>>26842
Population: 500
Food: 10 -5/turn
Resources: Lumber +1/turn
Assets: [Small Town]
Military: 200 Rus Riflemen
Navy: 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 I][Research I]
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46ca4e No.26848
Clarifications on rules
-Building Classifications
[Tiny][Small][Medium][Large][Massive]
Each level gives +1 to resource or houses 100 population if affixed to a town
—–
Resources can be gained to sell but are consumed when building fortifications , military items or naval ships. Normal colony buildings such as farms,mines and town improvements require no resources to build.
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46ca4e No.26849
| Rolled 27, 62, 8, 2 = 99 (4d100) |
Start Position: Most South Eastern Island, In the hex separating the mountains and forest on the north side.
Name: Pirates of the Black Waves
Country of Origin: Grum-Grind Wastelands
*Country Fluff: The empire of the Broken Crown, chief most of the Hobgoblin civilizations. A place of constant warfare but not uncivilised. A once great an expansive human kingdom brought low by the military industrial complex of the hobgoblin leader Grum and his top advisors. It maintains a strict caste system and for warriors to earn a name they must slay an enemy in battle, and enemies are not in short supply as the hobgoblins have carved deep into human lands and are beset on all sides, though they lose no ground.
Nation Fluff: However for some, the strict codes of law and low castes were not enough. Some dared to dream of more, of battle with who they choose and on their own terms. The Pirates of the Black waves are savage soldiers led by Gorum BlackWave, and they sail the many seas of the new world looking to take all the world has to offer them. Their fortress hideout and is located in a beautiful cove with sheer cliffs on one side and the (rain?)forest spreading to their east. The strict discipline of their homeland is not lost on them. They only wished to be free. They managed to “acquire’ an ad-hoc assortment of naval vessels but dont be deceived as they ride low in the water for the cannons that lie hidden in wait. Before Gorum left him and his men raided an artillery factory and made off with several pieces intended for the front line.
Nation Type: Outlaw
Population: 100
Food: 8 -1/turn
Resources: Lumber +1/turn
Assets: [Small Town]
Military: 100 Hobgoblin Troopers
Navy: 1 Lightly Armed Frigate
Bonus: [People of Blood and Iron] Your people are from a strict warlike nation and have bonuses towards ground combat and development.
Negative: [Women and Whine] Your people have arrived with mostly military men and you have a lack women which has lead to certain problems arising in your settlement.
Tech: [Warfare II]
>Actions
Rolls 1 & 2: On our way here we passed massive beasts of the sea, leviathans of fat and meat. We had to fill one with harpoons to fill our bellies, and we discovered that it was tasty, but also that it dripped with beautiful oil. We will study the applications of such, and hunt down more.
>Roll 1 research [Whailing I]
>Roll 2 Go whaling
Roll 3: We will explore the inland, sending 20 Troopers to the west and 20 east to explore looking for resources and or sentient creatures to enslave.
Roll 4 Send an envoy to the north, The ottobassid reputation runs before them, having been employed by their homeland several times the hobgobblins seek an ally, and the rumors of their fire powder spark the imagination.
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46ca4e No.26850
Dark Grey: Pirates of the Black Waves
Pink: Ber-Tasuna
Brown: Kievan Rus
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46ca4e No.26855
| Rolled 30, 72, 3, 95 = 200 (4d100) |
>>26825
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[None]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x7)]
>Resources:
2 [Gold pieces]
>Skills:
[None]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
1: Arriving off the Llywas military Sloop in the colony of Ber-Tasuna, Scarlett made her way to the Viceroy of the place, in order to find a trail on Gerry's whereabouts, and get employed for the meantime alongside other matters.
>Get information and possible employment
2: After the meeting, Scarlett would seek housing for the upcoming night, to avoid having to camp outside when there is a better alternative present.
>Get a house within Ber-Tasuna.
3-4: With both matters sorted, she began her training of her dexterity and her swordfighting. Having been on a ship for months, it was good to not only be on solid ground, but to swing her blade without having someone losing a arm due to close quarters.
>3: Train up Swordfighting, to swing a blade even better.
>4: Train up dexterity, to be fast and dodging and stuff.
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46ca4e No.26856
| Rolled 7, 17, 60, 5 = 89 (4d100) |
Population: 1000
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm]
Military: 400 Felpin Warriors
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 I][Religion I]
1. [Pieces of God] There are rumors of an artifact hidden somewhere within the Pridelands. We should find it before the others do and keep it for ourselves!
2. [Raiding] The Birdpeople are weak and our natural prey. We'll hunt them in the forests and the plains, so that they will understand who their betters are. Two hundred of our fair warriors will depart under orders from the High Matriarch to take from these birdpeople loot, sacrifices, and food!
3. [Research Warfare II] We live for combat. It's in our blood, it's our sacred inheritance as the daughters of the All-Mother. Our methods need to be refined so that we may sacrifice better to our Mother.
4. [Construct Housing Development] The grand city of Fetrasta must grow larger!
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46ca4e No.26857
| Rolled 39, 34, 82, 24 = 179 (4d100) |
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 150
Food: 8 -1/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Small Town][Tiny Fishery]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1/2 Bounty of the Sea
Our limited stocks of food won't last forever. Fortunately for us, the sea is teeming with the stuff.
Let's get to fishin'!
[Fishing I]
[Fisher-Kingdom]
>3 Some Assembly Required
Ha! Look across this land, teeming with trees, tall and strong. Perfect for construction. Perfect for shipbuilding.
We chose this spot well.
Let's set up some Lumbering. Even without the needs of the homeland we'd still need walls, buildings, and ships.
>4 Digadig
Aye, the Isles may not have the wealth of the world beneath the rocks, but this is a new land.
Let us see what bounties the Earth may hold. Survey the land!
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46ca4e No.26858
>>26801
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Fluff: Potential heir to the Ashaemenid family, Delilah lost most of her privileges when she decided that she didn't want to be matriarch of the family, but instead wanted to be a pirate raider and spent family money to buy a ship and crew and started raiding other ships indiscriminately. Trained from a very young age to be a warrior and leader, she used her skills to "good" use in her career as a pirate, becoming the notorious "Dread Queen of The Pirates" and quickly became a force in her own right. She never paid much attention to religion other than what her family taught her about their ancestral gods, but when a ship she raided was carrying an ancient and big holy book, she somehow felt much smaller than she ever did in her entire life. Looking at her life and all the evil deeds she's committed, she realized this is not the way a noble should conduct themself. More important than bringing dishonor to her family if she's caught, she commands men of despicable standards and an unseemly bunch that would not be able to form an army. How would she be able to command her own lands with pirates and marauders, no, she decided she would make a change in her life, and so she disbanded all but her own ship of her armada and sailed for the Ottobassid Capital. Giving her crew their part of her treasure, she gathered the rest and the book in a horse drawn carriage and headed to the royal palace where she showed all her treasures and the book to be given to the Caliph. Upon telling the "events" of how she acquired the book and gold from the vile pirate scum, the Caliph professed his gratitude and that the pirates were actually crusader enemies renown for raiding and destroying many coastal cities and inland fortifications. Whether realizing who she actually was or her ability to defeat these enemies, the Caliph named her an "Inquisitor", tasked with bringing the glory of god to the heathens and protecting the realms of his faithful both within and outside of the Ottobassid lands. This was the chance she was waiting for and she used this title to launch many raids on outside enemies, subjugating and plundering them, and crushing rebellions both before and after they've started. She claimed much glory and her skills only got better as she led true disciplined soldiers and fought against hardened veteran border soldiers, but one day she was called by the caliph and told that a new land has been found and that it was worthwhile to claim it while it was still ripe and prime for colonizing. One of the Caliph's sons was to be leading the expedition and she was to accompany his troops as a minor officer and secretly oversee for heresy and to keep his son safe. Now in the new lands, while she wants to see the colony successful for her own sake, she cares not for heresy and uses her power to exploit the troops and plunder more for herself mostly of her own accord. She kept her hat.
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46ca4e No.26861
| Rolled 85, 41, 6, 17 = 149 (4d100) |
>>26822
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:[None]
Assets:[None]
Inventory: [Dagger][Fine Clothes][Backpack][7 days rations]
Resources: 30 Gold pieces
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.
1/2/3/4. Honestly, I have no idea why this boat is sailing to Arantil. Hopefully, they aren't working for the Crown. I've got enough food to eat well enough for a while, and I almost already look the part of a captain. But I have no hat. Or ship. I suppose the ship is more important. Of course, I'm ON a ship, and it's already got a crew. A wise man once said "There's no time like the present to the crew of the vessel on your side, and stage a mutiny against the captain and officers." Actually, I don't think that anyone's ever said that before, but dammit, I'm saying it now! What would a bunch of sailors want to hear? What does anyone want to hear? They want to feel like they're in charge, and they want money, women, power, and ale. In every group, there's at least one person who's jealous of their leader, and that stretches all the way from groups of two, to groups of two thousand. Probably higher. I'll work my way through the crew, getting the people least likely to tattle on my side first, promising them control over their own destinies. Hell, I'll even let them off when I'm ashore. Of course, who would want to leave my lovely company? Then, when I have as many people who are already in a mutinous mood on my side, I can turn to the average crewmen. Once they see who's on my side, they'll see that all the cool kids are staging mutinies nowadays, and will either join straightaway, or need some convincing. For them, I can offer plunder and booty (They're not the same thing.) What shipbound wageslave doesn't want gold, and wenches, and mead? After that, I may have enough men to take up arms against the captain and his loyalists. Of course, I can't be seen to publicly support the mutineers. They'll all think that I just gave them a nudge in the right direction. It's not until the time comes to rebel will I reveal that I planned the whole thing. Hell, if I'm really good, I might be able to get everyone on board on board. What if I were so persuasive, the captain just gave me the ship and said: "He's got a good point, and he's handsome."? If it doesn't look feasible, I won't try to get the higher ups on my side, because even without their help, I'll still have the captain and his forces outnumbered. I've even prepared a list of why my plan should work. [Use enumerated methods to stage a mutiny, Charming Rogue bonus]
a. People like me
b. People like gold
c. People like bitches
d. I'm handsome
e. People like booze
f. I'm good looking
g. Everyone wants to control their own lives
h. I'm attractive
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46ca4e No.26864
File: 1462505006939.jpg (112.02 KB,919x1218,919:1218,This is totally not some o….jpg)
>>26838
Joining as Hero.
>Hero Stat Sheet
Starting Position: Álfar ná
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional raider/captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
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46ca4e No.26866
| Rolled 67, 77, 77, 30 = 251 (4d100) |
>>26847
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: 500
Food: 10 -5/turn
Resources: Lumber +1/turn
Assets: [Small Town]
Military: 200 Rus Riflemen
Navy: 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 I][Research I]
1. First order of business, a turnip farm shall be set up to ensure a steady supply of food.
2. Failing that, lets set up a fishery
3. Finally, construct a lumber yard to speed up production
4. As a side note, search the nearby mount ions for ore veins
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46ca4e No.26874
>Nation Stats
Start Position: already on map
Name: Skalim Empire
Nation Type: Native Nation
Fluff:
The cuetzpali are a people of war. The jungle is bountiful with food and game, but also dangerous beasts that can easily kill a lizardman. The cuetzpali have proven themselves to be supreme over all other life within the jungles - and to their centrist world view, that means anything of value. The only real warrior is one that has been blooded, but the ritual sacrifice that once held over much of the cuetzpali has since dwindled, leaving only to ceremonial sacrifices by the high priest of the chief god, Onotlatlatzinteotl, substituting for the thousands of sacrifices a year that individual households once performed.
With the news of the foreigners landing, the laughable 'House of Peace', the House of Skalim, challenged the then-reigning clan of Xolopitli. The newcomers, the Skalim claimed, were a sign of that the banished god of fire and sand, Tetzauhtototl, would be returning. The Skalim laid the fault of the coming doom on the Xolopitli's frivolities and the old house's failures to please the gods, distracting them from containing Tetzauhtototl.
The House of Skalim, long derided as overly obsessed with means other than war, challenged the long-reigning Xolopitli to Challenge by Yaoyotl, and surprisingly came out on top - and strong enough to beat down any immediate challengers.
The Skalim now rule the cuetzpali - and their preperations for war are unusual, but as more strangers pour across the great waters, the Skalim are the only House with a coherent plan of action, gaining them more adherents. They train in groups, not for individual combat. They farm and mine and labor in new ways as well, and seek new ways. Those who ill-fit within the new ways of the Skalim are encouraged to go out, to blood themselves amongst the newcomers in the way of their ancestors. Chief amongst these is old and dwindled House of Ska, whom the Skalim made overtures of alliance with repeatedly.
Religion: In the Morning of the World, Tetzauhtototl fought with Onotlatlatzinteotl the Thunderer, Cuanmiztli the Hunter, Inantzin the Mother, and Totoixtli the Seeker over the fate of the world. Stronger than any single other god, the Four High Ones of Cuetzpali worked together and banished the Dark God of Smoke and Flame to a far away land. The four gods brought order to the land and founded their peoples within the world, chief among them the cuetzpali, favored both by the Thunderer and the Mother.
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46ca4e No.26879
Starting Position:The Heart of Darkness
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.
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46ca4e No.26880
>>26858
Followers:[None]
Assets:[None]
Inventory: [Fine Pistol][Fine Sword][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
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.
>>26864
Followers:[8 Huscarls]
Assets:[None]
Inventory: [Fine Axe][Fine Sword[Fine Chain Mail]
Resources: 2 Gold pieces
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings
>>26874
Population: 800
Resources: Lumber +1/turn Food +5/turn Sharpleaf +4/turn
Food: 15 -8/turn
Assets: [Medium City][Massive Farm][Large Sharpleaf Farm]
Military: 200 Skalim Warriors 100 Skalim Elites 1 Blessed Skalim
Bonus: [BLOOD FOR THE BLOOD GOD] You have ushered in a new age of warfare and sacrifice giving you bonuses into religion and warfare
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I]
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46ca4e No.26881
>>26879
Followers:[6 Felpin Hunters]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb]
Resources:
Bonus:[Hunter of Man] You are a artful huntress you has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
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46ca4e No.26882
| Rolled 71, 20, 99, 32 = 222 (4d100) |
>>26880
The Skalem Empire
Population: 800
Resources: Lumber +1/turn Food +5/turn Sharpleaf +4/turn
Food: 15 -8/turn
Assets: [Medium City][Massive Farm][Large Sharpleaf Farm]
Military: 200 Skalim Warriors 100 Skalim Elites 1 Blessed Skalim
Bonus: [BLOOD FOR THE BLOOD GOD] You have ushered in a new age of warfare and sacrifice giving you bonuses into religion and warfare
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I]
1. Hunt for food. We require more to feed our warriors.
2. Train our Warriors. The old ways will not help us in the coming disaster.
3. Scout beyond our borders. See if the foreigners have landed nearby.
4. The Sharpleafs are useful. Let us find new ways to use them. [Weapons research]
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46ca4e No.26883
| Rolled 31, 43, 75, 16 = 165 (4d100) |
>>26838
>>26880
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional raider/captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[8 Huscarls]
Assets:[None]
Inventory: [Fine Axe][Fine Sword[Fine Chain Mail]
Resources: 2 Gold pieces
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1.) MYR! This is a NEW LAND of which is largely UNCHARTED TERRITORY. WE CANNOT afford to charge into it BLINDLY, and must drill ourselves in the ways of fighting so that we can handle ANY encounter. (Train the Huscarls!)
2.) These raiders of the town are adequate for the homeland, BUT WE ARE NOT AT THE HOMELAND. We must train them to a higher standard of combat if we are to wish to survive this mysterious domain, so that it might someday become as familiar as the marshes! (Train the local Myr Raiders!)
3.) Call more warriors to our cause! Those whom are eager with the sword and axe or other blade, swift in relfex, and IRON in heart! (Summon the brigand hordes!)
4.) Scout. WITH CAUTION. We shall blaze trails from which our wooden-hearted kin shall traverse and expand to without fear of becoming one with the land. (Scout the surrounding area!)
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46ca4e No.26884
>>26826
1.The Yol infantry bus inwards calming the land and butchering a peaceful village of Mothpeople, the corpses are repurposed as rations +6 food
2.You begin to create a mine on immediately though this area is less then mineral heavy you still mange to make progress [Small Stone/Iron Mine] +1 Iron/turn +1 Stone/turn
3.The soil here is different from home and more study is needed before the farm is complete 1/4 [Tiny Exploitative Farm]
4.Progress is made as the colony Weapon-master believes you shall soon have enough knowledge to produce their own rifles. [Firearms I 2/6]
>>26828
1. A decent hunt is had and you gather enough for [3 Days rations]
2. Few warriors are interested as they hear that the Empire shall soon march to war +1 Skalim Warrior
3. A supervisor is chosen though you have your doubts wether he is the best lizard for the job.
4.You speak to an old soothsayer who tells you that he can feel the Piece of God calling to him from the mountains, you can tell he is telling the truth and he offers to lead you there +1 Skalim Soothsayer
>>26829
1. The building of the Mosque begins though slowly 1/4 [Tiny Mosque]
2. The fisherie also seems to creep along… 1/4 [Tiny Fishery]
3. Your men make no progress as they seem to only complain about the lack of housing
4.Your men head for Volcano but are stopped at the base by what seems to be some sort of Lava Turtle Beast which uses the Volcano as a breeding ground. Not wishing to take causalities the Commander orders his men home.
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46ca4e No.26885
>>26838
1. You expand your colony lines and find a strange plant that bears a sweet tangy fruit +[Swangy Fruit]
2. Little progress is made on your naval techniques as your men seem to just laze and enjoy the warmer climate
3. You explore your island and find two rock behemoths seemingly locked in an endless battle neither will win +[Behemoth Fight]
You expand upon your farm [Small Farm]
>>26843
1. As your men search for sea-life you find nothing, you wonder why this so desolate…
2. After the frigate is left the Town is attacked by a fearsome sea serpent lovingly dubbed “Misfortune” while the marines are able to ward the creature off no progress is made on exploring the island.
3. A few colonists agree to join +10 Elven Militia
4.People are too scared to leave the colony after the serpent attack
>>26849
1. While no progress is made on the technique of you whaling expedition
2. You manage to hunt down a pod of whales and begin the slaughter. Things do not go as expected as the whales seem to turn on your ships attacking with great savagery, these are not like the whales of the old lands, they have think black hide the seems to secrete a black trail as they swim +[Tarback Whale]
3. Your men head along the coast before running into a large village of half spider half human people who fall upon them with webs and club driving them away from the village +[Drider Village]
4.As your envoy travels north his boat is ambushed by [Tarback Whales] who drag him under in reprisal for your earlier attack -1 Trooper
>>26855
1. The local guard say they could use some help but don’t really have much to give you beyond a small house
2. +[Small Home]
3. As you train your sword techniques you hear a growl from the underbrush and out pounces a massive tiger seemingly formed from leaves [1d20 for personal combat]
4.You train your body long and hard [Dexterity I]
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46ca4e No.26886
>>26856
1. No progress is made as your warrior can only seems to find rumors
2. You launch a raid into the Corvain territory but are matched with a small but discipline force slays a few of your number before you turn tail -6 warriors
3.The great animals of the jungle are watched and tactics are adapted from their many forms of hunting [Warfare II 3/8]
4.No construction progress is made as it is a beautiful day and builders prefer to laze in the sun.
>>26857
1. Another [Tiny Fishery] is set up
3. A [Tiny Lumberyard] is set up
4.You find a tin vein, somehow who expected something more exotic
>>26861
1-4. Everyone on the ship thinks this a great idea! Even the captain wants in and demotes himself to first mate. + 20 Crew +1 “First-mate” Captain + “Hugging Mary” Merchant Sloop
>>26866
1. The turnip farm is coming along nicely [3/4 Tiny Farm]
2. The fishery is completed [Tiny Fishery]
3. The lumberyard is also completed [Tiny Lumberyard]
4.You manage to find a rather solid [Iron Ore Vein]
>>26882
1. A great hunt is thrown and many beasts are slain +10 food
2. The warriors seem to learn little from this training
3. Your borders are secure and your men even convince some independent lizard-folk to join you for protections +200 population
4.You scout and find the lair of a great dragon snake [Dragonsnake Lair]
>>26883
1. Your huscarls train but have a hard time losing their bad habits 1/10 [Elite]
2. The local Myr raiders but do not have authority over them and though scared of you they are conflicted on what to do.
3. You try to rally bandits but you don’t know where any would be in this new land
4. As you explore the island you attacked by a pack of monkeys that seem to have glittering jewel scales [1d20 personal combat]
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46ca4e No.26887
MAP COMING
POPULATION INCREASES BY 5% EACH TURN*
*does not include Odd
ROLLING RUBRIC NEXT TURN FOR SURE
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46ca4e No.26888
>>26834
1. Exploring the mountains near your town your men come across a large outcropping of peculiar crystals the seem to emit light the darker the surrounding area becomes +[Light Crystals]
2. Your boys explore the surrounding waters and a small island which seems to be covered in lazy fat slug-like creatures, though repulsed at first, one crewman decided to try to eat one. After a good roast theses “Sluglings” seem to have a rich flavor which all the crew could appreciate +[Sluglings]
3. The boys do little with the farm but eat some crops -1 food
4.Progress is made on setting up a lumberyard 3/4 [Tiny Lumberyard]
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46ca4e No.26889
| Rolled 18, 66, 48, 11 = 143 (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: 200
Food: 6 -2/turn
Resources: Lumber +1/turn
Assets: [Tiny Town]
Military: 20 Ottobassidian Janissaries
Navy: 1 Ship-of-the-line
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]
1/4 Tiny Mosque
1/4 Fishery
1-4. Prophet's beard, why didn't you tell me we had a housing shortage earlier? Our men cannot sleep under the rain.
Focus on building more houses immediately, we must make shelter for the faithful.
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46ca4e No.26890
| Rolled 11 (1d20) |
>>26886
Disgusting…CREATURES! I shall show you RESPECT!
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46ca4e No.26891
| Rolled 60, 93, 48, 21 = 222 (4d100) |
>>26880
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[None]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
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; Gather up a group of men and whip them into shape
3; Explore the northern plains to see whether they're fit for farming and to find out the types of wildlife
4; Run more drills to practice commanding soldiers, it's been awhile
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46ca4e No.26892
| Rolled 49, 80, 57, 55 = 241 (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:[6 Felpin Hunters]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb]
Resources:
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1,2,3&4 There is a hunt against the weak bird people nearby, we should join in for some practice and some sacrifices for the All-Mother! [Join the hunt/raid against the bird people]
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46ca4e No.26893
| Rolled 56, 76, 80, 38 = 250 (4d100) |
>>26888
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: 126
Food: 6 -1/turn
Resources:
+ Lumber: 2 +1/turn
+ Food/Farmed: +1/turn
+ Light Crystals
+ Sluglings
Assets: [Small Town][Tiny Farm]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Have some of the boys grab some picks and get to work on those crystals. They could be useful ta sell and for our own light sources.
2. Have some more o' dah boys set up a slugling farm. Dem good eats. Any who eat them before the farm is set up is gonna get shot!
3. Not quite wot I meant but it works. Continue chopp'n trees I guess. 3/4 Tiny lumber yard.
4. I think one of tha boys was supposed to be good with guns and the lot. See if he is still around. [research gunpowder]
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46ca4e No.26895
| Rolled 86, 95, 54, 15 = 250 (4d100) |
>>26885
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 105
Food: 6 -1/turn
Resources: Lumber1 +1/turn, Food +2/turn, +[Velsignelse Frukt],
Assets: [Small Town][Small Farm]
Military: 50 Myr Raiders
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight]
1. Expand our lumber yard, we're gonna need more wood fer ships and buildings.
-Industrial?
2. Set up a mine. We can't make ships nor weapons without metal or stone. Can't build good structures without it neither.
-Industrial?
3. Set up a farm/plantation for this new Fruit. It shall be named Velsignelse Frukt. We shall farm it and send it home.
-Industrial?
4.Start expanding and improving the town. going to need more room for all the folke soon.
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46ca4e No.26896
| Rolled 52, 63, 63, 30 = 208 (4d100) |
>>26885
>Nation Stats
Start Position: Northern Island, within the forests by the shore.
Name: Elmontalia
Country of Origin: Llewelyn, the Southern Elf Homeland.
*Country Fluff: A country ruled completely by its merchant class, the budding nation of Llewelyn quickly grew rich through the kickstarting of a highly profitable silk trade. The immense wealth garnered through the silk trade allowed Llewelyn to afford an impressive army, and conquest large swaths of forests. Over time, the merchant leadership of Llewelyn grew ever more greedy, beginning to supplement the wealth gained from the silk trade with increasingly higher taxes on the poor. At the dawn of the Age of Sail, tensions came to a head. Rebellions sprung up like wildfire throughout the Llewelyn forests, with commoners taking up arms against the merchant class and its impressive royal army.
Nation Fluff: A nation of refugees, Elmontalia was founded by one group of elves who were sick and tired of the constant mistreatment of commoners performed by the Llewelyn leadership, and decided to rebel. Under the leadership of Captain Indigo, a former admiral of the Llewelyn navy who defected in support of the commoner rebellions, hordes of citizens and Indigo's loyal soldiers swarmed the docks of the Elvish port city, Redwood, in a desperate attempt to seize ships and sail south, chasing the rumor of free lands. Though many citizens were slaughtered in what would come to be known as one of the great elvish massacres of the century, two ships managed to escape amid the chaos and land on new soil. The refugees named their new land Elmontalia, or "Free Forests", in celebration of a future where no elf would be oppressed. After a short period of construction, the first port city of Elmontalia, Birch, was built, the first achievement of the people. Under the leadership of Captain Indigo, Elmontalia chases new opportunities on land and sea.
Nation Type: Independent
Population: 330
Food: 3 - 3/turn
Resources: Lumber +1/turn [Stock: 1]
Assets: [Medium Town {Birch}]
Military: 50 Naval Marines, 10 Elven Militia
Navy: 1 Lightly Armed Frigate
Bonus: [Land of the Free] The civil war wracking your homeland and the word of a prosperous land across the sea attracts large amounts of refugees.
Negative: [Traitors] Llewelyn is not happy with you and when they come it will not be pretty…
Tech:[Naval I][Trade I]
1-3 Fear in the colony is palpable and detrimental to Elmontalia's growth as a nation. Captain Indigo directs most of his marines to sail aboard the frigate and hunt Misfortune down, hauling its corpse back if they are successful.
4 Food reserves are quickly running low. The remaining marines and a portion of the militia are dispatched to the eastern forests to hunt game for sustenance.
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46ca4e No.26897
| Rolled 13 (1d20) |
>>26896
The serpent rises from its watery depths, maw agape and mouth foaming. The marines take aim as it screeches, rushing the small frigate.
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46ca4e No.26899
>>26886
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: [20 Crew], [1 "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][6 days rations]
Resources: 30 Gold pieces
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.
1. Wow. A mutiny that bloodless was highly improbable, but I'm glad I managed it. However, I'm certain that not everything in my career as a pirate will be gumdrops and lollipops. If I'm going to survive, I need to acquaint myself with a few things: Combat for one. I need to learn how to fight, and what better place to learn than the place where I'll be doing most of my fighting? [Learn how to fight on the decks of a ship]
2. The slang of the sailors isn't too difficult to understand. It's fairly simple, to be honest. I can learn from watching the crew go about their jobs, see how the ship works, what everything's called, and how it performs. [Learn the ways of the sea]
3. The ocean path to the new world is bound to be laden with vessels bound for Arantil. Such vessels are sure to be prime targets for a trap. If we fly distress flags, perhaps a good samaritan will come and help us out. A medical emergency could be fortuitous. If I can, I'll convince the boys on the other ship to come on over to our ship, for whatever reason I can pull out of my arse at the time. Then, once they're surrounded, we can reveal our intentions, hopefully forcing a bloodless surrender. Once the rival crew are subdued, one way or another, we can throw them in a dinghy, and set them out to sea. That's survivable, right? Huh, maybe not. I don't know what to do with survivors. In any event, after that, the ship will be ours for the taking. [Set a trap for merchant ships, wait for them to board, take their shit]
4. Oh, wait! I've got it! If our crew joined us so easily, why shouldn't theirs? A bit of a bribe, maybe a small large amount of coercion, and then we'll have a crew that can be mixed among the two vessels, so that we have staunch loyalists keeping the conscripts in check on both ships. [Convince captured sailors to join us, persuasion bonus]
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46ca4e No.26900
| Rolled 76, 74, 40, 10 = 200 (4d100) |
>>26899
At least I got dubs.
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46ca4e No.26901
| Rolled 3, 61, 35, 59 = 158 (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.”
Nation Type: [Colonial Charter]
Population: 200
Food: 14 -2/turn
Resources: [Lumber:2 +1/turn][Stone/Iron Mine] [1+1 Iron/turn 1+1 Stone/turn}
Assets: [The End of Reason|Basic Town]
Military: 40 Yolian Infantry
Navy: 1 Civilian Frigate
Bonus: [Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
Negative: [GIB LAND] There will be no negotiations with natives, all is to be harvested.
Tech: [Mining II]
–Actions–
1. The expansion continues. So far the entire effort has been agreeable, and the timetables are currently ahead of schedule. The local administration coordinator is pleased and Yol seems pleased with the progress..so far.. [Expand] {Rape the Earth}
2. The Yolians are continuing to expand their resource base with more mines, timber farms, and other extraction facilities. Yolian extraction networks are usually integrated and vertical in nature - from top to bottom, the Yolians think of everything. [Mines] {Rape the Earth}
3. The work on the farm continues. Fish aren't a favorite food of the Yolians, but the margins are within the budget line. {1/4 [Tiny Exploitative Farm] {Rape the Earth}
4. With the schematics in place, the preliminary testing of local facilities for firearms moves ahead. Specialists are shipped in from the mainland and given proper compensation. [Research: Firearms - 2/6]
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46ca4e No.26902
>>26891
1-2. You manage to convince some of the townsfolk to follow you [+5 Ottobassid Miltia]
3. You head over and explore the northern plane which seems to be populated my large deer-like creatures with stilt-like legs [Stilt-walkers]
4. You try to brush up your command skills but people don't seem quite as eager to listen to you without your rank to flash
>>26892
1-4. You launch a raid into Corvain territory finding a small village to prey upon. [Roll d20 for combat]
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46ca4e No.26903
| Rolled 70, 87, 4, 90 = 251 (4d100) |
>>26886
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 157(.5?)
Food: 7 0/turn
Lumber: 1
Resources: Lumber +2/turn Food +2/turn
Assets: [Small Town][Tiny Fishery][Tiny Fishery]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1 Dry as a bone
The thing about Fish is that, well, they don't keep fresh for too long 'less you preserve 'em somehow.
In this case, I'm thinking drying and salting is the way to go. Keeps the things edible for years to come, plenty of time to ship back to the Isles.
[Construct a "Fish Dryer/Salter/Preservery/whatever it's called".]
[Fisher-Kingdom
[Fishing I?[
>2 I wish I had a heart
Tin?
Ah, there are some decent uses for tin. It may not be the King of Metals, but it will at least net us a tidy profit.
[Tin Mine]
>3 Bounty of the sea
We've reached a balance in terms of food… but a balance is nowhere near as good as a surplus. Let's expand the reach of our fishery!
[Expand at Tiny Fishery]
[Fisher-Kingdom]
[Fishing I]
>4 Wonders in the Deep
Aye, these new seas teem with fish of a familiar sort, this is true. But what of the strange things among them that aren't known to Man?
What novelty lies beneath the waves?
["Survey" the seas for new kinds of life]
[Fisher-Kingdom]
[Fishing I]
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46ca4e No.26904
| Rolled 15 (1d20) |
As Ceh and her group get close she raises her hand up signifying to stop, she then looks at the small village scouting out any kind of defense and waiting for the perfect time to strike, shortly after she motions for everyone to come with her as she charges.
[Hunter of Man] +? to the roll
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46ca4e No.26905
[Rubric]
1-5: Fucked shit
6-10: Sort fucked shit
11-19: Bad Shit
20-29: Meh
30-39: +1
40-59: +2
60-79: +3
80-95: +4 Good Shit
96-99: +5 Better shit
100: Awesome shit
—–
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46ca4e No.26906
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46ca4e No.26907
| Rolled 987, 140, 932, 570 = 2629 (4d1024) |
>>26902
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[5 Ottobassid Militia]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
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; We'll make note of those creatures to be domesticated later. Lets run some drills near the colony to train the troops and practice my command skills
3-4; Might as practice my perfect charm to get more allies to my cause~!
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46ca4e No.26908
| Rolled 24, 56, 76, 16 = 172 (4d100) |
>>26907
>>26902
fuck
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46ca4e No.26909
| Rolled 58, 20, 62, 9 = 149 (4d100) |
>>26905
The Skalem Empire
Population: 1050
Resources:
-Lumber [1] +1/turn
-Sharpleaf [4] +4/turn
-Food: 20 (-3/turn) -10/turn, -Food +5/turn
Assets: [Medium City][Massive Farm][Large Sharpleaf Farm]
Military: 200 Skalim Warriors, 100 Skalim Elites, 1 Blessed Skalim
Bonus: [BLOOD FOR THE BLOOD GOD] You have ushered in a new age of warfare and sacrifice giving you bonuses into religion and warfare
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I]
Nearby: [Dragonsnake Lair]
1. Continue the training of the warriors. We will strike once we find something.
2. Meat is good, but the population needs more. Build a new Farm.
3. Continue seeking better ways to use our Sharpleaves. [Weapons research]
4. Approach the great Dragonsnake. See if it may be tamed.
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46ca4e No.26910
>>26909
>See if it may be tamed.
GUESS NOT!
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46ca4e No.26911
| Rolled 58, 71, 39, 38 = 206 (4d100) |
Name: Pirates of the Black Waves
Country of Origin: Grum-Grind Wastelands
*Country Fluff: The empire of the Broken Crown, chief most of the Hobgoblin civilizations. A place of constant warfare but not uncivilised. A once great an expansive human kingdom brought low by the military industrial complex of the hobgoblin leader Grum and his top advisors. It maintains a strict caste system and for warriors to earn a name they must slay an enemy in battle, and enemies are not in short supply as the hobgoblins have carved deep into human lands and are beset on all sides, though they lose no ground.
Nation Fluff: However for some, the strict codes of law and low castes were not enough. Some dared to dream of more, of battle with who they choose and on their own terms. The Pirates of the Black waves are savage soldiers led by Gorum BlackWave, and they sail the many seas of the new world looking to take all the world has to offer them. Their fortress hideout and is located in a beautiful cove with sheer cliffs on one side and the (rain?)forest spreading to their east. The strict discipline of their homeland is not lost on them. They only wished to be free. They managed to “acquire’ an ad-hoc assortment of naval vessels but dont be deceived as they ride low in the water for the cannons that lie hidden in wait. Before Gorum left him and his men raided an artillery factory and made off with several pieces intended for the front line.
Nation Type: Outlaw
Population: 99
Food: 7 -1/turn
Resources:
Lumber 1 +1/turn
Assets: [Iron Fist-Small Town]
[Tarback Whales]
[Drider village]
Military:
99 Hobgoblin Troopers,
2 weak cannons
Navy:
1 Lightly Armed Frigate
Bonus: [People of Blood and Iron] Your people are from a strict warlike nation and have bonuses towards ground combat and development.
Negative: [Women and Whine] Your people have arrived with mostly military men and you have a lack women which has lead to certain problems arising in your settlement.
Tech: [Warfare II]
>Actions
As the whalers haul the beast aboard they rejoice, they will process it down for food and oil they will learn its weak points
>research [Whaling I]
The drider village is the perfect target for slaves and supplies, we will begin by shelling the village with cannon untill the scream fill the night and fire blazes into the sky
>attack village with my 2 weak cannon
[People of Blood and Iron]
Next we will Use 50 might troopers clad with iron breastplate and musket to take the village, first they will flank the village on the north and south, with the cannons firing from west. After the cannon fire dies down they will shoot volleys of musket fire into any target they can see before leading a flanking charge. Anyone who resists will be slaughtered but the goal is to capture the queen/brood mother. After the battle anyone but the queen and other leaders will be raped, but this isn't a savage assault. The fighting will be disciplined and so will the rape. Also any dead drider will be harvested as food.
>50 troopers take the village
[People of Blood and Iron]
We will use this experience to study the cannons themselves and a better way to use them both on land and at sea.
>research [Artillery I]
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46ca4e No.26912
| Rolled 4 (1d20) |
>>26911
In case I need to fill for my battle here is s d20
Roll, augmented by
>[people of iron and blood]
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46ca4e No.26914
| Rolled 10 (1d20) |
>>26885
A LION!
(Combat roll)
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46ca4e No.26915
Starting Position: With Black Wave Pirates
Name: Goreflesh the Bloody
Country of Origin: Grumgrinde Wastes
Profession: Ex Soldier-New Pirate-Lifelong Badass
Fluff: Goreflesh the Bloody got his name from all the savage wounds he has from battle. Thick lines of scars criss cross his thick skin. When the hobgoblins were making their escape from the wasteland he led the assault on the armory himself while the captain secured the ship. Goreflesh is a veteran of many battles more then most of his age for he is not that old and is in the prime of his strength. He has sailed with Captain BlackWaves to this “new world” in search of the right to carve out a piece for his very own in repayment from all the pieces carved from him. He brought his heavy axe (viking style) witch he has used to slay all of the foes. He lives by the discipline grained into him as a child but only feels alive in single combat against a skilled foe.
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46ca4e No.26917
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46ca4e No.26923
[TO]: Yolian Resource Administrator, Unexploited Territories (“YRAUT”)
[FROM]: Central Yolian Resource Administration (“CYRA”)
[SUBJECT]: Current Resource Input Requirements (“CRIR”)
[DATE]: 57209 YST
——MESSAGE BODY——
Current wars have drained effective resource stocks of timber, food, and iron. Effective industrial efficiency is at 73.33~%. CYRA has instituted basic rationing. Inputs are still under current requirements. Unexploited territories are requested to make up for current shortfalls. The follow resources are to be given primary emphasis:
›Coal (any)
›Timber (any)
›Iron (any)
To meet these inputs CYRA has seen fit to authorize heavy equipment and industrial technicians to unexploited territories in order to increase production. CYRA has also been made aware by YRAUT that numerous non-state actors are present on the islands scheduled for exploitation. CYRA has therefore authorized the deployment of any equipment requested to deal with said input obstructions as they occur. Given the resource situation at CYRA, CYRA suggests neutral-tone interactions with other state actors in order to mitigate input obstructions by non-state actors. CYRA has also been made aware of non-state accumulator activity (“pirates”) in the general vicinity. CYRA suggests a working arrangement with those actors where possible.
——[/MESSAGE]——
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46ca4e No.26924
| Rolled 14, 87, 56, 88 = 245 (4d100) |
>>26886
Population: 1050
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm]
Military: 394 Felpin Warriors
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 I][Religion I]
1. [Pieces of God] There are rumors of an artifact hidden somewhere within the Pridelands. We should find it before the others do and keep it for ourselves!
2. [Warfare II 3/8] Keep working on those methods
3. [Recruit Warriors]
4. [Dig mines]
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46ca4e No.26925
| Rolled 48, 31, 8, 36 = 123 (4d100) |
>>26828
>>>26821
>Starting Position: Skalim Empire
>Name: warleader Skasheek
>Country of Origin:Lizard man empire
>Profession:warrior and leader of lizards
>Fluff:. >>26821
>>Followers:
+21 Skalim Warriors
+1 Skalim Soothsayer
>>Assets:[Small Town]
>>Inventory: [Legendary Sword][Piece of God(Eye)]
>>Resources:
[3 Days rations]
>>Bonus:[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
>>Negative: [Piece of God] You have a fragment of (God) and many people and creatures will try to kill you for it.
1. The skalim and house ska have come to an agreement. We must conquer one of the nearby independant villages and make them loyal to the empire. We could throw our warriors at it but I think this is a good time to test out house ska's secret weapon.
2.3. The recruiting of new soldiers continues
4. After the village is taken Skasheek will go to this [Dragonsnake Lair] and see if he can tame he beast. Nothing would prove him more fit to lay claim to the pieces better than claiming this beast as his mount.
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46ca4e No.26927
| Rolled 6, 1, 42, 66 = 115 (4d100) |
>>26886
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: 525
Food: 5 -4/turn
Resources: Lumber [3] +2/turn | Fish (food) +1/turn
Assets: [Small Town][Tiny Fishery]
Military: 200 Rus Riflemen
Navy: 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 I][Research I]
>Ongoing
[3/4 Tiny Farm]
1/2. Continue work on the farm
3. Have a hunter's lodge set up to gather meat and pelts
4. Begin work on a shipyard.
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46ca4e No.26931
>>26890
You and your men make quick work of the [Jewel Apes]
+1 days rations
+4 Jewel Skins
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46ca4e No.26932
>>26914
The fight is close and brutal with the tiger getting some good hits in before succumbing to your attacks.
+1 days rations
+1 Green Tiger pelt
Set status to [Injured]
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46ca4e No.26933
>>26904
Your hunters launch a viscous assulat on the village tearing through the few guards with ease.
+10 Corvian Captives
+5 Weak Armour
+3 Weak Shields
+6 Corvain Knick Knacks
+4 rations
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46ca4e No.26934
>>26889
1-4. The expansion of town is coming along however your people find themselves pestered and annoyed by small mouselike natives that seem very curious about your settlement which brings down the work effort 5/6 [Small Town] +[ Snousy Village]
>>26893
1. Progress is good on towards your mine 2/4 [Tiny Light Crystal Mine]
2. The Sluglings seem to very easy to take care of requiring only small amounts of water and feed on scraps 3/4 [Tiny Slugling Farm]
3. The [Tiny Lumberyard] is set up and as your men clear wood them find a weird red tree the seems to leak a thinks viscous sap which has a spicy taste +[Spice Sap Trees]
4.Little progress is made on the 1/6 [Firearms I]
>>26895
1. A [Tiny Lumberyard] is set up and among the tree groves you find a tree that bears large fruit that smell amazing but tastes terrible +[Smaste Fruit]
2. You begin to set up a mine with no real direction but luckily you manage to hit an iron vein [Tiny Iron Mine]
3.The [Tiny Velsignelse Frukt Farm] which attracts some large purple featherless
flightless birds +[Derfer Bird]
4.While expanding the town one of your builders kicks a [Derfer Bird] and is pecked to death -1 pop
>>26896
1-3. The sloop rides out to confront [Misfortune] clashing with on the high seas. Though you take some causalities the creature finally dies under a hail of cannon and musket-fire. -10 Elven Miltia -10 Naval Marines
+6 food
+6 Blubber
6 Bones
4.Little is hunted +2 food
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46ca4e No.26935
>>26899
1. You begin to practice with your men as they try to teach your the rumidetaries of 3/4 [Weak Naval Combat]
2. The Firstmate “Captain” begins to teach you all the things you need to know to run a ship 3/4 [Weak Naval]
3. You set a trap and manage to capture a small fishing boat +[Llewelyn Fishing Boat] +10 [Llewelyn Captives]
4.They don’t seem very convinced and just want to go home.
>>26901
1. Expansion is halted as you run into a village of aggressive Crocodile men who chase off your surveyors +[Crocomo Village]
2. Your prospectors search for viable mineral deposits, though they find no Iron they find a strange red ore that seems to absorb heat extremely well + [Heathold Vein]
3. The progress on the farm is slow going 3/4 [Tiny Exploitative Farm]
4.Progress is made according to schedule on the 4/6 [Firearms I]
>>26903
1. A [Tiny Salt Shed] is set up [Allows you to convert 1 Fish (Food) to 1 Fish (Good) per turn
2. The [Tiny Tin Mine] is created with great ease and you even find an [Iron Ore Vein]
3. Due to weather things don’t go well but your mens professionalism keeps you from suffering any loses.
4.Your men survey the water and eventually find a odd species of blue fish that seems to grow some type of waterproof fur +[Furfish]
>>26907
1-2. Training goes alright as the militia grow +5 Militia
3-4. No progress is made as the harassment by the [Snousy Village] makes training hard.
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46ca4e No.26936
>>26899
1. You begin to practice with your men as they try to teach your the rumidetaries of 3/4 [Weak Naval Combat]
2. The Firstmate “Captain” begins to teach you all the things you need to know to run a ship 3/4 [Weak Naval]
3. You set a trap and manage to capture a small fishing boat +[Llewelyn Fishing Boat] +10 [Llewelyn Captives]
4.They don’t seem very convinced and just want to go home.
>>26901
1. Expansion is halted as you run into a village of aggressive Crocodile men who chase off your surveyors +[Crocomo Village]
2. Your prospectors search for viable mineral deposits, though they find no Iron they find a strange red ore that seems to absorb heat extremely well + [Heathold Vein]
3. The progress on the farm is slow going 3/4 [Tiny Exploitative Farm]
4.Progress is made according to schedule on the 4/6 [Firearms I]
>>26903
1. A [Tiny Salt Shed] is set up [Allows you to convert 1 Fish (Food) to 1 Fish (Good) per turn
2. The [Tiny Tin Mine] is created with great ease and you even find an [Iron Ore Vein]
3. Due to weather things don’t go well but your mens professionalism keeps you from suffering any loses.
4.Your men survey the water and eventually find a odd species of blue fish that seems to grow some type of waterproof fur +[Furfish]
>>26907
1-2. Training goes alright as the militia grow +5 Militia
3-4. No progress is made as the harassment by the [Snousy Village] makes training hard.
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46ca4e No.26937
>>26911
1. The Whalers make some progress but they doubt how effective these tactics may be on the more aggressive [Tarbacks Whales] 3/6[Whaling I]
2-3. Even with your superior fire power the fighting is close and brutal, as the driders are inhumanly strong and attack with venom and nets trapping many hobgoblins before being brought down. One paticarly large drider tha seems to be the leader of sorts swears that the Queen will come and you will all be ended.
+10 Food
+15 Drider Slaves
+5 Drider Knick Knacks
10 Spider Silk
-30 Hobgoblins Troopers
4.Little is know about how the artillery works besides how to use it 1/6 [Artillery I]
>>26924
1. Once again rumors is all you find…
2.Your knowledge of warfare surges forwards as small unit tactics are developed [Warfare II] -30 Warriors +30 Elites
3. More warriors are recruited +50 Warriors
4. A [Tiny Stone Quarry] is built
>>26925
1. The village is hesitant you might have to the EYE[D20]
2-3. Some warriors join you but they lie of their reasons you will have to carefula bout them +10 Skalim Warrios [T]
4.The beasts is fearsome in mind and body you will have to use everything you got to defeat it [2d20 first for combat second for EYE]
>>26927
1-2. As your men continue to work on the farm a great burrowing covered in mouths that spew acid emerges in the middle of the farm slaughtering workers and claiming the area +[Many Mouthed Beast] -50 population [No work on farms till beast is slain]
3.Work on a 2/4 [Tiny Hunting Lodge] begins
4. The good progress is made on the 3/4 [Tiny Shipyard]
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46ca4e No.26938
| Rolled 53, 16, 91, 44 = 204 (4d100) |
>>26885
>>26932
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x7)] [Green Tiger Pelt (x1)]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity I]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
[Injured]
1: Quickly bandaging herself after the sudden tiger attack, Scarlett made her way to the colony's doctor, in order to get the wounds treated properly. Right after that was done, she made her way to the local tailor to get her clothes fixed up, so that she doesn't look like she was attacked by a tiger.
>MEDIC! Get the [Injured] stat removed.
2: Just idling around the colony wasn't really what Scarlett had in mind when it came to hunting down the man she was sent after. Surely, the Viceroy have something that needs to be done around here?
>Get a quest from Valleyguy or so, in order to do stuff!
3-4: Training stuff
>3: [Swordfighting I]
>4: [Dexterity II]
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46ca4e No.26939
| Rolled 31, 13, 58, 11 = 113 (4d100) |
>>26934
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: 133
Food: 6 -1/turn
Resources:
+ Lumber: 3 +2/turn
+ Food/Farmed: +1/turn
+ Light Crystals
+ Sluglings
+ Spice Sap Trees
Assets: [Small Town][Tiny Farm][Tiny Lumberyard]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Continue work on the light crystal mine. 2/4
2. Continue work on the slugling farm. 3/4
3. Continue getting that gun nut teaching people how to make guns. Firearms I 1/6
4. Send some boys out with the boat to find someone to raid! We need loot and slaves!
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46ca4e No.26940
>>26938
1. A nice civilian patches you up but it will take time to heal [One more turn]
2. No one seems to have anything for you..
3. You train hard and gain +[Weak Sword-fighting]
4. 2/8 [Dexterity II]
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46ca4e No.26941
>>26938
1. A nice civilian patches you up but it will take time to heal [One more turn]
2. No one seems to have anything for you..
3. You train hard and gain +[Weak Sword-fighting]
4. 2/8 [Dexterity II]
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46ca4e No.26942
| Rolled 79, 14, 43, 72 = 208 (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: 200
Food: 12 -2/turn
Resources: [Lumber:3 +1/turn][Stone/Iron Mine>Iron:2+1/r Stone:2+1/t}
Assets: [The End of Reason|Basic Town]
Military: 40 Yolian Infantry
Navy: 1 Civilian Frigate
Bonus: [Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
Negative: [GIB LAND] There will be no negotiations with natives, all is to be harvested.
Tech: [Mining II]
–Actions–
1. The Yol infantry brigade is sent to destroy the [+Cocomo Village]. Yol are not known for their subtle nature when threats are around. Yolian tactics are, much as the Yolians, brutal: sustained bombardment and incendiaries are preferred to melee or other forms of combat the Yolians find to be "the province of idiots and children". [Destroy the Village]
2. Mining of the {+[Heathold Vein]} begins. Several of the engineers think that it will prove useful in the future, but they're not sure how, precisely. However, it is easily said that Yolians. [Rape the Earth]
3. The final touches on the farm are completed. [Tiny Exploitative Farm: 3/4]
4. Additional specialists and some basic arms are imported to the mainland as the initial fabrication facilities – small currently – expand. [Research: 4/6 [Firearms I]
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46ca4e No.26943
| Rolled 67, 84, 75, 16 = 242 (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:[6 Felpin Hunters]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [10 Corvian Captives]
Resources:
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1. We have what we came for, let us go back to the prideland with our catch. [go back to the heart of darkness.]
2. We must go to the temple, we have captives for the priestesses to sacrifice! [Go to the temple and have the priestesses sacrifice the captives.]
3&4. After the small celebration i plan to spar with you, my fellow hunters and see which of you are the best.[Spar and train up my spear and dodging skills and mark out the most skilled to least skilled in my hunting party.]
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46ca4e No.26945
| Rolled 97, 24, 43, 87 = 251 (4d100) |
>>26935
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[10 Ottobassid Militia]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
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.
1-4; Walk with my militia to the outskirts of this strange village and engage in diplomacy. Ask for why they are harassing us and if I can keep one cuz they're just so cutie wootie~! Practice charm this way, then get back to running drills afterwards
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46ca4e No.26947
| Rolled 43, 78, 50, 3 = 174 (4d100) |
>>26936
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: [20 Crew], [1 "First Mate" Captain] [10 Llewelyn Captives]
Assets:[The Hugging Mary: Merchant Sloop][Llewelyn Fishing Boat]
Inventory: [Dagger][Fine Clothes][Backpack][6 days rations]
Resources: 30 Gold pieces
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:
Training: 3/4 [Weak Naval Combat],3/4 [Weak Naval]
1/2. Well, these captives may be a problem. We outnumber them about 2:1, but they could cause problems if we decide to keep them. Besides, they're working men. They plough the seas, and harvest her fruits, so that they can support their families. I know my approach. The first thing I'll do is give them a bit about how I know how they feel. I have a family back in Llywas, and I miss them terribly, but I felt the sea calling to me, and I knew that I had to leave, to find my destiny. It's a lie of course. The only family I have is dear old mum, who's quite happily living in the neighboring country of Balnion, where I've put her up in a fine house, but they don't need to know that. Once they begin to feel for me, I'll give them the best news they've heard in a while: I'm letting them go, and with their ship and their catch. Of course, I wouldn't be much of a captain if my men went away empty-handed after their hard work, so if our kind captives had any baubles, trinkets, coins, or knick-knacks, I'd gladly take them. I need to save face, you see. Now, in return for letting them go, I'm going to make one request of them. I want them to recruit people back in Llywas for my cause. If any of them decide to join, I can meet them at that elf-hideout, Elmontalia, on the Northern island of Arantil. They just need to wait for me. I'll be there eventually. In return, I'll give them purpose, and direction, and gold. Gold beyond their wildest dreams. [Take captives' money, let them go with their ship, tell them to recruit people, send them to Elmontalia where I'll meet them. Charming rogue bonus for the convincing.]
3. My crew won't be pleased that I let our first bunch of captives go, but I can explain to them that this move was one made for the good of the whole crew. If they spread tales about how good a captain I am, more people will join us. With more people joining us, we will be able to take in more loot. With more loot coming in, more loot goes to them, my first, and most respected crew. [Assure the crew that letting the captives go was the right thing to do. Charming rogue bonus.]
4. The sea is a harsh and wild mistress. She cannot be tamed, but you can work well with her when she's calm. The "Captain" and I will keep working on my lessons. [Train: Weak Naval (3/4)]
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46ca4e No.26948
>>26947
Also, I forgot to subtract my ration.
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46ca4e No.26949
| Rolled 36, 38, 21, 48 = 143 (4d100) |
>>26934
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 109
Food: 7 -1/turn
Resources: Lumber3 +2/turn, Food +2/turn, +[Velsignelse Frukt]1 +1/turn, +[Duftende Frukt], Iron 1, +1/turn
Assets: [Small Town][Small Farm][Tiny Velsignelse Frukt Farm][Tiny Iron Mine][Tiny Lumberyard]
Military: 50 Myr Raiders
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight], +[Derfer Bird Infestation]
1.Expand the mine. We'lll need more than a little bit of Iron for making things!
-Industrial?
2.Make a farm for the Duftende Frukt, it may taste like a Jotun's arse, but it smells like verdant fields. we can use dat fer trade.
-Industrial?
3. Those foul must be spawned by the trickster himself. They killed one of our own, and are eating of crops. Time to give them a warm and bloody welcome.
+Military I
+Sea Raiders
4. We need to expand this town, so there will be enough room for the coming folk. Get it done lads!
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46ca4e No.26951
| Rolled 12, 77, 27, 24 = 140 (4d100) |
>>26934
>Nation Stats
Start Position: Northern Island, within the forests by the shore.
Name: Elmontalia
Country of Origin: Llewelyn, the Southern Elf Homeland.
*Country Fluff: A country ruled completely by its merchant class, the budding nation of Llewelyn quickly grew rich through the kickstarting of a highly profitable silk trade. The immense wealth garnered through the silk trade allowed Llewelyn to afford an impressive army, and conquest large swaths of forests. Over time, the merchant leadership of Llewelyn grew ever more greedy, beginning to supplement the wealth gained from the silk trade with increasingly higher taxes on the poor. At the dawn of the Age of Sail, tensions came to a head. Rebellions sprung up like wildfire throughout the Llewelyn forests, with commoners taking up arms against the merchant class and its impressive royal army.
Nation Fluff: A nation of refugees, Elmontalia was founded by one group of elves who were sick and tired of the constant mistreatment of commoners performed by the Llewelyn leadership, and decided to rebel. Under the leadership of Captain Indigo, a former admiral of the Llewelyn navy who defected in support of the commoner rebellions, hordes of citizens and Indigo's loyal soldiers swarmed the docks of the Elvish port city, Redwood, in a desperate attempt to seize ships and sail south, chasing the rumor of free lands. Though many citizens were slaughtered in what would come to be known as one of the great elvish massacres of the century, two ships managed to escape amid the chaos and land on new soil. The refugees named their new land Elmontalia, or "Free Forests", in celebration of a future where no elf would be oppressed. After a short period of construction, the first port city of Elmontalia, Birch, was built, the first achievement of the people. Under the leadership of Captain Indigo, Elmontalia chases new opportunities on land and sea.
Nation Type: Independent
Population: 330
Food: 8 - 3/turn
Resources:
+Lumber: 2 +1/turn
+Blubber: 6
+Bones: 6
Assets: [Medium Town {Birch}]
Military: 40 Naval Marines
Navy: 1 Lightly Armed Frigate
Bonus: [Land of the Free] The civil war wracking your homeland and the word of a prosperous land across the sea attracts large amounts of refugees.
Negative: [Traitors] Llewelyn is not happy with you and when they come it will not be pretty…
Tech:[Naval I][Trade I]
1. Harvest the scales from Misfortune's bleeding carcass. Their stunning shimmer should make for fine jewelry and, based on the amount of cannon fire it took to bring the sodding beast down, efficient armor.
>Harvest Misfortune's scales
2. With the sea serpent no longer being a fearsome threat to the western waters, marines embark on another scouting mission aboard the frigate to catch fish and see if any creatures have returned to the oceans.
>Scout western waters for fish, bring some back for food.
>+[Naval I]
3. Our growing population requires more territory, expand into the eastern forests.
4. Captain Indigo begins training to rejoin his military on its assignments. Misfortune's wrath wrecked havoc on the town and he was unable to do anything to stop it besides direct his troops. Should future threats come to threaten Elmontalia once again, Captain Indigo aims to be ready to face them head on.
>Begin training Captain Indigo as a hero.
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46ca4e No.26952
| Rolled 72, 27, 64, 11 = 174 (4d100) |
>>26935
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 157(.5?)
Food: 6 -1/turn
Preserved Fish: 1 +1/turn
Lumber: 3
Resources: Lumber +2/turn Food +1/turn Preserved Fish +1/turn
Assets: [Small Town][Tiny Fishery][Tiny Fishery][Tiny Tin Mine]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1/2: Go Fish
We need to fulfill both the demands of our homeland, and not starve to death. While there's certainly more than enough fish in the sea to sate these needs for centuries to come, we need to actually get down to fishing if we want to have enough to live on.
[Fisher-Kingdom]
[Fishing I]
>3: Master of them all
Iron! What fortune, indeed.
We shall begin construction of a mine posthaste.
>4 Furfish
How fascinating. And valuable.
Fur is already in great desire back across the sea, to the point of near depletion. And it's waterproof?
This should prove to be a boon to our nascent colony. Let's get those son-of-a-fishes in our nets!
[Fisher-Kingdom]
[Fishing I]
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46ca4e No.26953
| Rolled 55, 52, 44, 51 = 202 (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: 200
Food: 4 -2/turn
Resources: 1 Lumber +1/turn
Assets: [Tiny Town]
Military: 20 Ottobassidian Janissaries
Navy: 1 Ship-of-the-line
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]
1/4 Tiny Mosque
1/4 Fishery
1. Finish up the Small Town 5/6
2-3. Imam, do as we always do, and teach these natives the words of the Prophet, peace be upon him.
4. I suspect we will need the fishery up and running soon 1/4
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46ca4e No.26954
>>26909
1. The training goes alright with the warriors slowly shaping up 2/10[Elite]
2. No progress is made on the farm as many people go to watch the great warriors train.
3. Sharpleaves are already used on all weapons, what if we added even more! 3/6 [Melee Weapons I]
4. The [Dragonsnake has little time for morsels and kills some warriors -10 Warriors
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46ca4e No.26955
| Rolled 25, 54, 77, 37 = 193 (4d100) |
>>26954
The Skalem Empire
Population: 1103
Resources:
-Lumber [2] +1/turn
-Sharpleaf [8] +4/turn
-Food: 16 (-4/turn) -11/turn, -Food +5/turn
Assets: [Medium City][Massive Farm][Large Sharpleaf Farm]
Military: 190 Skalim Warriors, 100 Skalim Elites, 1 Blessed Skalim
Bonus: [BLOOD FOR THE BLOOD GOD] You have ushered in a new age of warfare and sacrifice giving you bonuses into religion and warfare
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I]
Nearby: [Dragonsnake Lair]
1. Contintue the Warrior training 2/10[Elite]
2. Get back to work on the Farm!
3. Keep adding more! To everything! 3/6 [Melee Weapons I]
4. Recruit some more warriors.
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46ca4e No.26956
| Rolled 96, 93, 78, 77, 97, 48, 65, 2 = 556 (8d100) |
>>26949
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[8 Huscarls]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail]
Resources: 2 Gold pieces, 4 Jewel Skins, 1 days rations
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1.) Train the Hussars. THESE MANLINGS are but the first victims of our BLADES. We shall have those whom DARE threaten our people rue the day they've done so! [1/10 Elite Huscarls]
2.) Now, AS I WAS SAYING, with the AUTHORITY invested by the RULING COUNCIL of Álfar ná, I shall train you men into weapons, and we shall bend ourselves to function in this new land! DO I MAKE MYSELF CLEAR? (Train the Myr Raiders, this time for real!)
3.) FOUL FOWL! You dare lay your beaks on the WEAK-HEARTED!? That is UNSPORTING, and I shall see to it that you pick on somebody YOUR OWN SIZE! Warriors, FIGHT! (Fight off those darn birds!)
4.) Creatures of ROCK!? HMMMMN, most curious and otherworldly. (Investigate rock behemoths.)
5.) Continued practice makes perfect. I have FAITH in you myr, do not let me down. [???/10 Elite Huscarls]
6.) That goes double for YOU, whom the defense of the whole town DEMANDS you be in top fighting shape! (Continue training the Myr Raiders.)
7.) PELTS? PELTS? These PELTS remind me of MEN, only smaller and somehow far HAIRIER. I have no need for them: take them away and give me COIN in return! Do with them what you will. (Sell Jewel Skins. [Barbarian] malus presumably in effect.)
8.) The Longship Adelena. How I LONG for the ship Adelena: our current vessels are inadequate for the long-term prosperity of this town: I request I myr capable of writing to write a letter requesting the homeland sends her to this town as soon as possible: this is for the most URGENT needs of the settlement, and I am willing to pay of my own pocket if needed! (Request Longship from Havfolkene!)
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46ca4e No.26957
| Rolled 36, 19, 86, 2 = 143 (4d100) |
>>26937
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: 475
Food: 2 -4/turn
Resources: Lumber [5] +2/turn | Fish (food) +1/turn
Assets: [Small Town][Tiny Fishery]
Military: 200 Rus Riflemen
Navy: 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 I][Research I]
>Ongoing
[3/4 Tiny Farm]
2/4 [Tiny Hunting Lodge]
3/4 [Tiny Shipyard]
1/2. Oh my, how horrifying. Well, have the musketmen form up a safe distance around the beast and shell it until it no longer moves, then shell it some more.
3. Continue work on the hunting lodge
4. Set up another fishery as well, we could use the extra food
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46ca4e No.26960
>>26951
Correction, Population is 310
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46ca4e No.26966
Name: Pirates of the Black Waves
Fluff >>26847
Nation Type: Outlaw
Population: 99
Food: 16 -1/turn
Resources:
Lumber 3 +1/turn
[Tarback Whales]
15 Drider Slaves
5 Drider Knick Knacks
10 Spider Silk
Assets:
[Iron Fist-Small Town]
[Drider village]
Military:
69 Hobgoblin Troopers,
2 weak cannons
Navy:
1 Lightly Armed Frigate
Tech:
[Warfare II]
[Whaling I] 3/6
[Artillery I] 1/6
Bonus: [People of Blood and Iron] Your people are from a strict warlike nation and have bonuses towards ground combat and development.
Negative: [Women and Whine] Your people have arrived with mostly military men and you have a lack women which has lead to certain problems arising in your settlement.
>Actions
Roll 1: Have the men use the cove for practice, throwing harpoons at targets to hone their skills. Maybe flaming arrows would be effective against the Tarback Whales?
>Continue research on [Whaling I] progress 3/6
Roll 2: After the battle is over Captain BlackWave orders his men to clean the cannons and learn anything they can from the overall design, If we know how they're put together we can copy them. He also orders 6 men to form two teams of 3. He picks those who performed the best during the shelling and assigned them as Gunners. This is a great honor.
>Continue research on [Artillery I] progress ⅙
[People of Blood and Iron]
[Warfare II]
Roll 3:
Incorporate the defeated drider village into our territory, and claim any resources in the forrest around the village
>Expand
Roll 4:
The wise men of the Wastelands use a form of blood magic to heal warriors and cause other wonderful effects b using the blood of enemies or sacrifices. Legend says the wise men of ancient days were far more powerful and were like in power as gods. But the magic has started to fade from the world, or so the stories go.
>Research [Blood Magic I]
Use blood from the corpses of fallen driders and our brethren to begin work. After that burn our brothers and eat the dead driders, but make sure you remove the poison and silk first.
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46ca4e No.26967
| Rolled 2, 61, 37, 32 = 132 (4d100) |
>>26966
I forgot my rolls
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46ca4e No.26970
| Rolled 3, 5, 7 = 15 (3d20) |
>>26937
1. village eye
2. snake combat
[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
3. snake eye
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46ca4e No.26971
| Rolled 3, 19, 6 = 28 (3d20) |
>>26937
1. village eye
2. snake combat
[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
3. snake eye
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46ca4e No.26972
>>26970
Post doesn't show up till over an hour later and when it finally does it's absolute crap -.-
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46ca4e No.26975
>>26970
1.Taking control of the village fails as you have trouble dominating so many minds 1/6 [Weak EYE control]
2. The battle with the [Dragonsnake] does not go well as six of you warriors are slain and you are forced to put the creature down before being able to tame it.
-6 Warriors
+ Injured
+10 rations
+3 Dragonsnake Eggs
+4 Dragonsnake Scales
+10 Treasure Hoard
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46ca4e No.26976
| Rolled 90, 43, 54, 6 = 193 (4d100) |
>>26937
Population: 1122
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry]
Military: 394 Felpin Warriors
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 I]
1. [Aid] Not everyone is as successful as the Felpin Huntress Ceh, who succeeded where our band failed. Give her what aid she needs and task her to find the Pieces of God in the birdlands.
2. [Pieces of God] All these rumors have to point to something
3. [Religion II] increasing sophisticated methods and dogma arise.
4. [Expand]
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46ca4e No.26977
>>26915
Followers:[None]
Assets: [None]
Inventory: [Fine Battleaxe][Fine Breastplate][Backpack][10 days rations]
Resources: 5 Gold pieces
Bonus:[Heroslayer] You are a master of duels and single combat gaining bonuses to seeking out and fighting enemy heros.
Negative: [Champion of the Hobs] You fight alone and can have no followers and if you fall it will be a great blow to all Hobkind.
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46ca4e No.26978
| Rolled 20 (1d20) |
>>26942
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46ca4e No.26980
>>26935
>>26945
97 and 24 to diplomacy, 43 for getting a cutie potootie mousey wousey, and 87 to training militia
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46ca4e No.26983
Starting Position: With Black Wave Pirates
Name: Goreflesh the Bloody
Country of Origin: Grumgrinde Wastes
Profession: Ex Soldier-New Pirate-Lifelong Badass
Fluff: Goreflesh the Bloody got his name from all the savage wounds he has from battle. Thick lines of scars criss cross his thick skin. When the hobgoblins were making their escape from the wasteland he led the assault on the armory himself while the captain secured the ship. Goreflesh is a veteran of many battles more then most of his age for he is not that old and is in the prime of his strength. He has sailed with Captain BlackWaves to this “new world” in search of the right to carve out a piece for his very own in repayment from all the pieces carved from him. He brought his heavy axe (viking style) witch he has used to slay all of the foes. He lives by the discipline grained into him as a child but only feels alive in single combat against a skilled foe.
Followers:[None]
Assets: [None]
Inventory: [Fine Battleaxe][Fine Breastplate][Backpack][10 days rations]
Resources: 5 Gold pieces
Bonus:[Heroslayer] You are a master of duels and single combat gaining bonuses to seeking out and fighting enemy heros.
Negative: [Champion of the Hobs] You fight alone and can have no followers and if you fall it will be a great blow to all Hobkind.
1- Train combat skills by practicing axe technique
2- Explore Mountains to find defensible spots
3- explore around settlment for assets and resources but not to far as the drider threats may be real
4- force drider slaves to build perimeter fence using materials from village
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46ca4e No.26985
| Rolled 12 (1d20) |
>>26957
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46ca4e No.26986
| Rolled 66, 20, 97, 24 = 207 (4d100) |
first turn ever and forget rolls, guess i have alot to learn
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46ca4e No.26990
>>26939
1. Progress is slow as the Light Crystals prove very brittle 3/4[Tiny Light Crystal Mine]
2. Some Sluglings escape and your men spend the day chasing down and capturing them all [No progress]
3. Firearm production is slowly being pieced together 3/6 [Firearms I]
4. As you travel along the coast you are attack by a great many tentacled beast which spits fire scaring your men back home. +[Firoctupus]
>>26942
1.The Yol infantry falls upon the village with a great hail of fire slaughtering all the inhabitants before carting of all the resources.
+Upgrade Yol Infantry to [Veteran]
+[Small Town]
+10 food
+[Small Farm]
+[Small Sharpleaf Farm]
2. No progress is made on the mine as Yolian’s bicker about the best way to start to the task.
3. The [Tiny Exploitative Farm] is completed [Produces 2 food only lasts for 10 turns]
4.[Firearms I] research is complete and the Yolian Expendition is now able to equip infantry at a standard level
[I think you have forgot to add your pop increases red, which is 5 percent per turn]
>>26943
1. You travel back to [The Heart of Darkness]
2. A great sacrifice is had as the Corvains are ritually slain and eaten, many Felpins are attracted and want to join your hunting party +10 Felpin Hunters
3-4. Training goes poorly as your many new recruits muddle things.
>>26945
1-2. Diplomancy is weird when neither off you have a common language but you get far off of hand gestures and body language which quickly sleeps into you learning their tongue +[Coastal Tongue] 5/6[Conversion Snousy]
3. A few Snousies start to follow you as their spiritual leader +10 Snousy Zealots
4.The militia begins to train 5/10 [Elite]
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46ca4e No.26991
>>26947
1-2. You take 5 gold pieces from the men before sending them on their way, however you will have to wait to see if they follow your instructions or not.
3. The men don’t seem to care as their trust in you almost levels on fanatical at this point +add tag [Loyal]
4.However your as you train your naval skills you accidentally head straight into a massive storm which throws your ship around like a toy boat. [All actions next turn have -30 as your are buffeted by fearsome winds and waves]
>>26949
1. Little progress is made on the 1/6 [Small Iron Mine]
2. The [Derfer birds] eat all the seeds you try to plant
3. The [Derfer Birds] easily outrun your men and their think fat and large numbers means musket fire does little.
4.Your men work carefully to avoid pissing of the [Derfer Birds] 1/6 [Medium Town]
>>26951
1. As your people try to gather the scales from Misfortunes massive corpse they are attacked by a massive swarm of black acidic sea worms that colonize the corpse +[Acid Wurm Nest] -10 population
2. A great bounty of fish have returned and many are harvested +10 Food
3. No expansion is had as chaos erupts in the town after the arrival of the [Acid Wurms]
4.Training is stalled by the [Acid Wurms]
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46ca4e No.26992
>>26952
1-2. A great haul is take in +17 Food
3. The 3/4 [Small Iron Mine] is almost completed
4.As you start fishing the [Furfish] you run into it’s natural predator the a great beast with a mouth as big as your ship which eats the creatures by the ton, which also bumps your ship +Sloop [Damaged] +[Chasmmouth]
>>26953
1. The [Small Town] is complete and you finally have enough houses.
2-3. The Snousy with the help of Delilah Raha Souri Shiva Pouran Ashaemenid accept the words of the prophet
+Small Town
+70 Snousies
+20 Snousy hunters
+[Small Tarnit Farm]
4.The 3/4 [Tiny Fishery] is almost done
>>26955
1. The warriors make no progress as they feel useless after their failure against the [Dragonsnake]
2. The farm construction starts 3/4 [Tiny Farm]
3. [Melee Weapons I] is complete and your weapons of Sharpleaf are the most fearsome of all the tribes
A few warrior are recruited +20 Skalim Raiders -1 Sharpleaf
>>26956
1. The Huscarls are emboldened by your speech and train all the harder +[Elite]
2. The men of Myr stand to attention and get started on your training regime + 10 [Elite] 5/10 [Elite] (Curious’s men)
3. You slaughter many a bird but get tired before any real dent is made in the birds ranks +[10 rations]
4.The great [Behemoths] clash in their constant struggle but they seem to stop only during the night to stare at the moon.
5. You sell the pelts but you feel you many have been shafted +2 gold pieces -4 Jewel skins
4.The Longship is on it’s way but it seems to have run into a fearsome storm and is dashed upon the shore +[Ruined Longship Adelena]
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46ca4e No.26993
>>26957
1-2. A great battle is had as your men manage to bring down the mighty [Many mouthed Beast] -40 Riflemen
3. The [Tiny Wallerbeast Hunting Lodge] is completed and as your men begin to hunt they find a type of massively fat hairy beast the lives on the walls of valleys (Gain 1 pelt and 1 food per turn)
4.As the fishery is constructed a swarm of tiny ravenous fish take residence in the area and seem to stop all possible development +[Nipper Infestation]
>People have become increasingly resentful about the lack of housing
>>26966
1. As your men practice whaling they are attacked by the [Tarcback Whales] and the ships is run ashore +Lightly Armed Frigate [Grounded]
2. The men are slowly getting the hang of this whole artillery thing 3/6[Artillery I]
3.The village is taken over +[Tiny Town]
4.Magic? What is this a fairy tale?
>>26976
1. You send aid to Huntress Ceh getting many volenteers from the popluace +100 Warriors [Ceh] - 100 population [Felpin nation]
2. The rumors seem to point to it being located somewhere in the mountains
3. Hail to the Mother of All, the priestesses find better ways to preach and organize 2/8 [Religion II]
4.As you try to expand the your borders you are confronted by a [Felpin Alpha], this large male doesn’t wish for you to expand on his napping territory
>>26983
1. You practice with your axe, your skills have gotten rusty but you can still cleave some heads 3/4 [Weak Axe Skills]
2. You find a small valley which could be defensible but large scratch marks on the wall signify you might not be alone…
3. You find a large beast with six great legs and a massive maw, this beast even for it’s large size is but a babe and thinks you are it’s dad +Asset: [Baby Furborg]
4. The Driders are too busy pleasuring the troopers to do any work
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46ca4e No.26994
Map and Compiled rules post tomorrow
MERCHANTS AND NATIONAL ASSISTANCE ARRIVES IN 1 TURN!
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46ca4e No.26995
| Rolled 9, 90, 7, 40 = 146 (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: 231.525 {+5%/turn}
Food: 20 [-2/turn][+2 10 turns]
Resources: [Lumber:4 +1/t][Stone/Iron Mine→Iron:3+1/r Stone:3+1/t}
–Assets–
[The End of Reason|Basic Town, Capital]
+ [Tiny Exploitative Farm] [+2 food/10/turns]
[Grid|Small Town]
+10 food
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 40 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. The resource administrator has personally intervened and fired several engineers who didn't begin on the {+[Heathold Vein]}. New engineers are brought in from the mainland at great expense, but, it's generally seen as useful to instill labor discipline. [Build a mine: {+[Heathold Vein]} {Rape The Earth}
2. The Yolian infantry continue to claim more territory for the colony. They keep a particular eye for for useful resources that might be harvested later. [Expansion]
3. The massive industrial sprawl around the capital has drawn the ire of the administration. While not charitable, the administrator has begun to construct the typically ugly Yolian-style tenements for housing. [Build housing]
4. The Yolians have started work on a local manufactory to begin local production of war-related materials. Specialists are requested from the mainland and the appropriate prospectus is developed. [Build a manufactory, or research how]
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46ca4e No.26996
| Rolled 59, 61, 33, 29 = 182 (4d100) |
>>26990
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: 140
Food: 6 -1/turn
Resources:
+ Lumber: 5 +2/turn
+ Food/Farmed: +1/turn
+ Light Crystals
+ Sluglings
+ Spice Sap Trees
+ Fireoctupus
Assets: [Small Town][Tiny Farm][Tiny Lumberyard]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Tiny light crystal mine continues 3/4
2. Slugling farm continues 3/4
3. Guns continue 3/6
4. Train the men.
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46ca4e No.26997
>>26990
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: 140
Food: 6 -1/turn
Resources:
+ Lumber: 5 +2/turn
+ Food/Farmed: +1/turn
+ Light Crystals
+ Sluglings
+ Spice Sap Trees
+ Fireoctupus
Assets: [Small Town][Tiny Farm][Tiny Lumberyard]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Tiny light crystal mine continues 3/4
2. Slugling farm continues 3/4
3. Guns continue 3/6
4. Train the men. >>26990
>>randomperson
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46ca4e No.26998
| Rolled 87, 37, 92, 92 = 308 (4d100) |
>>26997
something fucked up
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46ca4e No.26999
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46ca4e No.27010
| Rolled 91, 79, 71, 17 = 258 (4d100) |
>>26990
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[10 Ottobassid Militia]; [10 Snousy Zealots]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]
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 more
3-4; Practice my awesome charismatic skills on the colonists. After all, sometimes you don't need a crop to get information
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46ca4e No.27012
Map Updoot if I missed any expansions tell me
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46ca4e No.27015
| Rolled 25, 90, 15, 69 = 199 (4d100) |
>>26991
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 114
Food: 8 -1/turn
Resources: Lumber5 +2/turn, Food +2/turn, +[Velsignelse Frukt]2 +1/turn, +[Duftende Frukt], Iron 2, +1/turn
Assets: [Small Town](Medium Town 1/6)[Small Farm][Tiny Velsignelse Frukt Farm][Tiny Iron Mine](SMall 1/6)[Tiny Lumberyard]
Military: 50 Myr Raiders 5/10 [Elite]
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight], +[Derfer Bird Infestation]
1.Keep expanding the mine. We'lll need more than a little bit of Iron for making things! (1/6)
-Industrial?
2-3. Those damned birds are cunning like the trickster, let's get rid of em. They are not tougher than us!
+Military I
+Sea Raiders
4. You lads are not moving fast enough. This town needs to be bigger! Come on lads don't let those birds slow you down. (1/6)
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46ca4e No.27016
| Rolled 4, 34, 4, 80 = 122 (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:
200 Humans
70 Snousies
Food: 4 -2/turn
Resources: 1 Lumber +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
Military:
20 Ottobassidian Janissaries
20 Snousy hunters
Navy: 1 Ship-of-the-line
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]
1/4 Tiny Mosque
3/4 Fishery
1. Finish up the Fishery3/4
2. Continue construction of the Mosque
3. Send out the Jannisaries along with the Snousy hunters to learn their ways and the lay of the land. Who better to teach us how to explore than the natives.
4. A beast such as lava turtle would make an excellent domesticated creature. Perhaps we can lay a trap.
Dig a large hole, a huge one near the volcano, and prepare a trap to bait and lure the turtle into it. It must be made thoroughly deep, and with a large moat that once trapped we can channel seawater into to prevent it from trying to escape.
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46ca4e No.27020
| Rolled 44, 99, 32, 83 = 258 (4d100) |
>>26991
>Nation Stats
Start Position: Northern Island, within the forests by the shore.
Name: Elmontalia
Country of Origin: Llewelyn, the Southern Elf Homeland.
*Country Fluff: A country ruled completely by its merchant class, the budding nation of Llewelyn quickly grew rich through the kickstarting of a highly profitable silk trade. The immense wealth garnered through the silk trade allowed Llewelyn to afford an impressive army, and conquest large swaths of forests. Over time, the merchant leadership of Llewelyn grew ever more greedy, beginning to supplement the wealth gained from the silk trade with increasingly higher taxes on the poor. At the dawn of the Age of Sail, tensions came to a head. Rebellions sprung up like wildfire throughout the Llewelyn forests, with commoners taking up arms against the merchant class and its impressive royal army.
Nation Fluff: A nation of refugees, Elmontalia was founded by one group of elves who were sick and tired of the constant mistreatment of commoners performed by the Llewelyn leadership, and decided to rebel. Under the leadership of Captain Indigo, a former admiral of the Llewelyn navy who defected in support of the commoner rebellions, hordes of citizens and Indigo's loyal soldiers swarmed the docks of the Elvish port city, Redwood, in a desperate attempt to seize ships and sail south, chasing the rumor of free lands. Though many citizens were slaughtered in what would come to be known as one of the great elvish massacres of the century, two ships managed to escape amid the chaos and land on new soil. The refugees named their new land Elmontalia, or "Free Forests", in celebration of a future where no elf would be oppressed. After a short period of construction, the first port city of Elmontalia, Birch, was built, the first achievement of the people. Under the leadership of Captain Indigo, Elmontalia chases new opportunities on land and sea.
Nation Type: Independent
Population: 325
Food: 15 - 3/turn
Resources:
+Lumber: 3 +1/turn
+Blubber: 6
+Bones: 6
Assets: [Medium Town {Birch}]
Military: 40 Naval Marines
Navy: 1 Lightly Armed Frigate
Bonus: [Land of the Free] The civil war wracking your homeland and the word of a prosperous land across the sea attracts large amounts of refugees.
Negative: [Traitors] Llewelyn is not happy with you and when they come it will not be pretty…
Tech:[Naval I][Trade I]
1-2 Those blasted sea wurms, of course they would make a meal out of a beast called Misfortune, the bastards. Well boys, time to send the oozing demons back to the hell they came from. Light a few barrels of blubber on fire and kick em' down to Misfortune's rotting corpse. Most of the wurms should be swallowed up in the fire, and the survivors will be sent slithering to the seas they came from to escape the flames.
3. With the sea wurms (hopefully) gone, expand eastwards.
4. Continue training Captain Indigo as a new hero.
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46ca4e No.27023
| Rolled 83, 72, 12, 44 = 211 (4d100) |
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][6 days rations]
Resources: 35 Gold pieces
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.
1/2/3/4. This is rough, to say the least. Huge waves crash across the bow, and the sails snap about.
"Captain!", I shout, in an effort to get the officer's attention. "You're far more versed than I in the ways of the sea, and have felt her furies before. I need you to take command of the vessel for the duration of the storm." From what I know, the captain will probably take down the mainsails so that we don't lose them, or worse: the mast. The secondary sails should be kept to steer the vessel, keeping it on safe courses through the waves. An interesting idea would be to get all non-essential personnel below decks, to make the ship more bottom-heavy, helping to prevent a capsize. Of course, things are in the "Captain's" hands now. [Give command to the captain for the duration of the crisis. -30]
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46ca4e No.27029
| Rolled 3, 63, 44, 4 = 114 (4d100) |
Name: Pirates of the Black Waves
Fluff >>26847
Nation Type: Outlaw
Population: 69
Food: 15 -1/turn
Resources:
Lumber 4 +1/turn
[Tarback Whales]
15 Drider Slaves
5 Drider Knick Knacks
10 Spider Silk
Assets:
[Iron Fist-Small Town]
[Tiny town]
Military:
69 Hobgoblin Troopers,
2 weak cannons
Navy:
1 Lightly Armed Frigate (grounded)
Tech:
[Warfare II]
[Whaling I] 3/6
[Artillery I] 3/6
Bonus: [People of Blood and Iron] Your people are from a strict warlike nation and have bonuses towards ground combat and development.
Negative: [Women and Whine] Your people have arrived with mostly military men and you have a lack women which has lead to certain problems arising in your settlement.
>Actions
Roll 1: burn the trees back from the town creating a buffer area
>make safe zone around town.
Roll 2:force drider slaves to build wooden palisades around the town
>build wall
Roll 3: move cannons to defensible positions pointed towards the jungle and fire them into jungle to gauge distances in case of attack.
> continue research on [artillery I] 3/6
Roll 4. Form troopers up for drill, start them training basic drills to keep them sharp
>train troopers
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46ca4e No.27030
| Rolled 63, 71, 75, 63 = 272 (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:[16 Felpin Hunters][100 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources:
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1,2,3&4 I have been ordered by the high matriarch to find these so called peaces of god in the bird lands, even though i have no idea what these things are it shouldn't be to hard to find out what they are and where they are in such a pathetic prey's land, as i am a huntress, and it should be especially easy with the army i have been given. [March immediately into the birdland and look for the peaces of god in the aria, should any prey get in our way they are to be knocked out and then interrogated for information on the peaces of god]
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46ca4e No.27038
| Rolled 66, 75, 79, 74 = 294 (4d100) |
Population: 1073
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry]
Military: 394 Felpin Warriors
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 I]
1. Religion II 2/8
2. Hunt down the pieces of god in the mountains
3. Kill the alpha! None can stand against the Matriarchy! Kill him and claim his territory!
4. In the meantime, construct a training field for our warriors to practice their group skills at.
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46ca4e No.27039
| Rolled 68, 7, 12, 97, 35, 57, 68, 47 = 391 (8d100) |
>>26990
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x5)] [Green Tiger Pelt (x1)]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity I] (II 2/8)
[Weak Swordfighting]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
[Injured] (Remove next turn)
(Posting 8d100, since I think I missed a turn)
1: It seems like there is nothing of notice within this colony, given the most interesting thing happening is just related to, just /fish/. Find out if there is any outgoing ships to other colonies, or the likes, in the near future.
>Figure out what goes where.
2: Her food wouldn't last long, given how she was only given a week's worth when she got off the boat. Maybe it is best to see if rations can be made of the fishes.
>Get more rations.
3: While the new world appears easy to tame, Scarlett is still clueless about what the lands are like, aside from being full of trees and bush-like tigers. Surely she can get a better idea from someone else.
>Learn about the New World, and it's creatures and plants.
4: Surely, /someone/ would pay for the service of one of the best swordfighters from the Old World, if not the world?
>Get a god-damn Quest.
5-8: Even with the scars from the tiger, Scarlett continued her training, as usual.
>5-6: Train up Swordfighting to the next level.
>7-8: Train up Dexterity II (2/8)
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46ca4e No.27044
| Rolled 20, 20, 33, 18 = 91 (4d100) |
>>27015
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[8 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena]
Resources: 4 Gold pieces, 11 days rations
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1.) TYPICAL! I must pay to have my vessel repaired, for I am MERCIFUL and will not demand the locals to do it, knowing that they have better things to be doing? (Pay gold to have the ship repaired!)
2.) You lougats run slower than a rowboat against the wind, which cannot run at all! TRAIN HARDER! (Myr Raiders 5/10 Elite)
3.) Second clash! We shall drive these damndable creatures from our domain yet. ATTACK! (Continue fighting THE BIRDS!)
4.) Now, back to the previous mission: start scouring the location for any signs of "intelligence", but stay STEALTHY. We shall not give away our positions! (Scout surroundings.)
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46ca4e No.27047
| Rolled 55, 93, 10, 73 = 231 (4d100) |
>>26993
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: 498
Food: 1 -4/turn
Resources: Lumber [5] +2/turn | Fish & game (food) +3/turn | Pelts [1] +1/turn
Assets: [Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge]
Military: 160 Rus Riflemen
Navy: 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 I][Research I]
>Ongoing
[3/4 Tiny Farm]
3/4 [Tiny Shipyard]
Thorns in muh anus: [Nigger infestation]
1/2. Well, if the people want houses, lets put them to work building houses. Nice longhouses, the communal sleeping shall keep us safe until a fort can be established.
3.Now that the beast is dead, lets study the thing, after thats done, butcher the meat (if it's edible)
4. And finish the farm while you're at it!
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46ca4e No.27048
addendum:
>Resources: Lumber [7]
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46ca4e No.27049
| Rolled 52, 23, 97, 66 = 238 (4d100) |
Name: Goreflesh the Bloody
Country of Origin: Grumgrinde Wastes
Profession: Ex Soldier-New Pirate-Lifelong Badass
Fluff: Goreflesh the Bloody got his name from all the savage wounds he has from battle. Thick lines of scars criss cross his thick skin. When the hobgoblins were making their escape from the wasteland he led the assault on the armory himself while the captain secured the ship. Goreflesh is a veteran of many battles more then most of his age for he is not that old and is in the prime of his strength. He has sailed with Captain BlackWaves to this “new world” in search of the right to carve out a piece for his very own in repayment from all the pieces carved from him. He brought his heavy axe (viking style) witch he has used to slay all of the foes. He lives by the discipline grained into him as a child but only feels alive in single combat against a skilled foe.
Assets: [Baby furbog]
Inventory: [Fine Battleaxe][Fine Breastplate][Backpack][10 days rations]
Resources: 5 Gold pieces
Bonus:[Heroslayer] You are a master of duels and single combat gaining bonuses to seeking out and fighting enemy heros.
Negative: [Champion of the Hobs] You fight alone and can have no followers and if you fall it will be a great blow to all Hobkind.
Rolls
1. Train baby furbog as mount
2. Spend extra time training baby furbog
3. Finish polish axe skills [Weak Axe Fighting] 3/4
4.Begin training [Mounted Combat]
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46ca4e No.27062
| Rolled 25, 52, 3, 67 = 147 (4d100) |
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 165(.375?)
Food: 22 -1/turn
Preserved Fish: 2 +1/turn
Lumber: 5
Tin: 1
Resources: Lumber +2/turn Food +1/turn Tin +1/turn Preserved Fish +1/turn
Assets: [Small Town][Tiny Fishery][Tiny Fishery][Tiny Tin Mine][Small Iron Mine]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops [Damaged]
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1/2 Shipping
We have the know-how and the material to get ourselves a place to properly build ships.
…small ships.
But ships nonetheless.
[Build a shipyard!]
[Naval I]
>3 Iron, Cold Iron
Let's finish up that mine!
>4 Not!Columbian Exchange
In lieu of exploring the seas, let us instead explore the soil! All manner of strange beast and plant lay within the interior of the land, so let us take note of anything particularly interesting.
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46ca4e No.27069
>>26995
1. The 1/4 [Tiny Heathold Mine] has slow progress as the Yolians try to figure the best way to extract the new found metal
2. The Yolian’s expand into the mountains finding a strange black stone that seems to float above the ground in vast quantities in the mountain +[Grav-stone]
3. The housing suffers a small collapse due to improper supports -10 population
4.The 2/4 [Tiny Factory] makes some progress
>>26996
1. The [Tiny Light Crystal Mine] is completed +1 Light Crystal/turn
2. The [Tiny Slugling Farm] is completed
3. Research continues at a snails pace 4/6 [Firearms I]
4.The men are more inclined to laze around and eat slugling steak.
>>27010
1. Add tag [Elite] to miltia
2.You chat up the local me getting them nice and riled up 3/4 [Weak Persuasion]
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46ca4e No.27071
>>27015
1. The mine makes no progress as the men find the earth hard and rocky
2-3. You finally manage to drive of the [Defer Birds] however you still occasionally see them at the edge of town.
4.The town expansion continues 4/6 [Medium Town]
>>27016
1. The fishery is almost completed when attacked by some weird fish people who seem to dwell further along the coast +[Flisher Raiders] -10 population
2. The mosque continues but the men don’t seem to but their full hearts into it’s construction 2/4 [Tiny Mosque]
3. As the Snousies lead your men about they are attacked by a might [Lorbac Beast] with it’s massive gaping mouth and swirling mane of blades, the Snousies run for it but some of the Janissaries are not fast enough -5 Janissaries
4.You have managed to capture 1 [Lavaturtle] however men fear going near it as it shoots small sprays of lave out of the hole.
>>27020
1-2. The plan goes off perfectly with the fire ripping through the [Acid Wurms] with the few survivors trying to escape the flames, after the fire dies down you search through the corpse and find a [Acid Wurm Egg Clutch] but you doubt it could be useful for anything[Free action to keep or destroy]
3. Your men head eastward claiming the land and find a [Copper Vein]
4.Captain Indigo’s training goes well 5/20 [Hero]
>>27023
1-4. “Captain” takes control and manages to get you through the storm safely.
>>27029
1. The creation of a buffer zone goes poorly as when you start to burn the trees they begin to move and retaliate -5 Troopers +[Lashtree Forest]
2. The Drider slaves begin work on the 3/4 [Tiny Wall] -4 lumber
3. The [Artillery I] research is complete
4.Little progress is made as the [Lashtree Forest] binds you in town
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46ca4e No.27072
>>27030
1.You march into the Corvain lands demanding the piece of God and you are much obliged. Supreme Corvain Leader Dis’Rac has summoned his braves to meet you
—-Combat—-
-Felpin-[1d20]
[Ceh Metzli]
-Legendary Spear
[16 Hunters]
[100 Warriors]
vs
-Corvain-[1d20]
[Supreme Leader Dis’Rac]
-Legendary Club
-Piece of God, Right Arm
-Blicbug Carapace Armor I
[200 Corvain Braves]
-Blicbug Carapace Armor I
>>27038
1. The priestesses work diligently 5/6 [Religion II]
2. The search continues 3/???
3. The warriors surge off to combat the alpha [1d20]
4.The field is almost cleared [3/4 Tiny Training Field]
>>27044
1. The colony folk laugh at the little gold you offer for repairs
2. The mean are worked to the bone but no improvements are had
3. The birds are finally routed and flee the settlement +4 rations
4.As you explore the area you find a small flying insect much like a misquitoe if it had drunken hate sex with a bee +[Moorjack Hive]
>>27047
1. The [Longhouses] are accepted as a temporary measure [5 turns]
2. The beast is far from edible
3.The farm is finished thank god [Tiny FArm
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46ca4e No.27073
>>27049
1-2. The baby Fubog enjoys carrying you around but doesn’t seem very responsive 2/4 [Furbog Training]
3. The feel your skills coming back [Weak Axe combat] and you feel better then ever before [Strength I]
4.You begin to figure out how to control the furbog 3/4 [Weak Mounted Combat]
>>27062
1-2. The 2/4 [Tiny Shipyard] starts to come together
3.The [Tiny Iron Mine] is completed
4.You find a small back with a rich sweet purple bean +[ Yum-yum Bean]
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46ca4e No.27074
| Rolled 45, 47, 88, 78 = 258 (4d100) |
>>27071
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 120
Food: 9 -1/turn
Resources: Lumber7 +2/turn, Food +2/turn, +[Velsignelse Frukt]3 +1/turn, +[Duftende Frukt], Iron 3, +1/turn, +[Derfer Birds]
Assets: [Small Town](Medium Town 4/6)[Small Farm][Tiny Velsignelse Frukt Farm][Tiny Iron Mine](SMall 1/6)[Tiny Lumberyard]
Military: 50 Myr Raiders 5/10 [Elite]
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight],
1. Continue too build up and expand the farm. The charter will be checking on us soon, we will need it big enough for more colonists. (4/6)
2. Keep working on that Aesir damned mine. We need more iron for buildings and weapons!(1/6)
-Industrial?
3. Start build a dock and shipyard. We're going to need more boats, best start making a place to build them.
4.Set up a farm for the Duftende Frukt. It tastes like Jotun arse, but it smells divine. People back home and dem fancy nobles from other nations would love it.
-Industrial
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46ca4e No.27081
| Rolled 48, 18, 54, 39 = 159 (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: 232.55 {+5%/turn}
Food: 20 [-2/turn][+2 9 turns]
Resources: [Lumber:5 +1/t][Stone/Iron Mine→Iron:4+1/r Stone:4+1/t}[Sharpleaf:1+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital]
+ [Tiny Exploitative Farm] [+2 food/9/turns]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 40 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. The engineering corps continues to work on the mine. A few more specialists are brought in because of the oddity of the material. {Rape the Earth} {1/4 [Tiny Heathold Mine]}
2. The Yolians also begin to try to develop the {+Grav-Stone} mine because they think it will help in making extraction more efficient. More specialists are hired and the construction begins in earnest. [Build a Grav-Stone Mine] {Rape the Earth}
3. Seeing the problem, the Yolian administration bureau allocates proper materials for housing. The new structures will be numerous but mediocre in quality. However, they will still be a step up from the current hovels that the Yolian labor-class deals with. {Allocate 4 wood, 4 iron, 4 stone} {Build Tenements}
4. The Yolians continue to work on their factory. Typically, Yolian factories are large, but the Yolians have been known to build smaller factories where the situation befits or the general resource inputs aren't up to the usual economic of scale requirements in the Yolian technical literature. [2/4: Tiny Factory]
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46ca4e No.27089
| Rolled 5 (1d20) |
Well then, you actually came out to fight how brave of you, to bad i wont be leaving without that peace of god and you don't stand a chance.
—-Combat—-
[Ceh Metzli]
-Legendary Spear
-[Hunter of Man]
[16 Hunters]
[100 Warriors]
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46ca4e No.27100
| Rolled 16 (1d20) |
>>27089
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46ca4e No.27101
>>27089
>>27100
-Slaughter at the Moran Ridge-
As Cet Metzli leads the large expedition into the Corvain lands she is met by a large force of braves lead by none other then the Supreme Leader Dis'Rac. Clad in Blicbug Carapace armour his massive club raised above his head he leads the braves into the Felpin lines, smashing warriors flat and summoning great gouts of fire from the land with his piece of GOD. The warriors are cut to pieces and many are taken captive, Cet Metzil is able to escape but only at the cost of her pride….
[Causalities]
- 85 Warriors
-14 Hunters
+[Injured] status [Cet Metzli]
- 10 Corvain Braves
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46ca4e No.27109
| Rolled 28, 15, 69, 13 = 125 (4d100) |
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][4 days rations]
Resources: 35 Gold pieces
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:
Training: 3/4 [Weak Naval Combat],3/4 [Weak Naval]
1. "Well, 'Captain', it's my great honour to reward your efforts to get us out of that storm. I hereby bestow upon you three gold pieces, as a bonus to what will become regular pay. Now, if you'd be so kind, I'd love to continue with our lessons, that I might be able to work in such a capacity." [Give Cpt. 3 coins, train Weak Naval]
2. It's highly unlikely that our vessel emerged from that encounter with the storm unscathed. I will send men to look for damage to the vessel, and repair it. [Find/repair damage]
3. Parry, thrust, chop, dodge, lunge, grapple, thrust, and so on, and so on. The sweet, ringing sound of steel-on-steel combat will fill my days. I will continue my practice. [Practice Weak Naval Combat]
4. With the wind in our sails, we can keep moving towards the New World. By the time we arrive, we'll be so laden with gold, we'll have to hire enough whores, and buy enough ale to keep an entire army happy for a month. We need that gold, and by god, The Hugging Mary is going to get us that gold and those whores. [Find ships to ambush]
[I accidentally dropped my name for the last post.]
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46ca4e No.27110
Uh, Cornwallis, why was I skipped?
>>27039
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46ca4e No.27114
| Rolled 33, 66, 8, 72 = 179 (4d100) |
>>27072
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: 523
Food: 1 -4/turn
Resources: Lumber [9] +2/turn | Fish & game (food) +4/turn | Pelts [2] +1/turn
Assets: [Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Tiny Farm] [Longhouses]
Military: 160 Rus Riflemen
Navy: 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 I][Research I]
>Ongoing
3/4 [Tiny Shipyard]
Thorns in muh anus: [Nigger infestation]
1. Thank god that thing is dead, a shame we can't eat it. Well, one beast is traded for another, so lets kill these ones as well. Get those niggers.
2. The Shipyard should be finished as well, we'll need it to ship our eventual products back to the motherland.
3. Speaking of Trade, the mines in the mountains should be started, so get to work!
4. Finally, the loss of the riflemen is a great loss to us, and we can't replace the ones we've lost without a proper forge, so make a proper forge.
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46ca4e No.27118
| Rolled 44, 95, 44, 15, 9, 35, 78, 86, 82, 61, 11, 88 = 648 (12d100) |
>Starting Position: Skalim Empire
>Name: warleader Skasheek
>Country of Origin:Lizard man empire
>Profession:warrior and leader of lizards
>Fluff:. >>26821
>>Followers:
+25 Skalim Warriors
+1 Skalim Soothsayer
>>Assets:[Small Town]
>>Inventory: [Legendary Sword][Piece of God(Eye)]
>>Resources:
[13 Days rations]
+3 Dragonsnake Eggs
+4 Dragonsnake Scales
+10 Treasure Hoard
>>Bonus:[Full blooded Warrior] You are born and raised to be a warrior and gain bonuses to combat.
>>Negative: [Piece of God] You have a fragment of (God) and many people and creatures will try to kill you for it.
Missed 2 turns so 12 actions total I think
1.2.3. Continue taking control of the village 1/6
4.5.6.7. Continue training and recruiting warriors.
8.9.10. Get animal trainers to raise these dragon snake eggs. Into beasts of war.
11.12. Forge the Dragonsnake Scales into armor for Skasheek. All who meet him shall see his glory as a warrior.
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46ca4e No.27119
| Rolled 15 (1d20) |
Subdue the Alpha! He will learn his place!
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46ca4e No.27120
| Rolled 97, 53, 17, 25 = 192 (4d100) |
Population: 1123
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry]
Military: 394 Felpin Warriors
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 I]
1. Religion II 5/6
2-3. Continue searching for the Pieces of God
4. Finish the Training field
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46ca4e No.27125
| Rolled 20 (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 Hunters][15 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources:
Status:Injured
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1. Gah, that peace of god is powerful, im not leaving this forest without it though, but for now i need to fix my wounds. [Patch self up]
2. Alright, we need to save the captives they took and get that peace of god, but to do that we need to find out where they are. [Find out where Dis'rac and his goons went.]
3&4. if i am going to strike him down i need to have the element of surprise, this is not a war but a hunt and that is where i went wrong at first. [if i find where Dis'rac went sneak into his camp at night and kill him in his sleep, take the peace of god, and free the captives as i make my escape.]
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46ca4e No.27126
| Rolled 71, 25, 91, 81 = 268 (4d100) |
>>27125
The proper dice rolls.
Also if i dont find where Dis'rac went train my dodging and spear using skills.
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46ca4e No.27131
>>27039
1. No ships are expected to arrive till the next season [1 turn]
2. You get a poor deal on fish -2 Gold Pieces +1 ration
3. A great deal is learned as you survey the land and you even find some herbs that you think will help with healing +[Hufi Herbs] +[Weak Survival]
4. One man who you think might be a tad nutty offers you 20 gold to find his daughter which he believes was kidnapped by a fearsome fish god.
5-6. 3/6 [Standard Sword-fighting]
7-8. 3/8 [Dexterity II]
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46ca4e No.27133
| Rolled 93, 58, 39, 11 = 201 (4d100) |
>>27071
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:
185 Humans
70 Snousies
Food: 2 -2/turn
Resources: 4 Lumber +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
1 Lava Turtle
Military:
15 Ottobassidian Janissaries
20 Snousy hunters
Navy: 1 Ship-of-the-line
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]
2/4 Tiny Mosque
3/4 Fishery
1. Many creatures on this world can be reasoned with, and if they can be reasoned with they can be taught the words of the Prophet. Send out someone to try and speak to the fishmen.
2. Such a fine creature would make an excellent gift if we were to capture it too. Prepare a large cage of hard steel padded with hardened wood such that it could withstand the cutting blades of that mane, and lure it into our trap
3. Scavenge for food
4. Set up a Farm
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46ca4e No.27134
| Rolled 21, 40, 47, 90 = 198 (4d100) |
>>27069
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: 140
Food: 7 -1/turn
Resources:
+ Lumber: 5 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (0 +1/turn)
+ Sluglings
+ Spice Sap Trees
+ Fireoctupus
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm]
Military: 100 Militia men 20 Naval Marines
Navy: 1 Lightly Armed Frigate
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]
1. Train.
2. Firearms I 4/6
3&4. Find someone to RAID!
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46ca4e No.27137
| Rolled 7, 40, 89, 44 = 180 (4d100) |
>>27074
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[8 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena]
Resources: 4 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná)
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1/2. The TRAINING shall countinue until you can run at the same pace as those birds! (Elite Myr Raiders 5/10)
3. I FULLY EXPECT the local governance to repair my vessel in the FUTURE so that I may exercise my DUTY in keeping this fledgling settlement alive. Nevertheless, my myr and I shall perform local errrrr-ands in order to bolster our own funds!
4. Continue scouting! Surely there must be some form of intelligent life on this island! Something we can bend to our wills!
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46ca4e No.27144
| Rolled 7, 13, 12, 7 = 39 (4d100) |
>>27069
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[10 Ottobassid Elite Militia]; [10 Snousy Zealots]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]
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; Practice my charm with the colonists and then the locals. Use all my fine assets to perfect my skill(hard to do considering how perfect I am now)
3-4; Head north and survey the plains more. Use the Zealots knowledge of the land to hunt efficiently for any dangerous beasts worthy of bringing back to town for trade and to bloody my militia
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46ca4e No.27146
>>27144
Fucking dice fuck my dick. My heart can only take so much
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46ca4e No.27147
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46ca4e No.27151
| Rolled 25, 22, 6, 73 = 126 (4d100) |
>>27131
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x4)] [Green Tiger Pelt (x1)] [Hufi Herbs]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity I] (II 2/8)
[Weak Swordfighting]
[Weak Survivalist]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
1: …Scarlett highly doubted that this 'fish god' exists at all, but given the money offered, it would be worth some work. It is best to find some more information about the man's daughter, to help understand where she might've went. As well, asking the father in question would of course help.
>Find the man's daughter.
2: That she 'thinks' would help heal her. It is best to get a expert's opinion about that, rather than eating random stuff found about.
>Find out if the Hufi Herbs are actually safe.
3-4: Training stuff and shit.
>3: Train up Standard Swordfighting (3/6)
>4: Train up Dexterity II (4/8)
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46ca4e No.27154
| Rolled 41, 74, 1, 100, 18, 62, 60, 4, 100, 84, 46 = 590 (11d100) |
[Charter]
Yol Expendition
Ibin Al'thir's Most Righteous Expedition to the New World
Alfarna
Kievan Rus
Ber-Tasuna
[Outlaw]
Port Rioux
Pirates of the Black Waves
[Independent]
Elmontalia
[Primitives]
Skalim
Felpin
Corvian
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46ca4e No.27155
| Rolled 95, 32, 74, 19, 88, 97, 27, 60, 91, 11, 66 = 660 (11d100) |
>>27154
Merchants have finally arrived at all [Independent] and [Charter] colonies and can be sold items as a free action. They as carry a variety of goods that can be bought with an action determining cost and availability.
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46ca4e No.27156
| Rolled 73, 93, 9, 48, 64, 5, 21, 27, 22, 20, 14 = 396 (11d100) |
>>27119
-Alpha Fight-
Your warriors manage to subdue the alpha
[Kill,sacrifice or enslave?]
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46ca4e No.27157
| Rolled 98, 52, 65, 58, 64, 57, 79, 75, 30, 46, 35 = 659 (11d100) |
>>27074
1. The expansion of the town is complete +[Medium Town][I fucked up and this should be 6/8 but whatever]
2. The mine continues to expand at a slow pace 3/6 [Small Iron Mine]
3. The [Tiny Shipyard] is complete and in the water surrounding the area you find it has a set of +[Defensive Corals] that would pierce any unlucky ship if you had not mapped them
4.The farm makes good progress 3/4 [Tiny Duftende Frukt]
The expected reinforcement ship is found beach along the island shores a good distance from town, when investigating the ship out bursting from it hold are a swarm of pallid rotting corpses which swarm and eat the salvagers before beginning to march towards town. -10 population +130 Zombies [Defend? Run? They arrive next turn]
>>27081
1. The [Tiny Heathold Mine] is completed
2. The grav-stone mine is slow going as methods are once again argued 1/4 [Grav-stone Mine]
3. [Small Tenents] are constructed [Increase town population by 100 take up one resource slot on hex, may be upgraded]
4.The [Tiny Factory] is completed
The re-supply arrives carrying with it Sub-Overseer Yikers who seems rather displeased by your progress so far as your lack the basic resources to send back to the homeland is meager , he however sees great things in the Heathold and Grav-stone.
1 lumber
30 Yolian Infantry
+100 Population
+1 Yolian Sub-Overseer [+5 to mining]
[The Homeland requires 6 lumber, 6 iron, 6 stone, 2 heat-hold and 2 grav-stone next time they visit]
>>27109
1. The captain is grateful but tired and goes to sleep before you can convince him to train you more.
2. You end up tripping on a rope and breaking your nose, overall not a great day…
3. Though you do manage to get in some more practice +[Weak Naval Combat]
4.You wait and wait and wait and wait and wait but not much seems to happen, Gods above what a waste of a day.
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46ca4e No.27158
| Rolled 20, 27, 98, 5, 73, 51, 67, 13, 35, 20, 35 = 444 (11d100) |
>>27114
1. The niggers are firmly dealt with and you even mange to get a decent meal out of it [Starvation staved off]
2. The [Tiny Shipyard] is complete
3. The work on the mines is stalled by a small collapse -10 population
4.The construction of the 3/4 [Tiny Forge] goes well
A massive Ship-of-line arrives from the motherland carrying a bevy of new colonists and supplies
+500 Population
+20 Food
+1 Steam Tank
+50 Rus Marines
+1 Ship-of-the-line
+[Steam I]
+[Firearms I]
>>27118
1. The village is successfully enthralled +[Small Village]
2. You manage to recruit +20 Skalim Warriors
3. The [Dragonsnake Eggs] are hatched +[3 Baby Dragonsnakes]
4.You begin crafting +[Dragonsnake Scale Armor] +[Weak Crafting]
>>27120
1. The search for enlightenment continues +[Religion II] +50 Felpin Zealots
2-3. The search is slow as the Felpins are unused to the rigors of the mountains 5/???
4.The [Tiny Training Field] is complete [+5 warriors per turn]
As the sun rises one little Felpin girl is struct by visions of the great mother herself and foresees the coming of a great legion of men clad in iron and fire will march on the land and destroy everything they know
+1 Felpin Prophet
+Location knowledge of Yolian Expedition, Kievan Rus, and Ibin Al'thir's Most Righteous Expedition to the New World
>>27125
1. You manage to patch yourself up with some herbs -[Injured]
2. You head back towards the [Heart of Darkness]
3. You train [Weak Stealth]
4. You train [Weak Spear-fighting]
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46ca4e No.27160
>>27133
1. You send a man to speak with the [Flishys] and he makes great headway with them +[Weak Alliance: Flishy Village]
2. You barely manage to contain the creature however you take some losses - 10 population +[1 Lorbac Beast]
3. Little food is found +2 food
4.The farm makes no progress as you are assaulted by another [Lornac Beast] maybe this is the one you captured mate? -10 population
The supply ships arrives in harbor carrying a trove of useful equipment and more settlers, the Advisor on the ship is thoroughly impressed by this new magical land
1 Lorbac Beast
1 Lavaturtle
30 Snousies
+3 Weak Artillery
+ 10 Food
+50 Ottobassid infantry
+100 Population
+1 Lightly Armed Frigate
[The Homeland wants more exotic creatures 10 different breeds will be wanted next time they return]
>>27134
1. No progress is made as men prefer to laze in the sand and listen to the gentle lapping of the ocean
2. [Firearms I] is complete as an orc lazying in the sand is hit by an epiphany
3-4. Your men head to the see finding a fat merchant cog [1D20]
A medium group of pirates arrives to join you
+40 Raiders
+2 Lightly Armed Sloops
>>27137
1-2.TRAINING IS INTERRUPTED, THAR BE ZOMBIES
3. You manage to help around +[4 Gold pieces]
4.What are those zombies?
>>27144
1-2. This is terrible, you have managed to piss off your snousy followers, how you don’t know and they seem to be avoiding you -10 [Snousy Zealots]
3-4. Heading north into the plains without your snousies you mange to get yourself throughly lost [Location: ???]
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46ca4e No.27161
MIA
—–
Odd
Summercat
Valleyguy
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46ca4e No.27162
REMEBER ARMIES ADD TOWARDS TOTAL POPULATION
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46ca4e No.27163
>>27151
1. You start down the coast towards where the man said he lost his daughter 1/2[Travel]
2. The herbs do great to ease your aches and pains
3. You sprain your arm while training +[Injury]
4. Your body is getting quite limber +[Dexterity II]
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46ca4e No.27164
Starting Position: Kievan Rus
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
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46ca4e No.27165
| Rolled 22, 67, 17, 60 = 166 (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 Hunters][15 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources: [None]
Skills: [Weak Stealth][Weak Spear-fighting]
Status:Okay
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1.2.3&4 Gah, how could such a thing happen, its clear i underestimated the power of that peace of god that prey had, but no matter, skill always triumphs over brute force, as it is how all Felpin have taken down larger prey before and as such this should be no different. All i need to do is hone my skills, i will get my revenge, soon…soon. [Continue TRAINING TRAINING TRAINING stealth and spear(wo)manship]
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46ca4e No.27166
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46ca4e No.27167
>>27164
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
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46ca4e No.27168
>>27160
-ADDITIONAL INSTRUCTIONS FROM THE OTTOBASSID EMPIRE-
The Sultan has learned that the Empire of Rus who are currently with the Ottobassid Empire have landed a colony in this new land. You are instructed to destroy this colony with extreme prejudice.
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46ca4e No.27169
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46ca4e No.27170
| Rolled 23, 45, 81, 18 = 167 (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: 373 {+5%/turn} {Cap: 100}
Food: 20 [-2/turn][+2 8 turns]
Resources: [Lumber:3 +1/t][Stone/Iron Mine→Iron:1+1/r Stone:1+1/t}[Heathold Ore:0+1][[Sharpleaf:2+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital]
+ [Tiny Exploitative Farm] [+2 food/8/turns]
+ [Tiny Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: 100 pop}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
>>Free action: Sent the mainland: 3 lumber, 1 iron, 1 heathold ore, 2 sharpleaf. Attempt to secure automata [industrial robots] and equipment to intensify exploitation.
1. The army is sent to clear and take more territory. The hunger for resources and the quota has provided sufficient guidance for the army, and now they know what to look for. [Expansion] [70 infantry]
2. Construction on the [Grav Stone Mine] continues. The entire situation is a debacle and a few of the middle managers have been fired or relocated. [1/4 Grav Stone Mine] {Rape the Earth]
3. A series of new facilities are sketched and developed. Hopefully they will increase iron production – massive smelters, forges, and blast furnaces increase the iron produced but less the iron mined. [Build Iron facilities] {Rape the earth}
4. The tenements continue to expand as the population needs expand. A good portion of the population are sleeping rough. While this does a good deal to motivation them, it doesn't help Yolian morale very much. [Expand the tenements]
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46ca4e No.27174
>>27158
At the tail end of the initial landing, emerging from a large platform on the clearly overburdened ship of the line were two massive figures of steel, bellowing smoke as the ship visibly tipped to the side upon being relieved of their mass. These machines, the latest creations from the workshops of Rus, were tractors, armoured in order to withstand gunfire and bristling with gun and cannone of their own. From the blue-painted landship popped out a curious man who had blue hair himself, coughing for a brief moment before waving at the awed crowd in front of him.
"Zdravstvujtye! Long live Tsar!" he cried, waving a wrench triumphantly.
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46ca4e No.27175
| Rolled 35, 43, 36, 58 = 172 (4d100) |
>>27160
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[10 Ottobassid Elite Militia];
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][7 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]
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; Awww, those poor snousy can't comprehend the greatness that is I. Oh well, lets explore!
2-3; Train my troops while we explore. Being lost is no excuse to slack off! Perhaps we can spec in fighting in this new land?
4; Practice my charm on my troops! This poor time, they need something as perfect and fine as I am to keep them from losing all hope. My natural wit and body language will help them cope with these hard times!
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46ca4e No.27176
| Rolled 42, 30, 90, 19 = 181 (4d100) |
>>27157
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 126
Food: 10 -1/turn
Resources: Lumber9 +2/turn, Food +2/turn, +[Velsignelse Frukt]4 +1/turn, +[Duftende Frukt], Iron 4, +1/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Tiny Iron Mine](Small 3/6)[Tiny Lumberyard],[Tiny Shipyard], +[Defensive Corals], [Tiny Duftende Frukt Farm 3/4]
Military: 50 Myr Raiders 5/10 [Elite]
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight],
1. We made Good progress on the Duftende Frukt Farm, now let's finish it up. 3/4
-Industrial?
2.By the Aesir building this mine up is taking forever. Keep working on it.(3/6)
-Industrial
3.Build a barracks to train our troops. S0 we can raid soon.
4.It's a blessing of Aegir that our main fleet did not run upon that coral. It's good we have it though. Now with the shipyards to build ships is up, we need to build a harbor to dock ships. It will also make loading and unloading the ships that come easier.
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46ca4e No.27180
| Rolled 8 (1d20) |
>>27160
D20 for pillaging
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46ca4e No.27183
| Rolled 16, 56, 35, 92 = 199 (4d100) |
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: 1065
Food: 21 -4/turn
Resources: Lumber [9] +2/turn | Fish & game (food) +4/turn | Pelts [2] +1/turn
Assets: [Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Tiny Farm] [Longhouses][Tiny Shipyard]
Military: 160 Rus Riflemen
50 Rus Marines
1 Steam Tank
1 Ship-of-the-line
Navy: 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 I][Research I][Steam I][Firearms I]
>Ongoing
3/4 [Tiny Forge]
Thorns in muh anus:
1. Now that we have the extra men here, we can start work on a proper fort for the colony. No doubt of many enemies are already plotting our downfall, so if we are to die, let us bloddy their noses first. Begin work on a wall surrounding the colony
2. Secondly, these new hands should be put to work growing the food that they'll be eating, expand the farms!
3. The rockfall shall be cleared and the mine completed, we'll need both the stone and the ore.
4. Finally, begin work on some proper housing for the colonist, the longhouses we'll be made into blockhouses for the military
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46ca4e No.27198
| Rolled 9, 100, 59, 80 = 248 (4d100) |
>>27183
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1. Let me finish up this forge, tovarisch! Together we shall forge empire for motherland! [3/4 Tiny Forge]
2. Tank is able to do more than just crush enemy, you is knowing? Let me help with that farm: tank shall pull plow! [Aid in Farm Expansion]
3. Wall? Is most good idea to shelter ourselves from most filthy monstr! Tank shall help haul materials into place! [Aid in construction of wall]
4. In order for colony to make best use of steam, the peoples must be knowledged in Engineering. As official engineer of settlement, I shall act as teacher! [Teach Kievan Rus Engineering I]
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46ca4e No.27202
| Rolled 95, 80, 12, 38 = 225 (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:
315 Humans
100 Snousies
Food: 12 -2/turn
Resources: 4 Lumber +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Weak Alliance: Flishy Village]
1 Lorbac Beast
1 Lavaturtle
Military:
65 Ottobassidian Janissaries
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
3/4 Fishery
1. It's mate you say? Well then we must capture it immediately. These Lorbac's could prove highly useful if we bred and broke them at a young age.
2. Continue to construct the Fishery, now that we have mad peace with the Fisheys. I suggest moving those operations further away, and be sure to inform them.
3. We should set up some basic farms to feed our populace.
4. We have a sizeable population, allies, and supplies. It's time we built a new settlement.
I send some settlers and snousy scouts to the southernmost mountain of the mountain range to the west. Building a settlement there will give us a good lookout point for much of the territory and is relatively close to the shore as well.
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46ca4e No.27205
| Rolled 81, 18, 28, 17 = 144 (4d100) |
>>27157
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][3 days rations]
Resources: 35 Gold pieces
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 Combat]
Training: 3/4 [Weak Naval]
1. Yesterday must have been a bad spell of luck. Remaining positive is important. We should try to take another look at the ship. Meanwhile, I'm going to ice my nose. [Try to inspect the ship again. We don't want to end up shipwrecked.]
2. Once the "Captain" has had time to rest, we can resume my training. I've almost learned the ropes anyways. [Learn how to go over the seas]
3/4. Now we can do what we came out to do, with some things off of the plate. The ocean is big, but there's lots of ships laden with goods bound for the new world, I just know it! [We want treasure! What kind of pirates don't have booty? Do what you want 'cause a pirate is free. You are a pirate!]
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46ca4e No.27219
| Rolled 8 (1d20) |
[Enslave] the Felpin Alpha. Males are too valuable to kill. He'll learn his place in our pleasure pits doing the only thing he's good for.
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46ca4e No.27220
| Rolled 72, 23, 75, 65 = 235 (4d100) |
Population: 1284
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field]
Military: 394 Felpin Warriors 50 Felpin Zealots 50 Felpin Elites 1 Felpin Prophet
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]
1. Send scouts to learn the location of these invaders. We must be wary.
2. Ask this honored Prophetess for guidance. She will tell us the path.
3. Search for the piece of God 5/???
4. Build some mighty new temple pyramids
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46ca4e No.27221
>>27205
>20 loyal crew
more like 20 good men amirite?!?!?!
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46ca4e No.27226
| Rolled 88, 67, 5, 83 = 243 (4d100) |
>>27176
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[8 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná)
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1. MYR! Dark times are upon us! The dead rise, my ship is in shambles, and it would appear that forces of the outside with to see us in RUIN! We cannot allow that to come to pass so long as there is breath in our lungs and BEATS in our hearts! I am to commit a daring act soon, and if I FAIL, YOU must defend Alv-Lok in my place! (Myr Raiders 5/10 Elite)
2. ONE LAST SCOUTING MISSION: A closer look shall be given towards these ZOMBIE cretins; care shall be taken so that they are observed from a safe distance, behind COVER. If you can smell them, you are too close! (Scout the shores, while attempting to sat hidden!)
3/4. FOUL CURSES OF THE NOT-AEGIR! The WALKING DEAD roam among us! In all my years of patrrrrolling the marshes, I have never seen these monsters in the flesh: they were supposedly but a TALE! However, TALES DO NOT EAT MYR, and if we are to survive with our current numbers, we must use a daring ploy to outsmart them: for, these creatures might outnumber us in body, but they do not in mind! These creatures, the Rock Behmoths which ever duel: myself and my myr shall lure the mindless dead into the line of sight of the Behemoths: I'm SURE the giants will not appreciate the shambling interlopers and take care of the issue for us! (Attempt to lure the zombies into the Behemoth Fight)
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46ca4e No.27229
>>27180
-Raiding Action-
The fight is short and brutal as your men quickly fall upon the fat merchant cog.
+1 Merchant Cog
+100 Gold coins
+20 Food
+ 3 Frontier Supplies
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46ca4e No.27252
>>27165
1. You continue to train 3/6 [Average Spear-Fighting]
2. 3/6 [Average Stealth]
>>27170
1. As you expand the army is assaulted by large gang +[Furapes] which try to hump your men
2. The [Tiny Gravstone Mine] is completed
3. The [Tiny Iron Foundry] which doubles the iron output from one mine while taking up one resource slot
4. The tenants go slowly as labour is needed elsewhere
The Homeland is sure to appreciate these materials but who will have to wait to see what they bring you.
>>27175
1. You explore finding a refreshing spring which seems to ease your mind +[Thinking Spring]
2-3. The men seem pretty scared about being lost if only there was something you could do help them….
4.You give the men a little show as you wash yourself in the [Thinking Spring] and have definitely lifted their moods. +[Weak Persuasion]
>Remeber to use rations
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46ca4e No.27253
>>27176
1. The [Tiny Duftende Frukt Farm] is complete
2. The mine crawls along 4/6 [Small Iron Mine]
3. The Barracks is completed in record time [5 Raiders per turn max 50 percent of population]
4.The men making the dock are assualted by zombies from the sea, maybe they fell of the ship earlier -10 Population +13 Zombies
>>27183
1. The men make no progress as they bicker with the new arrivals
2. The farm is expanded with the help from Tesali Nikgori +[Large Farm]
3. The mine is slow progress 1/4 [Tiny Iron Mine]
4.The [Tiny Blockhouses] are completed [House 100 population but act as a resource block, you can have 5 resources per hex owned, you must expand before building more
>>27198
1. Little progress is made on the forge
2. You aid the farm expansion and in one day do more then a hundred men, the expansion is so great the farm goes up several sizes. However while farming you have a wonderful idea! The soft dirt makes problem for the movement of you tank, what if you had some sort of +[Grouser Tread I] system it would improve your maneuverability by a ton
3. You help the men on the wall with your expertise + 3/4 [Weak Architecture]
4.Well for you to teach you must understand more +[Steam I]
>>27202
1. You manage to catch the [Lorbac] and 2 [Young Lorbac]
2. The [Tiny Clomik Fishery] is completed as the [Flishies] show you the best fishing spots and the large supplies of [Clomik] fish which have vibrant hard scales [+1 Food and +1 Shiny Scales per turn]
3. The farms make little progress as you are ill fitted to farm this new land
4.A new town begins construction 1/4 [Tiny Town]
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46ca4e No.27254
>>27205
1. You manage to shore up the few problems the ship has and can truly say it is ship shape
2. The “Captain” seems to not want to leave his bed…
3-4. You manage to lure in a small merchant ship, how will you handle it
>>27220
1.Scouts are sent out to learn more of this invaders
-North: To the north lies a huge settlement with many of these new white skinned males that almost rivals the population of [Heart], they hunt and farm the surrounding area with techniques of which they have never seen. A large group of them seem to be trained with some sort of magical hunting wand which spits fire, they also seem to have tamed some great shiny beasts which also spit fire to do their bidding
-West: To the far south is a much smaller settlement with men with skin not unlike your own, they have made peace with a small Snousy tribe and are allied with another settlement of [Flishy]. Also they seem to be capturing many different animals
-South: To the west a small people who wear matching clothes have landed, they have bored their way into the mountains and the black smoke can be seen from all over the land. They have an almost insignificant amount of troops but they move with great determination and resolve that can only be seen in veterans.
-Less West: As they headed west they came upon another tribe of Felpins, these ones call themselves “The Pridelands” and are almost a mirror of your own with the highest in this civilization being a Alpha male Felpin Warlord “Simba” ruling over all.
2. The Prophetess says “Unite the body so I may rise, Unite the lands so we may thrive”
3. The scouts survey the mountains finding a large cave in which sleeps a massive +[Iron Drake] they can feel power flow from the cave and believe that is were the piece of god resides.
4.You begin work on a 3/4 [Tiny Pyramid]
>People begin to complain about the lack of food
>>27226
1. The RAIDERs are TRAINED and READY [Elite]
2.They are pretty gross and you can clearly see that these are what was supposed to be your new colonists
3-4. You are your men bait the Zombie towards the [Behemoth Fight] however your slower [Huscarls] are caught and eaten before they are lead into the fight. The zombies are quickly ground to mush as the [Behemoths] forgoe their fight for a mere second to flatten the creatures.
-120 Zombies
-4 Elite Huscarls
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46ca4e No.27255
| Rolled 94, 2, 1, 76 = 173 (4d100) |
>>27252
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:[10 Ottobassid Elite Militia];
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][6 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]; [Weak Persuasion]
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; Lets stay here for another day and train, troops! Yesterday was tough, but we've gotten used to this environment and it's time to get to work!
3-4; Train my persuasion more! Talk to my troops and learn more about them. A leader who understands their troops can utilize them to the utmost
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46ca4e No.27256
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46ca4e No.27259
| Rolled 59, 68, 64, 5 = 196 (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 Hunters][15 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources: [None]
Skills: [Weak Stealth 3/6 Average Stealth][Weak Spear-fighting 3/6 Average Spear-Fighting]
Status:Okay
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>-Actions-
123&4 I cant believe my skills, once praised have become so rusty that they are on par with a cub who had only just finished learning how to be a huntress, this will not do, i will refine my skills until i can take my rightful place as the best huntress alive. [Continue training in shame]
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46ca4e No.27261
| Rolled 97, 79, 6, 65 = 247 (4d100) |
>>27253
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: 1118
Food: 24 -4/turn | +7/turn
Resources: Lumber [11] +2/turn | Fish & game (food) +7/turn | Pelts [3] +1/turn
Assets: [Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Large Farm][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed)
Military: 160 Rus Riflemen
50 Rus Marines
1 Steam Tank
1 Ship-of-the-line
Navy: 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 I][Research I][Steam I][Firearms I]
>Ongoing
3/4 [Tiny Forge]
1/4 [Tiny Iron Mine]
Thorns in muh anus:
1/2. More land is required for the Rus people to live, so we shall expand! The west has some nice forested regions that remind of the homeland, so we shall move that way!
>>27198
3. Such magnificence, this marvel of steam and metal, and apparently in very capable hands as well it seems! This man, this Tesali Nikgori, is very talented it seems. We're in dire need of engineers,miners, and builders here, and I myself am more a administrator and general then a construction man or a foreman. As such, I formally entitle Tesali with the formation of and the leading of the Colonial Kievan Engineering Corps, entitled with building whatever the colony needs, be it defenses or infrastructure. He Shall have the tools he requires at his disposal, along with the backing of your's truly, so long as he preforms well at his task. His first order of business is to address the needs of both inadequate housing and inadequate defenses that our Colony is suffering from, after those are finished he is free to do as he wishes until another pressing issue arises. I command that the work on the walls and other defenses to be redoubled, and the squabbling of the men is to end, unless they want the Turks to slaughter them when they no doubt find our enclave! Failing that, I'll slaughter them myself if they endanger this colony with their pettiness
4. Work on the forge is to continue, we'll be needing the tools; and weapons, it will produce soon enough
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46ca4e No.27263
| Rolled 14, 39, 11, 98, 3, 60, 61, 79 = 365 (8d100) |
>>27160
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: 155
Food: 9 -1/turn
Resources:
+ Lumber: 9 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (2 +1/turn)
+ Sluglings
+ Spice Sap Trees
+ Fireoctupus
+ 1 Merchant Cog
+ 100 Gold Coins
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm]
Military: 100 Militia men 20 Naval Marines 40 Raiders
Navy: 3 Lightly Armed Frigate
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]
1&2. I swear to the divine I will beat all of your asses! Get to training.
3&4. Begin setting up a Spice Sap farm. +10 using Frontier supplies.
5&6. Begin setting up a gun shop to build guns and cannons. +20 from frontier supplies.
7&8. More raiding of merchant vessels.
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46ca4e No.27265
| Rolled 7, 8, 5, 10 = 30 (4d10) |
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: 391 {+5%/turn} {Cap: 100}
Food: 20 [-2/turn][+2 7 turns]
Resources: [Lumber:1 +1/t][Stone/Iron Mine→Iron:1+2/r Stone:1+1/t}[Heathold Ore:1+1][[Sharpleaf:1+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital]
+ [Tiny Exploitative Farm] [+2 food/8/turns]
+ [Tiny Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: 100 pop}
+ [Tiny Iron Foundry] {+Double Iron Output}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. The infantry units begin expansion again and they clear the [+Furapes]. They attempt to take a few of the more pliable ones for slaves and hard labor, but they aren't delicate about the matter. Stupid apes. Priority is of course given to resource stocks, nominally. [Expansion] [Rape the Earth?]
2. The general administrator attempts to develop lumber stocks. [Expand lumber facilities] [Rape the Earth]
3. Expansion in another direction also starts as more territory is claimed. [Expansion] [Rape the Earth?]
4. The tenements expand slowly as disputes are ironed out. Some Yolians are fired, while others are simply docked pay. [Expand the tenements]
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46ca4e No.27266
| Rolled 67, 22, 58, 49 = 196 (4d100) |
>>27265
Wrong dice
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46ca4e No.27267
| Rolled 63, 94, 18, 16 = 191 (4d100) |
>>27253
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 121
Food: 11 -1/turn
Resources: Lumber11 +2/turn, Food +2/turn, +[Velsignelse Frukt]5 +1/turn, +[Duftende Frukt]1 + 1/turn, Iron 5, +1/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Tiny Iron Mine](Small 4/6)[Tiny Lumberyard],[Tiny Shipyard], +[Defensive Corals], [Tiny Duftende Frukt Farm]
Barracks [5 Raiders per turn max 50 percent of population]
Military: 55 Myr Raiders[Elite]
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare I]
Occurances: +[Behemoth Fight],
Enemies 23 Zombies
1-2. Remove Zombies, these thrice damned corpse walkers from Hel will be destroyed! Hit them hard and hit them fast.
+55 ELITE Myrsan Raiders
+Military I
+[Sea Raiders] Bonus
3.After that is dealt with. Build a port. That way our kin won't fuck up and crash a ship to their ignomious dooms.
4. And keep working on expanding that damned mine! (4/6)
-Industrial
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46ca4e No.27276
| Rolled 67, 79, 10, 6 = 162 (4d100) |
>>27254
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][3 days rations]
Resources: 35 Gold pieces
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 Combat]
Training: 3/4 [Weak Naval]
1/2/3. Send a man into the topsails to wave a distress flag and beckon to the other vessel. The others will man the guns belowdecks, and wait for my orders. When the other vessel is at point blank range, I'm going to hail the captain. When he comes out to find out what our problem is, I'll convince him to come on board. I might ask for a doctor to make it convincing. Once he's on, I will tell him that there are currently nine guns loaded with grape-shot leveled at their hull. It's a shame, really. I don't want their crew to perish senselessly, I really don't. If he acquiesces to my demands, and hands over his cargo, and any crewmen who may want to join us for a life of high adventure , I'll let him go. That's really the ideal outcome for both parties. If he refuses any of my demands, I will order one of the guns to fire into their ship, and immediately begin reloading. Every minute that he takes to agree to my terms, another gun gets fired. With this one-by-one system, we can fire guns constantly. If the enemy crew show signs of giving us trouble, I'll call my men up to the deck, and tell them to bring their weapons. However, I really, truly hope that this whole thing is resolved without bloodshed or damage to the merchantman. Since we have their captain, the other crew won't want to sail away, and they won't want to fire on us, for fear of killing him.
4. If possible, I will address the merchantman crew, and try to convince them to hand over not only their goods, but their ship, and their service. It's a life of adventure, drink, gold, and whores that awaits them as part of my pirate fleet.
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46ca4e No.27277
>>27276
By the way, that 6 gets a bonus from my [Charming Rogue] bonus.
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46ca4e No.27278
| Rolled 42, 71, 78, 69 = 260 (4d100) |
>>27267
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná)
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1. These Myr have fallen. YET THEY WILL NOT IN VAIN! (Secure the ship where the zombies came from/slaughter any that might remain!)
2. Now that this WIZARDRY is over, study the ship: one does not simply become a being on the living dead through CHANGE! (Inspect ship the zombies came from.)
3. Back to SCOUTING the outlying area. (Scout some more.)
4. Four of my trusted warriors have fallen; I do not expect a dozen myr to equate to each one, but if I am to continue my activies, I need more hands. YOU THERE, join me! (Recruit fighters from the local population.)
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46ca4e No.27279
| Rolled 29, 65, 7, 69 = 170 (4d100) |
>>27261
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Knowledge: [Grouser Tread I][Steam I][(3/4) Weak Architecture]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1/2. Da, is work to completing fortress for Tsar! (Walls 3/4) [Weak Architecture]
3/4. Needing more house tovarisch? Leave to me! [Construct tower houses]
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46ca4e No.27280
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:
411 Humans
100 Snousies
Food: 11 -2/turn +1/turn
Resources:
7 Lumber +1/turn
1 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Weak Alliance: Flishy Village]
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
Military:
65 Ottobassidian Janissaries
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
1/4 Tiny Town
Stat Post
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46ca4e No.27281
>>27280
Food is -5 per turn
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46ca4e No.27282
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:
411 Humans
100 Snousies
Food: 7 -5/turn +1/turn
Resources:
7 Lumber +1/turn
1 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Weak Alliance: Flishy Village]
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
Military:
65 Ottobassidian Janissaries
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
1/4 Tiny Town
>>27281
Corrected
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46ca4e No.27283
| Rolled 53, 40, 58, 92 = 243 (4d100) |
>>27280
>>27168
1. Move the fleet toward the Keivan Rus colony, and summon our Fishy Allies to swim by us.
2. Continue to construct the town 1/4
3-4. The Prince sends a frank report back to command.
"The current objective of destroying the Keivan Rus colony is not favorable with current assets.
Our forces are significantly outnumbered by the Rus, in addition to their fortifications and production capacity having already armed their populace. Their supply base has been better funded and successful in establishing themselves as self-sustainable where as we are barely able to support our needs.
We are currently sending the fleet to engage their naval forces, and God wills they are victorious, a land invasion of their colony is likely to end in unfavorable losses of the Sultan's manpower. If God wills otherwise our military endeavors will end there.
I strongly suggest the sending of the means and methods to arm our military with sufficient weaponry to offset the disparity, else we shall continue to rail ourselves against the rock until we are not even in a place to defend ourselves from a counter attack."
—
The Prince remembers the war in the Balkans, he fought in it.
The Rus were a mighty foe. Their forces were vast, their resources abundant and their technology superior in many regards matched perhaps only by the Yolian. With such advantages how else might have they declared their conquest on the entire world, fighting on all fronts against all nations, and hold their own?
Even so close to the homeland they outnumbered us a poultry 3 to 1 in battles, their steam tanks and mechanized monstrosities rolling over the battlefield bringing death upon them. They would have overwhelmed us long ago were it not for one thing.
For all their science, technology, and numbers, our gunpowder weapons were still leagues ahead of them. When their tank divisions trumbled against us, we brought forth our anti-tank guns and light artillery. When their numbers swelled against us, we brought out our Gatling guns, breech loaders, and revolving pistols where they only had muskets. Even as they try to reach us, we stay a step ahead. But only through these advantages and the grace of the Prophet have we prevailed.
Those battles were brutal and bloody, the corpses piled high yet always it could go either way, God willing. But this thousand times is true: without the advantages of our guns and cannons to fight off the Rus we would not have stood a chance against them in battle.
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46ca4e No.27284
>>27282
Correction:
Military is:
15 Jannisaries
50 Ottobassid infantry
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46ca4e No.27285
>>27255
1.Disaster strikes as the militia prepares to do some training, emerging from the is a large hunting band of female cat-like humanoids [Felpins], they fall upon the militia with stone spears and clubs slaughtering them in a brutal melee. You put a good fight but are eventually felled by a club to the back of the head. You awaken later in a fire-lit tent surrounded by this queer creatures, many lounge around semi-nude. They however all seem to eye you as your gaze eventually shifts to the large figure lying in a bed of furs at the centre of the tent. This massive creature seems to be the male of the species, dwarfing the females it must stand at least ten heads tall with a massive red main, it’s muscular frame scarred from what you can only assume is many years of combat. It makes no movement simply watching you with a predatory gaze.
-10 Ottobassid Militia
+Location: Tent of Warlord Simba
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46ca4e No.27286
>>27259
1. 4/5[Average Stealth]
2.+[Average Spear-fighting]
>>27261
1. Your men expand the borders finding a great forest of queer white trees which freeze the land around them +[Frostwood Forest]
2. The second expansion finds a camp of leaf-like humanoids who are generally charmed to meet your men and follow them back to the colony + [6 Nymphs]
3. The wall makes little progress as a fight breaks out regarding it’s construction which turns into a costly brawl -10 population
4.The [Tiny Forge] is complete [Can be rigged to produce 5 metal items per turn for 1 iron free action]
>>27263
1. The training goes poorly and the men seem to be getting board without more pay
2. The farm goes exceedingly well +[Small Spicesap Farm]
3. The progress is slow 2/4 [Tiny Gunsmith]
4.You manage catch one final ship as it departs for the old world, this one is much older and seems to be armed with some decent cannons [D20 and tactics]
>>27265
1. The infantry bursts into action taking down the [Furapes] and capturing some of them, they think these creatures are just smart enough to be enslaved +5[Furapes]
2. No progress is made as an idea to light the trees on fire for faster harvesting does not pan out.
3. Expansion is had and the expedition finds a large stalk-like plant which has a tangy taste +[Gorim Tubes]
4.The tenant expansion starts 2/6 [Small Tenants]
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46ca4e No.27287
>>27267
1-2. The zombies are removed with EXTREME PREJUDICE +[Warfare II]
3. As the port is started a large [Alpha Zombie] pulls itself from the surf, it must have been the source of this infection, as it seem to be some sort of fish-man hybrid.
4. The mine suffers a collapse - 2 progress
>>27276
1-3. The plan goes off without a hitch and you have are the proud owner of “The Salty Bass” and her cargo
+“The Salty Bass” Merchant Sloop
+20 Gold pieces
+5 Frontier Supplies
4.The crew of “The Salty Bass” are less the impressed with you little speech
>>27278
1. The ship is secure as the zombies all followed you
2. The ship is in ruins though you manage to recover some [Frontier Supplies]
3. You scout across the land finding a small cove with a large skeleton of some-kind +[Mysterious Skeleton]
4.[Permission needed]
>>27279
1. You have finally managed to wrap you head around [Weak Architecture] now you can finally help with those walls!
2.You find a tank is much less useful for building houses then plowing a farm, there is also no more room in the settlement for houses
>>27283
1. The fleet begins it’s movements and a small contingent of 10 [Flishy Hunters] join
2. The town goes ever so slowly 3/4 [Tiny Town]
3-4. A report is sent you need only wait for a reply [10 turns]
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46ca4e No.27288
—Refined Rules—
1: Holy shit fucked
4-5: Fucked shit
6-10: Sort fucked shit
11-19: Bad Shit
20-29: Meh
30-39: +1
40-59: +2
60-79: +3
80-95: +4 Good Shit
96-99: +5 Better shit
100: Awesome shit
—-
-Gain 5 percent of population per turn
-Each hex owned can have one town and five resource hubs
-Buildings go [Tiny][Small][Medium][Large][Massive] from 1-5 for resources and 100-500 for towns
-Towns may later be upgraded to cities
-Population expansion can be built over in exchange for decreasing resource nodes.
-Resources may be added to increase a roll by +1 for each spent resource
-Resources must be spent when recruiting armies or only militia will be raised
-You gain a extra dice every 3000 population
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46ca4e No.27289
>>27287
>4.The crew of “The Salty Bass” are less then impressed with your little speech
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46ca4e No.27291
| Rolled 47, 35, 57, 38 = 177 (4d100) |
>>27286
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: 1129
Food: 27 -4/turn | +7/turn
Resources: Lumber [13] +2/turn | Fish & game (food) +7/turn | Pelts [4] +1/turn
Assets: [Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Large Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed)
Military: 160 Rus Riflemen
50 Rus Marines
1 Steam Tank
1 Ship-of-the-line
Navy: 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 I][Research I][Steam I][Firearms I]
>Ongoing
1/4 [Tiny Iron Mine]
Thorns in muh anus:
1. Now that we have the forge, let us get the mine so we can power said forge with materials.
2. Get to work on those walls dammit! You'll be arguing in the dirt if we don't get them up sooner rather then later.
3. Begin the construction of a small town on the outskirts of the Frostwood forest, ask the nymphs of what they know of the woods.
4. Begin Training some of the men as auxiliary fighters.
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46ca4e No.27292
| Rolled 75, 79, 53, 77 = 284 (4d100) |
>>27291
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Knowledge: [Grouser Tread I][Steam I][Weak Architecture I]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1/2. Is working on walls like you said, governor! Is just takings of small time to design around unique terrain of region! [Aid in building walls]
3/4. I can't build there! Sorry governor, town is of filling: rasshiryat is needed or advanced building techniques more researched (which is of taking much time) to add onto it. I shall make it up by helping build new town! [Aid in construction of town on the outskirts of Frostwood Forest]
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46ca4e No.27294
| Rolled 67, 51, 31, 22 = 171 (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: 410 {+5%/turn} {Cap: 500}{+100}
Food: 20 [-2/turn][+2 7 turns]
Resources: [Lumber:2 +1/t][Stone/Iron Mine→Iron:2+2/r Stone:2+1/t}[Heathold Ore:2+1][[Sharpleaf:2+1/turn][Gorim Tubes:+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/7/turns]
+ [Tiny Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100 pop}
+ [Tiny Iron Foundry] {+Double Iron Output}
–Slaves–
+5[Furapes]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. More work is put into lumber. The "burn the forest down" idea is implemented over severe objections. [Lumber expansion]
2. The infantry also continue their march north in search of resources. [Expansion]
3. More infantry are brought from the mainland in order to reinforce the colony. The island is hostile, and more are required for proper annexation. [Recruit]
4. The tenements expand. Slowly. [2/6]
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46ca4e No.27295
| Rolled 35, 70, 94, 72 = 271 (4d100) |
>>27287
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 127
Food: 12 -1/turn
Resources: Lumber13 +2/turn, Food +2/turn, +[Velsignelse Frukt]6 +1/turn, +[Duftende Frukt]2 + 1/turn, Iron 6, +1/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Tiny Iron Mine](Small 2/6)[Tiny Lumberyard],[Tiny Shipyard], +[Defensive Corals], [Tiny Duftende Frukt Farm]
Barracks [5 Raiders per turn max 50 percent of population]
Military: 60 Myr Raiders[Elite]
Navy: 3 Lightly Armed Sloops
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.
Tech:[Naval I][Warfare II]
Occurances: +[Behemoth Fight],
Enemies Alpha Zombie
1-2. Remove ALPHA ZOMBIE. Seriously enough with the Hel summoned demi-dead. Send them back screaming!
+Warfare II
3. Repair and refurbish the crashed Charter ship. We might be able to bring something good from this tragedy.
Cost 4 Lumber
+Naval I
4.I swear someone laid a hex on this Aesir forsaken iron mine. Keep working on it! (2/6)
-Industrial
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46ca4e No.27296
| Rolled 5 (1d20) |
>>27295
60 Elite Myr Raiders with Warfare II
vs.
One hopped up giant fishman zombie
BEGIN!
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46ca4e No.27297
| Rolled 20 (1d20) |
>>27296
BRAAAAAINS
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46ca4e No.27298
| Rolled 33, 13, 30, 38 = 114 (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:
411 Humans
100 Snousies
Food: 3 -5/turn +1/turn
Resources:
8 Lumber +1/turn
2 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Weak Alliance: Flishy Village]
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
Military:
15 Jannisaries
50 Ottobassid infantry
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
3/4 Tiny Town
>report 9 Turns
1. I'm not here to waste the Sultan's men on futile campaigns. We are not in a position to strike at this time.
Instead, work on improving relations and strengthening our bond with the Fish Men. No doubt they have enemies, their enemies are our enemies. Go and fight on their behalf.
It's good sea training too.
2-3. We'll need yet another food hunt. Preferably we'll find a fruit grove that would certainly help.
4. Continue to build the town on the mountain 3/4
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46ca4e No.27299
| Rolled 90, 33, 48, 86, 53, 17, 3, 36 = 366 (8d100) |
Population: 1412
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field]
Military: 394 Felpin Warriors 50 Felpin Zealots 50 Felpin Elites 1 Felpin Prophet
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]
1. Send some warriors in to raid southern peoples. Take some of them and their toys and bring them back here so we may interrogate them properly. Lure them out of their camps then ambush them away from their fellows. No sense in making a frontal attack now.
2. Finish the Tiny Pyramid
3-4. Build a new farm
5. Tell Ceh to come back and give her warriors so that she may slay the Dragon and take the Piece of God from it. No more dillydallying.
6. Send an envoy to Simba, telling him of the Prophetess. By now he's likely heard of these strange new people too and even though men should not rule, I would rather an incorrect Felpin be a friend than dirty outlander scum.
7. Roads, bridges, and other works of construction should be built to make traversing our lands easier and naturally to remind everyone that felpin are best.
8. Raise yet more warriors. +Small Training Feidl
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46ca4e No.27301
| Rolled 21, 39, 21, 89 = 170 (4d100) |
>>27287
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][3 days rations][5 Frontier Supplies]
Resources: 55 Gold pieces
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 Combat]
Training: 3/4 [Weak Naval]
1/2/3/4. "Listen. I know I just robbed you. It sucks, but think about it this way: We can make the same amount of money selling these goods that you would have otherwise, and that amount can go to you lot as your first payment as a part of this crew. After that, you can stay on with us, and make more money. You won't have to put yourselves in much more risk than you would be in if you were on your own. In fact, you would have the added bonus of having crewmates and a second ship to watch your back, just as we'd have you to watch ours. So, think of it as an offer of employment: You get a sum as soon as we sell these goods, and you continue to get paid as often as my crew. In addition, you get protection from other pirates, raiders, and whoever else would go after a merchantman, which I think would be a lot of people out on these seas. As an added bonus, we have no office relationship rules, so you can have your whores, and no laws concerning public inebriation, so you can drink as much grog as you damn well please until you've got work to do. Consider it, and consider the alternatives." [Attempt to convince merchant crew to join us. [Charming Rogue bonus]]
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46ca4e No.27303
| Rolled 81, 77, 99, 27 = 284 (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 Hunters][15 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources: [None]
Skills: [Weak Stealth 4/5 Average Stealth][Average Spear-Fighting]
Status:Okay
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>-Actions-
1. A life time of hunting and still more to learn [Train stealth]
2. The grand matriarch needs something of me? I must get home at once. [report back home]
3&4 A dragon? Story's will be told of this day, i will not fail again. [find the dragon and try to kill it when i get the warriors]
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46ca4e No.27305
| Rolled 10 (1d20) |
>>27286
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: 163
Food: 10 -1/turn
Resources:
+ Lumber: 11 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (3 +1/turn)
+ Sluglings
+ Spice Sap (0 +1/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 100 Gold Coins
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm]
Military: 100 Militia men 20 Naval Marines 40 Raiders
Navy: 3 Lightly Armed Frigate
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]
Raid: They are to be taken at night. Lights out on approach. Kill all aboard and take the ship.
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46ca4e No.27321
>>27305
The combat is devolves into brutal below the deck fighting as your men seize the ship
+Lightly armed sloop
+10 Prisoners
+80 Gold pieces
+ 6 lumber
+ 4 lumber
-10 Marines
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46ca4e No.27323
| Rolled 89, 92, 52, 32 = 265 (4d100) |
>>27321
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: 163
Food: 10 -1/turn
Resources:
+ Lumber: 21 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (3 +1/turn)
+ Sluglings
+ Spice Sap (0 +1/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm]
Military: 100 Militia men 10 Naval Marines 40 Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
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]
1&2. Train them up, with the promise of marines and raiders getting first choice of loot, and better survivability.
3. Tiny Gunsmith 2/4
4. Send the merchant ship back to the old world with a bit of Light Crystal, to set up underground contracts.
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46ca4e No.27331
| Rolled 1, 39, 9, 76, 50, 7, 94, 90, 77, 63, 91, 67 = 664 (12d100) |
>>27287
(OH SHIT YEAH I NEED TO POST HERE)
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x2)] [Green Tiger Pelt (x1)] [Hufi Herbs]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity II]
[Weak Swordfighting]
[Weak Survivalist]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
[Injury]
1: Continue travels. (1/2)
2-4: Hunt for Rations +[Weak Survivalist]
5-6: Heal up, hopefully.
7-9: Train up Standard Swordfighting (3/6)
10-12: Train up Dexterity III
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46ca4e No.27332
| Rolled 24, 96, 73, 87 = 280 (4d100) |
>>27285
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][6 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]; [Weak Persuasion]
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; Sit up in a crouching position and feel my head and body to see if anything is out of place and determine damage. Check for my backpack and get my weapons, my gun first since they probably don't know what it is.
2; Measure up the big cat man. He'll probably want to test my ability and size me up the same way, given him being a cat thing and how my experience with tigers and lions and desert cats have been.
3-4; "Mmmm, you're a big guy. What's the next step of your master plan?" He probably doesn't understand me, I'll try the coastal tongue to ask where I am to establish peace or work something out next and try to decipher what he says if he responds and doesn't know the language, try using body language and hand signals if his language isn't close enough. If he comes up to me in a threatening manner to attack or force, leap kick him in the balls, punch him in the sides, and then choke him out with my legs. Don't let go no matter what, I'm already dead anyways if I'm in the belly of the beast.
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46ca4e No.27333
| Rolled 97, 95, 12, 26 = 230 (4d100) |
>>27295
>>27296
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena][Frontier Supplies]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná) [Mysterious Skeleton] (near Álfar ná)
Bonus:[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1/2. Continue SCOUTING!
3/4. The main arrrm-y went on to fight a GRANDMASTER ZOMBIE without me? Those fools! Such a reckless approch might lead to them ALL getting turned! Myr, let us save them from their own FOOLishness!
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46ca4e No.27334
| Rolled 18 (1d20) |
>>27297
4 Elite Huscarls & Radningar Alv-Lok (Hero)
Vs.
ZOOOOOOMBIE!
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46ca4e No.27335
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46ca4e No.27343
>>27291
1. The 3/4 [Tiny Iron Mine] is coming along quite nicely
2. The 1/4 [Tiny Wood Wall] begins to take form -4 lumber
3. 2/4 [Tiny Town] the nymphs say they now little beyond the great freezing power of the wood.
>Remeber to add nymphs to population at +1 per turn
4.Few men a trained +10 Rus Militia
>>27292
1. You help guide the creation of walls [Tiny Wood Wall]
2.After that you help the men survey and set up the town [Tiny Town]
>>27294
1. The 3/4 [Tiny Lumberyard] is almost to complete
2. The men march forwards claiming more land +[Copper Vein]
3. You make a small recruitment drive +10 Yolian Infantry -2 Iron
4.The tenements make no progress
>Some workers have gone missing -7 population
>>27295
1-2. MORTAL COMBAT
3. The ship is repaired! It seems to be in better condition then it was before +[Heavily Armed Frigate]
4.The mine is almost done! 5/6 [Small Iron Mine]
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46ca4e No.27344
>>27298
1. The [Flishies] are nervous to trust you though they do seem to consider your offer 1/6[ Standard Alliance: Flishy]
2-3. As your men hunt forage and you gain some food, but some people gorge themselves on [Xorm Berries] which causes violent illness +4 Food -10 population
4.The [Tiny Village] is complete
>Change report to 3 turns
>>27299
1. The raiders bait some of the creatures out before capturing them + 7 [Yolian captives] +3 [Yolian Muskets]
2. The [Tiny Pyramid] is complete [+5 Zealots per turn]
3-4. The [Tiny Farm] is completed and a new crop is discovered +[Zinko Beans]
5. The warriors are assigned
6. The envoy is sent but her reception is cold at best +[Envoy: Simba]
7. No infrastructure is built as the Felpins instead enjoy a sunny day napping
8.Warriors are recruited +50 Warriors
>>27301
1-4. The crew of “The Salty Bass” give you a cheer are on their way to becoming pirates +15 Semi-loyal crew
>>27303
1. You finish training [Average Stealth]
2. You head back home +150 Felpin Warriors
3-4. You track the [Iron Drake] to it’s lair, you have a good vantage point and need only attack [D20]
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46ca4e No.27345
>>27323
1-2. You train the men though you have little to arm new ones with add [Elite] to all
3. The [Tiny Gunsmith] is finished though he requires iron or some other metal to to begin production
4.The ships sets of [Returns 5 turns]
>>27331
1. As you travel along the coast you find a [Large Spire] which sticks like a sore thumb out of the beach. No matter how far you seem to walk you always return to this [Large Spire]
2. You hunt a few small birds +4 rations
3. You manage to heal up the scrapes
4. You train hard +[Average Sword-fighting]
5.You train harder +[Dexterity III]
>>27332
1. Glancing around the tent you locate your gear tossed haphazardly in the corner, though you see the large creature seems to toy with your [Fine Pistol] between it’s massive hands.
2. You measure up the creature, due to it’s massive size you cannot doubt the power which it must have as it’s thick trunk-like arms could easily snap you in half, you are alive simply because of it’s curiosity.
3-4. After you speak the coastal tongue it cocks it’s head letting out a slow guttural speech “You speak the tongue of the ocean thralls, were do you come from and why do you trespass in the territory of the mighty Simba?”
>>27333
1-2. You scout into the forests finding a [Massive Temple Complex] you would explore more but you are draw back to town by the sound of screams.
3-4. MORTAL COMBAT
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46ca4e No.27346
>>27296
>>27297
>>27334
—Battle for Alfarna—
The Myr raiders quickly form up in an attempt to cut the Alpha Zombie down quickly, they however misjudge the horrid creatures speed as it is on them in a flash. Ripping through armour like butter it's rubbery hide absorbing bullets the raiders break as their own start to rise.
-30 Raiders
—–
https://www.youtube.com/watch?v=OBwS66EBUcY
Radningar arrives on the scene with his huscarls as the Raiders break fleeing back towards the village. He screams at the raiders "GET BACK IN THERE A DIE YOU COWARDS!" as he launches a brutal charge into the zombies with his huscarls at his back. The raiders rally at the sight, pushing back the zombies with renewed ferocity. Finally Radningar assaults the Alpha Zombie pushing it slowly back towards the ocean from once it came. Each blow into it's rubbery hide heals almost instantly regenerates but he presses on till the creature finally relents fleeing back into the sea.
Radningar
Bonus
+[Undead-bane]
You are incredibly adept at fighting the undead and gain bonuses to combat them
Alfarna
Negative
+[Saviour Complex]
Most of the colonists view Radnigar as their saviour and would even disobey the colonial government if he would ever ask.
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46ca4e No.27347
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46ca4e No.27348
| Rolled 99, 30, 69, 52 = 250 (4d100) |
>>27344
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:
421.5 Humans
100 Snousies
Food: 3 -5/turn +1/turn
Resources:
9 Lumber +1/turn
3 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town]
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[Xorm Berries]
Military:
15 Jannisaries
50 Ottobassid infantry
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
>Report 2 Turns
1-2. Now that we have a foothold on the mountains, there should be some nearby volcanic soil. Ripe and and fertile for us to plant upon. We should collect this soil and bring it to the nearby lake to farm.
>Build a farm near the big lake to the west using volcanic soil
3-4. We still need to harvest food for now. Go out and find more, perhaps there are fruit tree's near the volcanic soil.
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46ca4e No.27349
| Rolled 19 (1d20) |
We will sneak into the preys layer and we will lunge as one and strike as one, it will go down as easy as any other prey.
[2 Felpin Hunters][165 Felpin Warriors]
[Legendary Spear][Leather Garb][Hunter of Man][Average Stealth][Average Spear-Fighting]
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46ca4e No.27351
| Rolled 19, 9, 24, 27 = 79 (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: 423 {+5%/turn} {Cap: 500}{+100}
Food: 20 [-2/turn][+2 6 turns]
Resources: [Lumber:3 +1/t][Stone/Iron Mine→Iron:3+2/r Stone:3+1/t}[Heathold Ore:3+1][[Sharpleaf:3+1/turn][Gorim Tubes:1+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/6/turns]
+ [Tiny Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100 pop}
+ [Tiny Iron Foundry] {+Double Iron Output}
–Slaves–
+5[Furapes]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. The work continues. [Tiny Lumberyard: 3/4]
2. Expansion continues north. [Expand]
3. Construction on the mine starts. [+Copper Vein] [Rape the earth]
4. After encountering issues with the tenements new engineers are hired. [Tenements: 2/6]
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46ca4e No.27352
| Rolled 69, 66, 30, 83 = 248 (4d100) |
>>27344
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain], [15 Semi-Loyal Crew]
Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][2 days rations][5 Frontier Supplies]
Resources: 55 Gold pieces
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 Combat]
Training: 3/4 [Weak Naval]
1/2. The only air that smells better than air on the open sea is the air on the coastline. It's about time we got moving again. 18 men and myself in one ship, and 17 men and the "captain" in the other. I was inclined to keep the crews for each ship. However, mixing them up, at least for a while, would allow them to bond with one another, and will help keep the not-yet-fanatical crew in check by surrounding them with the numerically superior fanatical crew, just in case somebody does decide to betray us. [Keep sailing for Elmontalia]
3. Before I send him off to the Salty Bass, I want to have a chat with the "captain", and see how he's been feeling since the storm. If he's up to it, I'd like to get a bit more acquainted with commanding a vessel. Even if he isn't, I've probably learned enough to try commanding this ship myself. [Talk to captain about how he's doing, continue ship command training.]
4. Our supplies are running low, but I've got a clever idea to solve that problem. Spare ropes and chains from the ships can be dragged below the hull, with jagged metal tied and beaten into them. If any fish come to check out our vessel, they'll get speared. If bigger fish come to check out what all the blood is coming from, they'll get speared. Twice a day, first thing in the morning, and just as night as falling, we will check the lines, assess their condition, make repairs, and most importantly, harvest the fruits of our labor. [Use chains, ropes, and scrap metal to trawl for fish]
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46ca4e No.27353
| Rolled 26, 33, 84, 94 = 237 (4d100) |
>>27343
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: 1185 peeples, 9 Nymphs
Food: 31 -4/turn | +7/turn
Resources: Lumber [11] +2/turn | Fish & game (food) +7/turn | Pelts [5] +1/turn
Assets: [Small Town][Tiny Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Large Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall]
Military: 160 Rus Riflemen
50 Rus Marines
1 Steam Tank
10 Rus Militia
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 I][Research I][Steam I][Firearms I]
>Ongoing
3/4 [Tiny Iron Mine]
Thorns in muh anus:
1. Begin Expanding our main [Small town] To accommodate our burgeoning population
2. Finish the Iron mine
3. Continue training men for the militia
4. The tiny town is to be expanded as well, with the Chief Engineer Tesali Nikgori leading the initiative. After that , he is free to do as he wishes
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46ca4e No.27355
| Rolled 83, 39, 11, 96 = 229 (4d100) |
>>27343
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 102
Food: 13 -1/turn
Resources: Lumber11 +2/turn, Food +2/turn, +[Velsignelse Frukt]7 +1/turn, +[Duftende Frukt]3 + 1/turn, Iron 7, +1/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Tiny Iron Mine](Small 5/6)[Tiny Lumberyard],[Tiny Shipyard], +[Defensive Corals], [Tiny Duftende Frukt Farm]
Barracks [5 Raiders per turn max 50 percent of population]
Military: 35 Myr Raiders[Elite]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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][Warfare II]
Occurances: +[Behemoth Fight],
1. Repair Radningar's Adelena, he more than deserves it for his defense of our colony.
Spending 5 lumber
2.Improve our grasp of naval movement and combat.
3.Finishh expansion of that Iron mine. It's nearly done, finish the thrice Hel-damned thing.
-Industrial?
4.Build a Port, to avoid something like this ever happening again. Make it easier to move goods and ships.
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46ca4e No.27356
| Rolled 2, 6, 72, 99 = 179 (4d100) |
>>27355
mine was at 5/6
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46ca4e No.27415
| Rolled 8, 15, 57, 94 = 174 (4d100) |
>>27355
Radningar stood before the crowd of Myr raiders before him, a solemn silence filling the air in respect for the dead, a following of the earlier cheer for their hero. A hefty, muscular figure in comparison to his lithe-framed peers, his scarred face bore a rather neutral expression, masking whatever true emotions the warrior felt. "By Aegir, we have WON the day, and have thwarted the TRICKSTER's summons not once, yet TWICE! The dark gods do NOT wish for us to succeed, it has been made clear, so much that they are willing to use MAGIC to try and dominate us with FEAR! IN MY TRAINING OF YOU, I have given you the strength of body, yet it appeares I FAILED when it came to giving you the strength of mind. I shall not tell you to feel no FEAR, for I know that such a feeling is a farce; YET, if you hope to ever BETTER yourself, you must learn to cont-rrrrollll your emotions, LEST they control you and get you KILLED! Fear, ANGER, and all the rest: emotions are TOOLS, and you must learn to control them! I WILL SAY THAT fearing ME is the proper response, for I will NOT tolerate further cowardice as lightly as before; YOU ARE either a WARRIOR defending this town, or a WORKER to be PROTECTED. DO NOT hinder my job if you are the latter attempting to be the former! Now, you are DISMISSED!
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Ruined Longship Adelena][Frontier Supplies]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná) [Mysterious Skeleton] (near Álfar ná) [Massive Temple Complex] (near Álfar ná)
Bonuses:
[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
[Undead-bane] You are incredibly adept at fighting the undead and gain bonuses to combat them!
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1. I CALL THESE MYR'S SKILLS to suspect, so I must take a good reflection at myself. I must find discipline in my own actions! (Train self!)
2. AND, I have wishes to test a new form of COMBAT. MY MYR shall be the ones to refine it! (Train Huscarls in Bording Maneuvers).
3.This constant FIGHTING grows repetitive. I THINK I NEED A HOBBY! Perhaps…architecture? (Teach self how to build stuff!)
4. This expedition is cursed. There is no doubt about that. Yet, this STRANGE structure; perhaps it contains answers behind those walls? (Explore the Massive Temple Complex!)
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46ca4e No.27418
>>27345
Starting Position: Near a colony of some kind, not an outlaw one
Name: Alexander Conway
Country of Origin: Halifras
Profession: Privateer captain
Fluff: Alexander Conway had a simple childhood as a fisherman's son, learning how to fish and sail from a young age to help his father and older brothers. When given the opportunity however he jumped at the chance to join the Halifras Royal Navy and become a full fledged sailor. He served under a kind if strict captain who cared for his crew, or at the least knew how far to push a sailor before said sailor snapped. Being assigned to a doomed voyage to the new land the convoy Conway was a part of was attacked by pirates, with only his ship surviving, the captain dead and barely a skeleton crew remaining. Taking command to get to shore Conway was voted captain by the remaining sailors, who simply wanted SOMEONE to lead. Knowing that there would be little hope of rescue or indeed any word from his homeland Conway had to figure a way to make a living. The frigate he was captain of was a combat ship and would not do well as a free trader, and none of the sailors under his command would enjoy working under a navy not of their homeland. And no one wanted to try their hand at piracy, especially with so few crew. So the consensus was that the frigate would be re-purposed for privateering and pirate hunting. They would pick up crew and hopefully a letter of marque at the first place they could. The ship would need repairs though and a new name, Conway decided on a spur of the moment to call it "The Sea's Justice" and hoped that it would live up to the name and that pirates would learn to fear the Justice of the Sea.
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46ca4e No.27424
| Rolled 38, 10, 100, 77 = 225 (4d100) |
>>27345
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[None]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x5)] [Green Tiger Pelt (x1)] [Hufi Herbs]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity III]
[Average Swordfighting]
[Weak Survivalist]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
1-2: No matter how far she goes, and no matter the trail she blaze, the spire towers over here as a eternal idol of familiarity, yet also a sign of her being lost in the world. Surely, if the riddle of whatever lays within is solved, she will be freed of this curse.
However, going right in would be a death wish, so she need to look around and inspect it, see if there is anything guarding it, or any entrances or windows.
>Preform recon on the Spire.
3: These lands are, unfamiliar, even from what little she learned about the new world. Hopefully there will be some creatures able to be hunted in order to supply the rations needed to survive.
>Go Hunting.
4: Muh training
>Improve upon her Swordfighting skills.
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46ca4e No.27429
>>27424
>All the animals are suddenly food
The ecosystem is fucked, WM.
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46ca4e No.27430
>>27418
Followers:[150 Crew-members]["Wily Jack" First mate"
Assets:["The Sea's Justice" Heavily-armed frigate]
Inventory: [Fine Sabre][Fine Pistol][Sailor's Garb][10 days rations]
Resources:
Bonus: [Man of the Sea] You have been on the sea your entire life and gain massive bonuses to controling your ship.
Negative: [Oh Captain my Captain?] While you were voted captain many of the men are still distrustful of your ability to command and will often second guess your leadership giving you negatives to train crew members and naval related commands
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46ca4e No.27432
| Rolled 65, 10, 33, 40 = 148 (4d100) |
>>27353
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Knowledge: [Grouser Tread I][Steam I][Weak Architecture I]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1/2/3. Is working of over times! [Help Expand Tiny Town]
4. Tank is doing well in hauling job, but I am feeling it could do more if I modified it! Add the experimental [Grouser Thread I] to it as well as to other Steam Tank owned by local governor.
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46ca4e No.27433
| Rolled 39, 43, 56, 65 = 203 (4d100) |
>>27345
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: 172
Food: 11 -1/turn
Resources:
+ Lumber: 23 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (4 +1/turn)
+ Sluglings
+ Spice Sap (1 +1/turn)
+ Fireoctupus
+ 1 Merchant Cog (away 1/5 turns)
+ 180 Gold Coins
+ 10 Prisoners
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
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]
1&2. Explore around on the land and sea for anything of interest.
3. Use those prisoners we got and learn to make them obedient slaves. (research slavery)
4. Start learning how to fight better on the sea. (research Naval II)
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46ca4e No.27434
| Rolled 19, 8, 14 = 41 (3d20) |
>>27349
[Iron Drake]
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46ca4e No.27437
| Rolled 5, 84, 94, 50 = 233 (4d100) |
Population: 1508
Resources: Lumber +1/turn Food +10/turn
Food: 10 -10/turn 7 [Yolian captives] +3 [Yolian Muskets] +[Zinko Beans]
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field]
Military: 394 Felpin Warriors 55 Felpin Zealots 50 Felpin Elites 1 Felpin Prophet
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]
1. Work on improving relations with Simba
2. Interrogate these captives. Find out what they know and how those weird sticks work.
3. We'll probably need better warriors. Train some up to elite status.
4. Construction I
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46ca4e No.27439
>>27062
>>27073
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 211.04
Food: 17 -1/turn
Preserved Fish: 7 +1/turn
Lumber: 15
Tin: 6
Iron: 5
Resources: Lumber +2/turn Food +1/turn Tin +1/turn Preserved Fish +1/turn Iron +1/turn
Assets: [Small Town][Tiny Fishery][Tiny Fishery][Tiny Tin Mine][Tiny Iron Mine]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops [Damaged]
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1 Shipyard
Let's finish up that shipyard!
[Tiny Shipyard 2/4]
>2/3 Got to, got to, get you some Elbow Room
Oof! This colony's getting kinda cramped, even as our stocks of food dwindle. Well, we have the lumber, let's BUILD some HOUSES.
[get to Medium town, if you please]
>4 Yummy
The name leaves much to be desired… but until the shipyard can repair the sloop, we can't exactly pump up fishing through the roof.
Til' then? Let's harvest these beans.
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46ca4e No.27440
| Rolled 52, 95, 2, 90 = 239 (4d100) |
>>27439
DICE
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46ca4e No.27443
>>27349
>>27434
The battle is hard fought and even with their great numbers the felpins only manage to injure the [Iron Drake] not slay it
+Injured [Iron Drake]
-50 Felpin Warriors
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46ca4e No.27444
| Rolled 47, 98, 5, 80 = 230 (4d100) |
>>27345
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][6 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]; [Weak Persuasion]
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.
1-3; "Mmmm, I come from across the great sea, travelling on massive wooden boats to get here. We had no knowledge of this place, only that I- HEY! Be careful with that, please. I don't want to have to get another one of this if you break it, I've had that for awhile now. Anyways, we knew only that there was land here. I had trained some men to explore, using some cutie snousey to lead us when they suddenly left. We got lost and then you ambushed us. I apologize for trespassing, though my ignorance perhaps does not excuse me. I do have an offer that you certainly cannot refuse, should you give me my equipment back and allow me outside of your camp later. I have information and trust me when I say you'd much rather want to deal with me than any of my fellow soldiers, who're probably wondering where I am, now that I think about it.."
4; Engage combat if he reacts crazy, if not, use this to stretch to limber up, practicing persuasion
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46ca4e No.27445
>>27348
1-2. A [Large Farm] is created as the fertile volcano soil is a great boon to your efforts
3-4. Surrounding the Volcano are an odd breed of plants which warm to the touch with a sweet succulent pulp + [Lalum Fruits] +5 food
>>27351
1. The [Tiny Lumberyard] is complete
2. The expansion is halted with the discovery of a local mineral anomaly of great crystal spire which radiate energy lances when metal enters their vicinity +[Energy Crystal Fields]
3. The 3/4 [Tiny Copper Mine] is almost done
4.The tenements make no progress
>>27351
1-2. You make good progress to [Elmontalia] arriving in the colony to find it almost in ruins, the town has been hit with some sort of natural disaster which has ruined most of the town. You can see some survivors milling about in the ruins but you doubt anything will ever come of this place.
3. The “Captain” is in a good mood as the recent acquirement has went so well, you find out that he hails from the nation of Ottobassid and he used to sail under the fearsome “Dread Queen of The Pirates” back in the old world. He had come here to make his fortunes as a merchant but now he knows the life of a pirate will always be for him. +[Weak Naval]
4.You manage to capture a large fish with plenty of meat +8 rations
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46ca4e No.27446
>>27353
1. The town makes no progress as many workers are off at the second town
2. The [Tiny Iron Man] is complete
3. More men are trained as militia +50 Rus Militia
4.The expansion is complete the [Small Town] and this attracts nymphs who dwell in the [Frostwood Forest] +20 Ice Nymphs
>>27355
1. The [Legandary Longship, Adelena] is fully repaired
2. Naval techniques are practiced 1/6 [Naval II]
3. The iron man once again collapses -1 progress
4.The [Small Port] is constructed it is sure to attract merchants once they hear of it
>>27415
1. Little training is done as your are already so good or at least you think so..
2. The huscarls are busy flirting with he widows of men lost to the zombies.
3. What, ARCHITECTURE. thats for nerds and people who can read not you, you are a raider
4. You begin your exploration into the great temple which is rigged with many an ancient trap. You dodge and avoid everything from poison darts to falling boulders. Eventually you arrive at a great door made of solid gold which bears the image of a great lizard man wielding some sort of club.
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46ca4e No.27447
>>27424
1-2. You explore around the base of the tower finding a small imprint of a hand which then opens up to a door
3. You hunt around the tower lands and eventually find a small crab, it seems to be the only living thing in this place it waves at you when you approach it +[Sheldon the Crab]
4.You work on your forms 3/10 [Moderate Sword-fighting]
>>27432
1-3. You work on the town expanding the town [Average Architecture]
4.The treads are starting to come together +Asset: 2/6 [Grouser Tread]
>>27433
1-2. Your men search the area finding a [Silver vein] and a small oily fish which burns brightly when lit on fire +[Torch Fish]
3. Your men find where there’s a whip there’s a way 2/6 [Slavery I]
4.Your men work on the naval techniques + 3/8 [Naval II]
>>27437
1. Your envoy is ignored as he seems to be busy it the moment
2. The captives scream in their strange tongues and rage their puny bodies against the bonds as you make no progress on them, however a more intelligent felpin figures out that the sticks us some sort of powder which explodes when exposed to fire 1/40 [Gunpowder I]
3. +200 Elite
4.2/6 [Construction I]
>>27439
1. The [Tiny Shipyard] is complete
2-3. The [Meduim Town] is complete
4.A [Small Yum-yum bean farm] is completed
>>27444
1-3. “I suppose you may leave, but if you trespass again I suggest you bring many gifts for I will not be so generous a second time” he growls gesturing for two guards to escort you from his camp and point you back the way you came
4.4/8 [Average Persuasion]
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46ca4e No.27448
| Rolled 82, 56, 14, 69 = 221 (4d100) |
>>27430
Starting Position: Near a colony of some kind, not an outlaw one
Name: Alexander Conway
Country of Origin: Halifras
Profession: Privateer captain
Fluff: Alexander Conway had a simple childhood as a fisherman's son, learning how to fish and sail from a young age to help his father and older brothers. When given the opportunity however he jumped at the chance to join the Halifras Royal Navy and become a full fledged sailor. He served under a kind if strict captain who cared for his crew, or at the least knew how far to push a sailor before said sailor snapped. Being assigned to a doomed voyage to the new land the convoy Conway was a part of was attacked by pirates, with only his ship surviving, the captain dead and barely a skeleton crew remaining. Taking command to get to shore Conway was voted captain by the remaining sailors, who simply wanted SOMEONE to lead. Knowing that there would be little hope of rescue or indeed any word from his homeland Conway had to figure a way to make a living. The frigate he was captain of was a combat ship and would not do well as a free trader, and none of the sailors under his command would enjoy working under a navy not of their homeland. And no one wanted to try their hand at piracy, especially with so few crew. So the consensus was that the frigate would be re-purposed for privateering and pirate hunting. They would pick up crew and hopefully a letter of marque at the first place they could. The ship would need repairs though and a new name, Conway decided on a spur of the moment to call it "The Sea's Justice" and hoped that it would live up to the name and that pirates would learn to fear the Justice of the Sea.
Followers:[150 Crew-members]["Wily Jack" First mate"
Assets:["The Sea's Justice" Heavily-armed frigate]
Inventory: [Fine Sabre][Fine Pistol][Sailor's Garb][10 days rations]
Resources:
Bonus: [Man of the Sea] You have been on the sea your entire life and gain massive bonuses to controling your ship.
Negative: [Oh Captain my Captain?] While you were voted captain many of the men are still distrustful of your ability to command and will often second guess your leadership giving you negatives to train crew members and naval related commands
1.2. These lands are, unfamiliar, and the crew barely a skeleton. They would need to pick up crew at port.
3. A Letter of Marque is also needed for privateering.
4. The crew will need training with working together with the new crew members, let's do so before setting off to make sure we have proper co-ordination.
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46ca4e No.27449
| Rolled 57, 45, 37, 51 = 190 (4d100) |
Population: 1508
Resources: Lumber +1/turn [8] Food +10/turn
Food: 10 -10/turn 7 [Yolian captives] +3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [7]
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm]
Military: 364 Felpin Warriors 60 Felpin Zealots 250 Felpin Elites 1 Felpin Prophet
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]
1. Construct a [large] foundry using 5 lumber to produce weapons and other equipment for our warriors.
2. Go scouting for places to build awesome raw materials
3. These gnomes are shit. We need more of this powder stuff to make these sticks go boom. We also need more boomsticks. Thankfully we know just where to get more of each. Send 250 elites and 100 warriors to raid the Yolian camp of all its weapons and powder. We don't need their colonists.
4. Spend 3 lumber to upgrade the [Small Farm] to a [Large Zinko Bean Farm]
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46ca4e No.27450
>>27449
–Felpin Event—
The felpin matriarch is approached by a emissary from the Kingdom of Cri'Nik which consists of a unification of various bug-like people ruled by a singular King named Cri.
"My great and mighty Matriarch, I approach in the name of the great King Cri, we have been menaced by the Skalim empire who seem to have rediscovered the old forbidden arts of Blood magic and now take slaves from our village. In exchange for your protection we shall offer tributes"
+5 Sharpleaves per turn
+5 Gorbug shells per turn
+ 5 Food per turn
—–
Must defend the 'Kingdom of Cri'Nik
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46ca4e No.27451
>>27450
"We are pressed on many fronts, but we will do what we can to aid you should you uphold tribute. It would be better for us to train you as well, so that the burden of military action does not fall solely on us. We will aid you, but we will not take over defense of your gives for you. Nobody likes the lizards. They suck."
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46ca4e No.27453
>>27448
1-2. You recruit many a Yolian tired of the harsh lifestyle though most aren't great sailors +40 Yolian sailors
3. You are given a verbal contract from the Yol
4. The men begin training 2/10 [Elite]
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46ca4e No.27454
| Rolled 64, 93, 93, 74 = 324 (4d100) |
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: 1244 peeples, 10 Nymphs & 20 Ice Nymphs
Food: 34 -4/turn | +7/turn
Resources: Lumber [13] +2/turn | Fish & game (food) +7/turn | Pelts [6] +1/turn | Iron [1] +1/turn
Assets: [2 Small Town][Tiny Fishery] [Tiny Wallerbeast Hunting Lodge] [Large Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 160 Rus Riflemen
50 Rus Marines
1 Steam Tank
60 Rus Militia
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 I][Research I][Steam I][Firearms I]
>Ongoing
Thorns in muh anus:
1.да, is good. We are to be of the makings of more hunting lodges to increase the production of pelts.
>Side note:
Have the Chief engineer work on his steam designs, send our best men to help him.
2. Send one of our sloops back to the motherland with 4 of our units of fur. See what they can get for that, and have 30 of our militia and 10 Riflemen sent with them as guards.
3. Ask the nymphs to tell us of this land, its secrets and its perils
4. Now that the iron mine is finished, have the forge start producing rifles for our musket men.
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46ca4e No.27455
| Rolled 73, 4, 55, 64 = 196 (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: 444 {+5%/turn} {Cap: 500}{+100}
Food: 20 [-2/turn][+2 5 turns]
Resources: [Lumber:4 +2/t][Stone/Iron Mine→Iron:4+2/r Stone:4+1/t}[Heathold Ore:4+1][[Sharpleaf:4+1/turn][Gorim Tubes:2+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/5/turns]
+ [Tiny Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100 pop}
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
–Slaves–
+5 [Furapes]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. The local administration has formally sent an invoice to the mainland for a naval detachment. The bigger the better. [Request naval support]
2. A few engineers and tek-fabricators are sent to the {+[Energy Crystal Fields]} to figure them out. Perhaps they can be used as a power source? {exploit the crystal fields} {Rape the Earth}
3. Work on the vein continues. {3/4 [Tiny Copper Mine]} {Rape the Earth}
4. The constant construction issues are not taken well by the local cartel managers. [Tenements: 2/6]
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46ca4e No.27456
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46ca4e No.27457
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:
443 Humans
100 Snousies
Food: 10 -5/turn +5/turn
Resources:
10 Lumber +1/turn
4 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town]
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[Xorm Berries]
[Lalum Fruits]
Military:
15 Jannisaries
50 Ottobassid infantry
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
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46ca4e No.27458
| Rolled 41, 57, 56, 39 = 193 (4d100) |
>>27457
1-4. Send diplomatic envoys to Simba, bring to him the words of the Prophet, the testimonies of our allies, the promise to arm and train his men with weaponry.
In exchange, all we ask for simply is this: friendship and beasts. We need creatures strange and exotic, and for it we will pay hefty sums.
We will also offer them shiny scales, if they are of any value. All of them.
4. "My prince. What is our plan to match the Rus?"
"We won't."
"But-"
"It is impossible. They have already planted themselves too strong, and built up much more than we could have ever done. Already it is rumored we are no longer the only power with a Warship in these parts and it may be already they are bringing their steam tanks with them. We will not match them in terms of military or economic might."
"We can't just surrender to those infidels."
"Of course we can't. We've got to stop fighting to conquer them and fight to defeat them. To hold the line, as our brothers back home have done.
Have you ever fought the Rus, soldier? Have you seen the Balklands front?"
"No, my Prince."
"Then let me tell you. This is what war is like. It is a war of the Rus against us, against all others. A World War.
Our army numbers a 1000 men on a good day. To our flanks are the armies of our allies of a dozen other nations, all formed against them in a line from the Middle Sea to the Arctic. Against us stand the Rus, 10,000 men or maybe 20,000, with rifles, cavalry and cannonade and their steam tanks all prepared to fight. Their technology is, in many regards, superior. In between medicine, steam power, and communications.
Do you know how it is our armies hold out? Day after day against the Rus' Horde?"
"No. . ."
"We dig trenches and lay barbed wire, set up stone pillboxes upon the hill for our machine guns and artillery positions for our heavy bombards. We fire hundreds of rounds at their lines per minute and suppress them with a hailstorm of lead. We lobb one ton shells at them from our bombards packed with high explosive shrapnel or incendiary greek fire, and turn the ground in between us to ash, mud, and corpses. When they come to our trenches we lob dynamite and grenades at them. And when their steam tanks come rolling at us over trench and wire, we aim our heavy bombards and our anti-tank guns their way.
We don't take cities, bask in glory or sing songs of victory. Every day we do one thing: hold the line. It is bitter, brutal and grueling warfare, through day and night. Our skin is torn from the rain that falls from the sky, our feet turned wrinkled and black from the water in our trenches, and waves of flies cover the earth from corpses, and the sun never shines. But every day we hold, and the hordes are kept from our lands. Every day, every hour, every minute we hold them off is our victory.
So it is there, so shall it be here. We will never have greater numbers, or resources than the Rus and we will not dislodge them. But we will outgun them, and we will hold the line as long as it takes. Until judgement day and the Djinn rise up and the Angels descend for the last battle, if need be.
But if we're going to hold, we're going to need to prepare. Get the Engineers and open the books, I'll want a workshop able to manufacture fine parts by tomorrow."
>Research Firearms
>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.
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46ca4e No.27459
>>27458
>Edit: that should be
1-3.
and
4.
Respectively
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46ca4e No.27460
| Rolled 81, 72, 40, 49 = 242 (4d100) |
>>27447
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers:
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Backpack][6 days rations]
Resources: 20 Gold pieces
Skills: [Coastal Tongue]; [Weak Persuasion]
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.
"I'll give you friendly tip since you were so courteous. That thing you were playing with before, don't let the wide open end point at you. May you always reign under the sun, Warlord Simba." Delilah bows before Simba and winks before going with the guards
1-2; Practice my persuasion with these guards, it'd be nice to be on decent terms with some of their troop for the future, and to learn some of their mannerisms and mindset will be most useful.
3-4; Travel back to the Spring and practice my Combat skills
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46ca4e No.27461
>>27449
Changing action 3 to blessed weapons. Weapons blessed by priestesses with ancient powers and bathed in the blood of blessed sacrifices that can turn into lightning bolts, arrows that seek their enemies, and/or can split into dozens with a single draw string usable by the faithful and the blessed
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46ca4e No.27462
>>27458
1-3. Change it to "FIND ANIMALS"
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46ca4e No.27465
| Rolled 11 (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 Hunters][115 Felpin Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting]
Status:Okay
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>-Actions-
123&4 Continue the onslaught! We will not stop until the prey is struck down and we have that peace of god you hear me! For the high-matriarch and the all-mother!
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46ca4e No.27466
| Rolled 24, 89, 57, 59 = 229 (4d100) |
>>27465
Fixing the rolls…woops.
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46ca4e No.27471
| Rolled 82, 1, 1, 47 = 131 (4d100) |
>>27439
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 221.592
Food: 17 0/turn
Preserved Fish: 8 +1/turn
Lumber: 17
Tin: 7
Iron: 6
Resources: Lumber +2/turn Food +1/turn Tin +1/turn Preserved Fish +1/turn Iron +1/turn
Assets: [Medium Town][Tiny Fishery][Tiny Fishery][Tiny Tin Mine][Tiny Iron Mine][Small Yum-Yum Bean Farm][Tiny Shipyard]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloops [Damaged]
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1 Ship of Theseus
Alright! The Shipyard's ready for work, and there's fish to be caught. Let's get that Sloop back in shipshape!
[Naval I]
>2 Shelter from the Storm
Speaking of ships, if this community is to grow, and by the [unspecified religion of this nation] it shall grow, then we'll need somewhere for ships to drop anchor. You know, docks and such. Build some of that.
[Naval I]
>3/4 [Sea Shanties Intensify]
As we are currently an island community dependent on the sea for both defense and food, doesn't it behoove us to have ships good enough to outmaneuver those damn Chasmmouths?
[research Naval 2]
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46ca4e No.27472
>>27471
[SEA SHANTIES ACTUALLY INTENSIFY THIS TIME]
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46ca4e No.27473
| Rolled 22, 5, 89, 23 = 139 (4d100) |
>>27447
Starting Position: Near a colony of some kind, not an outlaw one
Name: Alexander Conway
Country of Origin: Halifras
Profession: Privateer captain
Fluff: Alexander Conway had a simple childhood as a fisherman's son, learning how to fish and sail from a young age to help his father and older brothers. When given the opportunity however he jumped at the chance to join the Halifras Royal Navy and become a full fledged sailor. He served under a kind if strict captain who cared for his crew, or at the least knew how far to push a sailor before said sailor snapped. Being assigned to a doomed voyage to the new land the convoy Conway was a part of was attacked by pirates, with only his ship surviving, the captain dead and barely a skeleton crew remaining. Taking command to get to shore Conway was voted captain by the remaining sailors, who simply wanted SOMEONE to lead. Knowing that there would be little hope of rescue or indeed any word from his homeland Conway had to figure a way to make a living. The frigate he was captain of was a combat ship and would not do well as a free trader, and none of the sailors under his command would enjoy working under a navy not of their homeland. And no one wanted to try their hand at piracy, especially with so few crew. So the consensus was that the frigate would be re-purposed for privateering and pirate hunting. They would pick up crew and hopefully a letter of marque at the first place they could. The ship would need repairs though and a new name, Conway decided on a spur of the moment to call it "The Sea's Justice" and hoped that it would live up to the name and that pirates would learn to fear the Justice of the Sea.
Followers:[190 Crew-members (40 Yolian Sailors)]["Wily Jack" First mate"
Assets:["The Sea's Justice" Heavily-armed frigate]
Inventory: [Fine Sabre][Fine Pistol][Sailor's Garb][10 days rations]
Resources:
Bonus: [Man of the Sea] You have been on the sea your entire life and gain massive bonuses to controling your ship.
Negative: [Oh Captain my Captain?] While you were voted captain many of the men are still distrustful of your ability to command and will often second guess your leadership giving you negatives to train crew members and naval related commands
1.2. Do one last recruitment drive before setting off
3. Finish preparations and set sail with the tide, head for the next nearest port
4. Continue training the men to work together properly 2/10
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46ca4e No.27474
| Rolled 100, 73, 80, 10 = 263 (4d100) |
>>27447
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: 181
Food: 12 -1/turn
Resources:
+ Lumber: 25 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (5 +1/turn)
+ Sluglings
+ Spice Sap (2 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog (away 2/5 turns)
+ 180 Gold Coins
+ 10 Prisoners
[Torch Fish]
[Silver]
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
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]
1. Start setting up a small fishing operation to gather those Torch Fish and collect their oils. We can probably eat them after too.
2&3. https://www.youtube.com/watch?v=YdXQJS3Yv0Y [Slavery I] 2/6
4. Continue researching [Naval II] 3/8
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46ca4e No.27477
| Rolled 53, 1, 76, 41 = 171 (4d100) |
>>27446
>>27446
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 107
Food: 13 -1/turn
Resources: Lumber 8 +2/turn, Food +2/turn, +[Velsignelse Frukt] 8 +1/turn, +[Duftende Frukt]4 + 1/turn, Iron 8, +1/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Tiny Iron Mine](Small 4/6)[Tiny Lumberyard],[Tiny Shipyard], +[Defensive Corals], [Tiny Duftende Frukt Farm]
[Small Port]
Barracks [5 Raiders per turn max 50 percent of population]
Military: 40 Myr Raiders[Elite]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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]
Occurances: +[Behemoth Fight],
1. This IRON mine is stone damned stubborn. Get the thrive damned thing finished! (4/6)
-Industrial?
2. Keep working on our mastery of the seas! No more will our people fear them or what comes out of them! (1/6)
+Sea Raiders
3. Build a tavern to house and attract traders. We need to get our economy going and attract merchants, given the disaster with our charter ship.
4.Buidl a meadery. Too long have we Myrsans had to drink this watered down piss swill. We need proper Mead!
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46ca4e No.27478
>>27477
In Arantill, Sea master you
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46ca4e No.27515
| Rolled 77, 10, 78, 86 = 251 (4d100) |
>>27454
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]+[Grouser Thread (2/6)]
Inventory: [Repair Tools][Backpack][3 Days rations][Simple Clothes]
Resources: [6 Gold Coins]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1. Is spend token effort to get lodge up and running while re-configuring vehicle. [Help set up hunting lodges]
2. Set up workshop in new town to house the steam tanks; sitting out in elements is nyet of goodness. With forge complete, can also be used in future to build heavy weapons! [Build Tiny Workshop]
3. These delicate women of ice are most of captivation! Perhaps we should introduce our team, da? [Chat up with the nymphs]
4. Tank will be much more useful when new system allows it to traverse soft terrain! Is better than wheels! [Grouser Thread 2/6]
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46ca4e No.27516
| Rolled 15, 44, 2, 38 = 99 (4d100) |
>>27445
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain], [15 Semi-Loyal Crew]
Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]
Resources: 55 Gold pieces
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]
Training: None
1/2/3. Well, this is a disappointment. I'm not going to run into any of the men who I told to come here for a job pirate-ing. That being said, there's plenty to do in a ruined town. First thing I'll do is gather my men aboard the Hugging Mary, and give them a quick talk: "Friends, pirates, crewmates! Lend me your ears! This town that we have happened upon is a blessing in disguise. We can do all that we needed to do and more here. Captain! Take the crew of the Salty Bass, and fifteen crew men from the Hugging Mary, and let them have the run of the town. Your one mission is to gather as many valuables as you can from the stores, homes, and other ruins. Bring gold, silver, jewels, trade goods, food, drink, and whatever else piques your interest, and bring it back here. Take as many trips into town as it takes for the place to be emptied of its booty. Men! This town is your first reward for following me! Take some trinkets, steal some booze, and have some of the lovely local wenches. There is no law here, but the law of the Pirate King!" Well, that just sort of came out, but I like it. The Pirate King. "Now, I want the other five men not going with the Captain to bring whatever weapons you can find, some rope, and some tools, and follow me! Have fun, Cap!" [Send Captain, crew of Salty Bass, 15 men of Hugging Mary to loot the town]
4. Now, we have a slightly more serious mission. An unfortunate one, to be sure, but I need to leave a message for anyone who ends up coming here on the recommendation of the merchantmen who we let go, and I need to have a reputation. We're going to patrol the town and find a survivor of significant size. Once we come upon a suitably large individual, I'll set the five men on him, and they can subdue him, and tie him up. After that, we're going to need a few sundry items. Item the first: A wagon wheel. Item the second: a knife. Item the third: A hammer. Item the fourth: Nails. Item the fifth: bright, gaudy fabrics.
Back in Llywas, there were a gamut of punishments for traitors, rapists, and murderers which no man should be subjected to. This poor bastard is going to be fucked up just because hes visible. The first step is to slit his throat, as a mercy for what will come next. The second is to drape him in the fabrics. After that, we will nail his corpse to the wheel, through his arms and legs. Then, we will cut down the center of his chest and stomach, crack open his ribs, and pull them to either side of him, tying them to the wheel. It's grim, and nasty, but at least the poor bastard's dead. Then, we put a sign around his neck, and write the text in his blood: "To any of those who seek the Pirate King Gerry Fitzgerald: If ye come looking for riches and fun, remain where ye stand, and make this place your own, and wait for my return. If ye come looking to take my head, look upon this man, an assassin sent to take my life. His fate will be yours if ye do not turn back on this course, for ye are truly bound for ruin." Finally, I'll have the men take him up to the highest point in the town center where the sign can still be read from the ground, and lash him there with some rope. Once all's said and done, it's back to the ships to meet our fun-having crew. Each of the five men will get a gold piece as extra payment for their grim work. [Take five of the most loyal men into town, kill a big guy, and leave him as described above to send a message, pay each man an extra gold piece. +[Charming Rogue] to persuade crew if they aren't feeling it]
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46ca4e No.27537
| Rolled 48, 17, 10, 27, 30, 64, 16, 37, 90, 73 = 412 (10d100) |
[Charter]
Yol Expendition
Ibin Al'thir's Most Righteous Expedition to the New World
Alfarna
Kievan Rus
Ber-Tasuna
[Outlaw]
Port Rioux
[Independent]
Elmontalia(?)
[Primitives]
Skalim
Felpin
Corvian
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46ca4e No.27541
| Rolled 85, 44, 19, 78 = 226 (4d100) |
>>27477
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Legendary Longship Adelena (Docket at Álfar ná)][Frontier Supplies]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná) [Mysterious Skeleton] (near Álfar ná) [Massive Temple Complex] (near Álfar ná)
Bonuses:
[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
[Undead-bane] You are incredibly adept at fighting the undead and gain bonuses to combat them!
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1/2. EXPLORE the ruins for anything that might be of practical use: this large gold lizard is intriguing, but of little use to myself. Take, but do not DESECRATE WANTONLY: the supernatural IS REAL and you all know it!
3. Report ALL MY FINDINGS back to town, so they are IN THE KNOW.
4. Recruit a dozen myr: these shall be the ones to crew my longship!
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46ca4e No.27542
>>27537
—A Storm of Serpents—
A great storm rages over the eastern half of the continent, all who live there are constantly buffeted by raging winds and have grown a custom to crack of thunder. Strange roars can be heard echoing through the air during the nights and many natives can tell you this is the start of a great mating ritual between two great serpents and could last for many seasons.
—–
All colonies east of the central mountain range are afflicted by this great storm and any ocean related roll will automatically fall by three successes. All fisheries are also non-functional.
—–
Merchants have arrived and offer a plethora of goods, any you can think to request may be granted, selling and buying are a free action.
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46ca4e No.27543
>>27449
1. The 3/4 [Tiny Workshop] is almost complete
2.Ranging out into the land your scouts find a large beetle-like creature with thick armored plates, they move in small herds and could easily be corralled +[ Scovar Beetle]
3. Though your priestesses are at the moment unsure how to imbue weapons with power they do work on some improvements +[Melee Weapons I]
4.The [Small Farm] is turned into a [Small Zinko Bean Farm] which seems to work more efficiently [Doubles food production]
> Some disgruntled felpins leave because of the lack of food in the capital -70 population
The Prophetess speaks “Drink deep of the blood of drake for those you do shall grow upon this earth and gain the strength of the mother”
[Cet Metztli: Warriors change to Drakeblood Warriors]
>>27454
1. The 3/4[Tiny Hunting Lodge] begins construction
2. The sloop narrowly starts it’s journey to the old world before the storm hits [5 turns]
3. The [Nymphs] are extremely pleased with the attention you give them and guide you to a patch of [Ka’Fot Flowers] which they say speed the healing of many wounds +[Knowledge of locations of the native civs]
4.[ Dice refunded production is a free action - 1 iron per turn for +5 Infantry supplies. Riflemen supplies can be used to upgrade Miltia to riflemen or be used to trained 5 Riflemen]
A small sloop arrives from the homeland, Rus is in desperate need of lumber [20] required next time they visit [5 turns]
+100 pop
+10 Rus Riflemen
+[Forestry I]
>>27455
1. An invoice is sent as the storm begins
2. Tampering with the energy field has lead to a rather large explosion -20 population
3. A [Small Copper Mine] is completed
The 5/6 [Tenements] finally have progress.
A large smoke belching transport arrives from the motherland, it takes all your resources [Empty stocks]
+ 200 Yolian War-Golem
+1 Yolian Deforester [ Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]
You are given a simple note: More.
[You are missing [one grav-stone mine], you also do not gain Gorm tubes unless you build a farm. Also due to my mistake all your mines should be at least [Small] not [Tiny], you are also missing one [small stone/iron mine]]
Current pop is -4 food per turn not -2
>▶That Guy!F3SEaFECaE 05/30/16 (Mon) 00:54:55 890f82 No.2
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46ca4e No.27544
>>27458
1-3. A great hunt is had as men set out into the land in great numbers grabbing every animal they can in an attempt to please the homeland [Homeland pleased]
4. 3/6 [Firearms I]
A great cargo ship from the homeland arrives loading all the beasts you have captured
+100 population
+10 Janissaries
>>27460
1-2. You chat up the guards finding an easy tome picking up their tongue which is a slight variation ton the costal tongue +[Felpin Tongue] +[ Average Persuasion] You gain insight that they are not the only of this people and there is another city of them in the middle of the continent. One guard even offers to help guide you back to your home + 1 [Felpin Scout “Va’Li”]
3-4. You travel back too the spring and work on your fighting skills with help from the Va’Li 4/6 [Weak Dual-wielding]
>>27465
1-4. With one final attack you at the warriors fall the drake as you smash your spear through it’s soft eye. As you enter it’s give a palpable feeling of dread as you move past the bones of the drakes past meals. In the back of the next you find a large egg rested besides a [SKULL] which the world seems to almost warp around.
+[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.
>>27471
1. The [Lightly Armed Sloop] is repaired
2-4. See [Storm of Serpents]
A group of ships from the homeland arrive just as the storm hits
+500 population
+3 Merchant Sloops
+1 Heavily Armed Frigate
The homeland is desperate for food taking your [Preserved Fish] and demanding more next time they show up [5 turns]
[Yum-yum beans can be used as food or a trade resource]
>>27474
1. As you start to fish the [Torchfish] a great storm brews and the school swims deep into a cove for cover. One of your men has a genius idea to cause a small collapse with some gunpowder trapping the [Torch Fish] and creating a ready made fish-farm. Surprisingly enough it works! +[Medium TorchFish Farm] +[Incendiaries I]
2-3. [Slavery I] is completed
4.Little is done as the storm is thrashes the sea as you lose men to the the storm -10 population
A large frigate of pirates wish to join
+60 Raiders
+10 Shock-troopers
+1 Heavily Armed Frigate
>>27477
1. The [Small Iron Mine] is complete!
2. See [Storm of Serpents]
3. A 3/4 [Tiny Tavern] is started
4. A 2/4 [Tiny Brewery] is started
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46ca4e No.27545
>>27515
1. The [Tiny Hunting Lodge] is complete
2. The workshop makes no progress
3. The Ice nymphs are very happy to chat with you and can be seen to very much like to be much more then just friendly with you, they speak of a marvelous ice temple deep within the [Frostwood Forest] that you should come see
4.The first [Grouser Tread] is complete and the second is 4/6 [Grouser Tread] is underway
>>27516
1-4. Please wait Dara as I work out what has happened to Luch
>>27541
1-2. You and the huscarls manage to pull the +[Massive Golden Door] of its hinges. Behind it is large room in which sits a large lizard-man corpse in a throne. In it’s hand it clutches a magnificent [Macuahuitl]
3. The myr men seem busy with the approaching storm
4. +[12 Oarsmen]
>>27473
1-2. No one else is recruited
3. You make it to the port of [Ber-Tasuna] just as the storm hits
4. The men make no progress as the influx of Yol’s throws of their funk
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46ca4e No.27546
>>27544
No one shows up from Myr…
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46ca4e No.27554
| Rolled 29, 9, 98, 27 = 163 (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: 446 {+5%/turn} {Cap: 500}{+100}
Food: 18 [-4/turn][+2 4 turns]
Resources: [Lumber:0 +2/t][Stone/Iron Mine→Iron:0+2/r Stone:0+1/t}[Heathold Ore:0+1][[Sharpleaf:0+1/turn][Gorim Tubes:0][Grav Stone:+1/turn][Copper:+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/5/turns]
+ [Small Iron Mine:+1/turn]
+ [Small Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100 pop}
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+1 Copper/turn}
–Slaves–
+5 [Furapes]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 70 Yolian Infantry [Veterans]
+ 200 Yolian War-Golem
+1 Yolian Deforester [ Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]
Navy: 1 Civilian Frigate
–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]
–Actions–
1. Another team – properly equipped – is sent to the fields to make another attempt. [Exploit the energy fields]
2. It's been largely determined by the local administration that the existing automata are unsuitable for the terrain and require some adjustments to operate on hard terrain. [Research: Automata]
3. Expansion continues in another direction with the [Deforester] leading the way with a complement of golems and infantry. [Expansion]
4. The crews continue their work on the Tenements. [Tenements: 5/6]
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46ca4e No.27595
| Rolled 29, 76, 32, 22 = 159 (4d100) |
>>27544
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][5 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]
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.
1-4; Train dual wielding and flexibility(dexterity, swiftness, however you want to categorize it) with Va Li
4; Talk with Va Li to learn more about her people and the forest. Try getting a little touchy, to test the waters and how they react
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46ca4e No.27597
| Rolled 61, 21, 20, 58 = 160 (4d100) |
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: 1406 peeples, 11 Nymphs & 21 Ice Nymphs
Food: 37 -4/turn | +7/turn
Resources: Lumber [15] +2/turn | Fish & game (food) +7/turn | Pelts [4] +2/turn | Iron [2] +1/turn
Assets: [2 Small Town][Tiny Fishery] [2 Tiny Wallerbeast Hunting Lodge] [Large Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
60 Rus Militia
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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
[4 turns till sloop 1 completes trip]
Thorns in muh anus:
1/2. To meet our great motherland's need for lumber while also ensuring a supply for us as well, we shall begin the construction of a forester's lodge. A small team of men/women shall have a section of woods (cordoned off from the rest of the colony) in which to select ripe trees to fell while also laying the saplings for new ones, to ensure that we shall forever have a ripe supply of lumber.
3. Set up a herbalist hut near this patch of flowers, collect only what we need, and ensure a supply of seeds are kept/replanted to ensure we can maintain a steady supply of this crop
4. Continue the training of the militia, have the Nymphs instruct them on the dangers of the frost forest, so that we do not lose any men to the dangers of this cold land.
>To Tesali
Continue your own work so long as it is to the benefit of the colony. On a side note, any excursions into the natives land are to be handled very carefully, we do not want a diplomatic incident on our hands.
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46ca4e No.27605
| Rolled 28, 61, 25, 34 = 148 (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:
570 Humans
100 Snousies
Food: 9 -6/turn +5/turn
Resources:
10 Lumber +1/turn
4 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town]
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[Xorm Berries]
[Lalum Fruits]
Military:
25 Jannisaries
50 Ottobassid infantry
20 Snousy hunters
+3 Weak Artillery
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]
2/4 Tiny Mosque
1-2. Continue the firearms research!
3/6 [Firearms I]
[We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.
3-4. Build another town to the northern end of the mountain range, to house our increased population
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46ca4e No.27621
| Rolled 76, 40, 12, 9 = 137 (4d100) |
>>27544
>>27446
Start Position: North Eastern Isle preferably in the marshes.
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
Population: 112
Food: 14 -1/turn
Resources: Lumber 10 +2/turn, Food +2/turn, +[Velsignelse Frukt] 9 +1/turn, +[Duftende Frukt]5 + 1/turn, Iron 10, +2/turn, +[Derfer Birds]
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Small Iron Mine][Tiny Lumberyard],[Tiny Shipyard], [Tiny Duftende Frukt Farm], 3/4 [Tiny Tavern],2/4 [Tiny Brewery],[Small Port]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 45 Myr Raiders[Elite]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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]
Occurances: +[Behemoth Fight],
1. With the storm up and about the merchants are stuck here with us. Finish that tavern, I am sure that they will enjoy a place to stay on dry land. (2/4)
2. We could ALL used a drink, finish the Meadery! (3/4)
3.We need more wood, Expand the lumberyard!
-industry?
4.Build a Forge, we could use one to create gear and better equipment for our men.
Free: Trade 9 Velsignelse Frukt, 5 Duftende Frukt, 5 Lumber 5 Iron and if possible the looted golden door Radnigar found for Better equipment for him, our troops, and canons
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46ca4e No.27631
| Rolled 88, 81, 39, 8 = 216 (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 Hunters][115 Felpin Drakeblood Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting]
Status:Okay
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.
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>-Actions-
1. The hunt is over, with the hunters naturally victorious, I shall take what our prey has left us, the supposed peace of god and its young. [Take the skull and egg]
2. Hunters, we will bring back the preys body, im sure it's meat and scales will be useful. [Take the Iron Drakes body]
3&4. And now we must head back to our home, we have been victorious this day and we must tell our sisters of our triumph. [Head back to the heart of darkness and show the drakes body as well as the egg and skull to the high matriarch]
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46ca4e No.27633
| Rolled 53, 75, 53, 1 = 182 (4d100) |
>>27544
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 732.6716
Food: 15 -2/turn
Preserved Fish: 1 +1/turn
Lumber: 19
Tin: 8
Iron: 7
Resources: Lumber +2/turn Food +1/turn Tin +1/turn Preserved Fish +1/turn Iron +1/turn
Assets: [Medium Town][Tiny Fishery][Tiny Fishery][Tiny Salt Shed][Tiny Tin Mine][Tiny Iron Mine][Small Yum-Yum Bean Farm][Tiny Shipyard]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloop, 3 Merchant Sloops, 1 Heavily Armed Frigate
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1/2 Elbow Room, Elbow Room
Damn this storm! We could redirect some of the new arrivals to found another settlement had this not interfered!
No matter, we have the means to build more than enough housing.
[Expand Town]
>3 Yum-Yum
With the storm rendering our fisheries…a bit less than productive, our food supplies begin to diminish.
Not that it's diminishing worryingly fast, but it's best to handle these things sooner rather than later.
[Increase the size of the Yum-Yum Farm]
>4 Age of Exploration
At sea or on land, these new lands hold much promise… if we can figure out where to go, that is!
Even the greatest discovery means nothing if you can't find your way back. To that end, let's think up some better ways to survey and map.
[Research Cartography]
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46ca4e No.27634
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46ca4e No.27637
| Rolled 69, 98, 6, 36 = 209 (4d100) |
Population: 1600
Resources: Lumber +1/turn [4] Food +10/turn
Food: 10 -10/turn 7 [Yolian captives] +3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [8]
Assets: [Large City][Massive Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm]
Military: 364 Felpin Warriors 60 Felpin Zealots 250 Felpin Elites 1 Felpin Prophet
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]
1. Workshop 3/4 this should be a large or whatever the 5 lumber gives not a tiny.
2. Reseed Massive Farm with zinko beans
3. Research spirit magic. The Lizards have their blood magic but our strength comes from spirit and resolve!
4. Build a medium Scovar bettle stables so we can breed them and use them as mounts and labor. -3 stone
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46ca4e No.27639
>>27545
How's the conversation with Luch going, Cornwallis?
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46ca4e No.27647
| Rolled 12, 34, 33, 74 = 153 (4d100) |
>>27545
Starting Position: Near a colony of some kind, not an outlaw one
Name: Alexander Conway
Country of Origin: Halifras
Profession: Privateer captain
Fluff: Alexander Conway had a simple childhood as a fisherman's son, learning how to fish and sail from a young age to help his father and older brothers. When given the opportunity however he jumped at the chance to join the Halifras Royal Navy and become a full fledged sailor. He served under a kind if strict captain who cared for his crew, or at the least knew how far to push a sailor before said sailor snapped. Being assigned to a doomed voyage to the new land the convoy Conway was a part of was attacked by pirates, with only his ship surviving, the captain dead and barely a skeleton crew remaining. Taking command to get to shore Conway was voted captain by the remaining sailors, who simply wanted SOMEONE to lead. Knowing that there would be little hope of rescue or indeed any word from his homeland Conway had to figure a way to make a living. The frigate he was captain of was a combat ship and would not do well as a free trader, and none of the sailors under his command would enjoy working under a navy not of their homeland. And no one wanted to try their hand at piracy, especially with so few crew. So the consensus was that the frigate would be re-purposed for privateering and pirate hunting. They would pick up crew and hopefully a letter of marque at the first place they could. The ship would need repairs though and a new name, Conway decided on a spur of the moment to call it "The Sea's Justice" and hoped that it would live up to the name and that pirates would learn to fear the Justice of the Sea.
Followers:[190 Crew-members (40 Yolian Sailors)]["Wily Jack" First mate"
Assets:["The Sea's Justice" Heavily-armed frigate]
Inventory: [Fine Sabre][Fine Pistol][Sailor's Garb][10 days rations]
Resources:
Bonus: [Man of the Sea] You have been on the sea your entire life and gain massive bonuses to controling your ship.
Negative: [Oh Captain my Captain?] While you were voted captain many of the men are still distrustful of your ability to command and will often second guess your leadership giving you negatives to train crew members and naval related commands
1.2. begin crew recruitment here
3. If we're stuck in port we may as well make the most of it and pay for our stay with manual labor around the docks to help secure everything for the storm to come.
4. Continue to attempt to train the men together 2/10
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46ca4e No.27653
>>27639
Luch has declared that you suck and I have to boot you from the game. Sorry man.
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46ca4e No.27654
There have been some confusion on the matters of raising troops so I will be making an example for each nation.
—
Rus
—
Has [Firearms I] and [Tiny Forge]
Input [Iron][Pelts]
Gain 5 Rugged Infantry Kit
Combine 5 Rus Militia and % Rugged Infantry Kit
Gain +5 Rugged Rus Riflemen -5 Rus Militia
—
Yol
—
Has [Tiny Factory] and [Firearms I]
Input [Iron][Copper][Heathold][Gravstone][Sharpleaf]
Gain 5 Experimental Yolian Shocktrooper kit
Combine 5 Experimental Yolian Shocktrooper Kit and 5 Yol Infantry
Gain +5 Experimental Yolian Shocktroopers -5 Yolian Infantry
—
Ottobassid
—
Has no production must buy kits from merchants otherwise can only raise infantry
—
Alfarna
—
Has [Naval I] and [Tiny Shipyard]
Input [2 Iron][ 2 Lumber]
Gain 1 Lightly Armed Sloop
>Shipyard must be upgraded to build bigger then sloops
—
Ber-Tasuna
—
Has [Naval I] and [Tiny Shipyard]
Input [2 Lumber]
Gain 1 merchant sloop
—
Felpin
—
>Savages do not need production for non-metals as warriors are assumed to have some crafting skills
Has [Melee Weapons I]
Input [5 Sharpleaves][5 Gorbug Shells][25 Felpin Warriors]
Gain [25 Felpin Braves]
—-
Clarification on research levels
—
[Warfare] I- Gain +5 II- Gain extra dice III- Gain +5 IIII- Gain extra dice
Extra dice allows you to take the best of a pool of D20 during combat
—-
[Resource] I- Gain +5 II- Buildings start at [Small] III- Gain +5 IIII- Buildings start at [Medium]
—-
Specialized researches often add bonuses to combat or simple bonuses to relevant actions
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46ca4e No.27656
>>27653
K. Am going. You're serious, aren't you?
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46ca4e No.27658
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46ca4e No.27659
>>27654
Please send me any corrections
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46ca4e No.27660
>>27637
+ 1 Felpin Alpha
+ 300 Felpin
+ Medium Town
+ Medium Farm
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46ca4e No.27661
>>27654
—
Port Rioux
—
Has [Firearms I][Incedaries I] and [Tiny Gunsmith]
Input [Torchfish][Light Crystals]
Gain 5 Grenadier kits
Combine 5 Miltia and 5 Grenadier kits
Gain +5 Grenadiers -5 miltia
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46ca4e No.27664
>>27516
1-3. As the "Captain" and his boys go into town to loot the place his is confronted by what seems to remains of the law enforcement in this town [D20]
4. You create the grisly display in the centre of town, few survivors look on in horror but some see you as the only way out of these godforsaken ruins
+30 Ragged Crew-members
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46ca4e No.27669
| Rolled 18 (1d20) |
>>27664
I feel like I already posted this roll. Is anyone else seeing it?
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46ca4e No.27673
| Rolled 55, 9, 4, 23 = 91 (4d100) |
>>27597
Nikgori found a certain happiness with the Ice nymphs; their hair was cerulean like his own, and their could auras served to cool him and his men off after the long hours toiling away within their infernal machine. It was strange wonder that such people could live in this untamed land. Nevertheless, taking a glance through some important information given to them and comparing them to the out put of the current farms…
The engineer's face became pale.
"Is most sorry ladies, but I have most important business to attend to; will visit Ice Temple after it is completed: the Tsar has invested much responsibility to myself!" He made sure to keep a note detailing the temple's location.
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]+[Grouser Thread, Right]+[Grouser Thread, Left (4/6)]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating "Visit Ice Temple Later!"]
Resources: [6 Gold Coins][3 Days Rations]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
>-
1. Finish up second [Grouser Thread (4/6)] with haste: tank is direly needed at full capacity!
2/3. Is major problem governor; huge miscalculation on food supplies means that a shortage is soon to be eminent! I shall try most difficultly to establish second farm zone in new town to offset this! [Construct Farm]
4. And on side, help with the lumber mill; is good we seek sustainable building, not like the short-imp men who ask why they're always starving when they salt field! [Help set up Lumber Yard]
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46ca4e No.27681
| Rolled 83, 30, 2, 82 = 197 (4d100) |
>>27544
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: 171
Food: 13 -1/turn
Resources:
+ Lumber: 27 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (6 +1/turn)
+ Sluglings
+ Spice Sap (4 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog (away 3/5 turns)
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (0 +3/turn)
[Silver]
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
60 Raiders
10 Shock-troopers
1 Heavily Armed Frigate
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]
1&2. Put the prisoner slaves to work mining out the silver.
3&4. Begin building a tavern that will produce good food for the men. If only we had any sort of alcohol.
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46ca4e No.27682
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46ca4e No.27699
| Rolled 8, 95, 26, 96 = 225 (4d100) |
>>27621
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite], [12 Oarsmyr]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Legendary Longship Adelena (Docket at Álfar ná)][Frontier Supplies][Massive Golden Door]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná) [Mysterious Skeleton] (near Álfar ná) [Massive Temple Complex, Containing {Macuahuitl}] (near Álfar ná)
Bonuses:
[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
[Undead-bane] You are incredibly adept at fighting the undead and gain bonuses to combat them!
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1. This creature was clearly a mighty warrior; I shall NOT mock his legend by NEEDLESSLY taking his WEAPON, he has earned that much! Take note MYR; if you TOO become a great warrior, your own weapons will become legendary themselves! (Returning to Port.)
2. Let us return to the port! THIS DOOR shall fetch us MUCH attention to the people back home! (Hand door to main Alfarna officials.)
3/4. BACK TO TRAINING. Oarsmyr, if you wish to survive in the face of THE ENEMY, you need to be in top condition; you are the ENGINE to my vessel, and you will learn to work as one! (Training Oarsmyr.)
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46ca4e No.27705
| Rolled 85, 68, 46, 17, 50, 50, 62, 30 = 408 (8d100) |
>>27544
>Name: Alianda Scarlett
>Country of Origin: Llywas
>Profession: Mercenary Swordswoman
>Followers:
[Sheldon the Crab]
>Assets:
[Small Home: Ber-Tasuna]
>Inventory:
[Legendary Rapier] [Fine Clothes] [Backpack] [Rations (x4?)] [Green Tiger Pelt (x1)] [Hufi Herbs]
>Resources:
2 [Gold pieces]
>Skills:
[Dexterity III]
[Average Swordfighting]
[Weak Survivalist]
>Bonus:
[Elegant Swordsman] You are a renowned and skilled warrior and one of the best mercenaries on the planet. You carry a reputation and the honor that comes with it. You will get combat bonuses and some persuasion bonuses
>Negative:
[Lone Wolf] You have always operated alone, its all you know. You don't need someone else with that hyper inflated ego. You can never have non-player followers as they would do nothing but slow you down
1-2: A, crab. A singular creature for her sudden stroke of luck. It seemed like a mockery from whatever uncaring gods are above. Reguardless, the crab may play a important role, and for the moment, it is best to keep.
Without anything else to be found, Scarlett made her way to the spire, in order see what lay within, and free herself from this eldritch realm.
3-4: Swordfighting Training. (3/10)
5-6: Dexterity Training.
7-8: Agility Training.
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46ca4e No.27719
>>27595
1-2; dual wield
3; dexerity flexibility swiftness wahtever
4; same thing as original 4
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46ca4e No.27720
>>27554
1. The team has set up their equipment but has yet to start the investigation
2. Experiments in understanding [Automata] has lead to [100 Yolian Golems] being improperly deactivated and must be repaired
3. The [Deforestor] rolls across the land brutalizing all in it’s path,as it rolls along the surveyors find a vein of a strange blue metal +[Mithril Vein] +20 Lumber
4. The [Small Tenements: +200 ] are complete
>>27595
1-2. +[Weak Dual-wielding]
3. 1/6 [Dexterity I]
4.The Felpin seem to thrive on physical touch as you make your way back to the [Thinking Spring]
>>27597
1-2.A [Tiny Lumberyard] is set up
3. There are some troubles getting the nymphs to help with their knowledge as they would much rather just flirt with the colonists
4.Some nymphs even join in the training +10 Militia +5 Nymph Militia
>>27605
1-2. The research on [Firearms I] is complete
3-4. Little progress is made as trekking across the wilderness to build proves quite hard
>>27621
1. The [Tiny Tavern] is complete [Input one mead gain twenty gold]
2. The [Tiny Meadery] is complete! [Input one Frukt gain one Mead]
3. The expansion of the lumberyard hits some snags as they find a aggressive colony of +[Zerik Beetles] living in the forest
4.The construction of the forge results in a small explosion -5 population
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46ca4e No.27721
>>27621
The merchants buy up your stocks [+190 Gold] and you manage to procure +[1 Average Artillery] and +[11 Infantry Kit] -190 Gold
>>27631
1.As you touch the skull it seems to meld into your fingers. Horrid pain shoots up as the skull seems to force itself up your arm ripping as it forces it’s way up towards tour face. Approaching your face you feel a blinding pain as the skull merges with yours
>A rasping voice speaks in your mind “A lesson to be taught for a lesson earned, darkness or light?”
2-4. You drag the massive [Iron Drake Corpse] back to the [Heart]
>>27633
1-2. Expansion of the town begins 5/10 [Large Town]
3. The 2/6 [Small Yum-yum Farm] begins to take form
4.AS your cartographers head to survey the island they area attacked by a stranger force from the sea who wield bone weaponry seem to ride the waves of the great storm they wreck havoc in the town raising wanton slaughter before your forces can react -250 population
>>27637
1. The [Tiny Workshop] is complete
2. The [Massive Zinko Farm] is reseeded and the beans have had some effect on the fertility of the Felpins [Change growth rate to 10%]
3. The priestesses are unsure where to start besides a few ritual sacrifices -4 Yolian captives
4.The 2/4 [Tiny Scovar Beetle Stables] is started
>>27647
1-2. You gain no-one as the storm drives many people away from the sea
3. You gain a few coins +8 Gold Pieces
4. 5/10 [Elite]
>>27673
1. You complete the second [Grouser Tread]
2-3. The farm has a few problems +[Acidic Soil]
4.The lumberyard is not started as labour is pulled to try to get the farm done
>>27681
1-2. The [Slaves] are forced to work into the mine [Change Tiny silver mine to Tiny Slave Silver Mine][10] Doubles production as long as slaves assigned. The new slaves find a [Emerald Vein] deep in the mine
3-4. The [Tiny Tavern] is complete
>>27699
1. As you return to the port you are attacked by strange creatures from out of the sea [D20]
2.You are not able to get back to town
3-4. The [Elite Oarsmys] are trained
>>27705
1. As you head up the spire [Sheldon the Crab] leads you through the labyrinth-like structure which ends with a large room at the top which contains a hunched over woman stirring a pot full of small blue crabs.
2. 5/10 [Moderate Sword-fighting]
3. 6/10 [Dexterity IIII]
4. Same as Dexterity
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46ca4e No.27722
—Riders in the Storm—
Strange riders have appeared in the storm and have launched raids into all coastal settlements affected by the storm. All nations should roll an extra D20 per turn.
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46ca4e No.27723
| Rolled 68, 16, 54, 56 = 194 (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: 468.3 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 18 [-4/turn][+2 4 turns]
Resources: [Lumber:20 +2/t][Stone/Iron Mine→Iron:2+2/r Stone:01+1/t}[Heathold Ore:1+1][[Sharpleaf:1+1/turn][Gorim Tubes:0][Grav Stone:1+1/turn][Copper:1+1/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/5/turns]
+ [Small Iron Mine:+1/turn]
+ [Small Heathold Mine: +1/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+1 Copper/turn}
–Slaves–
+5 [Furapes]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 100 Yolian War-Golems
+ 100 Malfunctioning 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
–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]
–Actions–
1. After the consistent debacle of the energy fields a new scientist is brought in. [Energy fields] [Rape the Earth]
2. Repairs on the golems start. Several Yolians responsible are sacked. [Repairs]
3. Expansion continues. The deforester is exceeding expectations. [Expansion] [Rape the Earth]
4. Prospectors are sent to evaluate and build a mine for the mithril. [Mithril mine: Rape the Earth}
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46ca4e No.27724
| Rolled 11 (1d20) |
{Bonus Dice Roll For Event}
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46ca4e No.27725
| Rolled 79, 87, 17, 88 = 271 (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:
598 Humans
100 Snousies
Food: 8 -6/turn +5/turn
Resources:
11 Lumber +1/turn
5 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town]
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[Xorm Berries]
[Lalum Fruits]
Military:
25 Jannisaries
50 Ottobassid infantry
20 Snousy hunters
+3 Weak Artillery
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 I]
2/4 Tiny Mosque
1. Continue our firearms research
>Firearms 2
[We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research
2. Start construction of a forge
3. Start construction of a mine
4. Continue to construct a town to the northern tip of the mountain
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46ca4e No.27726
>>27725
That should have been an iron mine
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46ca4e No.27727
| Rolled 18 (1d20) |
>>27722
>>27725
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46ca4e No.27728
| Rolled 72, 47, 1, 43 = 163 (4d100) |
>>27720
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][5 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Weak 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; Practice Dual-wielding with Va Li near the thinking spring
3-4; Afterwards, wind down with a little stretching(dexterity practice) with Va Li. Maybe get a bit more touchy then usual
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46ca4e No.27729
>>27725
Edit: Switch action 2 to prospecting for metal. I was informed you needed to do that before setting up a mine.
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46ca4e No.27730
| Rolled 91, 25, 67, 25 = 208 (4d100) |
>>27720
>>27721
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
Population: 112
Food: 15 -1/turn
Resources: Lumber 7 +2/turn, Food +2/turn, +[Velsignelse Frukt] 1 +1/turn, +[Duftende Frukt]1 + 1/turn, Iron 7, +2/turn, [11 Infantry Kit], Mead, Gold
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm][Small Iron Mine][Tiny Lumberyard],[Tiny Shipyard], [Tiny Duftende Frukt Farm],
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 50 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Blockers:+[Zerik Beetles]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1.. Burn out the Zerik beetles they are in our way.
2. Use the 11 infantry kits to train up more soldiers. This place is hostile and as harsh as home, everyone must fight.
+military II
3.Expand the Velsignelse Frukt Farm, there is a demand for it, and we will fill it.
-industry?
4.Research Military tactics and combat.
+Military II
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46ca4e No.27731
>>27722
"Great and noble fishey's, who are these Riders in the Storm?"
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46ca4e No.27732
>>27730
Change 2 to start building an apothecary
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46ca4e No.27733
| Rolled 6, 5 = 11 (2d20) |
>>27722
>>27730
The Men of Alfarna prepare a defense for the raiders. Their arms are loaded and ready, their axes sharp, the Canon ready to ruin enemy lines.
Defnses:
+[Defensive Corals],
Military: 50 Myr Raiders[Elite]
+[1 Average Artillery]
2 rolls from Military II
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46ca4e No.27740
>>27725
"Wait. . .you mean to tell me we haven't been keeping a census on the snousy population?"
"Uh"
"Well, how many are tehre now."
"Well, we calculate at an increase of 5% for the 10 seasons we found them. . .262"
>262 Snousies
>HOUSING/FOOD PROBLEMS AHOY!
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46ca4e No.27742
| Rolled 19, 64, 6, 61 = 150 (4d100) |
Population: 2168
Resources: Lumber +1/turn [5] Food +27/turn
Food: 24 -10/turn 3 [Yolian captives] +3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [6] 1 Felpin Alpha Sharpleaf +5/T [15] Gorbug Shells +5/T [15]
Assets: [Large City][Massive Zinko Bean Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid]
Military: 430 Felpin Warriors 100 Felpin Zealots 250 Felpin Elites 1 Felpin Prophet
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]
1. Feed the Iron Drake into the Workshop
2. Turn 75 Warriors into Braves -15 Sharpleaf, Shells
3. Finish the [Tiny Scovar Beetle Stables] 2/4 +2 lumber, +2 stone
4. Send 300 Warriors, 75 Zealots, and 100 Elites to raid the Skalim with the aid of the Cri'nik.
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46ca4e No.27744
>>27721
Cornwalliiiiiis. I rolled that d 20 you asked me to roll.
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46ca4e No.27749
| Rolled 28, 39, 31, 74 = 172 (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 Hunters][115 Felpin Drakeblood Warriors]
Assets:[Skull of god?]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting]
Status:Okay
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.
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>-Actions-
1. "Well this is unexpected, but i would have to say darkness as it better hides a hunter from there prey." [Speak to the skull of god]
2. "I shall report my findings to the High matriarch, she undoubtedly knows i slayed the drake but not of what i have found in its home. [Report situation to the high matriarch]
3. "Ever more training to keep my skills as well as my hunters as sharp as a spear" [Train with warriors&hunters]
4. "A raid on prey land? Prime hunting awaits us! Let us come with them for the glory of the All-Mother!" [Join the felpin raid]
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46ca4e No.27750
| Rolled 68, 14, 12, 100 = 194 (4d100) |
>>27721
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: 189
Food: 14 -1/turn
Resources:
+ Lumber: 29 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (7 +1/turn)
+ Sluglings
+ Spice Sap (6 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog (away 4/5 turns)
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (3 +3/turn)
+ Silver (0 +2/turn)
+ Emerald (0)
Assets: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Light Crystal Mine] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm] [Tiny Slave Silver Mine][10] [Tiny Tavern]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
60 Raiders
10 Shock-troopers
1 Heavily Armed Frigate
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]
1. Have the slaves start mining the emerald out as well. + Slavery I
2. Start building a brewery to turn some of what we grow into some cheap booze. spending 10 lumber to aid if possible. (will take off next turn if used)
3&4. Continue exploring the land around us.
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46ca4e No.27751
| Rolled 19 (1d20) |
>>27722
"Da, if they mean harm, then they shall be met with Kievian Steel!"
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46ca4e No.27752
Starting Position: Ibin Al'thir's Most Righteous Expedition to the New World
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
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46ca4e No.27753
| Rolled 11 (1d20) |
>>27750
>>27722
The boyz have been BORED during this drawn out storm. Seas are too dangerous to go a raid'n and no one is dumb enough to brave the storm to go a pirate'n. So the boyz have been doing manual labor and shit in the fucking rain, so they were both bored and PISSED OFF. Not even elven piss water to wet their tongues and liven up the place. So when these blue aquatic DUMBASSES barged into barged into buildings or news came from the shore of these 'raiders' coming from the sea, like a nice elven whore walking into a bar filled with men just back from a long trip… Well, all the boyz got a nice big grin, grabbed the nearest gun or axe, and thought the same thing. 'Finally!' WAAAAAAGGGHHHH!
Forces:
100 Elite Malitia
10 Elite Naval Marines
40 Elite raiders
60 Raiders
10 Shock Troopers
Bonus: +Naval Raiders
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46ca4e No.27757
| Rolled 77, 62, 37, 49 = 225 (4d100) |
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: 1502 peeples, 12 Nymphs & 22 Ice Nymphs
Food: 37 -14/turn from pop | +7/turn from food produc. [Net: -7/turn]
Resources: Lumber [18] +3/turn | Fish & game (food) +7/turn | Pelts [6] +2/turn | Iron [3] +1/turn
Assets: [2 Small Town][Tiny Fishery] [2 Tiny Wallerbeast Hunting Lodge] [2 Tiny
lumberyard] [Large Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
70 Rus Militia
5 Nymph Militia (they fuck people to death)
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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
[3 turns till sloop 1 completes trip]
Thorns in muh anus:
1. A egregious miscalculation from the minister of Agriculture has shown me that we are infact burning through food faster then we are producing it. This cannot stand! I will never stand losing a colony to war, or pestilence, or even natural disaster, let alone ``starvation``
2. A second farm is to be constructed at the same time, in case the first encounters problems.
3. A hunting lodge is to be constructed in the ice forest, to collect pelts and meats from the creatures within.
4. Finally, the fishery is to be expanded
Free action, begin production of infantry kits using pelts and iron. 3 of them.
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46ca4e No.27766
>>27752
Followers:[Small Dog-Monstrosity]
Assets:[None]
Inventory: [Gas-mask][Ragged Clothes][Suitcase][Rushed Notes][Tiny Medical Bag]
Resources: 2 Gold pieces
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
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46ca4e No.27767
>>27744
The fight is short and quick as the "Captain" leads his men to easily rout the remaining officials.
+ 8 Looted Treasures
+4 Moderate knick knacks
+20 Various Weapons
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46ca4e No.27769
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
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46ca4e No.27770
>>27723
1. The scientist that the crystalline structures are very brittle and could be easily used as a sort of primitive explosive, however he says you would need to invest some [Heathold Ore] as it is the only material that could withstand the constant energy output
2. The repairs go nowhere as the Yol’s don’t even understand how the golems work
3. The [Deforester] grinds on however little is found beyond a mundane [Coal Vein] +15 Lumber
4. A [Small Mithiril Mine] is complete
>Your small mines are +2 per turn red you retard
>>27725
1. Progress is made as rifle-smiths get to work 6/8 [Firearms II]
2. A [Tiny Forge] is complete and a [Master Smith](+5 to all metal working rolls) has taken up residence
3. A small [Tin vein] is found
4.A [Tiny Town] is constructed but the men worry of the untamed distances between settlements
>>27728
1-2. You practice dual wielding 3/6 [Average Dual-wielding]
3-4. As you stretch out you hear a horrendous pop and pain shoots up your leg. You seem to have seriously injured yourself as it hurts to even walk +[Dexterity -II]
>>27730
1. The [Zerik Beetles] are burnt out with ease
2. Little progress is made as only the framework is placed
3. The 3/6 [Small Frukt Farm] is starting to be expanded
4.No progress is made as the howling wind impedes any discussion
>>27742
1.The [Tiny Workshop] has trouble processing the [Iron Drake] and many parts are ruined
+5 Iron Drake Scales
+4 Iron Drake Bones
+1 Iron Drake Heart
2. +[75 Felpin Braves] -[Materials mentioned]
3. The beetles prove to more stubborn then expected
4. [See larger post]
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46ca4e No.27771
>>27749
1.Pain rips through your mind as you find yourself in a dark plain which seems to stretch on till the ends of the world. In front of you stands three shadowy figures the first holds a scepter of magnificent Ivory, the next holds a great dagger of obsidian with a wicked serrated tip which weighs heavily into the ground and the last seems to hold nothing but a simple rock stained in blood.
>Choose one…
2-4. Actions banked
>>27750
1. The [Tiny Emerald Mine] is constructed
2. The Lumber is used but a small flash flood wipes out everyones hard work
3-4. Your men explore the great mountains the surround your town. One patrol finds a large opening in one of the mountain that leads deep within the earth. Inside seem to be the ruins of a great mine with deactivated golems standing all throughout the facility. One scout leans back nudging a lever which seems to reactivate the whole facility bringing the whole thing humming back to life. The golems take no notice of the scouts and go back to their tasks. Maybe there are more such ruins in the mountain?
+[ Massive Ancient Iron Mine /5 Stone/5 Iron per turn]
>See larger post for returning boat
>>27757
1. A [Tiny Farm] is constructed
2. The 3/4 [Tiny Farm] is almost complete
3. The 1/4 [Tiny Hunting Lodge] is being constructed
4.The 2/6 [Small Fishery] is expanded upon
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46ca4e No.27772
>>27724
>>27727
>>27733
>>27751
>>27753
—Riders in the Storm—
The strange fish people who ride the wave have been humiliatingly defeated by those they would have raided. They have retreated to the epicentre of the storm.
>All nations attacked add: +5 Strange Weapons
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46ca4e No.27773
| Rolled 40, 63, 1, 16 = 120 (4d100) |
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
Followers:[Small Dog-Monstrosity]
Assets:[None]
Inventory: [Gas-mask][Ragged Clothes][Suitcase][Rushed Notes][Tiny Medical Bag]
Resources: 2 Gold pieces
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
1. See about the acquisition an old laboratory, or some other run down building that can be converted into a laboratory.
2. Recruit some lab workers. Seeing as I've just washed up, I'm going to need some help in recreating my research. Hopefully there are some malleable minds here. Perhaps some of the local youth; they tend to make the best assistants.
3,4. Find some science equipment–broken if need be–for my 2 gold. I can always repair it later.
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46ca4e No.27774
| Rolled 2 (1d2) |
Rollin
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46ca4e No.27775
>>27742
—-The Ruins of Skalim—-
As your forces reach the outskirts of the Skalim empire they are met by a peculiar sight. Every village they pass through seems to be completely deserted with every man, women and child seemingly disappeared. This goes on for several days as the party pushes deeper and deeper into the Skalim empire. What has happened to this people finally becomes apparent as they approach the once great capital of Skalik, mounds of bodies litter the streets which seem to still flow with blood. Clearly a great battle went on here but you can see no signs of any enemies of the empire and the wounds you see seem inflicted by the sharpleaf blades the Skalim often carry. As the party treks through the ruined city a sense of unease as the land seems to warp toward the great temple of Blood which stand proudly at the centre. Finally the Felpin's climb the temple steps finding a lone lizard-man resting upon a pill of corpses as massive Sharpleaf sword sitting across his lap, behind him lies a great pit of bubbling blood which sickens all who lay their eyes upon it. The Lizard-man makes no movements and the Felpins veterans can sense this creature wields more then one piece of [GOD].
>What do you do? Free action?
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46ca4e No.27776
>>27775
[GTFO, loot the outlying everythings, just stay out of this major city]
Felpin aren't fools. The Pieces of God make him more than a match for the army sent against him, and the Matriarch isn't in a particularly sacrificial mood. They'll loot whatever they can carry and return home with news of what happened. The Priestess's will have to think of a solution to the current problem.
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46ca4e No.27777
| Rolled 4 (1d100) |
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 Hunters][115 Felpin Drakeblood Warriors]
Assets:[Skull of god]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting]
Status:Okay
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.
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
-Action-
1. Ceh somewhat confused in this strange situation reached out for the dagger as it was the only weapon she could see.
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46ca4e No.27778
| Rolled 9, 33, 41, 52 = 135 (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:
624 Humans
105 Snousies
Food: 7 -6/turn +5/turn
Resources:
12 Lumber +1/turn
5 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town] (south of mountain)
[Tiny Town] (north of mountain)
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm]
[Tiny Forge] [Master Smith](+5 to all metal working rolls)
[Tin vein]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[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 I]
2/4 Tiny Mosque
6/8 Firearms II
1. Tin is good. If we find some copper we can make bronze for bronze cannons. Typical for most of the world, but old fashioned by Ottobassid standards.
But we need more than tin, and whats more what we truly need is Iron for steel, and copper and zinc for brass casings. If we're going to do some extreme mining and surveying, we'll need a better means for getting through the rock.
We'll have to blast through it.
Besides guns, the Ottobassids hold the monopoly on that other great product of gunpowder: Dynamite. The snaps of Tash himself encased in a little stick of gunpowder and nitroglycerine. Lob one of these into a ship and watch a huge hole open up in the burning hull, or destroy it entirely with a well placed throw to the ammo hold.
More importantly they help open up the mountain for mining. Here there are plenty of sulfur deposits near this volcano for the supplies we need for powder. All we need now is to set up shop nearby and we can start making dynamite.
Be sure to keep it well away from any existing towns.
[We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.
2. Continue the firearms research 6/8 Firearms II
[We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.
3. Have the Snousies start gathering and hunting a bit more now that their numbers have grown, and perhaps teach them to plant back what they have reaped unless their farming expertise surpasses ours.
>looking for a natural source of income from hunting/gathering
4. Construct some irrigation canals to further expand our existing farm near the lake. Use lumber if needed. Continue to fertilize the fields with more of that rich volcanic soil.
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46ca4e No.27779
| Rolled 74, 55, 37, 82 = 248 (4d100) |
>>27767
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: [20 Loyal Crew], [1 Loyal "First Mate" Captain], [15 Semi-Loyal Crew] [30 Ragged Crew]
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]
Training: None
Thanks bb
1/2/3/4. A disloyal crew is the last thing that a captain could want. Mutineers could destroy everything I hold dear through simple numerical superiority. I will gather all crew members in one place; fanatics, loyalists, and unenthusiastic crew will all stand in the town square. From atop a balcony, a rooftop, or a platform, I will give my speech:
"Adversity is inevitable in the lives of all men. The businessman will fall on hard times, the worker will lose his job, the nobleman will lose influence. Yea, even a king will be struck by tragedy now and again. It is through adversity that men are hardened. That which is weak in them dies, and that which holds them back is lost. The caterpillar climbs onto the highest branch to spin its cocoon. Within that cocoon, its body is torn apart again and again. Surely it wonders: "Is this worth it? Could anything come of this?" But after days of adversity, it emerges as a butterfly. Its life now is one of ease. No longer does it need to crawl upon the forest floor, and worry about being eaten by whatever animal may chance upon it, for now it can fly beyond their reach, and explore the skies.
You townspeople have only now begun to emerge from your cocoons, and will soon know what it is to fly. The sea is more vast than the land, and it leads you to strange shores. It leads you to adventure, and fortune. There will be hardships, but think of it this way: If a man loses an arm, he will, thereafter, compare all other pain to the loss of his arm. If he steps on a tack, he will think: "This pain is terrible, but it's nowhere near as bad as when I lost my bloody arm!" Like the armless man, any pain or hardship you will have to endure in my service will pale in comparison to the adversity that you have faced here.
Not only that, but now you are free. Before, you were constrained by the need to work, the need to stay where you are, and work the land, or fish from the sea. Now, though, you will have the whole world as your oyster, and by working it, you will find that there are more treasures than mere pearls within. Now come along with me, and we will take from this world the treasures that are our due!"
Upon finishing my speech, we will rush to the ships and cast off once again. [Give speech to improve morale and loyalty of new crewmen, +Charming Rogue bonus]
>>27777
Checked
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46ca4e No.27786
| Rolled 37, 31, 60, 29, 54, 14, 33, 11 = 269 (8d100) |
Start Position: The forested island just south of the main continent
Name: Ber-Tasuna
Country of Origin: Arraiten Isles
Country Fluff: The Arraiten depend on the sea. Where the isles themselves lack truly arable land, the sea provides a bounty in fish and a link to a greater trading network. Proud sailors and fishermen, they are famed for their drive to find some way to better themselves and their people. Which did lead to some minor conflict in the less settled, more "raid"-y past. But hey! That's ancient history that no one should hold grudges over! Nowadays the Petty Kingdoms all pay homage to the High King, and the exchange of goods abounds…
Nation Fluff: …Or, you know, it would if the fisheries hadn't been overfished and their trading partners invaded by far-off empires. Damnable cretins. But what luck! A new land across the seas teeming with wealth and fish and land ripe for harvest! An expedition was put together near-immediately, and set out to carve out a little slice of the Isles across that great ocean.
Nation Type: Colonial Charter
Population: 532.145439
Food: 12 -2/turn
Preserved Fish: 3 +1/turn
Lumber: 23
Tin: 10
Iron: 9
Strange Weapons?: 5
Resources: Lumber +2/turn Food +1/turn Tin +1/turn Preserved Fish +1/turn Iron +1/turn
Assets: [Medium Town][Tiny Fishery][Tiny Fishery][Tiny Salt Shed][Tiny Tin Mine][Tiny Iron Mine][Small Yum-Yum Bean Farm][Tiny Shipyard]
Military: 50 Naval Marines
Navy: 1 Lightly Armed Sloop, 3 Merchant Sloops, 1 Heavily Armed Frigate
Bonus: [Fisher-kingdom] Your people are adapt at harvesting all types of marine life and gain bonuses towards it.
Negative: [Tapped] Your home country is in great need of these resources and can be quite needy.
Tech:[Naval I][Fishing I]
>1/2 Elbow room, elbow room!
Well, at least the colony isn't as crowded…
[large town 5/10]
>3 Yum-Yum
The farm's coming along rather nicely!
[small yum-yum bean farm 3/6]
>4/5 Build Wall
Let's prevent any more raids by building a wall around the colony. Out of wood.
It's not like Fish-Men are going to use incendiaries, after all.
>6/7 Idle Hands
Well, we have all this iron and lumber, and nothing to use it for.
Let's build a forge or what have you. A place to MAKE things.
>8 Guns and Fishermen beat Bones and Fish-Men, look it up!
We need guns, and for that we need to know how to make guns.
Let's figure it out.
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46ca4e No.27787
>>27786
The rest of my post got cut off somehow:
>1/2 Elbow room, elbow room!
Well, at least the colony isn't as crowded…
[large town 5/10]
>3 Yum-Yum
The farm's coming along rather nicely!
>4/5 Build a Wall
Let's prevent more raids like that by building a wall from wood. I'd worry about flammability, but we're fighting FISH MEN.
Not exactly likely to burn things down.
>6/7 Idle Hands
Well, we have all this iron and lumber, and nothing to use it for.
Let's build a forge or what have you. A place to MAKE things.
>8 Guns and Fishermen beat Bones and Fish-Men, look it up!
We need guns, and for that we need to know how to make guns.
Let's figure it out.
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46ca4e No.27788
| Rolled 19, 95, 93, 2 = 209 (4d100) |
>>27770
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][3 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [3/6 Average Dual-wielding]; [Dexterity -II]
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.
1-3; Get Va Li to help me inspect the damage and re-set the leg and repair some damage.
4; Get Va Li to help escort me to the Snousy Village
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46ca4e No.27790
| Rolled 55, 83, 7, 4 = 149 (4d100) |
>>27771
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: 1568 peeples, 13 Nymphs & 23 Ice Nymphs
Food: 30 -15/turn from pop | +8/turn from food produc. [Net: -7/turn]
Resources: Lumber [21] +3/turn | Fish & game (food) +7/turn | Pelts [7] +2/turn | Iron [3] +1/turn | 5 Strange Weapons
Assets: [2 Small Town][Tiny Fishery] [2 Tiny Wallerbeast Hunting Lodge] [2 Tiny
lumberyard] [Large Farm][Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
70 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 5 Rugged Rus 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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
3/4 [Tiny Farm]
1/4 [Tiny Hunting Lodge]
2/6 [Small Fishery]
[2 turns till sloop 1 completes trip]
Thorns in muh anus:
1. Da, progress is good, but lets finish it, and that farm.
2. And the fishery as well.
3. As well as the hunting lodge.
4. Finally, I want out best men researching these strange weapons we obtained from the fishmen. One at a time, so as to not risk all the samples we have.
Tiny forge: Weapon kits from 1 iron and 1 Pelt and 1 Strange weapon
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46ca4e No.27791
| Rolled 67, 3, 65, 53 = 188 (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: 491 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 14 [-4/turn][+2 3 turns]
Resources: [Lumber:35 +2/t][Stone/Iron Mine→Iron:4+2/t] Stone:2+1/t}[Heathold Ore:2+2][Sharpleaf:1+1/turn][Gorim Tubes:0][Grav Stone:2+1/turn][Copper:4+2/turn][Strange Weapons: 5][Mithril:0+2/t]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/3/turns]
+ [Small Iron Mine:+2/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
–Slaves–
+10 [Furapes]{+1/t}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
Military: 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 100 Yolian War-Golems
+ 100 Malfunctioning 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
–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]
–Actions–
1. Coal. A vital resource. This will allow the colony vital autonomy in these dark times. [Mine the coal/rape the earth]
2. Rather than repair the golems the Yolian engineer corps opt to dismantle them to gain a better working knowledge of their systems. [Dismantle half the malfunctioning golems to gain automata knowledge]
3. The food situation worsens, and so a plan is drawn to replenish food stocks: Furape plantations. The creatures should make reasonable farmers and laborers. [Furape slave farm]
4. The latest Yolian project is an attempt to break out of the storm. The construction of a large airship that can survive the winds is ordered using massive resources; other required resources are offered as required. No doubt the crystals and the coal will be useful. [storm-resistant airship]
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46ca4e No.27793
| Rolled 19, 76, 48, 46 = 189 (4d100) |
>>27790
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]+[Grouser Threads]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating "Visit Ice Temple Later!"]
Resources: [6 Gold Coins][3 Days Rations]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Other: Small Town Near Frostwood Forest
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
1. !?!??! WAS NOR SLEEPING ON JOB товарищ! Is make sure farm is of completeness! (Help with Farm.)
2. And lending hand for fishery as well! (Help with Fishery)
3. Buh, it looks like workers are needing hand with hunting lodge too? (Help with Hunting Lodge.)
4. Is hard rushing everything with such crazy whether and leetle organization…these nymphs, I wonder…(Go to the Ice Temple!)
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46ca4e No.27796
>>27750
—Arrival of the Paxslavian Empire—
A massive Ship-of-the-line arrives seemingly riding through the storms with ease with each just of wind and wave met by a counterbalance in the sails. The ship flies the Black Flag of the Paxslavian Empire a dwarven civilization from the Old World. A large contingent of marines are lands on the shore lead by a richly dressed noble. Apparently the Paxslavian empire has impounded your ship that headed for the Old world but they are extremely interested in these "Light Crystals".
—The offer—
+ 500 Gold
+ 10% of Crystal sales
+ 100 Paxslavian Marines (To guard imperial interests)
+20 Food
+Trade with the Paxslavian Empire
——
- 1 Tiny Light Crystal
-May not raid any Paxslavian marine or merchant vessels
- Ownership of any new Light Crystal deposits
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46ca4e No.27797
>>27796
+ 1 Stormseer [Reduces sea failures by 1 ]
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46ca4e No.27798
>>27769
Followers:[Nlackbeak the Falcon][Kibo the Wolf]
Assets:[None]
Inventory: [Ragged Furs][Backpack][6 days rations][Fine Bow and arrows][Fine Sword]
Resources: 6 Gold pieces
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival
Negative: [Man of the beasts] You have spent so much time with animals your skills with humans are terrible to say the least
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46ca4e No.27799
>>27796
Counter-offer:
–We offer–
- Discounted Light Crystal trade for Paxslavian merchants that visit Port Rioux
- We will not raid any Paxslavian marine or merchant vessels
- Discounted mercenary work
–In Return–
+ Trade with the Paxslavian Empire
+ 1 Stormseer
+ Our ship back
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46ca4e No.27800
| Rolled 82, 14 = 96 (2d100) |
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:[Blackbeak the Falcon][Kibo the Wolf]
Assets:[None]
Inventory: [Ragged Furs][Backpack][6 days rations][Fine Bow and arrows][Fine Sword]
Resources: 6 Gold pieces
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival
Negative: [Man of the beasts] You have spent so much time with animals your skills with humans are terrible to say the least
1. With a few loud commands on Hyopith's part, Blackbeak takes to the skies in order to scout out the area around him for points of interest. In a very rough sense, Hyopith is able to communicate with Blackbeak in order to discover where these points of interest are.
2. Scouting the available area ahead of him by land with Kibo, Hyopith searches for medicinal herbs, those of which he may apply to wounds to assist in healing and process into remedies for a variety of afflictions.
+[Beastmaster]
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46ca4e No.27801
>>27799
—The Counter counter offer—
+ 500 Gold
+ 20% of Crystal sales
+ 100 Paxslavian Marines (To guard imperial interests)
+20 Food
+Discounted trade with the Paxslavian Empire
+2 Stormseers
——
- 1 Tiny Light Crystal
-May not raid any Paxslavian marine or merchant vessels
- Ownership of any new Light Crystal deposits
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46ca4e No.27802
| Rolled 10 (1d20) |
"I DO NOT LIKE SEEEEEAAAAFOOOOOOD!"
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46ca4e No.27803
>>27796
>Yet another person get's a ship of the line
It's okay. . .it's not like I wanted Guns and Big Ships to be the mark of the Ottobassids ;_;
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46ca4e No.27807
>>27803
Is there being of problems?
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46ca4e No.27808
| Rolled 30, 18, 70, 92 = 210 (4d100) |
Population: 2168
Resources: Lumber +1/turn [6] Food +27/turn
Food: 24 -10/turn 3 [Yolian captives] +3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [7] 1 Felpin Alpha Sharpleaf +5/T [15] Gorbug Shells +5/T [15]
Assets: [Large City][Massive Zinko Bean Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid]
Military: 365 Felpin Warriors 110 Felpin Zealots 75 Felpin Braves 250 Felpin Elites 1 Felpin Prophet
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]
1. Finish the [Tiny Scovar Beetle Stables] 2/4 +2 lumber, +2 stone
2. Reseed [Massive Farm] with zinko beans
3. Use the Heart for magic rituals or some shit I dunno man I'm looking for magic here.
4. Find cool shit
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46ca4e No.27810
>>27801
Look, we want to keep some of these for our own uses, without having to buy them back from you.
- May not raid any Paxslavian marine or merchant vessels
- 80% of Light Crystals mined shall be given to the Paxslavian.
+ 2 Stormseers
+ Discounted Trade with Paxslavian empire
+ 20 food.
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46ca4e No.27812
| Rolled 71, 25, 87, 31 = 214 (4d100) |
>>27770
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
Population: 117
Food: 16 -1/turn
Resources: Lumber 9+2/turn, Food +2/turn, +[Velsignelse Frukt] 2 +1/turn, +[Duftende Frukt]1 + 1/turn, Iron 9, +2/turn, [11 Infantry Kit], Mead, 20 Gold, 5 strange weapons
Assets: [Medium Town],[Small Farm],[Tiny Velsignelse Frukt Farm](Small 3/6),
[Small Iron Mine][Tiny Lumberyard],[Tiny Shipyard], [Tiny Duftende Frukt Farm]
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 55 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1. We made good progress on the fukt farm, keep expanding it. (3/6)
-Industry?
2. Continue working on the apothecary, so our people may have medicine and be tended too in the tough times.
3.Build a forge, we will need it to build things for our people.
-Industry?
4.Expand our lumberyard, we will need it for mroe ships.
-Industry?
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46ca4e No.27813
>>27810
—The Counter counter counter offer—
+ 10 percent of Crystal output
+ 100 Paxslavian Marines (To guard imperial interests)
+20 Food
+Discounted trade with the Paxslavian Empire
+2 Stormseers
——
- 1 Tiny Light Crystal
-May not raid any Paxslavian marine or merchant vessels
- Ownership of any new Light Crystal deposits
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46ca4e No.27814
>>27813
This is agreeable.
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46ca4e No.27816
| Rolled 93, 13 = 106 (2d100) |
>>27800
3. Continued search for medicinal herbs
4. Search for an additional animal companion (preferably something vicious like a grizzly bear or an alligator)
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46ca4e No.27817
| Rolled 82, 45, 99, 5 = 231 (4d100) |
>>27771
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: 199
Food: 35 -1/turn
Resources:
+ Lumber: 31 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (7.1 +0.1/turn)
+ Sluglings
+ Spice Sap (8 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (6 +3/turn)
+ Silver (2 +2/turn)
+ Emerald (0 +1/turn)
+ Stone (0 +5/turn)
+ Iron (0 +5/turn)
+ Strange Weapons (5)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
Navy: 3 Lightly Armed Frigate
1 Lightly armed sloop
60 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)
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]
1. Once again attempt to build a brewery so we have something to drink.
2. Have the stormseers teach others of their ways so we can make more of them. (Research stormseers)
3. Find out what these weapons we got from the fish folk are about.
4. Explore more!
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46ca4e No.27832
| Rolled 7, 77, 40, 52 = 176 (4d100) |
>>27812
Name: Radningar Alv-Lok
Country of Origin: Myr av Havfolkene
Profession: Professional Raider/Captain of the Longship Adelena
Fluff: Honed by the constant conflict of his homelands, Alv-Lok is a professional raider who has seen his specific town change hands several times before he took it upon himself to permanently recapture under the name of his people. Reknowned for his ability to gather brigands and thieves under a single objective at a moment's notice, this elvish warrior has been sent by his government to ensure the success of their fledgling colony. He has a particular dislike of humans, as well as small, winged creatures. Like mosquitos.
Followers:[4 Elite Huscarls][Elite], [12 Oarsmyr]
Assets:[None]
Inventory: [Fine Axe][Fine Sword][Fine Chain Mail][Legendary Longship Adelena (Docket at Álfar ná)][Frontier Supplies][Massive Golden Door]
Resources: 8 gold pieces, 15 days rations
Other Things of Note: [Moorjack Hive] (near Álfar ná) [Mysterious Skeleton] (near Álfar ná) [Massive Temple Complex, Containing {Macuahuitl}] (near Álfar ná)
Bonuses:
[FEAR ME… BUT FOLLOW] You have in intense aura of intimidating charisma and a knowledge of command forged in years of battle giving you bonuses to persuasion and leadership.
[Undead-bane] You are incredibly adept at fighting the undead and gain bonuses to combat them!
Negative: [Barbarian] You cannot read and have only a simple understanding of numbers with inhibits your trading and finical dealings.
-Actions-
1. RETURN to Álfar ná and hand this [Massive Golden Door] to themselves for safekeeping!
3/4. Begin devising a means for navigating in ROUGH weather. These STORMS cannot keep the myr at bay FOREVER!
4. And make sure that BASIC training is complete for the oarsmyr, who will soon NEED to be at the top of their minds for this next event! 5/10 (Training Oarsmyr.)
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46ca4e No.27842
>>27773
1. All buildings in town are almost at over capacity you do find a small barn a farmer is nice enough to lend you. +[Small Barn]
2. The Ottosian’s are very distrustful of outsiders and you are unable to gather anyone
3-4. You find a young man who says his father was a doctor in the old world who died on his transit here. He gives you his fathers supplies in exchange for you teaching him + [Fine Doctor’s Tools] + [Loyal Assistant]
>>27777
1.You take the [Obsidian Dagger] in your hand and feel a dark power surge through your body.
+[Weak Shadow Magic]
+Bonus: [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: [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
>>27778
1. The experiments with dynamite have gone awry and so people are exploded - 10 population
2. [Firearms II] complete
3. The [Snousies] begin to set up 2/4 [Tiny Hunting Paths]
4.Construction of 2/4 [Tiny Irrigation Canals] are started
>>27779
1-4. A loud cheer rips across the crowd! [Change all to loyal]
>>27786
1. 7/10 [Large Town]
2. The [Small Yum-Yum bean farm] is complete
3. A 2/4 [Tiny Wood Wall] is started -4 Lumber
4.A 1/4 [Tiny Forge] is started
5.No progress is made as the rain dampens your powder…
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46ca4e No.27843
>>27788
1-2. Va Li is quite skilled at helping with injuries and functionality is mostly restored to your leg [Reset to Dexterity -I]
3-4. With great ease Va Li leads you back to the Ottobassid controlled Snousy town.
>>27790
1. Another [Tiny Farm] is finished
2. The [Small Fishery] is completed and while fishing your men seem to dredge some sort of idol from the bottom of the sea +[Strange Idol]
3. The hunting large experiences severals attacks from large mantis-like creatures whose bodies crackle with electricity +[Zappersnap Bugs]
4.Experiments go terribly wrong -1 Strange Weapons
>Gain 5 Rugged Aquatic Infantry Kits
>>27791
1. A [Small Coal Mine] is dug
2. Through great sacrifice is made little is learned 1/6 [Automata I] -50 War Golems
3. The farm begins construction though there are several problems with the managers not knowing how to handle slaves, especially giant ape slaves 1/4 [Tiny Slave Farm]
4.The Yolian factory pumps out an [Tiny Experimental Airship] it has no weapons and the manager in charge of the creation dissuades from any other attempts at building these ships without the proper research being done. -4 Gravstone -4 Iron -4 Copper -2 Heathold Ore
>>27793
1. Nikgori is little help…
2. The fishery is already functioning though you do help them dredge up an unknown idol.
3. The hunting lodge is under threat from [Zapsnapper bugs][Combat D20]
4.The tank treads through the forest towards this “Ice Temple” 1/6
>>27800
1. Blackbeak has noticed to the nearby a village of crocodile people and some varied ruins to the north-east.
2. You are unfamiliar with the herbs and plants of this new land, finding little of worth
3. Till you come across a familiar scent [Bork Herbs] these herbs are great anti-septic + 8 [Bork Herbs]
4.You find a herb of large bunny creatures which come in a variety of dull green colors and are about the size of a horse +[ Grunny Herd]
>>27808
1. The [Tiny Scovar Beetle Stables] is complete [+ 1 Scovar Beetle per turner cane be slaughtered as a free action for +1 food and +1 Scovar shell]
2. A large flock of [Derfer Birds] has taken up residence in the field and east all the attempts to re-seed it
3. As heart is presented to Great Mother a rush of knowledge flows through the priestesses gathered +[Shadow Magic I][Requires Obsidian to act as a catalyst]
4.The Felpin scouts find a massive of cache of weapons of an odd almost liquid like metal from times long before this one +300 Ancient Weapons
—–
Looting the Skalim ruins
+30 Food
+200 Sharpleaf Blades
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46ca4e No.27844
>>27812
1. The [Small Frukt Farm] is complete
2. The apothecary is stalled as a worker cuts his hand open and everyone is confused why a place of healing would hurt people
3. The 2/4 [Tiny Forge] is slow going
4. Work is done on the 1/6 [Small Lumberyard]
>>27817
1. The [Tiny Brewery] is complete and the added ale helps loosen everyone up [Increase population gain to 8% per turn]
2. The Stormseers slowly begin to teach their ways though they would like somewhere better to teach… 1/6 [Stormseers I]
3. The weapons of the fish-folk seem to cause the user to move more quickly in the water, also allowing them to stay dry no matter what 6/10 [Water Magic I]
4. As your men explore the mountains they find more of the [Ancient Golems] however these ones are hostile and have followed the explorers back to town
+8 [Hostile Ancient Golems][D20 and tactics plox]
>>27832
1. What YOU’VE BEEN SWINDLED. A man claiming to be part of the colonial had taken the doors and now you have been informed that he is in fact not so. -[Golden Doors]
2-3. Hmm this storm is truly great you must do as you always have and TAKE IT HEAD ON LIKE A TRUE MYRSMAN!
4.The Oarsmyr train more 7/10
—
Fishmen defeated
4 Fine Atlantean Spears
+1 Fine Atlantean Sword
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46ca4e No.27845
| Rolled 24, 82, 62, 5 = 173 (4d100) |
>>27844
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
Population: 123
Food: 17 -1/turn
Resources: Lumber 11+2/turn, Food +2/turn, +[Velsignelse Frukt] 4 +2/turn, +[Duftende Frukt]1 + 1/turn, Iron 11, +2/turn, [11 Infantry Kit], Mead, 40 Gold, 5 strange weapons
Assets: [Medium Town],[Small Farm],[Small Velsignelse Frukt Farm], [Small Iron Mine][Tiny Lumberyard],[Tiny Shipyard], [Tiny Duftende Frukt Farm]
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
Forge (2/4)
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 60 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
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]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1. Continue to build that Forge up! (2/4)
-industry?
2. Keep trying to get that Apothecary up and running!
3.Use our shipyard to build a new longship for our fleet. Make it strong fast, hard hitting, and most importantly resistant as hell to the storms. 9 lumber, 9 iron
+naval I
4. start construction of a lighthouse to guide our ships through night and Storms.
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46ca4e No.27847
>>27845
Since action 3 is a free action Revise turn log as.
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
Free: Build a Heavily Armed sloop using 9 lumber and 9 Iron.
1. Continue to build that Forge up! (2/4)
-industry?
2. Keep trying to get that Apothecary up and running!
3-4. start construction of a lighthouse to guide our ships through night and Storms.
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46ca4e No.27848
| Rolled 31, 34, 74, 76, 97 = 312 (5d100) |
Population: 2464
Resources: Lumber +1/turn [6] Food +27/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [8] 1 Felpin Alpha Sharpleaf +5/T [10] Gorbug Shells +5/T [10] Sharpleaf Blades 200 Ancient Weapons 300
Food: 57 -30/turn
Assets: [Large City][Massive Zinko Bean Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid]
Military: 375 Felpin Warriors 120 Felpin Zealots 75 Felpin Braves 250 Felpin Elites 1 Felpin Prophet
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]
1. Clear the derfer birds out of the fields and see about training them into mounts
2-3. Agriculture I
4. Give 80 Elites and 120 Zealots Sharpleaf Blades [200], and 80 elites [10 Gorbug Shells] for armor.
5. Search around for obsidian.
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46ca4e No.27851
| Rolled 53, 67, 50, 74 = 244 (4d100) |
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
Followers:
+[Small Dog-Monstrosity]
+[Loyal Assistant]
Assets:
+[Small Barn]
Inventory:
+[Gas-mask]
+[Ragged Clothes]
+[Suitcase]
+[Rushed Notes]
+[Tiny Medical Bag]
+[Small Barn]
Resources: 2 Gold pieces
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
1. Begin converting the barn into a laboratory. We'll need somewhere to operate properly.
2. Check how much of my notes survived, anything on self modification? I could use an arm with increased strength or at least some metal plating.
3. Begin to study local flora and fauna, any interesting beasts or plants I can get my hands on?
4. Try finding some nicer clothes. I don't believe my appearance is doing me any favors in finding help.
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46ca4e No.27852
| Rolled 1 (1d2) |
>>27851
Thing
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46ca4e No.27853
| Rolled 39, 11, 96, 54 = 200 (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: 515 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 10 [-4/turn][+2 3 turns]
Resources: [Lumber:37 +2/t][Stone/Iron Mine→Iron:2+2/t] Stone:2+1/t}[Heathold Ore:2+2][Sharpleaf:1+1/turn][Gorim Tubes:0][Grav Stone:1+1/turn][Copper:2+2/turn][Strange Weapons: 5][Mithril:2+2/t] [Coal:0+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/3/turns]
+ [Small Iron Mine:+2/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
–Slaves–
+11 [Furapes]{+1/t}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 100 Yolian War-Golems
+ 50 Malfunctioning 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]
–In Progess–
[Tiny Slave Farm: 1/4]
[Automata I: 1/6]
–Actions–
1. The iron mines of Yol grow deeper. [Expand the iron mines] [Rape the earth]
2. Work continues on the golem research trudges on. The loss of the automata is unfortunate, but their replacement by new golems is imminent. [Automata: 1/6]
3. A few Yol are tasked with figuring out a proper way to exploit the apes. While slavery is useful, a better methodology is required: peonage. Let the apes work for bits and pieces while the profit returns to Yol. [Slave-peon research]
4. The engineer in charge is charged with developing an airship gantry for sustained production. The methods are developed, first. [Airship Research]
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46ca4e No.27854
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46ca4e No.27859
| Rolled 2, 83, 84, 64 = 233 (4d100) |
>>27843
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][3 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [3/6 Average Dual-wielding]; [Dexterity -I]
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 persuasion with Va Li at the snousy village and learn more about the snousy from Va Li
3; Ask Va Li whether she'd like to stay with me and come to the ottobassid colony. Tell her to stay close if she agrees.
4; Head to ottobassid colony whether or not Va Li agrees and visit doctors to look at and heal injury
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46ca4e No.27860
Did I do this right?
>Nation Stats
Start Position:North West Island
Name:Skeksid
Country of Origin: The Northwest Island (Natives)
Nation Fluff: Once a large group of independent subspecies clans that warred and battled continually. Recently a shaman has foretold a prophecy stating that the Skeksid will soon play a great part in the world, but in doing so they must unite. Setting aside old differences, the Skeksid began using their advanced naval and military ability to scout and explore the greater world. They will see the prophecy fulfilled , even if it takes a thousand generations
Nation Type: Independent
>Hero Stat Sheet
Starting Position:Northwest Island
Name: Sketzra
Country of Origin: Skeksid
Profession: Explorer
Fluff:When he was a young larva Sketzra build small boats to sail the small streams of his home. This eventually led him to being a fishermen and then caption and mapper. Hearing of the prophecy that United the clans, Sketrza vowed he would aid his people in doing so. He always had a skill in exploring and investigating, and he believes he can use his ability to bring back new valuable wonders to his home nation.
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46ca4e No.27862
| Rolled 58, 56, 57, 67 = 238 (4d100) |
>>27843
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: 1626 peeples, 14 Nymphs & 24 Ice Nymphs
Food: 30 -15/turn from pop | +8/turn from food produc. [Net: -7/turn]
Resources: Lumber [24] +3/turn | Fish & game (food) +9/turn | Pelts [9] +2/turn | Iron [4] +1/turn | 3 Strange Weapons | Strange Idol
Assets: [2 Small Town][Small Fishery] [2 Tiny Wallerbeast Hunting Lodge] [2 Tiny
lumberyard] [Large Farm][2 Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
70 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 5 Rugged Rus kits, 5 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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
1/4 [Tiny Hunting Lodge]
[1 turns till sloop 1 completes trip]
Thorns in muh anus:
[Zapsnapper bugs]
1. Da, is good for food buildings, upgrade the farms we have now
2. A group of settlers are to be sent off into the mountains to establish a town there from whence we may collect its mineral resources.
3. Try once again to research the strange weapons, and see if they have any reaction or relation to this strange idol we've recovered.
4. Finally, we could use some domesticated beast for meat and hides, lets set about finding some docile creatures with which to domesticated and breed
>Note the the Castilian-Engineer
Take the military and Please try to capture some of the beast if possible, they may be of use to us. If that proves too troublesome, then slaughter them and recover the corpses
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46ca4e No.27864
| Rolled 41, 51, 87, 41 = 220 (4d100) |
>>27843
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:
+[Blackbeak the Falcon]
+[Kibo the Wolf]
Assets:[None]
Inventory:
+[Ragged Furs]
+[Backpack]
+[5 days rations]
+[Fine Bow and arrows]
+[Fine Sword]
Resources:
+6 [Gold Pieces]
+8 [Bork Herbs]
+[Grunny Herd]
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival
Negative: [Man of the beasts] You have spent so much time with animals your skills with humans are terrible to say the least
1-2 Giant green bunnies…interesting. Not the fearsome grizzly Hyopith was hoping for, but a fascinating creature nonetheless. In his numerous years hunting in the wild, Hyopith has come across bunnies that have noticed his presence before he could take aim with his bow and then immediately dart into the woods faster than he could catch a second breath. The speed and heightened senses of the bunny could make for an effective mount. Experimenting on this idea, Hyopith spends a majority of the day attempting to tame and ride one of the darker green Grunnies, whom he has affectionately named Floof.
3. Crocodile people? Perhaps the lizardmen could tell Hyopith more about the island, and be open to trade. He begins journeying to the village.
4. While on the journey, Hyopith practices his archery.
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46ca4e No.27865
| Rolled 12 (1d20) |
>>27844
Tactics:
Kite and fire. Keep their attention on a single group then ambush them with heavy fire power. Second group switches out attention to keep the runners fresh. Continue until all golems are not moving any more. Aim for weak spots.
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46ca4e No.27867
>>27860
No, you can only have a Nation sheet or a Hero sheet. You can't be both a Nation and a Hero.
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46ca4e No.27869
| Rolled 65, 91, 57, 8 = 221 (4d100) |
>>27842
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]
Training: None
1. Now, to the ships! 33 men and myself in the Bass, and 32 and the "Captain" in the Mary. It's his ship, after all. We will set sail for the Northern coast, to plunder and pillage!
2/3/4. On the way, we'll all keep an eye out for other ships. We have enough crew for at least one more ship, and I want something a bit larger than a sloop in my little fleet. I want my own flagship, with a quarters fit for a king, where I can keep my treasures. I want something with more guns than you can shake a stick at, and with sails so big, they blot out the sun.
How, you may ask, would we take such a ship? Perhaps we will find one in port, under minimal guard.
Perhaps we will come across one on the high seas, and take the same approach that we did to get the Salty Bass, but with a vessel on each side. It would be even easier if I could find a way to get all the other sailors onto their ship's decks. Then, they can't man the guns, and it would be a hell of a hassle to board us. Besides, they couldn't do that with us firing grapeshot into their hull.
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46ca4e No.27870
>>27854
Room for one more? Pretty much the same as my nation from the old Age of Sail, hope that's not a problem.
>Nation Stats
Start Position: On the coast of the volcanic island
Name: Principality of Temnland
Country of Origin:
*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
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46ca4e No.27871
| Rolled 20, 53, 58, 31 = 162 (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 Hunters][115 Felpin Drakeblood Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting][Weak Shadow Magic]
Status:Okay
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.Well, now that that's finally over i should see what new power i have been given. [Train shadow magic]
2.3&4. I should also work on the basics of training as i await orders or great hunts made by the High Matriarch.
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46ca4e No.27872
| Rolled 58, 4, 9, 82 = 153 (4d100) |
>>27871
Actions 2 to 4 are basically training my two other skills.
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46ca4e No.27874
>>27865
—Battle for Port Rioux: Part 1—
Muskets seem to have little effect on the stone golems which move with surprising speed cutting down men left and right.
-10 Raiders
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46ca4e No.27875
| Rolled 41, 44, 92, 62 = 239 (4d100) |
>>27844
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: 215
Food: 35 -2/turn
Resources:
+ Lumber: 33 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (7.2 +0.1/turn)
+ Sluglings
+ Spice Sap (10 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (9 +3/turn)
+ Silver (4 +2/turn)
+ Emerald (1 +1/turn)
+ Stone (5 +5/turn)
+ Iron (5 +5/turn)
+ Strange Weapons (5)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
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)
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]
1. Begin taking a look at those golems in the mine and see how we could make more.
2. Continue getting training from the Stormseers 1/6
3. Water magic research continues with the strange weapons 6/10
4. I guess we should start building a place for the Stormseers to teach, also to teach water magic when we figure that out. Begin building a magic user barracks.
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46ca4e No.27876
>>27845
1. In a tragic accident an elf is pushed deep into the forge flames and perishes -1 population
2. The [Tiny Apothecary] is complete [+1% population growth and reduced casualties]
3-4. Progress on the 2/4 [Tiny Lighthouse] begins[Replaces resource node]
>>27848
1. While the birds are cleared they seem less then inclined to let you ride them
2-3. Work begins on new theories 3/8 [Agriculture II]
4.[Free Action dice refunded]
>Revise to 80 Elite Felpin Braves and 120 Felpin Fanatics
5.You find the only great source of [Obsidian] is found on a distant volcano where some of those outlanders have settled +8 [Obsidian]
>>27851
1. You begin making the barn less barn-like 2/4 [Tiny Lab]
2. Well it seems the only notes to survive are on +[Grafting Notes] -[Rushed notes]
3. There are a great many new plants and animals in this new land, a village of small mouse-like people seem to coexist with the colony.
4.You manage to find yourself a cheap set of local clothes +[Ottobassid garbs] -[2 Gold Pieces]
>>27853
1. 3/6 [Medium Iron Mine]
2. An illegal golem fight club is started and promptly put down -2 War-Golems
3. The [Peonage I] program proves a great success! some wild [Furapes] even join as a better alternative to fighting for their lives in the wilds + 10 [Furapes]
4. 2/6 [Airship I]
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46ca4e No.27877
>>27859
1. The Snousies run and hide at the sight of the felpin
2. But your charm is able to lure them back out 4/8 [Medium Persuasion]
3. She seems interested in seeing the colony
4. As you head back to the colony people recommend you towards this new foreign doctor who has just arrived
>>27862
1. 3/6 [Small Farm]
2. 2/4 [Tiny Town]
3. When brought near the [Strange Idol] the [Strange Idol] resonates letting out a clear tone.
4. A small skittish creature named [Murplish] by the nymphs is found, looking almost a cross between a cow and a frog.
>>27864
1. Add: [Floof the Grunny] You manage to tame the creature
2. You begin the trek 3/4
3. 2/4 [Weak Archery]
>>27869
1. You begin the long journey around the continent 3/10
2-4. This area seems devoid of all ships though you do find a queer village of bug people along the coast +[Cri’Nik Village]
>>27871
1. You make no progress with the magic
2. 2/8 Medium Spear-fighting
3. 2/8 Medium Stealth
>>27875
1. Progress is slow as your men understand little of magics 1/10 [Golems I]
2. The Stormseers begin to make progress 3/6 [Stormseers I]
3. The Stormseers make a break through as they figure out the carvings along the weapons allude to different aspects of the magic and could be carved into anything they want +[Water Magic I]
4. Progress is made on a 3/4 [Tiny Mage Tower]
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46ca4e No.27878
| Rolled 5 (1d20) |
>>27877
Fight fight fight.
Lead the renegade golems to the shore, around the settlement, and get them in range of the ship cannons. Put them down in a hail of cannon fire.
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46ca4e No.27879
>>27870
Population: 400
Food: 20 -4/turn
Resources: Lumber +1/turn Food +1/turn
Assets: [Large Town]
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]
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46ca4e No.27880
| Rolled 92, 78, 75, 45 = 290 (4d100) |
>>27876
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
Population: 129
Food: 18 -1/turn
Resources: Lumber 4+2/turn, Food +2/turn, +[Velsignelse Frukt] 6 +2/turn, +[Duftende Frukt]1 + 1/turn, Iron 4, +2/turn, [11 Infantry Kit], Mead, 60 Gold, 5 strange weapons
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Small Iron Mine]
[Tiny Lumberyard](1/6)
[Tiny Shipyard]
[Tiny Duftende Frukt Farm]
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
Forge (2/4)
[Tiny Apothecary][+1% population growth and reduced casualties]
[Tiny Lighthouse](2/4) [Replaces resource node]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 64 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
+[Heavily Armed Sloop]
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]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1-2. Continue working on the Lighthouse, we must find our way through this infernal storm! (2-4)
3. Continue working on that damned forge. We need it up and running now. And for Odin's sake don't walk into the fire. (2/4)
-Industry?
4. With the beetles removed, we can improve our lumberyard. Get to it before we run outta wood.(1/6)
-industry?
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46ca4e No.27881
A small host of perhaps fifty Felpin is sent out under Matriarch N'bolata Raha. They fly only the great paw banner of the Matriarchy and their arrival in force outside of the Ottobassid camp comes as quite the surprise. Strangely it is a Yolian captive that is forced to translate, and some is doubtlessly lost in the 3-way discussion.
"Your camp sits upon a deposit of sacred stone we use in our holy rituals. We want you to give it to us. If you will give us the Black Stones from the volcano we will trade food and wildlife. If you will swear fealty to the High Matriarch and the all-Mother we will even grant you our protection. You are not the only outlanders here, shillaj and you will be consumed by your neighbors if you do not find strong friends like us."
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46ca4e No.27882
>>27878
—Battle—
The men fail to lure the golems away as they continue to rampage through town
-30 population
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46ca4e No.27883
| Rolled 72, 23, 29, 40 = 164 (4d100) |
>>27877
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: 200
Food: 35 -2/turn
Resources:
+ Lumber: 35 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (2.3 +0.1/turn)
+ Sluglings
+ Spice Sap (12 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (7 +3/turn)
+ Silver (6 +2/turn)
+ Emerald (2 +1/turn)
+ Stone (10 +5/turn)
+ Iron (5 +5/turn)
+ Strange Weapons (5)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 40 Elite Raiders
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)
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]
1. Continue Golem I research 1/10
2. Continue Stormseer research 3/6
3. Continue Tiny Mage Tower construction 3/4
4. Begin searching the sea for either Coral or Whales +2 successes from Stormseers.
Free: Upgrade the Elite Raiders to Elite Reavers with 5 Iron, 5 Light Crystals, 5 Torch Fish oil
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46ca4e No.27884
| Rolled 69, 77, 9, 49 = 204 (4d100) |
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
Followers:
+[Small Dog-Monstrosity]
+[Loyal Assistant]
Assets:
+[Small Barn]
Inventory:
+[Gas-mask]
+[Ragged Clothes]
+[Suitcase]
+[Grafting Notes]
+[Tiny Medical Bag]
+[Fine Doctor's Tools]
+[Ottobassid Garbs]
Resources: None!
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
In Progress:
-[Tiny Lab] (2/4)
1. I'm going to need something to help influence the locals to help me. Let's see if I can find any mind-altering flora to aid me in that.
2. Money is also a problem as it stands. The grafting notes seem perfectly in tact, and the underworld market always seems to be a good place to sell augmentations. If they bring the metal and enough coin, I'll start helping criminals get a leg up. After all, who doesn't want that kind of fortitude?
3. The lab is starting to shape up nicely. Let's see if we can finish that out. (2/4)
4. While I'm out searching for flora, I'd also like to look for anything about previous island cultures. Ruins, artifacts, anything of the sort would be interesting to study.
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46ca4e No.27885
| Rolled 2 (1d2) |
>>27884
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46ca4e No.27886
>>27883
Edit Free: Upgrade Elite Raiders to Elite Sea Ravers with 5 Iron, 5 Light Crystals, 5 Torch Fish oil, and 5 corral/whale bone from strange weapons.
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46ca4e No.27887
| Rolled 79, 1, 46, 51 = 177 (4d100) |
>>27877
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][3 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [3/6 Average Dual-wielding]; [Dexterity -I]
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; Head to the doctor with Va Li to get looked at and make sure everything goes okay with my leg
2-4; Talk with people on the way there to learn more about the going ons and increase my persuasion. Learn more from Va Li about her culture and get closer to her as well
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46ca4e No.27888
| Rolled 59, 53, 39, 76 = 227 (4d100) |
>>27877
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:
+[Blackbeak the Falcon]
+[Kibo the Wolf]
+[Floof the Grunny]
Assets:[None]
Inventory:
+[Ragged Furs]
+[Backpack]
+[4 days rations]
+[Fine Bow and Arrows]
+[Fine Sword]
Resources:
+6 [Gold Pieces]
+8 [Bork Herbs]
+[Grunny Herd]
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival
Negative: [Man of the beasts] You have spent so much time with animals your skills with humans are terrible to say the least
1. Continue training archery. Long days at sea have apparently worn away at Hyopith's skills.
>2/4
2. Utilizing his extensive survival knowledge, Hyopith searches for poisonous plants such as cassava or bloodroot.
>+[Beastmaster]
3. Repeat action 2 if it fails. If it succeeds, Hyopith coats several of his arrows in the poisonous sap of said plants.
4. Complete the journey to CrocTown
>3/4
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46ca4e No.27889
| Rolled 22, 53, 28, 82 = 185 (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: 537 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 6 [-4/turn][+2 2 turns]
Resources: [Lumber:39 +2/t][Stone/Iron Mine→Iron:4+2/t] Stone:2+1/t}[Heathold Ore:4+2][Sharpleaf:2+1/turn][Gorim Tubes:0][Grav Stone:2+1/turn][Copper:4+2/turn][Strange Weapons: 5][Mithril:4+2/t] [Coal:2+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/3/turns]
+ [Small Iron Mine:+2/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
–Slaves–
+22 [Furapes]{+1/t}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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] [2/6 [Airship I] [Peonage I]
–In Progess–
2/6 [Airship I]
–Actions
1. The mine burrows into the earth. Some of the apes are brought in to do heavy lifting. {3/6 [Medium Iron Mine]}
2. The army is sent to clear and recover food stocks from nearby furape communities. The food situation has gotten worse, and their food and labor is required. [Attack the furapes; seize their food and put them into peonage]
3.4. The peon farm is being constructed now that methods are in place. Vast amounts of slaves are allocated to the project, along with considerable lumber. With starvation imminnet, all effort is made to complete the farm on time. [Peon farm: Rape the earth; Peonage I] [Tiny Slave Farm: 1/4]
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46ca4e No.27890
| Rolled 28, 77, 99, 36 = 240 (4d100) |
>>27879
>Is the food per turn with or without my resource gain included?
——-
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: 400
Food: 17 -4/turn
Resources: [Lumber 1 (+1/turn) [Food +1/turn]
Assets: [Large Town]
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]
The new world, what an uncivilized land. But, I suppose there are more things to learn even here. Everyone! We have come here to bring glory to our homeland! To our Empire of Drakensriech! I've heard the rumours, that people think we're crazy for settling a new land, rather than preparing to crush the neighbouring Kingdom of Tryone, but we'll show them just how wrong they are, we will show them that there is NOTHING that our Empire cannot do!
Now get to work!
1. Secure food for the colony by setting up fishing operations
2. Explore the rest of the island for resources
3. Build a proper dock in order to better service ships from home
4. Clear the land around the colony for farming
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46ca4e No.27891
>>27881
"We call it obsidian, and for food and wildlife we would trade.
But the son's of the son of the sun cannot bow to another ruler, and the children of Tash cannot bow to another god."
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46ca4e No.27892
| Rolled 76, 16, 74, 83 = 249 (4d100) |
>>27877
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: 1626 peeples, 14 Nymphs & 24 Ice Nymphs
Food: 23 -15/turn from pop | +8/turn from food produc. [Net: -7/turn]
Resources: Lumber [27] +3/turn | Fish & game (food) +9/turn | Pelts [11] +2/turn | Iron [5] +1/turn | 3 Strange Weapons | Strange Idol
Assets: [2 Small Town][Small Fishery] [2 Tiny Wallerbeast Hunting Lodge] [2 Tiny
lumberyard] [Large Farm][2 Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
70 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 5 Rugged Rus kits, 5 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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
1/4 [Tiny Hunting Lodge]
3/6 [Small Farm]
2/4 [Tiny Town]
>>>>[0 turns till sloop 1 completes trip]
Thorns in muh anus:
[Zapsnapper bugs]
Shit to culturally enrich:
[Murplish]
1. Continue work on the farm, till the soil, fertilize it with the blood of our enemies, make it farm the great crops our homeland is known for!
2. Continue research into the strange weapons and idol
3. Send a contingient of 80 Rus Riflemen and 5 of the Nymph Milita to deal with the [Zapsnapper bugs]
4. Finally, begin work on domesticating the wild [Murplish], we could use them in the future
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46ca4e No.27893
| Rolled 9 (1d20) |
>>27892
Combat with the enemy begins!
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46ca4e No.27894
| Rolled 41, 21, 43, 78 = 183 (4d100) |
>>27892
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]+[Grouser Threads]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating "Visit Ice Temple Later!"]
Resources: [6 Gold Coins][3 Days Rations]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Other: Small Town Near Frostwood Forest
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
1. Tank is fight! [Continue fighting Zapsnapper bugs!]
2. Da, is of helpinks governor! Is not slacking off, I swear! [Aid in farm construction.]
3. Is not knowledgable in domestication thing, but shall help regardless? [Aid in [Murplish Domestication.]
4. Continue journey to the [Ice Temple]. [1/6]
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46ca4e No.27896
>>27891
"We will in turn deliver one Scovar or other form of wildlife and 4 food in exchange for no less than [5 obsidian] every [two turns]."
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46ca4e No.27897
>>27896
"We'll have to see if our production can match that.
Working with. . .infidels, is acceptable so long as you do not harm our Imam's should they wish to preach. Nor will you prohibit your own from visiting our mosques."
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46ca4e No.27898
| Rolled 3, 3, 43, 100, 42 = 191 (5d100) |
Population: 2794+841
Resources: Lumber +1/turn [7] Food +27/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [9] 1 Felpin Alpha Sharpleaf +5/T [15] Gorbug Shells +5/T [5] Ancient Weapons [300] Scovar [11 +1/T]
Food: 54 -30/turn
Assets: [Large City][Massive Zinko Bean Farm][Massive Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid]
Military: 385 Felpin Warriors 10 Felpin Zealots 75 Felpin Braves 170 Felpin Elites 1 Felpin Prophet 80 Elite Felpin Braves 120 Felpin Fanatics
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]
Free Actions - Equip 25 Felpin Elites with [15 Sharpleaf][5 Gorbug Shells][5 Scovar] to make a unit of Scovar Assault Riders
1. Capture and domesticate the derfer birds
2. Research Agriculture II 3/8
3. Research the Ancient Weapons
4. Reseed the massive farm with zinko beans
5. Train a unit of bonecasters - priestesses experienced in the use of shadow magics. -5 obsidian
6 (Refund die of 76). Move our army to destroy the Corvids.
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46ca4e No.27901
| Rolled 32, 22, 15, 5 = 74 (4d100) |
>>27877
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]
Training: None
>3/10 journey around the continent
1/2/3/4. What is this village? I've never seen creatures of this ilk before, although I haven't had much experience with exploring, If I'm being honest. Our ships will be ordered to move towards the village, and I will prepare a team of 5 men, all armed with some of the stolen weapons. I will select the finest weapons of the lot, and the six of us will head to the shore as a peaceful envoy. Hopefully, they will be able to understand us. If they attack, we can make a fighting retreat to the ships and bombard the village from a safe distance. Hopefully, though, it won't come to that. For now, we'll focus on introductions, but perhaps, if things go well, we can take some of them with us. Surely enemies would be terrified of bug-men rattling cutlasses as they board their ships.
[Make contact with the Cri'Nik Village, with escape and retribution plans ready in case of emergency. Hopefully, all will go well.] [Charming Rogue bonus]
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46ca4e No.27902
| Rolled 62, 7, 34, 80, 24, 74, 59, 24 = 364 (8d100) |
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:
688 Humans
115 Snousies
Food: 5 -6/turn +5/turn
Resources:
14 Lumber +1/turn
7 Shiny Scales +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town] (south of mountain)
[Tiny Town] (north of mountain)
[Weak Alliance: Flishy Village] 1/6 Standard
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm]
[Tiny Forge] [Master Smith](+5 to all metal working rolls)
[Tin vein]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[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]
2/4 Tiny Mosque
2/4 [Tiny Hunting Paths]
1-2. 2/4 [Tiny Irrigation Canals]
3-4. 2/4 [Tiny Hunting Paths]
6-8. Build Obsidian Mines
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46ca4e No.27904
| Rolled 56, 62, 41, 6 = 165 (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 Hunters][115 Felpin Drakeblood Warriors]
Assets:[None]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting 2/8 Medium Spear-fighting 2/8 Medium Stealth][Weak Shadow Magic]
Status:Okay
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.It is best to get stronger, therefor our hunts will be more successful. [Train spear fighting and stealth.]
4. We are to join in this great hunt! [Join the army headed to the corvids]
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46ca4e No.27913
>>27880
1-2. A [Small Lighthouse] is built [Decreases all navigation failures by 1 within 10 hexes of the tower]
3. The [Tiny Forge] is complete
4. Slow work is made on the 3/6 [Small Lumberyard]
>>27883
1. The stormseers help trying to understand the ancient runes of the golems 4/10 [Golems I]
2.The Stormseers are distracted from training as they are diverted to help deal with helping retrieve a child who got swept out to sea
3. The [Tiny Mage Tower] is complete [Spend 1 iron and roll to train 1 stormseer]
4. The rough waters make finding anything in the ocean almost impossible
-1 Iron -1 Light crystal -1 Torchfish -Strange Weapons +5 Elite Reavers
>>27884
1. You find no flora you recognize though you do grab some sort of + 8 [Red Flower]
2. Criminals are hard to find in this colony as those who are caught are either excited or sent to hard labour. However someone could always start something?
3. The [Tiny Lab] is complete and a several patients arrive +4 [Patients] +[Contact Delilah]
4. In the are you in there are few beyond some old potteries though you figure there may be more inland.
>>27887
1. You head over to this new doctor +[Contact Rohdan Reicher]
2-4. As you head back into town you notice a large commotion distracting everyone as a local imam preaches that the colony has foregone the values of their religion +[Anti-Administration Religious Extremists]
>>27888
1. +[Weak Archery]
2. You find 4 [Drussa Berries] which you think are poison
3. You coat your arrows - 4 [Drussa Berries] +4 [Drussa Arrows]
4. You arrive at [Croctown] the locals are quite scared of you and you are approached by the largest croc in the village. You think he may be trying to prove his dominance?
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46ca4e No.27914
>>27889
1. 4/6 [Medium Iron Mine]
2. The Yols raid the remaining [Furapes Colony] enslaving the population and taking their small food-stocks +20 [Furapes] + 10 [Food]
3-4. The [Tiny Slave Farm] is set up [Requires 10 slaves for +1 food per turn/increases per building level]
>>27890
1. The waters of around the island are quite desolate and the fishermen have to go further out
2.Your men find + [Gold Vein]
3. A [Small Port] is set up to encourage merchants to arrive from the old world
4. Men get to work on a 1/4 [Tiny Farm]
>>27892
1. The [Small Farm] is complete
2. An [Idol Cult] has sprung up what they want or will do in the future is unknown
3. The [Zapsnappers] are put down with brutal efficiency with the help of [Nikgori]
4. A [Tiny Murplish Ranch] is set up [1 Murplish per turn, can be slaughtered for +1 hide and +1 food as a free action]
>>27894
1. You help deal with the bugs
2-3. You help very little as you set off to the temple
4. Your progress is slow as the tank trudges along through the forest 4/6 [Travel]
>>27898
1. The [Derfer Birds] run rampant attacking smaller felpins and children -40 population
2. Research goes poorly as the priestesses are attacked by [Derfer Birds] -20 population
3. The priestesses begin to look over the 3/6 [Ancient Weapons I]
4. As a single Felpin works late into the night to get the farm reseeded she sings to herself, her voice rings clear and clean across the moon swept field. Every note seems to resonant within the land as the sprouts of the Zinko beans force their way out of the earth and towards the sky. +[Primal Earthsinger][When assigned to a massive farm doubles production]+ [Nature Magic I][Costs 1 wood to produce [Earthsingers] who can double [Tiny Farms] at this level]
5. +25 Bonecasters -25 Felpin Warriors
6. Warriors are sent out [See larger post]
>>27901
1-4. You make contact with the Cri’Nik and they invite you to have a feast in their village with them.
>>27902
1. The [Tiny Irrigation Canals] are completed [Doubles production of one farm]
2. [Tiny Hunting Paths] are completed [+1 food +1 hide per turn]
3. A [Tiny Obsidian Mine] is complete
>>27904
1. 4/8 [Medium Spear-fighting]
2. 4/6 [Medium Stealth
3. You head out with the army [See larger post]
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46ca4e No.27915
—A Storm of Serpents Cont.—
The great storm still rages across the sea turning away most ships that dare try and brave it. All ships of the old world have stopped arriving and no more will till the storm is dealt with…
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46ca4e No.27916
| Rolled 51, 43, 86, 77 = 257 (4d100) |
>>27914
——-
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: 400
Food: 14 -4/turn
Resources: [Lumber: 2 (+1/turn)] [Food +1/turn] [Gold Vein]
Assets: [Large Town]
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]
You've found gold? Excellent, my mother and father will be pleased by this, once the storm has passed and we can send home these riches at least. Hmm… Do we have any books on weather magic? Gather up all the books we have, including my personal collection, we need to keep our old world knowledge readily available so that we can do some research. And I suppose it might help keep the people educated as well.
1. Gather up all the books in the colony and set up a library
2. Explore the rest of the island for resources
3. Build a gold mine
4. Continue clearing the land around the colony for farming [Tiny Farm][1/4]
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46ca4e No.27917
| Rolled 59, 33, 69, 100 = 261 (4d100) |
>>27913
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
Population: 137
Food: 19 -1/turn
Resources: Lumber 6+2/turn, Food +2/turn, +[Velsignelse Frukt] 8 +2/turn, +[Duftende Frukt]1 + 1/turn, Iron 6, +2/turn, [11 Infantry Kit], Mead, 80 Gold, 5 strange weapons
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Small Iron Mine]
[Tiny Lumberyard](3/6)
[Tiny 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]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 68 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
+[Heavily Armed Sloop]
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]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1. Continue to work on and expand the Lumberyard. More wood is necessary. (3/6)
2-3. Begin research of Navigation tools so we can find our around in the storms and not run aground or capsize.
4. Work on Expanding and building up the shipyard so we may build proper military vessels.
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46ca4e No.27918
| Rolled 96, 92, 79, 34 = 301 (4d100) |
>>27914
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: 1646peeples, 14 Nymphs & 24 Ice Nymphs
Food: 17 -16/turn from pop | +10/turn from food produc. [Net: -6/turn]
Resources: Lumber [30] +3/turn | Fish & game (food) +10/turn | Pelts [13] +2/turn | Iron [6] +1/turn | 3 Strange Weapons | Strange Idol | Murplish [1] +1 per turn |
Assets: [2 Small Town][Small Fishery][2 Tiny Wallerbeast Hunting Lodge][2 Tiny
lumberyard][Large Farm][Small Farm][Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
Military: 170 Rus Riflemen
50 Rus Marines
1 Steam Tank
70 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 5 Rugged Rus kits, 5 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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
1/4 [Tiny Hunting Lodge]
2/4 [Tiny Town]
>>>>[-1 turns till sloop 1 completes trip]
Thorns in muh anus:
[Idol Cult]
1. Work on expanding our Murplish Ranch, devote 5 of our lumber to this task
2. Train men from the militia with the 5 Rugged Rus kits, 5 Rugged Aquatic Infantry Kits that we possess.
3. Continue work on the tiny town in the mountains.
4. Finally, investigate this idol cult, and see what they intend to do, and if at all possible, discover the nature of the idol itself.
>Produce some infantry kits with the Lumber, pelts and iron.
>Shyster is to help with the small town and ranch
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46ca4e No.27922
>>27904
>>27898
—Battle of the Plains of Thrush—
—Felpin Forces—
Commander: 1 Felpin Prophet [Religion V][Warfare II]
Forces:
-385 Felpin Warriors [N/A]
-10 Felpin Zealots [Religion II]
-75 Felpin Braves [Melee Weapons I][Armor ~]
-170 Felpin Elites [Elite]
-80 Elite Felpin Braves [Elite][Melee Weapons I][Armor ~]
-120 Felpin Fanatics [Melee Weapons III][Armor ~]
-25 Elite Scovar Assault Riders [Elite][Melee Weapons I][Beast Riders ~]
Hero: [Cet Metzli]
-[Average Spear-Fighting]
-[Legendary Spear]
-[Weak Shadow Magic]
-[Drakeblood]
-[Hunter of Man]
Forces:
-2 Felpin Hunters
-115 Felpin Drakeblood Warriors [Drakeblood]
Total: 982
Vs.
—Corvain Forces—
Commander/Hero: Supreme Leader Dis’Rac [Warfare II]
-[Legendary Club]
-[Strong Fire Magic]
-[Strong Club-fighting]
-[Piece of God, Right Arm]
Forces:
-400 Corvain Braves [Melee Weapons II][Armor II]
-100 Corvain War-Shamans [Medicine I][Melee Weapons II][Armor II]
-200 Corvain Raptor Riders [Melee Weapons II][Armor I][Beast Taming ~]
-400 Corvain Militia [N/A]
Total: 1100
The Corvain Confederacy has marched to meet you on the the large fields which border both of you nations. The fields are wide and flat with the purple thrush grass which blows aimlessly in the wind. The Corvain forces are spread out in front of you in a long line of infantry which you can hear singing ritualistic battle songs.
Their Supreme Leader Dis’Rac emerges from the centre of the horde as the singing halts.
“The warmongering of you Felpins have menaced us for too long. Your avarice and need for blood will doom all of us to be crushed under the progress these outlanders bring to our home, I Supreme Leader Dis’Rac will stop you, on my ancestors I swear it.”
>Tactics? Retreat?
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46ca4e No.27923
| Rolled 8, 57, 76, 80 = 221 (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:
722 Humans
120 Snousies
Food: 6 -8/turn +9/turn
Resources:
15 Lumber +1/turn
8 Shiny Scales +1/turn
1 Hides +1/turn
Assets:
[Small Town] (Main)
[Small Town] (Snousies)
[Tiny Town] (south of mountain)
[Tiny Town] (north of mountain)
[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]
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
[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]
2/4 Tiny Mosque
1. Start mining obsidian. Cheap rock for free food? Seems like a deal to me.
2. Start planting farms for luxury fruits and item's we've discovered to sell to the homeland
3. Research Religious Conversion
4. Finish up the Mosque 1/2
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46ca4e No.27925
File: 1466645478685.jpg (636.45 KB,859x1076,859:1076,fanart__ff14_miqo__te___by….jpg)
| Rolled 8, 9 = 17 (2d20) |
>>27922
The Felpin Prophet consults with her unit commanders and Ceh with her Drakeblooded huntresses. The battleplan is thus.
The 385 Felpin Warriors 80 Elite Felpin Braves [Elite][Melee Weapons I][Armor ~], 10 Felpin Zealots [Religion II] and 25 Elite Scovar Assault Riders [Elite][Melee Weapons I][Beast Riders ~] will form a wedge formation, with the Scovar Riders as the tip of the spear. The goal is to use the massive armored forms of the Scovar to break the enemy center and create a salient he will be forced to move his reserves in to bolster or fold his flanks.
The 170 Felpin Elites [Elite] to either flank will use the advantage of the salient to pressure the flanks if they fold in on the wedge or force them to fall back if they allow the center to be breached.
As a reserve force to cover the rear, protect the Prophetess, and anchor the army will be the 120 Felpin Fanatics and 75 Braves. Ceh and her unit will use every opportunity to kill the Supreme Leader and exploit any units with flagging morale that can be easily turned.
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46ca4e No.27927
| Rolled 71, 52, 99, 93, 30 = 345 (5d100) |
Population: 3934+861
Resources: Lumber +1/turn [8] Food +42/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [9] 1 Felpin Alpha Sharpleaf +5/T [15] Gorbug Shells +5/T [5] Ancient Weapons [260] Scovar [7 +1/T]
Food: 52 -39/turn
Assets: [Large City][Massive Zinko Bean Farm]*[Massive Zinko Bean Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid]
Military: 375 Felpin Warriors 20 Felpin Zealots 75 Felpin Braves 170 Felpin Elites 1 Felpin Prophet 80 Elite Felpin Braves 120 Felpin Fanatics
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]
1. Ancient Weapons research 3/6
2. Try again to clear out and domesticate the derfer birds.
3. Recruit 500 warriors, equipped with 100 [ancient weapons]
4-5. Research Agriculture 2 3/8
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46ca4e No.27930
| Rolled 93, 55, 97, 61 = 306 (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: 564 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 12 [-3/turn][+2 1 turns] [+1: Tiny Slave Farm]
Resources: [Lumber:42 +3/t][Stone/Iron Mine→Iron:6+2/t] Stone:3+1/t}[Heathold Ore:6+2][Sharpleaf:3+1/turn][Gorim Tubes:0][Grav Stone:3+1/turn][Copper:6+2/turn][Strange Weapons: 5][Mithril:6+2/t] [Coal:4+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/1/turns]
+ [Small Iron Mine:+2/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+43 [Furapes]{+1/t}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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] [2/6 [Airship I] [Peonage I]
–In Progess–
2/6 [Airship I]
–Actions–
1. A food crisis is imminent. As such, the central administration has implemented rationing policies for the colony. This will hopefully stretch the existing food supplies so that they reduce the overall consumption of the colony. [Research: Rationing/Food Usage]
2. The iron mine nears completion. [Med. Iron Mine: 4/6]
3/4. The tiny slave farm expands as more and more furapes are hired. The new system seems to work well, but the administration isn't sure it will be enough to avert a disaster. Considerable amounts of resouces are expended to make sure the system stays stable and can meet the increasing food demands. [Expand the peon farm]
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46ca4e No.27931
| Rolled 74, 29, 1, 38 = 142 (4d100) |
>>27918
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank]+[Weak Cannon]+[Grouser Threads]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating "Visit Ice Temple Later!"]
Resources: [6 Gold Coins][3 Days Rations]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Other: Small Town Near Frostwood Forest
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
1/2. Trip to temple should be nice diversion from action with fighting leetle insect! Is wondering what Pretty Blue Woman has for me? [Travel 4/6]
3.
[Average Architecture]
Is on it pronto, Governor; tank shall haul supplies to village construction! [Aid in constructing tiny town in the mountains]
4.
[Average Architecture]
Ranch need building? Nikgori's command is your wish! [Aid in constructing Murplish Ranch]
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46ca4e No.27932
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46ca4e No.27936
| Rolled 58, 37, 48, 68 = 211 (4d100) |
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
Followers:
+[Small Dog-Monstrosity]
+[Loyal Assistant]
+4 [Patients]
+[Contact Delilah]
Assets:
+[Tiny Lab]
Inventory:
+[Gas-mask]
+[Ragged Clothes]
+[Suitcase]
+[Grafting Notes]
+[Tiny Medical Bag]
+[Fine Doctor's Tools]
+[Ottobassid Garbs]
+8 [Red Flower]
Resources: None!
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
In Progress:
1. Check in on these patients dropped with me. What symptoms are they exhibiting? How long have they been in this state? What caused the infection? Can I extract it? These are all important questions that I believe need to be answered before I can begin operating.
2. Study the [Red Flower], what properties does it have? Anything medicinal? Is it poisonous?
3. Expand the lab to underground. Let's see if we can get a whole dungeon going on beneath the floor.
4. Locate some homeless people, the kind no one would miss if they suddenly disappeared. The kind no one would believe if they said people come for them in the night. Perhaps I can use them to forward my research. I won't take them yet, I need the dungeon finished first. I just need to know that they're there.
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46ca4e No.27937
| Rolled 2 (1d2) |
>>27936
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46ca4e No.27939
| Rolled 94, 34, 5, 16 = 149 (4d100) |
>>27913
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][3 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [3/6 Average Dual-wielding]; [Dexterity -I]
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; Fix up leg, give information to doctor about leg, how it was injured, and get a general check up as well(If getting my leg fixed and check up doesn't require a roll, add this to actions 2-3 please)
2-3; Practice Persuasion by talking with the radicals and learn more about what they want
4; Increase my relationship with Va Li. Learn more about her and her culture and ask what she wishes to do now
>>27936
"Hey there Doc, was wondering if you could take a look at my leg? I injured it out in the field and I tried to set it best I can but I figured better safe than sorry, ya know? Was also wondering if you could me a general check up, haven't had one in awhile. Nice Mask, btw."
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46ca4e No.27940
| Rolled 65, 76, 100, 66 = 307 (4d100) |
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:
+[Blackbeak the Falcon]
+[Kibo the Wolf]
+[Floof the Grunny]
Assets:[None]
Skills:
+[Weak Archery]
Inventory:
+[Ragged Furs]
+[Backpack]
+[3 days rations]
+[Fine Bow and Arrows]
+[Fine Sword]
+4 [Drussa Arrows]
Resources:
+6 [Gold Pieces]
+8 [Bork Herbs]
+[Grunny Herd]
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival.
Negative: [Man of the Beasts] You have spent so much time with animals your skills with humans are terrible to say the least.
1-2 Calm the head croc down, and assuage his worries. I only mean to trade with their crocs and learn more about their culture and perhaps the surrounding area.
3 Seek out traders within Croctown, see what they're offering.
4 Seek a croc that needs a task done, I want to demonstrate that I am of no threat to the reptilians.
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46ca4e No.27942
| Rolled 89, 77, 31, 70 = 267 (4d100) |
>>27913
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: 278
Food: 35 -2/turn
Resources:
+ Lumber: 37 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (1.4 +0.1/turn)
+ Sluglings
+ Spice Sap (14 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (8 +3/turn)
+ Silver (8 +2/turn)
+ Emerald (3 +1/turn)
+ Stone (15 +5/turn)
+ Iron (7 +5/turn)
+ Strange Weapons (3)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 35 Elite Raiders
5 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)
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]
1. Continue Golems I research 4/10 +mage tower
2. Continue researching Stormseers 3/6 +mage tower
3. Begin training another stormseer
4. Continue looking for whales or coral -1 success total.
Free: Train 5 more Elite Sea Reavers (items already taken)
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46ca4e No.27947
| Rolled 26, 24, 39, 17 = 106 (4d100) |
>>27914
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]
Training: None
>3/10 journey around the continent
1/2. So far, this is going quite well. A feast could mean anything, though. Hopefully, we aren't the main course. For now, we will take our chances and follow the Cri'Nik. As we go, I will inform my men to be careful in how they speak to the creatures. What they say can be misinterpreted, and that could lead to unpleasantness. I will also observe my advice, and choose my words carefully. The fact that they speak our language at all indicates that they have had contact with other speakers in the past, whatever that may mean for us. [Follow the Cri'Nik to the feast, observe their conversational norms and avoid topics that haven't already been brought up.] [Charming rogue bonus?]
3/4. As we go through the rest of the day and the night, I can begin to persuade the Cri'Nik that service to the Pirate King may be more beneficial to their people than their current arrangements. It won't be obvious, of course. I'll just drop subtle hints if they ask us to tell stories of our time at sea. The men will talk of how excellent a captain I am, and I will speak highly of my men. The Cri'Nik will pick up on the respect that I have for my subordinates, and possibly them, as well as the respect my subordinates have for me, which will further help convince them that I am a benevolent leader. I would never, however, bring up the subject of their service to me. I will only accept it if it is offered. [Begin to hint that I am a fair captain, and that I respect my men, who in turn respect me.] [Charming rogue bonus]
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46ca4e No.27951
| Rolled 18 (1d20) |
Ceh and her [Drakeblood] hunters will focus on taking out the supreme leader, once he is down they will focus on the next biggest threat.
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46ca4e No.27959
| Rolled 6, 4, 15 = 25 (3d20) |
>>27951
>>27925
Supreme Leader Dis'Rac
Corvain Forces [Warfare II]
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46ca4e No.27960
>>27922
Ceh >18
Felpin >9+3 =12
Dis’Rac >6
Corvain Forces >15+3=18
—Battle of the Plains of Thrush: Results—
The Felpin make their great charge across the plains headed by the massive Scovar. As they near the Corvain forces great pillars of fire are summoned from the ground by Dis’Racs [Piece of god] causing many of the Scovar to panic trampling Felpin infantry and fleeing away from the Corvain forces. The fanatical rush of the Felpin is not broken as Ceh and her drakeblood hunters lead the charge into the melee attempting to hunt down Supreme Leader Dis’Rac. The battle quickly bogs down to a brutal melee with the ferocity of the Felpin pitched against the superior arms of the Corvains. Eventually Dis’Rac commands his force to retreat using a great wall of flames and threat of a calvary attack to retreat with few causalities from the maneuver.
>All Units involved get [Veteran Tag]
Felpin
[10 percent causalities]
-10 Felpin Braves
-50 Felpin Elites
-10 Felpin Drakeblood Warriors
-20 Felpin Warriors
Corvain
[15 percent causalities][Reduce by 5 percent][Medicine I]
-50 Corvain Miltia
-10 War-shamans
-80 Corvain Braves
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46ca4e No.27961
>>27916
1. Progress begins on the 2/4 [Tiny Library]
2. Your men find a odd large purple fruit with a tangy taste + [Hok Melons]
3. The [Tiny Gold Mine] is complete and your men also find a [Iron Vein]
4. The [Tiny Farm] is complete
>>27917
1. 5/6 [Small Lumberyard]
2. 3/4 [Navigation Tools]
3. As your men work on the Shipyard one worker is hit by a moment of genius as he watches the storm rage on. He directs the construction of a [Large Shipyard] and drafts designs for [Stormbreaker Ships][Ignore all weather effects]
>>27918
1. The [Tiny Murplish Ranch] is a great success as you find the [Murplish] have a symbiotic relationship with the massive red plumed [Kralik Bird] which protects them from predators in exchange for truffles, one now protects your colony +[Kralik Bird]
2. [Free action dice refunded]
3. The [Tiny Town] is complete
4. The [Idol Cult] seem to try and hide from the authorities though you have tracked them to a small farm on the outskirts of the central town.
> 5 Rugged Rus Riflemen - 5 miltia -5 kits
>5 Rugged Aquatic Rus Riflemen -5 miltia - 5 kits
+ 5 Rugged Infantry kit
- 1 iron -1 pelts
>>27923
1. The obsidian is slow to mine due to it’s fragile nature
2. 2/4 [Tiny Xorm Berry Farm]
3. 3/6 [Religion II]
4. The [Tiny Mosque] is complete and a [Imam] is recruited
>>27927
1. [Ancient Weapons I] is finished and you preistesses tell you must get some metal dubbed [Mithiril] to make more
2. They are herded into a 2/4 [Tiny Derfer Ranch]
3. + 500 Felpin Bladedancers
4-5. [Agriculture II]
>>27930
1. A great [Rationing *] program is figured out [Can enact a rationing policy to cut food intact for 5 turns, must wait 5 turns to use again]
2. The [Med. Iron Mine] is complete
3-4. [Small Peon Farm][+4 Food production requires 20 slaves working]
>Food is at -5 per turn
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46ca4e No.27962
>>27931
1. You finally finish your trek through the [Frostwood Forest] and arrive at the opulent [Frost Temple] which towers above you.
On the door it states:
I'm thrice again larger than all you can see,
Yet lighter by far than my weighty ancestry.
>Trusting you not to google this
2. Your tank has a minor malfunction and demolish the town and damage your tank -[Tiny Town] +[Damaged]
3. You are little help as your tank is a little bit wrecked
>>27936
1. The first patient seems to have some sort of gangrenous purple mushroom like infection you dub it [Reicher Rot]
2. The [Red Flower] seems to actually be a small bug the disguises itself as a flower, it has a small stinger hidden in the petals that causes minor inflammation.
3. You begin to dig 1/4 [Tiny Basement]
4. No one is homeless, everyone pulls their weight
>>27939
1. The doctor easily helps you with your leg, he has a hint of madness in his eyes and you are happy to leave him.
2-3. The Radicals don’t want to talk to a WOMAN and much less a woman with an Infidel!
4. Va Li seems rather distant after your exchange with the radicals
>>27940
1. The Croc is still nervous but he accepts you aren’t here to harm anyone.
2. As you seek out traders you find that they run a communal society where everyone who pitches in whatever they need, seeing that you are a archer they gift you a +[Mythical Lightning Enchanted Short-bow] which is carved in figures of what you assume is their god. You wonder if maybe they have mistaken you for something else..
3. The Croc that gave you the bow leads you deep into a swamp nearby the village and points to a large cave which you can hear the faint sound of snoring coming from.
>>27942
1. 8/10 [Golems I]
2. + [Stormseers I]
3. Training goes nowhere as the stormseers are busy
4. You manage to track a whale through the storm but your men have little idea how to capture it.
>>27947
1-2. Well you don’t really know what they are saying as you mostly communicate with them through pointing. You are working on their strange clicking language 1/6 [Cri’Nik Language]
3-4. As you cannot verbally communicate, you and your men put on a elaborate pantomime show for the Cri’Nik which they all very much enjoy. +[Cri’Nik Village: Friendly]
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46ca4e No.27963
| Rolled 71, 65, 93, 64 = 293 (4d100) |
>>27961
——-
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: 400
Food: 12 -4/turn
Resources: [Lumber: 3 (+1/turn)] [Food +2/turn] [Gold: 1 (+1/turn)]
Assets: [Large Town] [Tiny Farm] [Tiny Gold Mine] [Gold Vein] [Iron 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]
You found Iron as well! I guess this island is richer than I thought… But we can't ignore the rest of these lands. Prepare a shipyard so we can go out and explore he other islands, we got wood for more ships.
1. Gather up all the books in the colony and set up a library [Tiny Library][2/4]
2. Build a shipyard
3. Expand mining operations into the Iron vein
4. Expand the farm and plant Hok Melons
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46ca4e No.27964
| Rolled 99, 21, 58, 81 = 259 (4d100) |
>>27961
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
Population: 145
Food: 20 -1/turn
Resources: Lumber 8+2/turn, Food +2/turn, +[Velsignelse Frukt] 10 +2/turn, +[Duftende Frukt]1 + 1/turn, Iron 8, +2/turn, [11 Infantry Kit], Mead, 100 Gold, 5 strange weapons
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Small Iron Mine]
[Tiny Lumberyard](5/6)
[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]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 72 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops
+[Heavily Armed Frigate]
+[Heavily Armed Sloop]
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](3/4)
[Stormbreaker Ships*][Ignore all weather effects]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1. Revise and update all our vessels with Stormbreaker technology.
2.Work on further expanding the Iron mine.
3. Continue to research Navigation tools (3/4)
4. Finish the gotdamm lumberyard. (5/6)
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46ca4e No.27966
| Rolled 57, 37, 11, 46 = 151 (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: 592{+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 11 [-1/turn][+2 0 turns] [+4: Tiny Slave Farm]
Resources: [Lumber:45 +3/t][Stone/Iron Mine→Iron:10+3/t] Stone:4+1/t}[Heathold Ore:8+2][Sharpleaf:4+1/turn][Gorim Tubes:0][Grav Stone:4+1/turn][Copper:8+2/turn][Strange Weapons: 5][Mithril:8+2/t] [Coal:8+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Tiny Exploitative Farm] [+2 food/0/turns]
+ [Medium Iron Mine:+3/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Tiny Factory: Unspooled]
+ [Small Tenements: +100p}
+ [Small Tenements: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+44 [Furapes]{+1/t} {Used: 20}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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] [2/6 [Airship I] [Peonage I][Rationing I]
–In Progess–
2/6 [Airship I]
–Policies–
>>Rationing is in effect: 5 turns remain
–Actions–
Special: Implement Rationing.
Special: Spool [Tiny Factory] {-1 Iron/turn → Yolian Soldier Equipment}.
1. With the failure of the exploitative farms some things are learned about agriculture. Specifically, how to make such farms longer lasting: the methods are integrated with the peons that are now available. [Fold exploitative farm resource into Peon Farm]
2. Expansion continues. [Expansion]
3. Airship research speeds ahead. Without a way to get supplies back to Yol the colony is doomed. [2/6 [Airship I]]
4. The factory expands as production starts. [Factory expansion]
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46ca4e No.27968
| Rolled 15, 68, 57, 61 = 201 (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:
758 Humans
126 Snousies
Food: 7 -8/turn +9/turn
Resources:
16 Lumber +1/turn
9 Shiny Scales +1/turn
2 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
[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]
3/6 [Religion II]
2/4 [Tiny Xorm Berry Farm]
1. Continue to mine obsidian
2. Felpin, Snousy, and Fishmen. If we are going to reach the natives, we must learn the natives.
>Research Native Cultural Awareness
3. Continue developing Religion II 3/6
4. We must study the Felpin in particular, especially their language and ways, if we are to convert them. We must learn their language, their faith, their identity, and how best we can use it to serve the will of Tash.
>Research Felpin Cultural Proficiency
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46ca4e No.27970
| Rolled 80, 47, 79, 66, 76 = 348 (5d100) |
>>27961
Population: 3934+1291
Resources: Lumber +1/turn [8] Food +42/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [9] 4 Iron Drake Bones 5 Iron Drake Scales 1 Felpin Alpha Sharpleaf +5/T [20] Gorbug Shells +5/T [10] Ancient Weapons [260] Scovar [8 +1/T]
Food: 57 -42/turn
Assets: [Large City][Massive Zinko Bean Farm]*[Massive Zinko Bean Farm] [Tiny Stone Quarry][Small Training Field][Small Farm][Medium Farm][Medium Town][Small Pyramid][Tiny Workshop]
Military: 10 Felpin Warriors Veteran 375 Felpin Warriors Veteran 20 Felpin Zealots Veteran 65 Felpin Braves Veteran 120 Felpin Elites 1 Veteran Felpin Prophet 80 Veteran Elite Felpin Braves 120 Veteran Felpin Fanatics 25 Veteran Elite Scovar Riders
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. Look for mithril
2. Loot the battlefield for equipment to equip any veteran felpin warriors that can scourge stuff like armor or better weapons.
3. Turn a tiny farm into a small zinko bean farm
4. Turn the 4 drake bones and 5 scales into armor using the [tiny workshop] and give it to the 250 Bladedancers moving to the front, along with 10 [Gorbug Shells].
5. Reinforce the army with new recruits (25 Bone-eyes and 250 armored Bladedancers) and continue pushing into Corvain territory raiding and pillaging as we go.
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46ca4e No.27971
| Rolled 91, 5, 21, 84 = 201 (4d100) |
>>27962
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]
Training: None
Relations: [Cri’Nik Village: Friendly]
>3/10 journey around the continent
>1/6 [Cri'Nik Language]
1/2/3. The language of the Cri'Nik is interesting. It will be difficult to learn, and even more difficult to orate in. I need to observe intonations in particular as I learn their language, so that I can stir their hearts and win their minds. [Learn Cri'Nik Language: 1/6]
4. While we're here, we can casually explore the area surrounding the village. The key here is to stay safe, so we will use caution.
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46ca4e No.27973
| Rolled 89, 24, 58, 9 = 180 (4d100) |
>>27962
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:
+[Blackbeak the Falcon]
+[Kibo the Wolf]
+[Floof the Grunny]
Assets:[None]
Skills:
+[Weak Archery]
Inventory:
+[Ragged Furs]
+[Backpack]
+[2 days rations]
+[Fine Bow and Arrows]
+[Mythical Lightening Enchanted Short-Bow]
+[Fine Sword]
+4 [Drussa Arrows]
Resources:
+6 [Gold Pieces]
+8 [Bork Herbs]
+[Grunny Herd]
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival.
Negative: [Man of the Beasts] You have spent so much time with animals your skills with humans are terrible to say the least.
1. Hyopith positions his followers around the cave perimeter, with Blackbeak in the sky, and Kibo and Floof in the forests. The beast in the cave shouldn't be alarmed by their presence, and in case something goes wrong, they will be able to assist from a hidden area.
2-3 Carefully, Hyopith approaches the cave in order to find what beast slumbers within it. He carefully awakens the inhabitant.
4 Once the beast is awakened, Hyopith will attempt to tame it.
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46ca4e No.27979
| Rolled 30, 63, 84, 26 = 203 (4d100) |
Name: Bohdan Reicher
Country of Origin: Swanden
Profession: Scientist
Fluff: Comes from the freezing nation of Swanden, known for it's oppressive military regime and authoritarian government. Working on what the public viewed as "unethical" and "amoral" projects, Bohdan was forced to flee in an attempt to preserve his research, though most of his notes were destroyed in the torching of his house by the military upon finding his location. Stowing away on a trading vessel, he found his way to the new world. One of his most criticized pieces of writing was the Codex Elysium, which denotes the theoretical creation of "superior" humans through the grafting of materials onto their body as well as augmentations to the limbs. The codex itself survived the torching along with some other notes and material samples that he hopes to find more of in the new world during his research.
Followers:
+[Small Dog-Monstrosity]
+[Loyal Assistant]
+4 [Patients]
+[Contact Delilah]
Assets:
+[Tiny Lab]
Inventory:
+[Gas-mask]
+[Ragged Clothes]
+[Suitcase]
+[Grafting Notes]
+[Tiny Medical Bag]
+[Fine Doctor's Tools]
+[Ottobassid Garbs]
+8 [Red Flower Bug]
Resources: None!
Bonus: [SCIENCE!] You are a master scientist and gain bonuses to researching undicovered fields and enacting experiments
Negative: [Perfectly Sane Scientist] At the start of every turn roll a D2. On a 2 the roll rubric is flipped.
In Progress:
+[Tiny Basement] (1/4)
1. See about that patient's [Reicher Rot]. Aside from basic infection, I need to see if it's toxic or anything of the sort. Potentially, I could go so far as to fill a red flower bug's stinger with the stuff… [SCIENCE!]
2. Check with the second patient, see what's ailing him.
3,4. Continue on the [Tiny Basement]. (1/4)
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46ca4e No.27980
| Rolled 1 (1d2) |
>>27979
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46ca4e No.27982
File: 1467176917025.jpg (102.53 KB,719x1111,719:1111,08e7b48b040b4a54f119489072….jpg)
| Rolled 50, 35, 48, 30 = 163 (4d100) |
>>27962
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][3 days rations]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [3/6 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; Sit down in a booth at a bar and get closer to Va Li. Explain to her the patriarchy of my people and the culture.
3; Take this time to listen for any tips about the new radical group
4; Train dual-wielding later with Va Li
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46ca4e No.27983
| Rolled 89, 83, 28, 68 = 268 (4d100) |
>>27961
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: 1702 peeples, 15 Nymphs & 25 Ice Nymphs
Food: 11 -16/turn from pop | +10/turn from food produc. [Net: -6/turn]
Resources: Lumber [33] +3/turn | Fish & game (food) +10/turn | Pelts [14] +2/turn | Iron [6] +1/turn | 3 Strange Weapons | Strange Idol | Murplish [2] +1 per turn |
Beast: [2 Murplish] | [Kralik Bird]
Assets: [2 Small Town][-1 Tiny Town][Small Fishery][2 Tiny Wallerbeast Hunting Lodge][2 Tiny
lumberyard][Large Farm][Small Farm][Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
1/4 [Tiny Hunting Lodge]
2/4 [Tiny Town]
>[-2 turns till sloop 1 completes trip]
Thorns in muh anus:
[Idol Cult]
1. Cyka Blyat! The town is to be rebuilt immediately, and the Castellean is to do it!
2. Secondly, the fishery is to be expanded, as the constant influx of more citizens is putting quite the strain on our food production
3. Research is to once again be attempted on the idol cult and the strange idol they seem to venerate
4. Finally, I want work done on how to make our existing farms more efficient, it seems such a waste to have all these farms and to keep having to build more dammit!
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46ca4e No.27984
| Rolled 70, 7, 78, 47 = 202 (4d100) |
>>27983
Nikgori was most intrigued by the riddle of the door, but such riddles and machinations would have to wait as he stared down the "efforts" of his labours. [Added Note]
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank (Damaged)]+[Weak Cannon]+[Grouser Threads]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating a Riddle to Solve; "I'm thrice again larger than all you can see, Yet lighter by far than my weighty ancestry."]
Resources: [6 Gold Coins][3 Days Rations]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Other: Small Town Near Frostwood Forest
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
1/2. Is of most sorryness Governor! Will get to fixing town when tank is of fixing! [Repairing Tank.] (+Steam Boy, Repair Tools)
3/4. Now for fixing of town! [Aiding in town repair and cosntruction.]
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46ca4e No.27986
>>27963
1. The [Tiny Library] is complete [+5 to research]
2. The men begin to build a 3/4 [Tiny Shipyard]
3. The [Tiny Iron Mine] is complete and off of it your men find a [Silver Vein]
4. The 3/4 [Tiny Hok Melon Farm] is started
>>27964
1. Revise all ships to [Stormbreaker]
2. No progress is made
3. The [Navigation Tools I] are complete
4.The [Small Lumberyard] is complete and your men find a dense wood that seems stronger then it should be +[Very Hardwood Trees]
>>27966
1. The land from the exploitative farm is barren and useless…
2. The new land has a +[Beautiful Waterfall]
3. The pressures causes the foreman to kill himself.
4. 2/6 [Small Factory]
>+ 5 Yol Infantry Kits -1 iron
>>27968
1. The mining process is disturbed by a suicide bomber -10 population
2. 3/6 [Culture I]
3. 5/8 [Religion II]
4. 3/6 [Felpin Knowledge*]
>>27970
1. You send out people to look for the metal they find a large deposits but it is near to the strange small outsiders that spew black smog. +[Mithirl Deposit near current Yol border]
2.In their retreat their Leader Dis’Rac set fire to the bodies turning everything no salvageable.
3. The [Tiny Farm] is reseeded
4. + 50 Armored Bladedancers - 10 gorbug shells
5. As your march towards the deeper forests of the Corvain people you find the villages on the outskirts burned and abandoned, they may be falling back tot heir capital.
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46ca4e No.27987
>>27971
1. You have managed to learn their strange clicking ways [Cri’Nik Language]
2. As you search the surrounding are you find a small temple with a statue of a great snake over it +[Small Snake Temple]
>>27973
1. Your companions hide themselves quite well and are ready to come to your aid.
2. You head into the cave noticing their is little her beyond a pile of bones and a tiny rat-like creature +[Snart]
3. AS you wake the [Snart] it does not respond to your connection and instead with blindingly speed attacks you [2D20 and tactics please]
>>27979
1. The Rot seems to react when you got near it as if it wants to infect you too by sending out feelers.
2. The second patient seems to have some type of worm burrowing around in the area between his skin and skull.
3. The [Tiny Basement] is complete!
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46ca4e No.27988
>>27982
1. You have a good chat with Va Li of cultural values, she understands as she come from a even more patriarchal society. You both enjoy the hookah and Va Li is very susceptible to it’s influences.
2. You gather information and soon learn that the group plans to sabotage any efforts of trade with the Felpin Matriarchy.
3. 4/6 [Average Dual-wielding]
>>27983
1. The [Tiny Town] is rebuilt with ease oddly enough you don’t remeber there being so many people here +100 population
2. 5/8 [Medium Fishery] your men also find another [Strange Idol] on the ocean floor.
3. The Idol cult seems to developing easier ways to avoid the authorities and some people begin to think someone higher up in the colony might be helping them…
4. Research begins 3/6 [Farming II]
>>27984
1. Tank repairs begin 5/10
2. The town repair goes well but you don’t remeber all these people living here…
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46ca4e No.27989
| Rolled 6, 83, 89, 100 = 278 (4d100) |
>>27986
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
Population: 154
Food: 21 -1/turn
Resources: Lumber 11+3/turn, Food +2/turn, +[Velsignelse Frukt] 12 +2/turn, +[Duftende Frukt]1 + 1/turn, Iron 10, +2/turn, [11 Infantry Kit], Mead, 120 Gold, 5 strange weapons
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Small Iron Mine]
[Small 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]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 77 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops[Stormbreaker]
+[Heavily Armed Frigate][Stormbreaker]
+[Heavily Armed Sloop][Stormbreaker]
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 I]
[Stormbreaker Ships*][Ignore all weather effects]
Occurances: +[Behemoth Fight], +[Derfer Birds],+[Veldig løvtre]
Free: input one Duftende frukt to get 1 mead
Free: Input 1 mead to get twenty gold
1. Start working on harvesting the Veldig Løvtre so we can use them on our ships.
2.Contine to work on the Navigation tools, so we may move freely in any waters at any time.
3.Expand the colony's land survey the taken lands for any resources that are unique.
4. Work on expanding and improving the mine to keep pace with Iron demands.
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46ca4e No.27990
| Rolled 77, 47, 72, 96 = 292 (4d100) |
>>27986
——-
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: 400
Food: 10 -4/turn
Resources: [Lumber: 4 (+1/turn)] [Food +2/turn] [Gold: 2 (+1/turn)] [Iron: 1 (+1/turn)]
Assets: [Large Town] [Tiny Farm] [Tiny Gold Mine][Tiny Iron Mine][Tiny Library(+5)]
[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]
Silver!? That means we now have Gold, Iron and Silver two precious and one very useful metal. The Empress and Emperor will be pleased with our progress… if we could just get through that blasted storm to the east. Inform everyone that once our current endeavors are complete we will prepare to brave the storm with a shipment back to the Empire. May our ancestors smile upon our venture.
1. Gather up all the books in the colony and set up a library [Tiny Library][2/4]
2. Build a shipyard [Tiny Shipyard][3/4]
3. Expand mining operations into the silver Vein
4. Expand the farm and plant Hok Melons [Tiny Hok Melon Farm][3/4]
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46ca4e No.27991
>>27990
My prince, we have completed our latest survey of the colony's population. There are currently 486 people living in the Principality of Temnland.
>Population: 486
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46ca4e No.27992
| Rolled 44, 21, 40, 62 = 167 (4d100) |
>>27986
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:
785 Humans
132 Snousies
Food: 8 -8/turn +9/turn
Resources:
17 Lumber +1/turn
10 Shiny Scales +1/turn
3 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
[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]
3/6 [Religion II]
2/4 [Tiny Xorm Berry Farm]
1. That's unfortunate. But we have more mouths to feed than we need.
And if we're going to even feed them we need this black rock to pay for food. Get back to the obsidian mines.
2. Keep studynig native culture
3/6 [Culture I]
3. Keep improving our religious conversion methods
5/8 [Religion II]
4. Continue to study the Felpin, that we may teach them the true path
3/6 [Felpin Knowledge*]
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46ca4e No.27993
| Rolled 8, 35, 32, 66 = 141 (4d100) |
>>27988
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]; [4/6 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; Practice Dual Wielding with Va'Li
3; Bring Va Li with me to my home and introduce her to some more provocative strains of cannabis to seduce her and gain more knowledge about her peoples and any recent going ons and plans
4; Write and file a report of what I've learned of the Felpin and of the recent religious extremists(If this is a free action, use this roll to find out more information about extremists and then file the report). Leave Va Li at home during this time and make it explicit that she should not leave by herself. She's welcome to any food in the house.
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46ca4e No.27994
| Rolled 9, 31, 76, 53 = 169 (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:622 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 11 [-1/turn][+2 0 turns] [+4: Tiny Slave Farm]
Resources: [Lumber:51 +3/t][Stone/Iron Mine→Iron:13+3/t] Stone:5+1/t}[Heathold Ore:10+2][Sharpleaf:5+1/turn][Gorim Tubes:0][Grav Stone:5+1/turn][Copper:10+2/turn][Strange Weapons: 5][Mithril:10+2/t] [Coal:10+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}
+ [Tiny Factory: Spooled - 1 iron → 1 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}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+45 [Furapes]{+1/t} {Used: 20}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Yolian Soldiers [Green] {+5/turn}
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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] [2/6 [Airship I] [Peonage I][Rationing I]
–In Progress–
2/6 [Airship I]
–Policies–
>>Rationing is in effect: 4 turns remain
–Actions–
1. Exploit the waterfall to increase food production. It can probably be diverted to our peon farm. [Rape the Earth] {+[Beautiful Waterfall]}
2. The factory expands as production quotas are met. The Yol frantically increase production as anxiety about the recent kidnappings becomes more commonplace. [Small Factory: 2/6]
3. The Yol send the airship prototype to attempt to across the stormwall. They make sure the craft documents are well copied in case the vehicle is lost. [Attempt to ford the stormwall with the airship!]
4. The airship continues development slowly. The crews and researchers watch anxiously as the prototype slowly edges toward the perimeter of the storm… [Airships: 2/6]
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46ca4e No.27995
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46ca4e No.27996
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46ca4e No.27997
| Rolled 43, 29, 22, 96, 63, 60, 49, 46 = 408 (8d100) |
>>27962
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: 325
Food: 33 -2/turn
Resources:
+ Lumber: 21 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (1.6 +0.1/turn)
+ Sluglings
+ Spice Sap (18 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 10 Prisoners
+ Torch Fish oil (12 +3/turn)
+ Silver (12 +2/turn)
+ Emerald (5 +1/turn)
+ Stone (5 +5/turn)
+ Iron (7 +5/turn)
+ Strange Weapons (3)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 35 Elite Raiders
5 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)
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]
1. Continue Golems research 8/10
2&3 Continue looking for whales to hunt or coral to harvest.
4&5. Train stormseer.
6. Begin building a Fort. (Using 10 Iron, 20 stone, and 20 wood)
7&8. Send out a raiding party to raid the colony of Llewelyn, take their stuff and any remaining elves as slaves. -1 success due to storm.
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46ca4e No.27998
>>27997
Change actions 2&3 to also building the fort.
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46ca4e No.28000
| Rolled 7, 20 = 27 (2d20) |
>>27987
Starting Position: Southwest portion of main island
Name: Hyopith Zils
Country of Origin: Cloudfall, a faraway country led by a council of representatives of several large tribes. It is rumored to always be hidden from the outside world by a dense fog.
Profession: Hunter/Trapper/Tamer
Fluff:
Hyopith, or “The Ghost that Walks” in his old clan's tongue, is a skilled hunter and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by a band of roving pirate marauders looking to plunder his Cloudfall clan. He too would have met an early grave were it not for the interference of a mother grizzly bear, who suddenly burst forth from the forests of his homeland and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by his clan's elders to have developed a distinct link with nature’s creatures, being able to tame and ally with those of small and large stature alike. It wouldn’t be a stretch to say that Hyopith would be more comfortable sleeping in a large tree hollow than a comfy bed, for the outdoors and its mysteries continued to beckon the growing boy.
So great was Hyopith's connection to the wilderness that at the age of 21, he packed his meager stash of supplies, trusty sword and bow, and hunting falcon, Blackbeak, and left his clan to explore Arantil. Months of travel have led Zils to the new continent, and it is here where a new chapter of his life begins.
Followers:
+[Blackbeak the Falcon]
+[Kibo the Wolf]
+[Floof the Grunny]
Assets:[None]
Skills:
+[Weak Archery]
Inventory:
+[Ragged Furs]
+[Backpack]
+[2 days rations]
+[Fine Bow and Arrows]
+[Mythical Lightning Enchanted Short-Bow]
+[Fine Sword]
+4 [Drussa Arrows]
Resources:
+6 [Gold Pieces]
+8 [Bork Herbs]
+[Grunny Herd]
Bonus: [Beastmaster] You have a great link to the natural link to the world and gain bonuses to animal taming and survival.
Negative: [Man of the Beasts] You have spent so much time with animals your skills with humans are terrible to say the least.
1-2 Floof swiftly tackles the feral Snart as Hyopith attempts to dodge its quick blows. While the tiny menace is still reeling from the impact, Kibo and Blackbeak assault and keep it distracted as Hyopith shoots a flurry of electric arrows toward the beast.
+[Mythical Lightning Enchanted Short-Bow]
+[Weak Archery]
+[Beastmaster]
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46ca4e No.28001
| Rolled 41, 74, 23, 55, 70 = 263 (5d100) |
>>27988
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: 1802 peeples, 16 Nymphs & 26 Ice Nymphs
Food: 11 -18/turn from pop | +10/turn from food produc. [Net: -8/turn]
Resources: Lumber [36] +3/turn | Fish & game (food) +10/turn | Pelts [16] +2/turn | Iron [7] +1/turn | 3 Strange Weapons | 2 Strange Idol | Murplish [3] +1 per turn |
Beast: [3 Murplish] | [Kralik Bird]
Assets: [2 Small Town][1 Tiny Town][Small Fishery][2 Tiny Wallerbeast Hunting Lodge][2 Tiny
lumberyard][Large Farm][Small Farm][Tiny Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
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 I][Research I][Steam I][Firearms I][Forestry I]
>Ongoing
1/4 [Tiny Hunting Lodge]
3/6 [Farming II]
>[- 3 turns till sloop 1 completes trip]
Thorns in muh anus:
[Idol Cult]
1. Is of being greats! Now we have random people showing up *and* the cult has friends in the colonial goverment?!? I am demandings a secret policing force to be formed to investigate these incidences, with the upmost care to be taken to make sure these men are loyal to Rus, and Rus alone. And also myself, of course!
2. Continue work on the hunting lodge, more pelts and meat will do us nicely!
3. The research into farming is to continue, more turnips shall be grown on less land through the miracles of SCIENCE!
4. Finish work on the medium fishery, and avoid converting any more fishermen into cultist.
Refunded dice - 5. Have the men look into the possible uses of the ice trees of the nearby forest, see if the nymphs would be willing to impart their wisdom unto us about them.
Free action: Make some kits with pelts and iron
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46ca4e No.28002
>>27990
Just realised that I forgot to change action 1 despite the library finishing last turn so I'm change action 1 to:
1. Set up a new settlement on the other side of the island
And if that's not possible, then have the library be upgraded instead, not what I had planned but I can deal with it.
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46ca4e No.28003
| Rolled 73, 48, 82, 11 = 214 (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]
Captives: [None]
Resources: [None]
Skills: [Average Stealth][Average Spear-Fighting 4/8 Medium Spear-fighting 4/8 Medium Stealth][Weak Shadow Magic]
Status:Okay
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-
1,2,3,4,5,6 "No one ever became a great huntress without practice and training." [TRAINING INTENSIFIES!]
7 "I might as well dabble with the power i was given a while ago from the peace of good that's now in my head, it may prove useful." [TRAINING WITH SHADOWMAGIC, no intensifying though.]
8 "My army of huntresses need better arms then the simple stone spears they have at the moment, we need to get better weapons." [Get better weapons somehow, probably by being given them.]
Free action, equip whatever the hell i get from 8.
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46ca4e No.28004
| Rolled 5, 42, 87, 46 = 180 (4d100) |
>>28003
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46ca4e No.28005
| Rolled 32, 30, 40, 68 = 170 (4d100) |
>>27987
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. Now that I have a better grasp of the language, I can ask the Cri'Nik who the snake temple belongs to. Is it theirs? [Ask about the temple. Charming Rogue?]
3/4. Now that I understand their language, perhaps I can teach them our language. In my spare time, I can hold classes for the Cri'Nik, explaining the intricacies of our way of speaking. [Teach the Cri'Nik English. Charming rogue?]
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46ca4e No.28006
| Rolled 99, 94, 7, 91, 54 = 345 (5d100) |
Population: 4468+1311
Resources: Lumber +1/turn [9] Food +44/turn 3 [Yolian Muskets] +[Zinko Beans] Stone +1/Turn [9] 20 Iron Drake Bone Armor 25 Iron Drake Scale Armor 1 Felpin Alpha Sharpleaf +5/T [25] Gorbug Shells +5/T [10] Ancient Weapons [260] Scovar [9 +1/T]
Food: 57 -44/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: 20 Felpin Warriors Veteran 375 Felpin Warriors Veteran 30 Felpin Zealots Veteran 65 Felpin Braves Veteran 120 Felpin Elites 1 Veteran Felpin Prophet 80 Veteran Elite Felpin Braves 120 Veteran Felpin Fanatics 25 Veteran Elite Scovar Riders
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]
Refund [47] - Keep pushing in toward the capitol
1. Set up some Scovar as logistics beasts to carry large carts of supplies.
2. Search for more materials to make armor out of
3. Nature Magic 2
4. Equip 120 Veteran Elites with Dragon Scale Armor and Ancient Weapons -24 each. Equip 150 Veteran warrors with 25 sharpleaf blades. Equip 25 Boneeyes with 5 ancient weapons and 5 gorbug shells.
5. Send 2 food and 1 Scovar to the Ottobassids.
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46ca4e No.28007
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46ca4e No.28010
>>27989
1. The trees seem to be to hard and the men complain
2. 4/8 [Navigation Tools II]
3. You expand your borders and the scouts come across a strange purple liquid which bubbles up from the earth +[Norfil Spring]
4. As the mine expands deep into the ground your men come across find a large vein of metal the seems to radiate energy invigorating all who touch it +[Massive Iron Mine] +[Small Celestuim Mine]
>>27990
1. The 3/6 [Tiny Library] starts to expand
2. The 2/4 [Tiny Shipyard] begins to take shape
3. The 3/4[ Tiny Silver Mine] is almost done
4. The [Tiny Hok Melon Farm] is complete [Double food production/+1 percent fertility]
>Men begin to groan about lack of housing
>>27992
1. The men get back to work 2/6 [Small Obsidian Mine]
2. The research stalls but your men are certain they can do more
3. 7/8 [Religion II]
4. [Felpin Knowledge*][Feel free to ask SJ for info on Felpin culture at any time}
+ 2 food and 1 Scovar Beetle
>>27993
1-2. Progress is slow 5/6 [Average Dual-wielding]
3. While information is easy to gather as she spills how the Pridelands function with Simba ruling over all with a brutal meritocracy implanted with competitions to see which felpins get to mate she seems to have little interest in you sexually and is much more inclined to ask you about home many males there are here and how one wins the right to have one.
4. Leaving Va Li you head to the Prince and give him your report [Bazrael1 now has knowledge of your misadventures]
>>27994
1. The waterfall washes away some lumber… -8 lumber
2. 3/6 [Small Factory]
3. The Airship is sent off, though you have no clue if it will return [5 turns till in should return]
4. New data taken from the observation of the Experimental Airship is a success [Airships I][Can now build Air-shipyards]
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46ca4e No.28011
>>27997
1. The Stormseers have managed to successfully make crude golems! [Golems I]
2. Nothing is found once again, the men are beginning to think these things don’t even exist…
3. The Stormseers train a young boy who seems to have a great affinity for the arts +[Primal Stormseer]
4. Progress begins on the 3/14 [Massive Fort
5. The raiders set out [D20]
>>28000
1. With a quick command Floof attack slamming into the tiny creature his fuzzies and bulk seemingly squashing the creatures. This moment of hesitant victory is broken when the Snart burst from Floof’s chest seemingly having burrowed through. Lining up a shot Hyopith takes the creature down with one arrow to the forehead. -Floof +Snart Corpse
>>28001
1. Spies are recruited from the populace 2/6 [Secret Police I]
2. The [Tiny Hunting Lodge] is complete
3. [Farming II] is done! All farms built start at [Small] wonderful!
4. Another [Strange Idol] is pulled from the surf….
5. The nymphs say you can use it to keep anything cool for a really long time 3/4 [Tiny Frostwood Lumberyard]
>>28003
1. +[Medium Spear-fighting]
2.4/6 [Average Shadow Magic]
3. [Talk to SJ man]
>>28005
1. They tell you the temple is older then even they remeber and has no one dares go near it.
2. They are slow to pick it up with their lack of lips 2/8 [Cri’Nik English]
>>28006
1. [See bigger post]
2. A great logistics train is set up so food and supplies can flow to the front line.
3. A great tree which sheds black bark that is incredibly hard to break is found +[Snoyal Trees]
4. The songs are pretty, the magic less so
5. 120 Veteran Felpin Drake-guards 150 Veteran Bladedancers 25 Shadowdancers
6. Sent.
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46ca4e No.28012
| Rolled 8 (1d20) |
>>28011
Raiding upon an abandoned settlement.
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46ca4e No.28013
| Rolled 50, 6, 13, 46 = 115 (4d100) |
>>28010
——-
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: 515(+6%)
Food: 10 -4/turn
Resources: [Lumber: 5 (+1/turn)] [Food +4/turn] [Gold: 3 (+1/turn)] [Iron: 2 (+1/turn)]
Assets: [Large Town(Goldenhome)] [Tiny Farm] [Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Library(+5)][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]
With the library set up, and the shipyard finished, I think it's time for me to return to my books. For the good of the colony we need to learn the finest shipbuilding techniques and make them our own. If we do, then I'm confident no storm can ever stop us! And for the ancestors sake, get someplace for all the new people to live. Call the new town, Dragon's Landing, I'll send supplies for a shrine later. What's that? What this town is called? We never named it? Well, let's see, this will be Goldenhome, the richest town in the colony.
1. Gather up all the books in the colony and expand library [Tiny-→ Small Library][3/6]
2. Study up on, and improve, shipbuilding techniques [Naval I -→ II] Bonus: [Tiny Library(+5)]
3. Expand mining operations into the silver Vein [Tiny Silver Mine] [3/4]
4. Expand the settlement, set up a second town on the north shore of the island
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46ca4e No.28014
| Rolled 30, 63, 76, 93 = 262 (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:
824 Humans
138 Snousies
Food: 11 -9/turn +9/turn
Resources:
18 Lumber +1/turn
11 Shiny Scales +1/turn
4 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] [Felpin Culture] [Religion I]
3/6 [Religion II]
2/4 [Tiny Xorm Berry Farm]
2/6 [Small obsidian mine]
3/6 [Culture I]
7/8 [Religion II]
1. Keep digging the obsidian mine 2/6 [Obsidian mine]
2. Continue improving our religious speechcraft 7/8 [Religion II]
3. Continue studying native culture, including the felpin but in general of course 3/6 [Culture I]
4. Let us see if our learnings has allowed us to start reaching to the felpin.
If we can reach them, then we can preach to them.
Imam, go forth and be brave. Tash watches all.
>Attempt to convert some felpin
[Religion I] 7/8 [Religion II] [Felpin Culture]
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46ca4e No.28015
| Rolled 41, 4, 74, 42 = 161 (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:650 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 11 [-1/turn][+2 0 turns] [+4: Tiny Slave Farm]
Resources: [Lumber:46 +3/t][Stone/Iron Mine→Iron:14+2/t] Stone:6+1/t}[Heathold Ore:12+2][Sharpleaf:6+1/turn][Gorim Tubes:0][Grav Stone:6+1/turn][Copper:12+2/turn][Strange Weapons: 5][Mithril:12+2/t] [Coal:10+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}
+ [Tiny Factory: Spooled - 1 iron → 1 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}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+46 [Furapes]{+1/t} {Used: 20}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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]
–In Progress–
>>Airship flight: 5 turns.
–Production–
Soldier Kits: 2+1/turn
–Policies–
>>Rationing is in effect: 3 turns remain
–Actions–
1. Construction of the first airship-shipyard is underway. [Construct the airship-shipyard]'
2. While the food situation has tapered, off, the farms expand. [Expand the peon farm]
3. The tiny factory expands some more to meet current production requirements. Attempts are made to integrate the mithril and heathold ore into the production process. { 3/6 [Small Factory]} [Factory expansion]
4. More regiments are raised from the colony. Anxiety mounts about possible future conflicts. [Raise militia]
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46ca4e No.28016
| Rolled 45, 80, 51, 43 = 219 (4d100) |
>>28010
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: 163
Food: 22-1/turn
Resources: Lumber 1+3/turn, Food +2/turn, +[Velsignelse Frukt] 14 +2/turn, +[Duftende Frukt] + 1/turn, Iron 1, +5/turn, [11 Infantry Kit], Mead, 160 Gold, 4 strange weapons, Celestium 1 +2/turn
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Massive Iron Mine]
[Small 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]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 81 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops[Stormbreaker]
+[Heavily Armed Frigate][Stormbreaker]
+[Heavily Armed Sloop][Stormbreaker]
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 I](II 4/8)
[Stormbreaker Ships*][Ignore all weather effects]
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 resoruces)
Free: Build an armed frigate with navigation tools for 12 lumber and 13 iron.(accounted for in resources)
1. Attempt to harvest the Veldig løvtre once more. That hardwood would serve us well.
2. Continue to refine and improve our navigation tools technology. (4/8)
3. Examine and test the Norfil substance, what it is, what it can do, how it reacts to various fruits, metals, woods and animals.
4.Improve our already existing lumberyard to keep pace with our production needs.
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46ca4e No.28017
| Rolled 96, 65, 68, 14 = 243 (4d100) |
ucking== ==ship
>>28011
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: 1858 peeples, 17 Nymphs & 27 Ice Nymphs
Food: 6 -18/turn from pop | +14/turn from food produc. [Net: -4/turn]
Resources: Lumber [39] +3/turn | Fish & game (food) +12/turn | Pelts [18] +2/turn | Iron [8] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [4] +1 per turn |
Beast: [3 Murplish] | [Kralik Bird]
Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny
lumberyard][Large Farm][ 2 Small Farm][[Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
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]
>Ongoing
>2/6 [Secret Police I]
>[- 4 turns till sloop 1 completes trip] ==Hey== ==You== ==Assjuicer==
Thorns in muh anus:
[Idol Cult]
1. We are finally getting our food under control, begin work on another farm
2. And one more just to be sure
3. Continue work on the icewood lumber yard
4. Inquire to the Nymphs about any (and it pains me to say it) magic that this land may possess, and any that they know, it could be a boon to the colony.
Free: Make kits from Iron and pelts
Free: Slaughter 2 Murplish
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46ca4e No.28018
>>28014
>dat 93
Life is good, God is great. Praise be to Tash
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46ca4e No.28020
>>28011
—Battle for the Tree of Life—
Your forces push deep into the jungles of the Corvain Confederation finding many abandoned villages and settlements. Eventually a single great tree rises in front of you and as you approach you realize that nest into this huge tree is a city of houses and a veritable fortress down by it's roots. The city has a large wooden wall and has a moat connected to the large Moranis River.
>Tactics?Retreat
Corvain Forces: ???
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46ca4e No.28021
>>28012
You arrive at the ruins to find little beyond a message and a few small shanties
Dara puts it as thus:
This poor bastard is going to be fucked up just because hes visible. The first step is to slit his throat, as a mercy for what will come next. The second is to drape him in the fabrics. After that, we will nail his corpse to the wheel, through his arms and legs. Then, we will cut down the center of his chest and stomach, crack open his ribs, and pull them to either side of him, tying them to the wheel. It's grim, and nasty, but at least the poor bastard's dead. Then, we put a sign around his neck, and write the text in his blood: "To any of those who seek the Pirate King Gerry Fitzgerald: If ye come looking for riches and fun, remain where ye stand, and make this place your own, and wait for my return. If ye come looking to take my head, look upon this man, an assassin sent to take my life. His fate will be yours if ye do not turn back on this course, for ye are truly bound for ruin." Finally, I'll have the men take him up to the highest point in the town center where the sign can still be read from the ground, and lash him there with some rope.
+100 slaves
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46ca4e No.28023
| Rolled 54, 9, 96, 47 = 206 (4d100) |
>>28011
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: 351
Food: 32 -3/turn
Resources:
+ Lumber: 23 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (0.7 +0.1/turn)
+ Sluglings
+ Spice Sap (20 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins
+ 110 Slaves
+ Torch Fish oil (14 +3/turn)
+ Silver (14 +2/turn)
+ Emerald (6 +1/turn)
+ Stone (10 +5/turn)
+ Iron (11 +5/turn)
+ Strange Weapons (2)
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]
Military: 100 Elite Militia men 10 Elite Naval Marines 35 Elite Raiders
5 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. Get those prototype golems to help work on the fort. Massive Fort 3/14
2. Alright, coral exists, it looks like those weird weapons we found on those fish people. Now the Stormseers are going to help, try not to fuck up. (Stormseers even out storm)
3. Now that we have some female slaves start build'n a whore house for them to work in. Thankfully elves stay good look'n for a long time.
4. Put the male slaves to work expanding the farms. We need more food and we need more carrots for the sluggling stew.
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46ca4e No.28024
>>28023
almost forgot, 5 elite raiders to Elite Sea Reavers, items already taken.
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46ca4e No.28027
>>28011
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. It's time. They're not perfect yet, but it's time to spring the trap. Aye, it's a bit early, but what better to stir them to action than an ancient temple full of plunder? I will meet with the elders to call a meeting of the whole town. They'll be naturally predisposed to help me, but if they flip-flop, I can offer them some knick-knacks, or maybe some treasure. Once I have everyone in one place, I will begin my speech, in the Cri'Nik language, of course:
"My friends! As soon as my men and I arrived in your village, you have been nothing but hospitable to us. You taught me your language, you gave us food and drink, and have been extremely welcoming overall. Now, I want to give back to you. I come with a proposal to come to a tasting. Just as we have sampled the many fine fruits and drinks you have generously offered us, I wish to offer you all a taste of our life. It's not easy, and we spend much time at sea. However… what if I told you that you can get a glimpse of what our life is like without straying far from your village, or even onto the shore? Right now, though, I'm going to leave you hanging, uncertain. "What is he getting at?" "Why is he stopping?" It's because our life is uncertain, but exciting. We don't know what tomorrow may bring, or even today, or tonight, but we forge our own destinies, through adversity and easy living, through foul weather and fair, and through death and life. And that's what I am offering you: your lives. You can stay here and simply survive. You can keep on eating, breathing, and sleeping. Or, you can come with us and live! Experience life, and all the world has to offer. Let me tell you, my generous friends: Living is far better than surviving. I have known adventure, and seen things you people wouldn't believe. Warships on fire off the cape of Vicia. I watched grapeshoT glint in the dark near Tannhäuser Port. I've been offshore and back…frontiers! I've stood on the back deck of a galleon bound for the Llywas Prison Camps with sweat in my eyes watching the ships of the line fight in the straits of Kalippila. I've felt wind in my hair, riding clinker ships off the black seas, and seen an invasion fleet burn like a match and disappear. I've seen it…felt it! Come with me to the Temple of Serpents outside the village. Taste our life, and FEEL the uncertainty. But know, that no matter what, I will watch you like my kin, as I am sure you will look after me. Together, we cannot fail. There could be treasure beyond our wildest dreams in there! Why play it safe, when you can make something beautiful? Come with me, my friends, and let me pay my debt to you with the only currency I respect: adventure!"
Of course, unsheathing my cutlass and thrusting it towards the Snake Temple couldn't hurt. I expect a resounding cheer, and for everyone in the village to grab their spears, or whatever, and follow me into the temple, of course. Why would anything different happen? This is the story of my life! I move crowds, and they move where I want them to go! [Convince the people of the Cri'Nik village to take a taste of the adventuring life by following me into the Snake Temple][Charming rogue bonus] Sorry about the Blade Runner reference, I couldn't help myself. I have a problem and intend to get help.
Rolled 72, 96, 44, 26 = 238 (4d100)
Not gonna lie. I fucked up my post, but I'm drunk, so sue me. Those are my rolls.
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46ca4e No.28036
| Rolled 3, 6 = 9 (2d20) |
>>28020
Construct some basic siege equipment like ladders and whatnot to scale the walls, but the most important parts are a few rope ladders for the shadowdancers.
The Shadowdancers can teleport to the top of the wall late at night, clear off some sentries, and lower a rope ladder to allow some additional Drake-guard into the wall to lower the gate and remove sentries as they go along with bows, claws, and javelins. Should the wall clearing fail, I lose some shadowdancers and can simply plan something else later. Should it succeed the gates will be down and my forces can spill into the city and cleanse purge kill the inhabitants.
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46ca4e No.28037
Start Position: Indicated in image.
Name: Nova Asyllum
Country of Origin: Sulia
*Country Fluff: On the eastern side of the Dokyri mountain range dwell the desert-dwelling Sulians. They are sometimes known as Sul Nomads, as much, albeit not all, of their population are comprised of wandering desert tribes. Sparsely populated, the Sul desert is flat, comprised of baked earth along the coast, and rolling sand dunes up towards the mountains, stirred rarely, as the prevailing easterly wind is blocked by the Dokyrs. Despite the scarcity of the Sul desert, whose nomads mostly subsist on the grazings of their goat herds and by fishing along the handful of rivers that flow north into the Nassar sea, The eastern tip of the Sul Desert is also home to what is almost certainly one of the most prosperous cities in the world. Situated at the mouth of the Nassar sea, facing towards Mianda, and the natural destination for the many exotic goods that emerge from the Syrri jungles, Asyll is positioned to dominate two sets of straits, and is the source of the lion’s share of wealth and labour in the Kingdom of Sul. The two kingdoms of Syrrah that existed under the Miandan empire - Dokyr and Sul, persist to this day, with the border between the two clearly defined by the towering Dokyr range, all the known passes having clearly marked boundaries between the two. The two kingdoms exist in a perpetual uneasy truce. It is the aspiration of every Syrri ruler to unify the peninsula, and the Syrri-speaking peoples, under themselves, but it is also true that both sides of the peninsula are incredibly difficult to invade, with the jungle easily trapped, rife with poisonous life and unpleasant diseases, whilst the desert is virtually impossible to cross for the jungle Syrri, who do not have the horses to pursue their nomadic counterparts, and Asyll itself being virtually impossible to besiege without a fleet possessed of numbers unseen since the days of empire.
Asyll houses a large fleet, comprised mostly of inland sea vessels - galleys and dromons, supported by a few caravels and galleons, and also has access to a vast supply of merchant vessels, should the need arise. Her land armies are disorganised and small, but nonetheless benefit from a certain savage ferocity, as well as a great tradition of excellent horse riding, and breeding. Most of the tribes keep slaves, to do menial tasks, and in Asyll, a veritable army of them belongs to several of the urban chiefs, merchants, and the crown itself, undertaking vast construction works, building ships, and a variety of other more complex tasks not allowed to them in the desert proper.
Sulia is a major supplier of several spices, wool, salt, citrus fruits, and Asyll serves as the first major trading port for Syrri sugar, cocoa and medicinal herbs.
Nation Fluff: Nova Asyllum, named in the Miandan tradition, is the first settlement of the Sulian peoples in the new world, being farther east than many of the other colonial powers, and facing exclusively eastwards into an inland sea limited the potential for long term voyages based out of Asyll, and led to many long and complex negotiations with their neighbours in Syrrah. Eventually, four galleons were outfitted and dispatched to the new world, using foreign maps for navigation, intending to land on peripheral, marginal land away from other claims and conflicts, and to establish what would primarily be a staging point and trading outpost for Sulian interests in the New World. The first governor, Matarys Allendo, is a loyal and dutiful man, if not ambitious, and intends to make a profitable colony on behalf of the crown, to line the king's pockets - and his own - with gold.
Nation Type: Colony Charter.
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46ca4e No.28039
| Rolled 24, 53, 24, 79 = 180 (4d100) |
>>28010
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]; [5/6 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; Hmph, I forgot most people don't know about the Ashaemenids legacy, especially a native who wouldn't know anything about anything. I'll explain to her the courtship and rituals of Ottobassid culture. Then, I'll whip it out. There's a reason the family was so upset when I left to become a pirate. I'm not looking to marry any native girl, anyways.
2; Train Duel-wielding
3-4; As a "minor officer" in the ottobassid army, I have some privileges. I'll train some of the colonies forces tip top, to keep them and the people safe from any native attacks, and especially from the recent zealots.
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46ca4e No.28040
| Rolled 11, 3 = 14 (2d20) |
>>28036
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46ca4e No.28041
>>28036
—Battle for the Tree of Life—
The Shadowdancers made it up the walls but are quickly noticed by sentries, so they retreat vowing to return another day.
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46ca4e No.28042
>>28037
Population: 200
Food: 8 -2/turn +2/turn
Resources: Lumber +1/turn
Assets: [Small Town][Tiny Lumberyard][Small Farm][Tiny Port]
Military: 40 Asyll Infantry
Navy: 4 Civilan Galleons
Bonus: [Wheeler Dealers] Your people are well known for their shrewd negotiating tactics and mercantile knowledge giving them bonuses to all things trade.
Negative: [Money makes the Man] If the colony does not prove profitable soon it will be shut down.
Tech:[Trade I][Naval I]
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46ca4e No.28043
>>28013
1. The library expands as the men build more rooms for study 4/6 [Small Library]
2. Scholars study deeply into nautical lore but are distracted by a dark tome of knowledge that no one seems to remember to have brought with them +[Dark Tome]
3. The silver mine stall due to a minor collapse
4. The town sluggishly starts construction1/4 [Tiny Town]
>>28014
1. 3/6 [Obsidian Mine]
2. The Imams work on their preaching [Religion II]
3. The study on Felpin culture is complete and the imams now the best ways to get around the society with getting eaten [Culture II]
4. A great success in converts is had among the agricultural class as most of the warriors are away fighting the Corvains. [Strong Conversion: Felpin Agriculture Class]
>>28015
1. Progress is slow 2/4 [Tiny Airship yard]
2. A fight breaks out among the peons -4 Furapes
3. The [Small Factory] is complete
4. Some militia are raised +20 militia
>>28016
1. 2/4 [Tiny Veldig Lumberyard]
2. A great breakthrough is had [Navigation Tools II]
3. Norfil appears to be extremely caustic to any living matter it comes into contact with.
4. 2/8 [Meduim Lumberyard]
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46ca4e No.28044
>>28017
1. A new [Small Farm] is complete and a foremen approaches the government about looking into better farming techniques 4/10 [Farming III]
2. Another 3/4 [Small Farm] begins to be built
3. The [Tiny Frostwood Luberyard] is complete
4. The nymphs know little of magic but have heard some may lie in the ice temple
>Ship can’t get back through the storm tard
>>28023
1. The fort is slow coming 5/14 [Massive Fort]
2. Well the men are certain coral exists as do massive coral monsters as they find a massive one swimming through the ocean +[Behemoth Coral] it appears to have started to follow the fleet home [2 turns to arrival]
3. A [Tiny Whorehouse] is set up [+10 gold per turn/+2 percent population increase]
4. 2/6 [Small Farm]
>>28027
1-4. HURRAH, the Cri’Nik village joins you and your men in a mad rush to to the snake temple, which ends at the vaulted doors where the great stone snake moves letting out in a rasping hiss.
[STATE YOUR CASE KIN OF THE VIPER AND ALL WHO FOLLOW MAY ENTER]
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46ca4e No.28045
| Rolled 14, 72, 85, 92 = 263 (4d100) |
>>28043
——-
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: 545(+6%)
Food: 9 -5/turn
Resources: [Lumber: 6 (+1/turn)] [Food +4/turn] [Gold: 4 (+1/turn)] [Iron: 3 (+1/turn)] [Dark Tome]
Assets: [Large Town(Goldenhome)] [Tiny Farm] [Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Library(+5)][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]
What is this? This book you've found… Everyone clear out the sections of the library that aren't under construction, I need peace and quiet to study this text.
1. Gather up all the books in the colony and expand library [Tiny-→ Small Library][4/6]
2. Study the dark tome, its secrets will be min- I mean ours! MWAAHAHAHA! [Dark Tome] Bonus: [Tiny Library(+5)]
3. Expand mining operations into the silver Vein [Tiny Silver Mine] [3/4]
4. Expand the settlement, set up a second town (Goldenhome) on the north shore of the island [Tiny Town][1/4]
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46ca4e No.28046
>>28042
Population: 200
Food: 8 -2/turn +2/turn
Resources: Lumber +1/turn
Assets: [Small Town][Tiny Lumberyard][Small Farm][Tiny Port]
Military: 40 Asyll Infantry
Navy: 4 Civilan Galleons
Bonus: [Wheeler Dealers] Your people are well known for their shrewd negotiating tactics and mercantile knowledge giving them bonuses to all things trade.
Negative: [Money makes the Man] If the colony does not prove profitable soon it will be shut down.
Tech:[Trade I][Naval I]
1. First and foremost, our new colony has been established on rocky terrain, we should have those amongst us with the skill to prospect the land in the vicinity of our first settlement do so, post-haste.
2-3: Regardless of whether there are more valuable minerals and metals to be found here, stone will certainly be aplenty. Have some of the men begin quarrying it, to support future quarrying.
4: The Galleons aren't suitable for fishing, bring them ashore and keep them out of the sea for the time being, and begin work on half a dozen fishing vessels. Those who intend to fish can do so from the shore for the time being.
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46ca4e No.28047
| Rolled 13, 76, 62, 33 = 184 (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:680 {+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 11 [-1/turn][+4: Tiny Slave Farm]
Resources: [Lumber:49 +3/t][Stone/Iron Mine→Iron:16+1/t] Stone:7+1/t}[Heathold Ore:14+2][Sharpleaf:7+1/turn][Gorim Tubes:0][Grav Stone:7+1/turn][Copper:14+2/turn][Strange Weapons: 5][Mithril:14+2/t] [Coal:12+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}
+ [Small Factory: Spooled - 2 iron → 2 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}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+44 [Furapes]{+1/t} {Used: 20}
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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]
–In Progress–
>>Airship flight: 4 turns.
–Production–
Soldier Kits: 3+2/turn
–Policies–
>>Rationing is in effect: 2 turns remain
–Actions–
1. The factory expands as the engineers continue to recalibrate the factory. [Expand the factory]
2. The peon farm suffers from a spat of firings and restructuring to increase production. [Expand the peon farm]
3. Research on the automata resumes as the militia effort is largely scrapped. [Research: Automata]
4. The airship yard expands to completion. [Airship Yard: 2/4]
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46ca4e No.28048
| Rolled 28, 68, 20, 71 = 187 (4d100) |
>>28043
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: 173
Food: 23-1/turn
Resources: Lumber 0+3/turn, Food +2/turn, +[Velsignelse Frukt] 16 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 0, +5/turn, [11 Infantry Kit], Mead, 180 Gold, 3 strange weapons, Celestium 2 +2/turn, 5 Celesteel Reaver kits
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Massive Iron Mine]
[Small Lumberyard](Medium 2/8)
[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: 86 Myr Raiders[Elite]
+[1 Average Artillery]
Navy: 3 Lightly Armed Sloops[Stormbreaker]
+[Heavily Armed Frigate][Stormbreaker]
+[Heavily Armed Sloop][Stormbreaker]
+[Medium Armed Frigate][Stormbreaker][Navi II]
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]
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 resoruces)
Free: Build a Lightly Armed sloop with navigation tools. Spend 3 lumber and 4 iron.(resources already removed and accounted for)
1. Continue construction of the Veldig Lumberyard. Those woods will be useful for us.(2/4)
2. While I am sure we ALL realize that we're working on two different lumberyards now, we are in desperate need of more wood to supply the shipyard. So keep at it. (2/8)
3.Begin researching shipbuilding techniques and methodologies. We're sitting on several rare or unique resources at Alfarna. Time to see how we can sail with them.
4.Begin researching Gunpowder types that will fire cleanly and reliably in even the worst conditions.
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46ca4e No.28050
>>28046
>>28049
Dice be hard.
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46ca4e No.28051
>>28048
1. The first surveys of the colony lands show a plethora of minerals +[Iron Vein][Ruby Vein] and a large [Black Crystal Formation] which guts from the ground.
2-3. Progress begins on the 3/4 [Tiny Quarry]
4. Men begin to build small fishing vessels 1/4 [Tiny Fishery]
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46ca4e No.28052
| Rolled 41, 90, 99, 51 = 281 (4d100) |
>>28051
Population: 200
Food: 8 -2/turn +2/turn
Resources: Lumber +1/turn
Assets: [Small Town][Tiny Lumberyard][Small Farm][Tiny Port]
Military: 40 Asyll Infantry
Navy: 4 Civilan Galleons
Bonus: [Wheeler Dealers] Your people are well known for their shrewd negotiating tactics and mercantile knowledge giving them bonuses to all things trade.
Negative: [Money makes the Man] If the colony does not prove profitable soon it will be shut down.
Tech:[Trade I][Naval I]
Untapped Resources: [Iron Vein], [Ruby Vein], [Black Crystal Formation]
Projects: 3/4 [Tiny Quarry], 1/4 [Tiny Fishery]
1: Pleasingly, if not surprisingly, we have landed on a mineral rich island, here. Begin work trenching out pits - we can tunnel beneath the ground in time, start with the iron, we can use it to fashion our tools, rather than import them from Asyll.
2: As aforementioned, the quarry should be deeply useful - finish it.
3-4: Whilst the food we are growing will be adequate for our first winters, we should ensure we have an abundance to account for all possibilities, with that in mind, get more men working on those fishing vessels.
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46ca4e No.28053
>>28048
+5 to action 4 from military II
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46ca4e No.28054
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46ca4e No.28055
| Rolled 21, 49, 10, 4 = 84 (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]
Captives: [None]
Resources: [None]
Skills: [Average Stealth 4/8 Medium Stealth][Medium Spear-fighting][Weak Shadow Magic 4/6 Average Shadow Magic]
Status:Okay
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. I should get better at the most useful tool a huntress has, surprise. [Train stealth.]
4. I am getting better at the gift that peace of god gave me, but i need to get fully use to it before i can truly claim to know what im doing. [Train shadow magic.]
5,6,7. I should spar with my warriors as the siege goes on to keep them sharp and ready for combat and possibly enhance there and my own skills as well as maybe finding someone gifted in combat in the crowd. [Spar with warriors.]
8. When the orders are given we will answer the call. [Standby for orders for the siege.]
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46ca4e No.28056
| Rolled 93, 98, 55, 77 = 323 (4d100) |
>>28055
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46ca4e No.28058
| Rolled 50, 67, 45, 41, 91, 87, 71, 69, 20, 35 = 576 (10d100) |
Population: 5631+1311
Resources: Lumber +1/turn [12] Food +44/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: 57 -53/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]
1-2. Build another small zinko bean farm +2 stone
3-4. Nature magic 2
5. Derfer bird stables 2/4 +3 wood +1 stone
6. Counter the Imam's teachings, then kill him in the savannah. He's trespassing.
7-8. Start a harvesting operation for Snoyal Trees
9-10. Warfare 3
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46ca4e No.28059
| Rolled 73, 82, 8, 55 = 218 (4d100) |
>>28044
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. Okay. I must say that I was not expecting this. I thought that there might be guardians of some sort, or maybe just animals which took the place over, or even just traps, but magic talking snakes were not on my list of expectations.
First, I will take one of my men aside and write on a piece of paper, away from the Snake's eyes: "I want you to go back to the ships and get the stealthiest men, and several bags of gunpowder. You will take a team around the back of the temple, and stack it near the Snake. Once that's done, send your fastest man back around the temple to me. When I see him, I will know that the powder is in place. If things go poorly, I will speak a phrase "I'm terribly sorry, but that's all the time I have for today." Upon the utterance of that phrase, you will ignite a fuse leading to the bags, and send the serpent sky-high. If you truly think you or we are in clear danger, you may light the fuses then. Once the fuses are lit, make your way to cover. I will have the others do the same. Now go."
If they can't read, or if I don't have any paper, I will just whisper to them.
After that, I will make my way from the mass, and remove my hat with a bow. I intend to treat this guardian with respect. If it does not do the same, I can blow it sky high.
"Greetings, guardian. My friends and I have come to this temple to satiate a deep curiosity. We wish to discover, by cunning or by force, what lies beneath this temple. However, I am always more disposed towards polite conversation than I am towards treachery or violence, so I urge you to consider letting us into your temple. Might I ask you: what do you mean by "kin of the viper?" I know little of this place, though it certainly fascinates me."
I will keep the conversation going until the courier comes back. If, at that time, I feel that things are going poorly, I can give the signal. If not, I can keep talking to the snake, or enter the temple, depending on the development of the conversation.
[Talk to snake, question nature of temple and meaning of the phrase "Kin of the Viper", have man from group go back to ship and get gunpowder to pile behind the snake which can be detonated on my signal if the conversation goes south.] [Charming Rogue]
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46ca4e No.28061
| Rolled 37, 20, 49, 99 = 205 (4d100) |
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: 1898 peeples, 19 Nymphs & 28 Ice Nymphs
Food: 8 -18/turn from pop | +14/turn from food produc. [Net: -4/turn]
Resources: Lumber [41] +3/turn | Frostwood lumber[1] +1/turn | Fish & game (food) +14/turn | Pelts [22] +2/turn | Iron [9] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [3] +1 per turn |
Beast: [3 Murplish] | 1 [Kralik Bird]
Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny lumberyard] [Tiny Frostwood Luberyard][Large Farm][ 3 Small Farm][[Tiny Forge][Tiny Shipyard][Tiny Blockhouses]( - 100 pop housed) [Tiny Wood Wall][Tiny Iron Mine]
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]
>Ongoing
>2/6 [Secret Police I]
>[- 5 turns till sloop 1 completes trip]
>3/4 [Small Farm]
Thorns in muh anus:
[Idol Cult]
1. It appears the Castellian has disappeared at the Ice Temple, I shall go to it, either to recover his body or bring him back. We need his tank most of all though.
2. Meanwhile, the police recruitment and training is to continue with my hopefully brief absence.
3. The farm is also to be completed, with a small Murplish addition to be made to it.
4. These rough seas are ridiculous, we cannot get ships in or out of here, at least by the water. If we Kievans are one thing, its ingenuitive, and if the water will not cooperate with us, then we shall take to the air. Begin research into Airship travel at once!
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46ca4e No.28062
>>28058
PJ can also have 26 ancient weapons which should be enough to outfit all of his followers.
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46ca4e No.28063
>>28058
The Imam comes before the gathered warriors to slay him, standing tall and proud before the rest of the new flock.
"Under the terms given to us by your leader, we had been promised safety to preach the words of Tash the inexorable at will, and not to impede those who wish to come to his service. This was in exchange for the obsidian we yet continue to delve and harvest.
I fear not death, for my master on high holds the keys to death.
If you are to slay me then slay me here before the faithful, and show your kin how true their leaders are to their oaths."
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46ca4e No.28064
| Rolled 67, 84, 32, 45 = 228 (4d100) |
>>28043
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:
840 Humans
144 Snousies
Food: 11 -9/turn +9/turn
Resources:
19 Lumber +1/turn
12 Shiny Scales +1/turn
5 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]
2/4 [Tiny Xorm Berry Farm]
3/6 [Small obsidian mine]
1. Keep working on the Obsidian mine 3/6
2-4. Ours was promised the saftey to preach, but neither sword nor word shall stem our faith to Tash to serve his will.
If we are to be martyrs in his name, so be it. Go forth, and spread the word to those who will take it. Fear not death, and let those who will take you hide you that you might continue to share the true faith!
[Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class]
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46ca4e No.28065
>>28063
The Felpin simply kill and eat the Imam. No problemo.
A trope of Felpin later come to kill those ones.
Yest' chelovék, yest' probléma. Net chelovéka, net problémy.
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46ca4e No.28118
| Rolled 56, 81, 50, 40 = 227 (4d100) |
>>28044
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: 387 (10% increase)
Food: 31 -3/turn
Resources:
+ Lumber: 25 +2/turn
+ Food/Farmed: +2/turn
+ Light Crystals (0.8 +0.1/turn)
+ Sluglings
+ Spice Sap (22 +2/turn)
+ Fireoctupus
+ 1 Merchant Cog
+ 180 Gold Coins (+10/turn)
+ 110 Slaves
+ Torch Fish oil (17 +3/turn)
+ Silver (16 +2/turn)
+ Emerald (7 +1/turn)
+ Stone (15 +5/turn)
+ Iron (16 +5/turn)
+ Strange Weapons (2)
+ Behemoth Coral (2 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]
Well shit.
1-3. Get that fort finished. We are going to need it if we are going to fight this thing off. 5/14
4. Small farm construction continues. Put the slaves back into it. 2/6
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46ca4e No.28122
| Rolled 22, 56, 60, 46 = 184 (4d100) |
>>28061
After falling into a ditch for a month or so and battling his way across dire hob-monkeys and other such horrors, Tesali Nikgori and his men were once again present…a bit, their rations were all consumed for survival purposes. (-3 Days Rations)
Name: Tesali Nikgori
Country of Origin: Rus
Profession: Engineer, Mechanic, Welder
Fluff: Part of the new world retinue, Nikgori is a talented young mechanic from an inventor's factory within the industrial heartlands of Rus who just so happened to tick off his superior, earning his reassignment to the new world. His main function is to make sure that all the toys being sent to the young Kievan realm are up to working standards in the unpredictable conditions of this new land, using his tool-set to make repairs and improvements at they're needed. Tesali possesses rudimentary knowledge on how to pilot land vehicles, but is certainly not what one would call an expert in the matter. The engineer's hair was dyed its current unfortunate color from a lab accident prior to his reassignment.
Followers:[4 Pit Crew]
Assets:[Custom Steamtank (Damaged)]+[Weak Cannon]+[Grouser Threads]
Inventory: [Repair Tools][Backpack][Simple Clothes][Note Stating a Riddle to Solve; "I'm thrice again larger than all you can see, Yet lighter by far than my weighty ancestry."]
Resources: [6 Gold Coins]
Knowledge: [Grouser Tread I][Steam I][Average Architecture]
Other: Small Town Near Frostwood Forest
Bonus: [Steam Boy] You have been trained in the production and repair of all types of machinery and gain bonuses as thus.
Negative: [G.A.F] You are a city boy from the heartland of Rus and have little experience in the untamed wilderness of the New World and have negatives to navigation and survival checks.
1/2. I- *cough* We must complete tank and vamoosh… [Repairing Tank 5/10] (+Steam Boy, Repair Tools)
3/4. Is most confusion…riddle…need help solve- (Ask the pit crew if anybody can figure out the Ice Temple's Riddle. A hint or something?)
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46ca4e No.28128
>Nation Stats
Start Position: The Western Sea
Name: The Fleet
Country of Origin: Originally Ultand, but the people are from everywhere
*Country Fluff: A cosmopolitan nation known for its trade networks, Ultland is best known for its merchants. In fact most Ultlanders one would meet in foreign are merchants. The nation itself is a loose confederation of city states controlled by merchant houses.
Nation Fluff: It all started with one exceptionally large ship, The Bastion, and her exceptionally talented Captain, Captain Thaddeus Sinclair. Captain Sinclair was a successful merchant, when he had the idea to raise profits by cutting out the local shop owners, and selling the goods he shipped directly. To facilitate this he had the Bastion modified to have market space on board from which to sell from. This was big hit, and soon all the merchants wanted in on this. With an eye for more profit the Captain allowed the ships to lash on to his own, and join in on the trading, for a cut of their profits of course. This to was a good move, and soon the amalgam of ships became so large that it was really no longer on ship, but a large floating city, not a mere large group of ships lashed together, but a proper superstructure, dominating the tradelanes. As the fleet grew it traveled the old world, visiting every port city of note, trading in everything one would ever imagine. After more growth and extensive modifications the captain set a new course, for the new world. And so The Fleet set sail, eagerly anticipating the opportunities of the new markets.
Nation Type: Independent
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46ca4e No.28132
A round of applause for Cornwallis. He is one of the very few who updates regularly.
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46ca4e No.28136
>>28045
1. The library stalls as the Prince refuses to leave his study for the construction
2. The Prince begins deciphering the [Dark Tome] 3/6 [Rot Magic]
3. The [Tiny Silver Mine] is complete and some extra stone is collected +10 Stone
4. The [Tiny Town] is complete and a small herd of weird grassy mooselike creatures are found +[Stamporf Herd]
>>28047
1. The factory has some complications as it is hard to both produce and expand.
2. Work is made on the 3/5 [Small Peon Farm]
3. 4/6 [Automata I]
4. The 3/4 [Tiny Airshipyard] is almost done
>>28048
1. The lumberyard stalls again
2. 4/8 [Medium Lumberyard]
3. Time is spent thinking on how to tap these new resources though no one has anything great…
4. 3/6 [Gunpowder I]
>>28052
1. The iron mine is starting to come together 2/4 [Tiny Iron Mine]
2. The [Tiny Quarry] is complete as the workers also find more minerals in it +[Sapphire Vein]
3. The [Tiny Fishery] is done though the storm stops the fishers from doing anything, they however in their spare tiny find small tasty red berries +[Glippy Berries]
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46ca4e No.28137
>>28055
+26 Ancient Weapons
1. 6/8 [Medium Stealth]
2. Backlash strains you body as you try and cast +[Injured]
3. Few want to spar as they are thirsty for the blood of the Corvains
4. Standby
>>28058
1. 3/4 [Small Zinko Farm]
2. 2/8 [Nature Magic II]
3. [Tiny Derfer Ranch] is complete +10 Defer Birds
4. The Imam is taken and sacrificed to the Mother for his insolence but apparently his teachings have infected many of Agrarian class. There seems to be resentment aimed towards the priestesses who rule. They call for the warriors to return and crush this before anything else happens.
5. 4/5 [Tiny Snoyal Lumberyard]
6. 2/10 [Warfare III]
>>28059
1.Then men run back and begin to set you the gunpowder as you have asked. 3/4 [Booby-Trap]
The snakes voice once again reverberates in your mind
[You fleshling are the Vipers kin, you so bathed with deceit and lies, you who have looked only for the gain of yourself, you who have poured the venom of deceit in the ears of some many innocent souls. Yes you are our kin. This is the Temple of Na’Thalum God of Lies, Viper of the Sea and Lord of all which Slither. Are you worthy of it’s boons?]
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46ca4e No.28138
>>28061
1. You find him and the tank stuck in the ditch, your men help him out and send him on his way.
2. The recruitment stalls as the police begin to believe they have already been infiltrated and a small purge is held -6 pop
3. [Small Farm] completed
4. What an Airship this is MADNESS we’d need some sort of lighter then air gas or some magic beyond what we can even comprehend. Oh what do you mean we found flying whales. What we found flying whales? That makes no sense at all! +[Floatwhale Herds]
>>28064
1. The [Small Obsidian Mine] is complete
2-4. More Imams are sent to the Felpin while some die many make it into the arms of sympathizers. 4/10 [Massive Conversion- Agricultural Class Felpin]
>>28118
1. 10/14 [Massive Fort]
2. 4/6 [Small Farm]
>>28122
1. The Tank is moving again! Everything is good now you hope!
2.Well I dunno sir maybe it’s ice themed or something, doesn’t ice float in water or something?
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46ca4e No.28139
>>28128
Tired will do tomorrow I promise
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46ca4e No.28140
>>28132
Fuck you Dara I was on vacation, which you would know if you were ever in the IRC.
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46ca4e No.28141
>>28039
1. ~
2. +[Average Dual-wielding]
3. You begin to train some forces 5/10 [Elite]
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46ca4e No.28142
>>28140
he's not being ironic you dribbling cuntmuffin :3
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46ca4e No.28143
| Rolled 26, 11, 22, 75, 79, 85, 65, 2 = 365 (8d100) |
>>28141
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.
1-4; Train soldiers to be able to handle the new world terrain and add tactics to combat natives
5-6; Train Dual-Wielding with VaLi
7-8; Investigate more about the rebels and the hierarchy. Learn about how armed they are and whether they can actually deal any damage
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46ca4e No.28144
| Rolled 18, 34, 94, 55 = 201 (4d100) |
>>28136
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: 183
Food: 24-1/turn
Resources: Lumber 2+3/turn, Food +2/turn, +[Velsignelse Frukt] 18 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 4, +5/turn, [11 Infantry Kit], Mead, 200 Gold, 2 strange weapons, Celestium 3 +2/turn, 10 Celesteel Reaver kits
Assets: [Medium Town]
[Small Farm]
[Small Velsignelse Frukt Farm]
[Massive Iron Mine]
[Small Lumberyard](Medium 4/8)
[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: 91 Myr Raiders[Elite]
+[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]
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] (3/6)
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. That hardwood cannot be that ahrd. Finish the lumberyard for it now! (2/4)
2. Work proceeds apace on the regular lumberyard as well. (4/8)
3.Wow we made a lot of progress on that new gunpowder recipe. It now can fire 50% of the time in horrid conditions. Let's see if we can't make it fire all the time.(3/6)
4.Aight well this is a god awful storm. Between that and the gotsdamn zombies the leaders of Myr av Havfolkene likely think we're dead and the colony is a failure. Let's show them we are still here and surviving, and could be doing better with support. Send a ship home with coded schematics for the Stormbreaker ships, small samples of Celestium, Norfil(in a metal container because shit is nasty), Velsignelse Frukt, and Duftende Frukt.
+[Lightly armed Sloop][Stormbreaker][Navi II]
+Naval I
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46ca4e No.28145
| Rolled 58, 84, 87, 85 = 314 (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:704{+5%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800}
Food: 11 [-1/turn][+4: Tiny Slave Farm]
Resources: [Lumber:52 +3/t][Stone/Iron Mine→Iron:17+1/t] Stone:7+1/t}[Heathold Ore:15+2][Sharpleaf:7+1/turn][Gorim Tubes:0][Grav Stone:8+1/turn][Copper:16+2/turn][Strange Weapons: 5][Mithril:16+2/t] [Coal:14+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}
+ [Small Factory: Spooled - 2 iron → 2 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}
+ [Tiny Peon Farm] [+1 food/10 slaves]
–Slaves–
+45 [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}
+ 98 Yolian War-Golems
+ 50 Malfunctioning 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]
–In Progress–
>>Airship flight: 3 turns.
–Production–
Soldier Kits: 5+2/turn
–Policies–
>>Rationing is in effect: 1 turns remain
–Actions–
1. The factory retool and expansion continues despite the issues. Large amounts of copper and wood are allocated to increase the size of the facility, and coal-fed boilers are introduced. [factory expansion: utilize all available resources in an unlimited capacity]
2. The peon farm continues to grow in size. Considerable amounts of [lumber] are used. { 3/5 [Small Peon Farm]}
3. More progress is attempted on the automata. The chief engineer looks pleased. {4/6 [Automata I]}
4. The colony administrator has recently shown up to grace the unveiling of the new dock. Let's hope nothing untoward happens at the event. Typically Yolian unveiling events are what pass for religion in Yol, so such things are taken with some degree of seriousness.. {3/4 [Tiny Airshipyard] }
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46ca4e No.28147
| Rolled 92, 98, 90, 91 = 371 (4d100) |
>>28122
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: 6 -18/turn from pop | +16/turn from food produc. [Net: -2/turn]
Resources: Lumber [43] +3/turn | Frostwood lumber[2] +1/turn | Fish & game (food) +14/turn | Pelts [24] +2/turn | Iron [10] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [4] +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][ 4 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine]
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]
>Ongoing
>2/6 [Secret Police I]
>[- 6 turns till sloop 1 completes trip]
Thorns in muh anus:
[Idol Cult]
1. A purge? Well then, we must double our efforts and make the secret police a reality, and to also make a secreter police to monitor the secret police!
2. Finally getting somewhere with the food, lets upgrade some of those small farms.
3. Flying whales? Flying Whales! Lets try to utilize them as airships! Giant, masterful, living Airships!
4. Now, lets build some forts on our borders to defend against potentially violent natives.
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46ca4e No.28148
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46ca4e No.28150
| Rolled 46, 38, 32, 37 = 153 (4d100) |
>>28136
——-
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: 577(+6%)
Food: 8 (-5/turn, +4/turn = -1/turn surplus)
Resources: [Lumber: 5 (+1/turn)] [Food +4/turn] [Gold: 5 (+1/turn)] [Iron: 4 (+1/turn)][Silver: 1 (+1/turn)] [Dark Tome] [Stamporf Herd]
Assets: [Large Town(Goldenhome)][Tiny Town(Dragon's Landing)] [Tiny Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Library(+5)][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]
I don't care if you need to renovate this room, I, AM, BUSY! Build a new wing to the library and name it the dragon wing or something, we have the resources to do it.
1. Gather up all the books in the colony and expand library [Tiny-→ Small Library] [Resources: [Lumber: 1]] [4/6]
2. Study the dark tome, its secrets will be min- I mean ours! MWAAHAHAHA! [Dark Tome][Rot Magic] Bonus: [Tiny Library(+5)] [3/6]
3. Expand mining operations into the silver Vein [Tiny Silver Mine] [3/4]
4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm]
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46ca4e No.28151
>>28136
>>28150
>FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF- forgot to change the silver mine action after it finished
>Cornwalis, if you'll allow it, then count dice 3 for action 4 as well making it
>3-4 Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm]
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46ca4e No.28156
>>28150
Aaaaaaand I forgot to add the stone resource to my sheet. Obviously.
So here is a little note to self for when I'm taking my next turn.
>Resource: [Stone: 10]
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46ca4e No.28157
>>28140
Dude, I was seriously complementing you for actually posting when other people drop their shit. Pls no bully.
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46ca4e No.28158
| Rolled 81, 73, 15, 38 = 207 (4d100) |
>>28137
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.
The serpent has put its voice into my mind, so who knows what else it can do in there. I will make an effort to conceal my plan while I speak to it out loud, and stall for my operatives to prepare the back-up plan.
"Very well, then, Guardian. If you don't mind, I have several questions. How is it that you can speak to me as though your voice comes from within my own mind? What magic is it that animates you? How could I prove myself worthy of the treasures of this temple? Are there tasks I must complete, riddles I must solve? Finally, I wish to know more about the god which this temple honors. Who is Na'Thalum? Who are his devotees? How is he worshiped?" [Ask the guardian questions and stall while the saboteurs prepare for Plan B. [Charming Rogue bonus]
4. As I speak, I will scan the area around me, and gesture as though I am indicating the surrounding area. In reality, I'm just trying not to get flanked by a bunch of stone snakes. What's in the area? Are there any other guardians? Other temples? [Scan the surroundings]
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46ca4e No.28159
| Rolled 47, 22, 10, 62, 66 = 207 (5d100) |
Population: 6325+1311
Resources: Lumber +1/turn [12] Food +44/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: 57 -53/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. Finish the small zinko farm 3/4
2. Reconvert the masses, shit's ridiculous
3. Finish snoyal lumberyard 4/5
4-5. Nature magic 2
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46ca4e No.28160
| Rolled 13, 15 = 28 (2d20) |
Bladedancers will again attempt to infiltrate at night and low the gates to let the army in to destroy the town. Murder of sentries etc is considered paramount second only to the opening of the gate. If the gate's opened Ceh hunts down the chief and we kill everyone else.
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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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
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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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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)
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 63, 97, 75, 17 = 252 (4d100) |
>>28751
He changed his mind I am rolling for him.
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46ca4e No.28803
>>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)
| Rolled 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
| Rolled 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
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.