6a5267 No.27001 [View All]
So I have probably forgot something, I deleted the documents with my rules and fluff. The Empires had a lot more fluff before but that'll come in later.
Your first post will be in spring of the year 975 of the Dawn Age
Turn Format will go like this
1-Spring
2-4 Summer-Best time to do things
5 -Fall -Hopefully you have a good harvest
6-Winter (Not a good time to be abroad)
Random and world events will tie into time of year.
Here are the rules and Template
http://pastebin.com/XZJ9ahyD
Rules will be added or changed as needed
For Questions Ask me in the IRC
13 postsand7 image repliesomitted. Click reply to view. ____________________________
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6a5267 No.27035
>>27026
The area chosen for the colony has a coastline that is full of many small coves and hidden bays. A large boreal forrest stretches inland but is not as thick as farther north. The Ground seems fertile as well.
+”Player named Government Building”
+Wizard Tower
Zelthair Aroneous
Bonus and Negative:
Weather Control: You have an innate ability to effect the elements and will receive a +5 when attempting to use magic to do so.
Formal Scholar: Centuries of study allow you to exert massive amount of focus, you receive a +10 when researching new magicks.
Dwarven Hate: You receive a large penalty with diplomacy towards Vulcarium.
Ershia's Sight
Questionable Leadership: Untill you prove yourself to your citizens when you suffer legitimacy loss it will affect your populus harder.
Prophetic Founding: Your seers chose this spot for a reason, their is a legendary artifact nearby.
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6a5267 No.27036
| Rolled 53, 31, 58, 35, 74 = 251 (5d100) |
>>27035
Hero:
Name: Zelthair Aroneous
Fluff: Zelthair was born by the reckoning of the younger races, long ago. Nearly one thousand years ago in fact. As a young lad born with a strong spark of magic, he was taken in by the Archmagus Eljestian. For centuries Zelthair learned magic under his harsh master. Nearly eight hundred years later, when Zelthair was nine hundred and had finished his apprenticeship but not yet acquired his staff of wizardry, Eljestian marched with all his underlings and apprentices to war. Zelthair marched with them. He was present when his Master, and with most of the senior magi were killed by a Vulcarium siege canon at the Battle of the Crimson river and he wept when Vulcarium lines sacked the city of Silena. However it was not until the Vulcarium army reach the Myralan pass did Zelthair make a truly name for himself.
Taking Eljestian's broken staff, the foremost fang of the slain war dragon Tyrndanost, Zelthair made his staff of wizardry. It was a crude, ugly, thing showing none of the refinement or grace befitting an Elvish wizard. He didn't care. Rukh's Fang was his and with it he would rain death upon the Vulcarium host. He accomplished that task masterfully. The pass of Myralan was inundated with the worst storm seen in millennia, the skies poured down a great deluge, lightning shattered stone, and the winds howled like an enraged beast. Rockslides were everywhere, the once stable pass turned into a death trap. When the Vulcarium army showed itself a week alter it was but a tattered remnant of it's once massive strength. Kor Arnum had won at great cost. But Zelthair was still not content with it.
Indeed for the next one hundred years he went into borderline seclusion, studying magic and lore in order to expand his own strength. He rarely if ever showed in court except for mandatory commitments. This driven young hero is still by an large an enigma at court. Thus everyone was surprised when he requested to be part of the expedition to the new world.
Legitimacy 100/100 (this is your Right to Rule)
Personal Assets: Wizard Robe and Hat, [Legendary Wizard's Staff] Rukh's Fang: Zelthair's stave, refined over a hundred year into a thing of beauty and power. It is sadi that those near it can hear the faint roar of a great beast. Of course the stave never leaves Zelthair's side, so the curious cannot get closer to indulge themselves.
Personal Wealth (used to effect roles, determined by leadership) Base 5+5/turn
Skills: Air Magic II Water Magic II Earth Magic I Staff Combat I, Lore I
Bonus and Negative:
Weather Control: You have an innate ability to effect the elements and will receive a +5 when attempting to use magic to do so.
Formal Scholar: Centuries of study allow you to exert massive amount of focus, you receive a +10 when researching new magicks.
Dwarven Hate: You receive a large penalty with diplomacy towards Vulcarium.
Colony:
Name: Ershia's Sight
Starting Number 3
Starting Empire: Kor’Arnum:
Fluff :When the new world was discovered seers were immediately summoned to look and find an auspicious place to build a colony. After all with all the other younger races moving there shortly, even Kor Arnum would be left behind if it did nothing. SO when a seer named Ershia had a prompt and fortuitous vision, a colony ship was dispatched to go to the new world, explore, learn, discover and eventually return with knowledge and resources.
Leadership Elder Council (Zelthair is the only wizard currently present)
Population: 50 +2/turn (affected by all sorts of things, but a key influence on success)
Food: 30-5/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money: 20
Buildings
+Hall of Elders
+Wizard Tower
Assets: Warding Stone
Military: 10 Infantry
Resources Small amount of Lumber
Tech: Earth Magic I, Water Magic I, Sympathetic Construction I, Exploration I
Questionable Leadership: Untill you prove yourself to your citizens when you suffer legitimacy loss it will affect your populus harder.
Prophetic Founding: Your seers chose this spot for a reason, their is a legendary artifact nearby.
1-2.Scouts and people go out to explore the surrounding area, looking for anything of value, food, resources, ruins, anything.
+Prophetic Founding: Your seers chose this spot for a reason, their is a legendary artifact nearby.
+Exploration I
3. Start construction of a town proper. Use the lumber and our native Earth Magic to accelerate progress.
+Small amount of lumber
+Earth Magic I
+Sympathetic Construction I
4. Zelthair start reinforcing and helping set up the colony with his earth magic, flattening and clearing the ground, and rearranging the ley lines more to his liking.
+5 from Weather Control
+Earth Magic I
5. Zelthair starts to Research Earth and Nature magic, in order to help set up the colony and accelerate progress.
+10 from Formal Scholar
+Lore I
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6a5267 No.27037
| Rolled 82, 99, 29, 90, 13 = 313 (5d100) |
————–
Hero: Fast-With-Words
————–
Legitimacy 100*/100
Personal Assets:
Legendary Relic “Mold Skin of the Ancients”: A fetit hide of a molderkin whose name was lost centuries ago. On it are drawn powerful sigils and instructions on the ways of spirit. It amplifies the owners necromantic ability
Legendary Gatb “reliquary bones”: You are covered in the skin and bone of your ancestors chosen carefully from only the most powerful shamans, protects you in the spirit world.
Personal Wealth: 25 +/5 turn
Skills: [Necromancy II] [Astral Projection II] [Survival I] [Spirit Control I]
——
Bonus and Negative
——
Necromantic Savant: You are able to perform necromantic feats above what you should for your current level.
Divinely Chosen: Do to being born with a long awaited sign you are the spiritual leader of your people and even low legitimacy will not cause you to do leadership
Kind of a Dick: You still suffer all other effects of low legitimacy but also receive negatives for dealing with others directly, especially other molderkin
Colony: Molderia
Starting Color: Purple
Population: 105 +5/turn
Food: 190-10/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money: 10 +10/turn
Buildings
The Molderian Temple Annex
Molderian Corn Farm {+5 food/turn}
Molderian Petty Accumulators {+10/turn}
—–
Assets:
—–
“Bones of the Angry Dead” Taken from the corpses of legendary molderkin warriors, they are housed in special receptecles in the Holy building. Waiting to be called on for deffense
Military: 30 Molderkin Warriors
———–
Resources:
————
Lumber: 20+10/turn
——-
Tech
——-
[Necromancy I] [Religion II] [Forestry I]
——-
Bonus
——-
Natural Cycle: Death and loss doesnt negatively affect your people as much as it does others.
Animistic: Your people believe all things have spirits that can be influenced
Religiously Incompatible: Molderkin don't react well to views of the world and afterlife other than their own.
————
Actions
————
1. Fast-With-Words calls together the Molderkin religious council at the temple annex. The prophecy Fast-With-Words has received is grim: fearful creatures from across the seas will come, and they will destroy the Molderkin with awful weapons. As such, unity is now demanded: Fast-With-Words has convened the inter-tribal coucil to install him as nominal leader of the Molderkin tribes. [Gain the support of unaffiliated Molderkin] [+Divinely Chosen] [-Kind of a Dick]
2. As befitting such an issue as war, a new religious order of necromacy specialists is developed; The Molderkin seem keen on the idea given their specialization in necromacy. [Research: Necromancers] [Necromatic Savant + Animistic]
3. Similarly, the army also expands. The Molderkin are not keen on war, but they not naive. Fast-With-Words – similarly – has a low expectation of the voluntary cooperation of the local Molderkin clams. [Expand the army]
4. A few Molderkin warriors are woken and asked to instruct the new recruits on tactics. [Research: Tactics]
5. Fast-With-Words starts the yearly ritual of the stars. The ritual is mostly known for blessing the Molderkin with good health and safety in the future. The ritual is extremely complicated: it lasts several days, costs inordinate amounts of resources, and often kills a good deal of Molderkin (usually lower class Molderkin). However, it usually seems to work. [Conduct the yearly ritual]
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6a5267 No.27040
>Question: When you mean
Food 30-5/turn
Do you mean -5 food a turn on top of -1 for every 10 pop? Or is that supposed to be a plus.
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6a5267 No.27050
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6a5267 No.27051
Hero
Name: Lionel Panama
Fluff: Lionel Panama is the dashing corporate executive of the Panama Company. A man with strong financial skills, and educational background, he inherited the company from his father who passed the mantle of CEO down to him. Having worked on the railroad as a youth as part of his training he has a strong desire to get personal with his business he enjoys directly supervising construction operations and day to day operations and ensuring maximum efficiency. It was no wonder why, when the Panama Company was tasked by Erdinia to handle the Canal project he decided to head the operation personally.
Lionel has a love affair with all things steam powered, particularly steamships and railroads, and designed a personal cargo vessel "The Apollo" as one of the fastest steam powered vessels in the world, in order to ensure multiple round trips both to and from the home nation to facilitate the colonial expedition.
Legitimacy 115/115
Personal Assets:
LEGENDARY Cargo Ship [2] + [1]
Family Heirloom (Personal Zapclicker) [1]
>The Zapclicker is the latest in long distance communication. For ages, the difficulty persisted that despite great increases of speed no message could travel faster than the fastest skyship. That all changed with Howard Morace and his invention of the Zapclicker. A tiny metal stone is connected to a small metal hammer attached to a spring, pressing a switch the hammer strikes the stone and releases a small magical zap through the air that is recieved by a receiving device. Through repeitive clicks, information can be communicated over vast distances.
Family [1]
Personal Wealth: [1]
>Base 425+5/turn
Skills:
*Player requested skill
Mechanics I [1]
Man of Well Bearing [1]
Leadership II [2]
Total Points: [10]
Business Savy: If you spend your personal wealth to increase the rolls of your nation to build infrastructure it will receive an additional +10
Massive Debt: Your father taught you never to spend your own money if you could spend someone else’s, and this project was very expensive. If this project doesn't turn a profit for those back relatively quickly there are some who will come looking for what is owed them.
—
Colony
Name: The Erdinia Canal Project
Starting Number:9
Starting Empire: Erdinia
Fluff: Erdinia has long set it's sights on the "Grand Bridge", the landbridge that connects both hemisphere's of the new world but concordently also cuts off the two great oceans. This presents a problem for naval vessels, of which a great portion of trade still relies on, causing them to have to sail around the southern continent. It was with this knowledge that they realized a massive opportunity for wealth and prestige if they were to use their technological prowess to build a canal over the Grand Bridge. And who better to take this garguantuan task than the great The Panama Company, the industrial pride and joy of Erdinia. The Panama Company brings with them a great number of engineers, workers, and farmers all equipped with naught but the latest steam tractors, bulldozers, and of course railway vehicle capability all meant to ensure the best sustainable colony and expedite construction efforts immediately. And one day, there shall be an Erdinian flag flying upon the greatest manmade river the world has ever seen, upon which a river of gold and wealth flows from both sides of the world to he that holds that flag.
Leadership:
Population: 59 +2/turn (affected by all sorts of things, but a key influence on success)
Food: 10-5/turn+3/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money:
Buildings:
Government Building: "Operational Headquarters"
Assets:
Military:
4 Monster Hunters [1]
Resources:
Seed Crop [1]
Warding Stone [1]
Animal Herd [1]
Tech:
>Steam II [2]
>Engineering II [2]
>Sailing I [1]
>Farming I [1]
Bonus:
Total Points: [10]
The Erdinia Canal Project:
Bonus and Negative:
Preplanned location: The are your colony was founded has rich soil and is near a hub of resources.
Beholden to Eridinia: If you do not take at least one action to directly further the canal or related interests to the crown all Nation Rolls will suffer a -5
Stat post
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6a5267 No.27052
| Rolled 98, 89, 40, 1, 1 = 229 (5d100) |
>>27051
1. Landed, and today begins the first day of our great project. Let's commemorate this occassion.
Bring me a shovel and gather the men to the front of the HQ building, and ready a flag pole. I will dig up the ceremonial first shovel of earth, just for the flagpole where we will raise up the erdinia flag followed by the national anthem.
Take heart men, you are no longer far away at sea. You are now on Erdinian land!
>Player Bonus:
Leadership II
>Nation Bonus:
Beholden to Eridinia: Take at least one action to directly further the canal or related interests to the crown
2. After that, straight to work. Our first priority will be the acquisition of food. Immediate food, we're not going to be able to wait for the harvest.
Luckily we picked our spot well, the surveyor's reported that the surrouding area is rich in wildlife, game, and more including sloths and easy game.. According to our reports, the fruit grows here all year round, so there's no reason for us to go hungry.
3. The Apollo was built with numerous fail-safes including one redundant boiler and a spare in case of emergency. Use the redundant boiler and convert it into a steam tractor. That would give us the labor ability of a great many more men than we have now.
>Player Bonus:
Mechanics I [1]
>Nation Bonus:
Steam II [2]
Engineering II [2]
4-5. With or without the tractor, the area is rich in fertile soil. There is a small stream nearby, we want to avoid the big river floodplains for until we learn more about any potential flooding. There are clearings nearby along with thin forestry which should be easy to cut down.
You're all hired engineers, laborers, and farmers, hand picked by me. I expect all of you to show your worth, know how to irrigate, plow, and plant a farm and remember this is your food we're growing today.
>Nation Bonus:
Engineering II [2]
Farming I [1]
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6a5267 No.27054
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6a5267 No.27055
Oops I missed you when I was posting everyone's stats.
>>27025
The stretch of beach youre dropped off on has beautiful white sand beaches. Before you stretches jungle and some miles away large cliffs form a curtain running like a spine down the center of the world
+”Player named” Government Building
+ 3 food/turn from animal herd
Hyopith Zils
Bonus and Negative:
Wild Empathy: You are skilled at looking into the hearts of wild beasts. You can use your whistle to attempt to calm wild beasts and attempt roles to tame creatures that would normally be resistant to such attempts
Wild at heart: You're much more at home in the wilderness surrounded by ferril beasts then your fellow men. You have a +10 to learning wilderness skills(we can work together to determine what falls under this) but will take double effort to learn technology related skills
Name: Cloudfall
Bonus and Negative:
Shrouded in Myst: The water mages of the zils clan keep Cloudfall hidden from view, you will have less wandering monster encounters and be harder by enemy forces.
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6a5267 No.27056
Hero:
Name: Hyopith Zils
Fluff: Hyopith, or “The Ghost that Walks” in Zils clan tongue, is a skilled spellsword and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by band of Erdinian marauders. 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 and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by Zils clan 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 continually beckoned the young Hyopith.
His skills with blade, magic, and survival eventually caught the attention of higher-ups within Ipsalian leadership, who commissioned him to lead a colonizing effort into the new world. Eager to see what new life and adventures exist in the unknown land, Hyopith took the commission, founding Cloudfall as its first governor.
Legitimacy 100/100
Personal Assets:
+[Iron Sword]
+[Family Heirloom: The Wild Whistle] A silver whistle crafted by Hyopith’s great-great grandfather and passed through generations, its true power was lost to the passage of time…until it was rediscovered by Hyopith. Once, when a Zils clanswoman was surrounded by pack of bloodthirsty wolves, Hyopith blew the whistle and saw that the wolf pack almost immediately dissipated and fled back into the forests. The Wild Whistle was a taming aid, whose shrill call could soothe the most savage of beasts.
+[Legendary Mount: Blackbeak] A not-so-normal pitch black peregrine falcon, Blackbeak and Hyopith first met on one of Hyopith’s regular scouting missions for the Zils clan. Finding the bird on the forest floor wounded and bloodied, Hyopith abandoned his mission in order to take the creature back home and nurse it back to full health. After several weeks under Hyopith’s care, Blackbeak was able to fly outside and transform into its true form, a bird quintupled in size than the one before.
For saving his life, Blackbeak faithfully serves Hyopith. He is able to quickly shapeshift from his normal and larger sizes, and is able to be ridden in larger form. Blackbeak also possesses a razor sharp beak and talons, and the gusts caused from his wings flapping in larger form have been known to knock grown men off their feet.
Personal Wealth : Base 5 +5/turn
Skills:
+[Taming II]
+[Survival II]
+[Water Magic I]
+[Sword I]
Bonus:
+[Wild Empathy] You are skilled at looking into the hearts of wild beasts. You can use your whistle to attempt to calm wild beasts and attempt rolls to tame creatures that would normally be resistant to such attempts.
Negative:
+/-[Wild at Heart] You're much more at home in the wilderness surrounded by feral beasts then your fellow men. You have a +10 to learning wilderness skills(we can work together to determine what falls under this) but will take double effort to learn technology related skills.
——–
Colony:
Name: Cloudfall
Starting Number: 7
Starting Empire: Ipsalia
Fluff: A colony composed primarily of members of the Hyopith’s clan, the Zils, or the Mist Clan, water magic is what it does best. Named for the shrouds of mist weaved by its mages which conceal the colony from the outside world, to the unaware traveler it could seem as though the colony fell from the heavens themselves. Guided through Hyopith’s leadership and training, the colony as a whole has also become skilled in hunting as per clan tradition.
Leadership: Governor
Population: 54 +2/turn
Food: 10 -2/turn
Money:
Buildings:
+[Nimbus Hall {Government Building}]
Assets:
+[Warding Stone]
Military:
+[4 Monster Hunters]
Resources:
+[Animal Herd]
+[Seed Crop]
Tech:
+[Water Magic II]
+[Hunting II]
+[Farming I]
+[Sailing I]
Bonus:
+[Shrouded in Myst] The water mages of the Zils clan keep Cloudfall hidden from view, you will have less wandering monster encounters and are harder to spot by enemy forces.
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6a5267 No.27057
| Rolled 94, 28, 56, 97, 91 = 366 (5d100) |
>>27056
1-2 Eager to embark back into nature after the long voyage from Ipsalia, Hyopith rounds up the new colony's monster hunters and ventures into the jungle. Their scouting mission will be twofold, with Blackbeak soaring the skies and navigating the land from above, returning to Hyopith should he find anything interesting, and the monster hunters and Hyopith exploring the jungle from land. Everything will be noted and recorded, from local fauna and flora to resources and natural landmarks.
>+[Survival II]
>+[4 Monster Hunters]
>+[Blackbeak]
3. The Zils clan water mages venture out to the shoreline, specifically where the waves break upon the beach. Utilizing water magic, the mages amplify the power of the waves in order to have the fish living within the ocean be stranded upon the beach once the waves break. The mages take care to not have the waves crash down on top of them, lest they be swept into the ocean themselves. All caught fish will be added to the food stores.
>+[Water Magic II]
4. After shaking off their sea legs, the Cloudfall hunters begin training in order to shake the hunting rust off that built up along the ocean voyage. They fashion new wilderness bows out of the surrounding jungle trees and begin target practice, patiently awaiting the return of their leader Hyopith.
>+[Hunting II]
5. The rest of the Cloudfall villagers begin making a clearing within the jungle from which the Animal Herd may graze, and the seed crops be planted. They begin construction of a farm once the trees are cleared away.
+[Farming I]
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6a5267 No.27058
>>27052
You're fucking done, kiddo
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6a5267 No.27060
| Rolled 9, 96, 82, 18, 53 = 258 (5d100) |
>>27032
Hero:
Name: Master Artificer Urist Firebeard
Fluff: Urist is an artificer of the Vulcarium. Usually this would mean that he would deal with the machines and inventing new works of magic and steel for the armies or citizens. He would be doing that now if he wasn't sent over to a new world to claim new land and resources for the Vulcarium. He isn't too sure why they sent an artificer and not a general or something, but guesses that it is because the generals are all needed. Urist wishes nothing more than to invent and research; especially to find a way to remove people's reliance upon dragon oil, but that will have to wait for when he has time.
Legitimacy 100/100
Personal Assets: Ragnarok (Family Heirloom Rifle) (legendary) (The Firebeard family heirloom rifle. Created and wielded by the first of the Firebeard clan Regurd Firedbeard. He was an Artificer turned monster hunter and after entering a fit of mad engineering and spending all his money on suppplies he created a rifle from rare magical metals and magical wood looted from Uris, then pumped with even more magic. The enchantments are chaotic but potent and the gun grew legendary when Regurd slew a fire giant with it in a single shot)
Cargo ship
Leather Armor
Personal Wealth: 5+5/turn
Skills: [Gun I] [Artifice II] [Engineering I] [Fire Magic I] (Requesting both Artifice and Fire magic/magic skill be a thing)
Bonus:
Master Artificer: You gain a +5 on all rolls to research non magical technologies and an additional +5 to rolls related to artifice.
Legendairy Rifle : Against foes of giant stature your rifles chaotic magic kicks into overdrive, a random table will be rolled on my gm to determine magical effects
Colony:
Name: New Ironhold
Starting Number: 12
Starting Empire: Vulcarium
Fluff: A patchwork of civilians and artificers sent with Urist to build a colony on the new world for resources and study. Strike the Earth!
Leadership: Urist is sole leader
Population: 50 +2/turn
Food: 10-1/turn
Money:
Buildings: Dwarven Hall
Assets: Artisan tools (Artificer and blacksmith tools)
Military: 4 Monster Hunters, 10 Infantry
Resources: Seed crop
Animal Herd
1 Warding Stone
1 Holy relic "Fallen Star of Durgen"
Small Supply of Iron
Small Supply of Coal
Tech: [Engineering] [Fire Magic] [Gunpowder]
Bonus: Industrious People: Your population is filled with many bright minds and those good with their hands, a general +5 to all build rolls.
Forward Thinkers: You recieve a +10 to research fuel methods alternative to dragon oil, but to truly equal that substance will take legendary effort.
Star of Durgen: The Holy stone that fell from the sky, your clans greatest treasure, it weaves a subtle enchantment over your people, it must be protected at all costs. Though it repels some monsters it may act as a beacon to others.
Ironhold actions:
1. Have some people clear out some of the jungle so we can build farms.
2. Have others start building farms. +5
3. Send the monster hunters with a few dwarves that know ores to search the mountain for good deposits.
4. Get started building a small temple to house the Fallen Star of Durgen. Use the wood cleared from the jungle.
Urist actions:
5. I'm going to join the explorers going to the mountains to see if I can help find anything useful. Maybe I can find a new monster to hunt? Who knows.
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6a5267 No.27061
| Rolled 18, 9, 90, 83, 65 = 265 (5d100) |
Hero:
Name: Governor Maxmillan Horistor III
Fluff: The Horister family has a long proud family lineage dating back to the founding of Eridinia. Though simple noble family for many years they were thrust into the forefront of technology when Lord Maxmillan Horistor I created the Pneumatic Lance and revolutionized the way to hunt monsters. This has lead the family to always be at the front of the technical and hunting world with each sucessive heir adding to their fortunes. Lord Maxmillan Horistor III is such a man, having realized that the resources of the old world where getting exhausted he set off to get a colonial charter to expand to the new world to secure his families future.
Legitimacy 100/100
Personal Assets: Legendary Family Heirloom Pneumatic Lance “Dragon’s Bane”, Mundane Hunter’s Garb
Personal Wealth: Base 5+5/turn
Skills:[Pneumatic Lance II][Survival II][Leadership II]
Bonus:
[Scion of Great Monster Slaying House]: Stories have been told to you of your destiny since you were little, your family's ancestral manor is filled with great trophies. You gain a bonus to combat against monsters, and can even gain legitimacy for worthy kills.
[Family Patrons]: You have a rich family back home that you may be able to draw resources from.
[Glory of house Horistor]: Should you personally fail in combat against a monster this may negatively impact your legitimacy and the reputation of your house.
Colony:
Name: Fort Eberdeen
Starting Number: 2
Starting Empire: Eridinia
Fluff : A stoat fort on the coast with view over the surronding bay and forests. Chosen for it’s proximity to native dragon territory and the abundant forests which were sure to be useful for fuel and shipping back to the old world.
Leadership: Governor Maximillan Horistor
Population: 50 +2/turn
Food: 20-5/turn +4/turn
Money:
Buildings: Small Fortress, Large Animal Herd +4 food/turn
Assets: Warding Stone, Holy Artifact “Saint Eberdeen’s Bones”,
Military: 4 Monster Hunters, Naval Sloop
Resources: Small Supply of Iron, Small supply of Lumber
Tech: [Monster-slaying I][Forestry I]
Bonus:
[Great protectors]: The men and women who came with you know what they signed up for, but they trust in their leaders to keep them safe and suffer less impact by monster attacks against the colony.
[Religious Fervor]: The religious artifact has attracted many true believers they will expect their faith to be honored.
—For Eberdeen—
1. Get to work boys time to set up a lumberyard and get these trees down +[Forestry I]
2. Set up some small hunting outpost to hunt smaller more edible monsters +[Monster-hunting I] -[Small supply of Lumber]
3. Scout the are for resources
4. Get some simple foraging teams out to grab food from the surrounding area.
—Maximillan Horistor—-
5.Let’s get hunting boys, look at those tress all sorts of beasties await
+Max
[Pneumatic Lance II][Survival II][Leadership II]
[Scion of Great Monster Slaying House]
+4 Monster Hunters
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6a5267 No.27066
| Rolled 81, 35, 90, 69, 23 = 298 (5d100) |
>Hero
Name: Erian Gundolas
>Young Erian Gundolas was just a boy living on a small coastal village between the empire of Eridinia and his native Ipsalia when war broke out between the two. His father hid him away, and he watched in terror as the Eridinian's in their flying ships and slaughtered everyone, leaving only him. Growing up a bitter ward of the state, he immediately joined with the army as soon as he came of age, his father's old Greatsword never leaving his side, though the war ended as soon as he finished training, much to his dismay. He saw his chance in the new world that was discovered, and petitioned the king of Upsalia to grant him permission to start a colony, which he was. Gundolas soon recruited friends from his days in training and their families, and set off for the new world.
Legitimacy 115/115
Personal Assets: [Father's Greatsword (Heirloom(Legendary) )] [Leather Armor] [Horse] [Well-Bearing]
Personal Wealth: 5 (+5/turn)
Skills: [Greatsword II] [Survival II] [Leadership I]
Bonus: Military Veteran
Negative: Burning Hatred
>Colony
Name: New Tergaron
Number: 5
Empire: Ipsalia
>Fluff:
Named for Gundolas's destroyed home, New Tergaron is ostensibly a peaceful colony, though it's members have different plans. Made up of Erian Gundolas's army friends and their families, their mission is to harness the power of that which the old world has lost; the great and powerful beasts which roam the new world. Modifying their people's ancient dragon-hunting techniques, they plan to capture and train the native beasts for war, to use when the treaty with Eridinia inevitably breaks down.
Leadership: 'General Assembly' (War Council)
Population: 50 (+2/turn)
Food: 10 (-5/turn)
Money: ~
Buildings: War Room
Assets: [Warding Stone]
Military: Monster hunters (4)
Resources: [small iron supply] [small coal supply] [small lumber supply]
Tech: [Forging II] [Warfare II] [Monster Slaying I]
Bonuses: [Military Society] [Ancestral Dragon-Slayers]
>New Tergaron
1/2) First thing's first, if the outpost is to survive, we need a proper food source. Find one.
3) Begin construction of a Barracks for the men and their families to live in.
>Erian Gundolas
4) Practice my swordsmanship.
5) Scout around a bit, to try and get a feel for this new land.
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6a5267 No.27067
Next turn will be the start of the Summer Season
>A Couple Notes
1. Please devide your actions between your hero and colony and label them as such
>Exapmle
Hero
1.&2.
Nation
3.-5.
2. Your border color will be 2 colors, the outer color being your Patron Empire the inner color is your color, if you care you can list a color or two you might like.
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6a5267 No.27068
Erdinia Canal Project
>>27052
1. Holy Shit, your little speech fires up the whole colony. This symbolic act will go down in history
>Assets [Eridinia Canal 1/50]
>+5% Legitamacy 120/100
2. The scouts you send out report in the immediate vicinity two discoveries. The first are cocoa beans, Very rare back in the Five Empires. The Second is a large red fruit the size of a cannon ball then when split open smells sweet. They bring back a few basket fulls of each
>+[Cocoa Beens]
>+ [“rare fruit”]
>+ 8 food.
3. [Steam Tractor] 7/10 (thanks to bonuses and tech)
4-5. Do to poor directions on a lower management level the majority of the containers of seed are in fact placed nearest the streams MOST LIKELY to flood, however the weather is beautiful and it hasnt rained recently. However shortly after the speech of Mr. Panama a large Water Drake comes down the river bringing with it a great wave washing away the majority of your conony’s seed.
>Change [seed crop] to [single sack of seeds]
>Farm Progress 0/6
>Ambushed by Water Drake
Fort Eberdeen
1. The trees here are mighty indeed! You make very little progress clearing land
>+4 Lumber
>Lumber Yard [1/6]
2. While you do in fact find the area is home to many “game” type monsters you don’t make any progress as you’re ambushed by a large predatory Monster. It’s a massive boar 18 feet tall and tusks like lances. Its fur is
thick and black.
>DireBoar Ambush
3. Your other scouts find seams of coal running beneath the forest trees about a mile inland
4. Luckily berries of many variety are in bloom
>Berry Grove
+8 Food
5. Luckily for the ambushed builders you arrived just in time with the 4 well trained hunters. Ambush prevented but you are in combat.
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6a5267 No.27070
Ershia's Sight
1.-2.The forest is thick and hilley, deep gorges are everywhere making it hard to explore.
However your scouts do report game animals in the area as well as wild vegetables. One scout who dared venture farther than the rest repost a large strange structure deep in the forest that is overgrown with vines and bushes.
3. Progress on the town goes well with the earth magic flattening the terrain.
> Town [5/10]
4. The Layline Morphing goes well, though this is a mighty task
>[Laylines] 3/12
5. Your manipulating of the energy of the earth here give you insight into the energy web of the whole area. Something may come of this later.
>[Earth Magic II] 7/16 (for your hero)
Molderia
1.The Leaders of the 4 other Molderkin tribes begrudgingly agree to meet with Fast-With-Words. You speak well, if speedily to the conclave. The ancient sloth in charge of [yellow] droopy-eye sees the wisdom in your words and agrees to ally with you, [green] chooses independence in this matter. However the leader of [red] Long-in-Dick sees this as an attempt to grab power. He and his lakey [gray] challange your ability to lead the greater Molderkin People.
>Ally with yellow
>Make enemy of red and gray.
2. You comb through your people looking for those with the strongest gift. Not only do you come up with some religious fluff with great speed, you find candidates with startling ability and make great progress training them. They all swear fealty to Fast-with-Words
>Add [Necromancers II]
> Add 10 Necromancers to Military
3. Only 3 wake from their slumber to answer the call of the warrior
4. However their training goes well
>[Tactics I] 5/6
5. The ritual starts slow, as always and must be continued until completed or the spirit's blessing will be lost and dire consequences will befall the Molderkin
>Ritual Progress 1/10
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6a5267 No.27075
Ershia's Sight
1.-2.The forest is thick and hilley, deep gorges are everywhere making it hard to explore.
However your scouts do report game animals in the area as well as wild vegetables. One scout who dared venture farther than the rest repost a large strange structure deep in the forest that is overgrown with vines and bushes.
3. Progress on the town goes well with the earth magic flattening the terrain.
> Town [5/10]
4. The Layline Morphing goes well, though this is a mighty task
>[Laylines] 3/12
5. Your manipulating of the energy of the earth here give you insight into the energy web of the whole area. Something may come of this later.
>[Earth Magic II] 7/16 (for your hero)
Molderia
1.The Leaders of the 4 other Molderkin tribes begrudgingly agree to meet with Fast-With-Words. You speak well, if speedily to the conclave. The ancient sloth in charge of [yellow] droopy-eye sees the wisdom in your words and agrees to ally with you, [green] chooses independence in this matter. However the leader of [red] Long-in-Dick sees this as an attempt to grab power. He and his lakey [gray] challange your ability to lead the greater Molderkin People.
>Ally with yellow
>Make enemy of red and gray.
2. You comb through your people looking for those with the strongest gift. Not only do you come up with some religious fluff with great speed, you find candidates with startling ability and make great progress training them. They all swear fealty to Fast-with-Words
>Add [Necromancers II]
> Add 10 Necromancers to Military
3. Only 3 wake from their slumber to answer the call of the warrior
4. However their training goes well
>[Tactics I] 5/6
5. The ritual starts slow, as always and must be continued until completed or the spirit's blessing will be lost and dire consequences will befall the Molderkin
>Ritual Progress 1/10
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6a5267 No.27076
Cloudfall
1-2. For living creatures Blackbeak spies two points of interest, a grazing herd of large herbivores in a large clearing near a mighty waterfall and also a large monster, 25 feet tall bird like creature with a massive beak, bright color plumage and wings to small for true flight. You can Ambush either. Also you find mank rare woods with interesting properties.
3. Using Water Magic you bring in a good hall
>+6 food
4. You fashion 20 Mighty Hunting Bows
5. The progress on the farmland goes better than could be hoped for
>+20 Lumber
>Add [Small Farm]+5 food/turn
>Animal Herd Food output goes up by +1
New Ironhold
1. The Dense Jungle proves truly foreign to the dwarves, though your axes are sharp vary little progress is made chopping wood
>+1 Lumber
2. Your builders do much better than your wood cutters, though there isnt clearing enough yet for farms nice irrigation ditches are dug from the many rivers nearby.
>[Small Farm] progress 5/6
>Add “irrigation ditches” to buildings
3. You sent a survey team with the monster hunters for protection. The mountains are far enough inland it will take 1 turn for the team to return.
>Set “Monster Hunters” to “Away”
4. Their is not nearly enough lumber for a true temple to be constructed. Some of the more devout take turns sleeping near it to ensure its safety, not letting those of lesser faith near it untill a true sanctuary is constructed.
5. Though your presence doesnt slow or expedite the adventure you can now know what is happening. The hunters lead you safely into the jungle. You discover it is a land of many deep rivers spreading like the veins of the earth before you. The Mountains arent THAT far away but the rivers make progress slow. You see much potential in this land.
New Tergaron
1.2- Not to far inland you find large groves of strange citrus fruit unlike any in the homeland. You also find the swamps are teeming with fish, and other creatures.
>Add [“citrus” grove]
Your scouts bring back +8 food with them.
3. The Barracks go up in a well ordered fashion forming a grid layout around the war room
>Add “Living Barracks” to buildings, this uses up your wood supply.
4. You train with your greatsword leading morning drills each day while the barracks are being built
>[Greatsword III] 4/24
5. The Breackneck pace of construction, and the desire for your men to shelter their familys leaves little time for exploration.
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6a5267 No.27077
| Rolled 63 (1d100) |
>>27068
Have the monster hunters run interference harassing the boars legs and keeping out of range of it's tusks. Baiting it into trees and the likes while inflicting glancing wounds, once it is tired Lord Maximilian will go in for the kill with with "Dragon's Bane" after studying the creatures movements and weak spots.
[Monster-slaying I]
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6a5267 No.27078
| Rolled 17 (1d20) |
>>27077
-Maximillan Horistor-
Going for the kill-shot
[Scion of Great Monster Slaying House] [Legendary Family Heirloom Pneumatic Lance “Dragon’s Bane”]
[Mundane Hunter’s Garb]
[Pneumatic Lance II]
[Leadership II]
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6a5267 No.27079
>>27078
The Direboars is successfully to your ambush by the hunters, when the boar finally charges Maximillian Horistor levels his Pneumatic Lance “Dragon’s Bane”. The boars legs have been wounded, slowing it down and just at the last second Maximillian activates the lance sending out the tip like a piston right through its thick skull, stopping it in its tracks with its tusks inches from the lords face.
>Add +5 Food
> 1 Direboar pelt to personal assets
>+6 Legitimacy
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6a5267 No.27080
>>27070
>Hero:
>Name: Zelthair Aroneous
>Fluff: Zelthair was born by the reckoning of the younger races, long ago. Nearly one thousand years ago in fact. As a young lad born with a strong spark of magic, he was taken in by the Archmagus Eljestian. For centuries Zelthair learned magic under his harsh master. Nearly eight hundred years later, when Zelthair was nine hundred and had finished his apprenticeship but not yet acquired his staff of wizardry, Eljestian marched with all his underlings and apprentices to war. Zelthair marched with them. He was present when his Master, and with most of the senior magi were killed by a Vulcarium siege canon at the Battle of the Crimson river and he wept when Vulcarium lines sacked the city of Silena. However it was not until the Vulcarium army reach the Myralan pass did Zelthair make a truly name for himself.
>Taking Eljestian's broken staff, the foremost fang of the slain war dragon Tyrndanost, Zelthair made his staff of wizardry. It was a crude, ugly, thing showing none of the refinement or grace befitting an Elvish wizard. He didn't care. Rukh's Fang was his and with it he would rain death upon the Vulcarium host. He accomplished that task masterfully. The pass of Myralan was inundated with the worst storm seen in millennia, the skies poured down a great deluge, lightning shattered stone, and the winds howled like an enraged beast. Rockslides were everywhere, the once stable pass turned into a death trap. When the Vulcarium army showed itself a week alter it was but a tattered remnant of it's once massive strength. Kor Arnum had won at great cost. But Zelthair was still not content with it.
>Indeed for the next one hundred years he went into borderline seclusion, studying magic and lore in order to expand his own strength. He rarely if ever showed in court except for mandatory commitments. This driven young hero is still by an large an enigma at court. Thus everyone was surprised when he requested to be part of the expedition to the new world.
>Legitimacy 100/100 (this is your Right to Rule)
>Personal Assets: Wizard Robe and Hat, [Legendary Wizard's Staff] Rukh's Fang: Zelthair's stave, refined over a hundred year into a thing of beauty and power. It is sadi that those near it can hear the faint roar of a great beast. Of course the stave never leaves Zelthair's side, so the curious cannot get closer to indulge themselves.
>Personal Wealth (used to effect roles, determined by leadership) Base 5+5/turn
>Skills: Air Magic II Water Magic II Earth Magic I(II 7/16) Staff Combat I, Lore I
>Bonus and Negative:
>Weather Control: You have an innate ability to effect the elements and will receive a +5 when attempting to use magic to do so.
>Formal Scholar: Centuries of study allow you to exert massive amount of focus, you receive a +10 when researching new magicks.
>Dwarven Hate: You receive a large penalty with diplomacy towards Vulcarium.
>Colony:
>Name: Ershia's Sight
>Starting Number 3
>Starting Empire: Kor’Arnum:
>Fluff :When the new world was discovered seers were immediately summoned to look and find an auspicious place to build a colony. After all with all the other younger races moving there shortly, even Kor Arnum would be left behind if it did nothing. SO when a seer named Ershia had a prompt and fortuitous vision, a colony ship was dispatched to go to the new world, explore, learn, discover and eventually return with knowledge and resources.
>Leadership Elder Council (Zelthair is the only wizard currently present)
>Population: 52 +2/turn (affected by all sorts of things, but a key influence on success)
>Food: 25-5/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
>Money: 20
>Buildings
>+Hall of Elders
>+Wizard Tower
>Town Proper (5/10)
>Assets: Warding Stone
>[Laylines] 3/12
>Military: 10 Infantry
>Resources Small amount of Lumber
>Tech: Earth Magic I, Water Magic I, Sympathetic Construction I, Exploration I
>Questionable Leadership: Until you prove yourself to your citizens when you suffer legitimacy loss it will affect your populus harder.
>Prophetic Founding: Your seers chose this spot for a reason, their is a legendary artifact nearby.
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6a5267 No.27082
| Rolled 31, 50, 28, 5, 19 = 133 (5d100) |
>>27076
>Hero
Name: Erian Gundolas
>Young Erian Gundolas was just a boy living on a small coastal village between the empire of Eridinia and his native Ipsalia when war broke out between the two. His father hid him away, and he watched in terror as the Eridinian's in their flying ships and slaughtered everyone, leaving only him. Growing up a bitter ward of the state, he immediately joined with the army as soon as he came of age, his father's old Greatsword never leaving his side, though the war ended as soon as he finished training, much to his dismay. He saw his chance in the new world that was discovered, and petitioned the king of Upsalia to grant him permission to start a colony, which he was. Gundolas soon recruited friends from his days in training and their families, and set off for the new world.
Legitimacy 115/115
Personal Assets: [Father's Greatsword (Heirloom(Legendary) )] [Leather Armor] [Horse] [Well-Bearing]
Personal Wealth: 10 (+5/turn)
Skills: [Greatsword II] [Survival II] [Leadership I]
Bonus: Military Veteran
Negative: Burning Hatred
>Colony
Name: New Tergaron
Number: 5
Empire: Ipsalia
>Fluff:
Named for Gundolas's destroyed home, New Tergaron is ostensibly a peaceful colony, though it's members have different plans. Made up of Erian Gundolas's army friends and their families, their mission is to harness the power of that which the old world has lost; the great and powerful beasts which roam the new world. Modifying their people's ancient dragon-hunting techniques, they plan to capture and train the native beasts for war, to use when the treaty with Eridinia inevitably breaks down.
Leadership: 'General Assembly' (War Council)
Population: 52 (+2/turn)
Food: 13 (-5/turn)
Money: ~
Buildings: [War Room] [Barracks]
Assets: [Warding Stone] [Citrus Grove]
Military: Monster hunters (4)
Resources: [small iron supply] [small coal supply]
Tech: [Forging II] [Warfare II] [Monster Slaying I]
Bonuses: [Military Society] [Ancestral Dragon-Slayers]
>Erian Gundolas
1) Continue training with the men. [Greatsword III 4/24]
2) Take a small party to scout around to see what our new home has to offer.
3) More Greatsword training!
>New Tergaron
4) We still lack a stable foodsource. Send some men to investigate the sustainability of the fish in the swamps.
5) Start a lumber-yard as well to replenish our wood supply.
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6a5267 No.27083
| Rolled 14, 11, 77, 32, 56 = 190 (5d100) |
>>27070
>>27080
1-2. Scouts now go out to forage and hunt for food. They also look for cultivatable crops in the area.
+Exploration I
3. With the town proceeding well, the Elves of Ershia's sight continue it construction so that by Fall they may have a home. (5/10)
+Small amount of lumber
+Earth Magic I
+Sympathetic Construction I
4. Zelthair continues to bend the Leylines to his will and purpose. This savage and untamed land will bow him. (3/12)
+5 from Weather Control
+Earth Magic I
5.Zelthair has made great progress with his Earth magic of late. Seems the change of scenery and the extra effort has gotten his mental juices flowing. He redoubles his efforts on bettering is Earth mastery. With a set of ruins found he will need it sooner rather than later. (7/16)
+10 from Formal Scholar
+Lore I
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6a5267 No.27084
>>27068
Hero:
Name: Governor Maximillan Horistor III
Fluff: The Horister family has a long proud family lineage dating back to the founding of Eridinia. Though simple noble family for many years they were thrust into the forefront of technology when Lord Maximillan Horistor I created the Pneumatic Lance and revolutionized the way to hunt monsters. This has lead the family to always be at the front of the technical and hunting world with each successive heir adding to their fortunes. Lord Maximillan Horistor III is such a man, having realized that the resources of the old world where getting exhausted he set off to get a colonial charter to expand to the new world to secure his families future.
Legitimacy 106/100
Personal Assets: [Legendary Family Pneumatic Lance “Dragon’s Bane”], [Mundane Hunter’s Garb]
Personal Wealth: Base 5+5/turn
Skills:[Pneumatic Lance II][Survival II][Leadership II]
Bonus:
[Scion of Great Monster Slaying House]: Stories have been told to you of your destiny since you were little, your family's ancestral manor is filled with great trophies. You gain a bonus to combat against monsters, and can even gain legitimacy for worthy kills.
[Family Patrons]: You have a rich family back home that you may be able to draw resources from.
[Glory of house Horistor]: Should you personally fail in combat against a monster this may negatively impact your legitimacy and the reputation of your house.
Colony:
Name: Fort Eberdeen
Starting Number: 2
Starting Empire: Eridinia
Fluff : A stoat fort on the coast with view over the surronding bay and forests. Chosen for it’s proximity to native dragon territory and the abundant forests which were sure to be useful for fuel and shipping back to the old world.
Leadership: Governor Maximillan Horistor
Population: 50 +2/turn
Food: 32-5/turn +4/turn
Money:
Buildings: Small Fortress, Large Animal Herd +4 food/turn
Assets:
Warding Stone
Holy Artifact “Saint Eberdeen’s Bones”
Military: 4 Monster Hunters, Naval Sloop
Resources: Small Supply of Iron, Small supply of Lumber, 2 Sword Tusks, Direboar Pelt
Tech: [Monster-slaying I][Forestry I]
Bonus:
[Great protectors]: The men and women who came with you know what they signed up for, but they trust in their leaders to keep them safe and suffer less impact by monster attacks against the colony.
[Religious Fervor]: The religious artifact has attracted many true believers they will expect their faith to be honored.
—For Eberdeen—
1. Continue on the 1/6 [Lumberyard]
2. Begin to set up a mine on the coal vein
3. Build a smithy
—Maximillan Horistor—-
4. Cut the [Direboar Pelt] into cloaks for myself and the 4 Monster Hunters
5. We got more hunting to do lads, lets get going!
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6a5267 No.27085
| Rolled 75, 66, 89, 89, 39 = 358 (5d100) |
>>27084
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6a5267 No.27086
| Rolled 62, 51, 83, 57, 96 = 349 (5d100) |
————–
Hero: Fast-With-Words
————–
Legitimacy 100*/100
Personal Assets:
Legendary Relic “Mold Skin of the Ancients”: A fetit hide of a molderkin whose name was lost centuries ago. On it are drawn powerful sigils and instructions on the ways of spirit. It amplifies the owners necromantic ability
Legendary Gatb “reliquary bones”: You are covered in the skin and bone of your ancestors chosen carefully from only the most powerful shamans, protects you in the spirit world.
Personal Wealth: 30 +/5 turn
Skills: [Necromancy II] [Astral Projection II] [Survival I] [Spirit Control I]
——
Bonus and Negative
——
Necromantic Savant: You are able to perform necromantic feats above what you should for your current level.
Divinely Chosen: Do to being born with a long awaited sign you are the spiritual leader of your people and even low legitimacy will not cause you to do leadership
Kind of a Dick: You still suffer all other effects of low legitimacy but also receive negatives for dealing with others directly, especially other molderkin .
Colony: Molderia
Starting Color: Purple
Population: 110 +5/turn
Food: 180-11/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money: 20 +10/turn
–Buildings–
The Molderian Temple Annex
Molderian Corn Farm {+5 food/turn}
Molderian Petty Accumulators {+10/turn}
–Assets:–
“Bones of the Angry Dead” Taken from the corpses of legendary molderkin warriors, they are housed in special receptecles in the Holy building. Waiting to be called on for deffense
Military: 30 Molderkin Warriors, 10 Necromancers, 3 Molderkin Ancients
–Resources: –
Lumber: 30+10/turn
–Tech–
[Necromancy II] [Religion II] [Forestry I]
–Bonus–
Natural Cycle: Death and loss doesnt negatively affect your people as much as it does others.
Animistic: Your people believe all things have spirits that can be influenced
Religiously Incompatible: Molderkin don't react well to views of the world and afterlife other than their own.
–Actions–
1. Fast-With-Words gives the general call to war against the recalcitrant tribes. Recruitment of the Molderkin to war continues – infantry, necromancers, hedge-necromancers, priests. [Recruitment]
2.3. Negotiations, however, continue on the side with the recalcitrant tribes. Fast-With-Words knows that a prolonged conflict against the other tribes would be a total disaster and would cost too many lives. The survival of the Molderkin is at stake and the stars are fairly clear about this. [Continue to negotiate]
4. The training continues as more of the kin are awoken from their long sleep. [Tactics I: 5/6]
5. War or no war, the ritual must be completed in accord with our traditions and sacred faith. [Ritual progress: 1/10]
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6a5267 No.27087
>>27067
>Hero:
Name: Lord Byron (Esq.)
Fluff: Son of a wealthy landowner in the old country, Artyom was the 7th son of the 7th son, and as such, afforded no inheritance other then his name. Using this birthright, and the skill he gained from the 5 year commission in the Tsar's army, he pulled every favor and used every ruse at his fingertips to secure a charter to the new world. With this trade charter, he gathered all he knew and many he didn't and set out in hopes of making his own fortune, and at least crawling out from his father's and grandfather's shadow. He is a stout man, hardy and determined, with eyes as blue as the sky and a beard as yellow as the sunrise.
Legitimacy 100/100 (this is your Right to Rule)
Personal Assets: Legendary Rifle (-2 points)
Legendary Cargo (air)Ship (-4 points)
Personal Wealth: 5+5/turn
Skills: [Sword] [Gun II] [Leadership II] [Survival]
You will begin with a bonus and a negative based on all fluff
>Colony:
Name: Byger's Land
Starting Number 11
Starting Empire: Erdinia
Fluff: In the hot jungles of the new world sits a small encampment, full of a few people of pale skin and the few natives they've convinced to join them. This is Byger's Land, named after a particualry good food item from the old country, as to remind the people their of their homeland, and to instill a smidgeon of pride for when the going gets tough. It has a small pallisade and a few longhouses, and a single steam engine from the airship that brought them over.
Leadership: Sole leader with small council
Population: 50 +2/turn
Food: 20 -5/turn (-2 points)
Money:
Buildings (what is built in your colony, buildings will provide bonuses and require resources
Assets: 1 Warding Stone (-1 point)
Military: (combat units, need supplies to create)
Resources: [Small supplies of Iron/Coal/Lumber] (-3 points)
Tech: [Forging] [Farming] [Foraging] [Steam] (-4 points)
Bonus: (same as hero)
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6a5267 No.27088
Hero:
Name: Hyopith Zils
Fluff: Hyopith, or “The Ghost that Walks” in Zils clan tongue, is a skilled spellsword and talented survivalist. When he was a young boy, Hyopith’s family was slaughtered in front of his eyes by band of Erdinian marauders. 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 and mauled one of the attackers, causing the rest to flee. Henceforth, Hyopith was observed by Zils clan 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 continually beckoned the young Hyopith.
His skills with blade, magic, and survival eventually caught the attention of higher-ups within Ipsalian leadership, who commissioned him to lead a colonizing effort into the new world. Eager to see what new life and adventures exist in the unknown land, Hyopith took the commission, founding Cloudfall as its first governor.
Legitimacy 100/100
Personal Assets:
+[Iron Sword]
+[Family Heirloom: The Wild Whistle] A silver whistle crafted by Hyopith’s great-great grandfather and passed through generations, its true power was lost to the passage of time…until it was rediscovered by Hyopith. Once, when a Zils clanswoman was surrounded by pack of bloodthirsty wolves, Hyopith blew the whistle and saw that the wolf pack almost immediately dissipated and fled back into the forests. The Wild Whistle was a taming aid, whose shrill call could soothe the most savage of beasts.
+[Legendary Mount: Blackbeak] A not-so-normal pitch black peregrine falcon, Blackbeak and Hyopith first met on one of Hyopith’s regular scouting missions for the Zils clan. Finding the bird on the forest floor wounded and bloodied, Hyopith abandoned his mission in order to take the creature back home and nurse it back to full health. After several weeks under Hyopith’s care, Blackbeak was able to fly outside and transform into its true form, a bird quintupled in size than the one before.
For saving his life, Blackbeak faithfully serves Hyopith. He is able to quickly shapeshift from his normal and larger sizes, and is able to be ridden in larger form. Blackbeak also possesses a razor sharp beak and talons, and the gusts caused from his wings flapping in larger form have been known to knock grown men off their feet.
Personal Wealth : Base 5 +5/turn
Skills:
+[Taming II]
+[Survival II]
+[Water Magic I]
+[Sword I]
Bonus:
+[Wild Empathy] You are skilled at looking into the hearts of wild beasts. You can use your whistle to attempt to calm wild beasts and attempt rolls to tame creatures that would normally be resistant to such attempts.
Negative:
+/-[Wild at Heart] You're much more at home in the wilderness surrounded by feral beasts then your fellow men. You have a +10 to learning wilderness skills(we can work together to determine what falls under this) but will take double effort to learn technology related skills.
——–
Colony:
Name: Cloudfall
Starting Number: 7
Starting Empire: Ipsalia
Fluff: A colony composed primarily of members of the Hyopith’s clan, the Zils, or the Mist Clan, water magic is what it does best. Named for the shrouds of mist weaved by its mages which conceal the colony from the outside world, to the unaware traveler it could seem as though the colony fell from the heavens themselves. Guided through Hyopith’s leadership and training, the colony as a whole has also become skilled in hunting as per clan tradition.
Leadership: Governor
Population: 56 +2/turn
Food: 14 +4/turn
Money:
Buildings:
+[Nimbus Hall {Government Building}]
+[Small Farm {+5 food/turn}]
Assets:
+[Warding Stone]
+[20 Lumber]
+[20 Mighty Hunting Bows]
Military:
+[4 Monster Hunters]
Resources:
+[Animal Herd]
+[Seed Crop]
Tech:
+[Water Magic II]
+[Hunting II]
+[Farming I]
+[Sailing I]
Bonus:
+[Shrouded in Myst] The water mages of the Zils clan keep Cloudfall hidden from view, you will have less wandering monster encounters and are harder to spot by enemy forces.
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6a5267 No.27090
>>27087
too many points spent
Ditching
Skills: Foraging
and changing 20 food to 10 food
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6a5267 No.27091
>>27087
The ships that sailed over the great sea drop you off for your great adventure at the mouth of a truly massive river, it cuts deep into the continent surrounded by dense jungle.
You begin just as the ships are sailing home
Add One"Player named government building"
Lord Byron:
Bonuses and negs
Auspicious Birth: Any roll of 7 or 17 is treated as a roll of 1, However 87 and 97 are treated as 100, All other rolls with a 7 in ones position will receive +7, pray for the day you get 77.
Famous Ship: The voyage over the Myst Seas was accompanied by a famous airship, it had long served in the Erdinian Army, pioleted by one of byron's uncles. If the ship is lost it will be a mighty blow to your reputation. Also not everyone back home is happy you took it.
Out of Fuel(airship is currently immobile, using up its store of dragon oil for the voyage. This can be removed by obtaining dragon oil.
Byger's Land:
Famous Recipe, The peoples who have come with you come from a remote corner of Erdinia where the Byger is a cultural dish. All successful roles focused in some way on bygers will increase your legitimacy
Free Steam Engine: As your airship is non cunctional at the moment it frees up a mighty steam engine of tech level 3+ for you to use.
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6a5267 No.27092
>>27068
Hero
Name: Lionel Panama
Fluff: Lionel Panama is the dashing corporate executive of the Panama Company. A man with strong financial skills, and educational background, he inherited the company from his father who passed the mantle of CEO down to him. Having worked on the railroad as a youth as part of his training he has a strong desire to get personal with his business he enjoys directly supervising construction operations and day to day operations and ensuring maximum efficiency. It was no wonder why, when the Panama Company was tasked by Erdinia to handle the Canal project he decided to head the operation personally.
Lionel has a love affair with all things steam powered, particularly steamships and railroads, and designed a personal cargo vessel "The Apollo" as one of the fastest steam powered vessels in the world, in order to ensure multiple round trips both to and from the home nation to facilitate the colonial expedition.
Legitimacy 120/100
Personal Assets:
LEGENDARY Cargo Ship [2] + [1]
Family Heirloom (Personal Zapclicker) [1]
>The Zapclicker is the latest in long distance communication. For ages, the difficulty persisted that despite great increases of speed no message could travel faster than the fastest skyship. That all changed with Howard Morace and his invention of the Zapclicker. A tiny metal stone is connected to a small metal hammer attached to a spring, pressing a switch the hammer strikes the stone and releases a small magical zap through the air that is recieved by a receiving device. Through repeitive clicks, information can be communicated over vast distances.
Family [1]
Personal Wealth: [1]
>Base 430+5/turn
Skills:
*Player requested skill
Mechanics I [1]
Man of Well Bearing [1]
Leadership II [2]
Total Points: [10]
Business Savy: If you spend your personal wealth to increase the rolls of your nation to build infrastructure it will receive an additional +10
Massive Debt: Your father taught you never to spend your own money if you could spend someone else’s, and this project was very expensive. If this project doesn't turn a profit for those back relatively quickly there are some who will come looking for what is owed them.
—
Colony
Name: The Erdinia Canal Project
Starting Number:9
Starting Empire: Erdinia
Fluff: Erdinia has long set it's sights on the "Grand Bridge", the landbridge that connects both hemisphere's of the new world but concordently also cuts off the two great oceans. This presents a problem for naval vessels, of which a great portion of trade still relies on, causing them to have to sail around the southern continent. It was with this knowledge that they realized a massive opportunity for wealth and prestige if they were to use their technological prowess to build a canal over the Grand Bridge. And who better to take this garguantuan task than the great The Panama Company, the industrial pride and joy of Erdinia. The Panama Company brings with them a great number of engineers, workers, and farmers all equipped with naught but the latest steam tractors, bulldozers, and of course railway vehicle capability all meant to ensure the best sustainable colony and expedite construction efforts immediately. And one day, there shall be an Erdinian flag flying upon the greatest manmade river the world has ever seen, upon which a river of gold and wealth flows from both sides of the world to he that holds that flag.
Leadership:
Population: 61 +2/turn (affected by all sorts of things, but a key influence on success)
Food: 15-5/turn+3/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money:
Buildings:
Government Building: "Operational Headquarters"
Assets:
[Eridinia Canal 1/50]
Military:
4 Monster Hunters [1]
Resources:
>+[Cocoa Beens]
>+ [“rare fruit”]
[single sack of seeds]]
Warding Stone [1]
Animal Herd [1]
Tech:
>Steam II [2]
>Engineering II [2]
>Sailing I [1]
>Farming I [1]
Bonus:
Total Points: [10]
The Erdinia Canal Project:
Bonus and Negative:
Preplanned location: The are your colony was founded has rich soil and is near a hub of resources.
Beholden to Eridinia: If you do not take at least one action to directly further the canal or related interests to the crown all Nation Rolls will suffer a -5
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6a5267 No.27093
| Rolled 39, 78, 45, 50, 13 = 225 (5d100) |
>>27092
Hero
1. Have the Apollo sail home at once, we'll need to requisition additional crops of food to make up for this loss. We'll spend 40 on two crops, one for planting and one as yet another reserve in case of disaster.
The Apollo is the fastest naval vessel on the seas, and while it won't match an airship in terms of speed as a naval ship it has exceptional carrying capacity for bulk items.
Business Savy: If you spend your personal wealth to increase the rolls of your nation to build infrastructure it will receive an additional +10
[Sailing I]
LEGENDARY Cargo Ship "Apollo"
2. Send the rare fruit to a botanist back at an erdinian university, study it's composition and what it is made of but more importantly what it can be used for. In addition we'll need to test its ability to be stored and shipped at sea and how best to preserve it for such.
3. Continue to finish up the Steam Tractor. 7/10
>Player Bonus:
Mechanics I [1]
>Nation Bonus:
Steam II [2]
Engineering II [2]
Nation
4-5. Alright, you men are monster hunting specialists. There's your first monster, I want you to have a plan of action on how to take it down by the morning and I'll need you to start carrying it out once you have it. Capture it alive if possible, otherwise neutralize it.
Move out! This isn't the first Drake in history.
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6a5267 No.27094
| Rolled 29, 58, 48, 57, 82 = 274 (5d100) |
>>27076
Hero:
Name: Master Artificer Urist Firebeard
Fluff: Urist is an artificer of the Vulcarium. Usually this would mean that he would deal with the machines and inventing new works of magic and steel for the armies or citizens. He would be doing that now if he wasn't sent over to a new world to claim new land and resources for the Vulcarium. He isn't too sure why they sent an artificer and not a general or something, but guesses that it is because the generals are all needed. Urist wishes nothing more than to invent and research; especially to find a way to remove people's reliance upon dragon oil, but that will have to wait for when he has time.
Legitimacy 100/100
Personal Assets: Ragnarok (Family Heirloom Rifle) (legendary) (The Firebeard family heirloom rifle. Created and wielded by the first of the Firebeard clan Regurd Firedbeard. He was an Artificer turned monster hunter and after entering a fit of mad engineering and spending all his money on suppplies he created a rifle from rare magical metals and magical wood looted from Uris, then pumped with even more magic. The enchantments are chaotic but potent and the gun grew legendary when Regurd slew a fire giant with it in a single shot)
Cargo ship
Leather Armor
Personal Wealth: 10+5/turn
Skills: [Gun I] [Artifice II] [Engineering I] [Fire Magic I] (Requesting both Artifice and Fire magic/magic skill be a thing)
Bonus:
Master Artificer: You gain a +5 on all rolls to research non magical technologies and an additional +5 to rolls related to artifice.
Legendairy Rifle : Against foes of giant stature your rifles chaotic magic kicks into overdrive, a random table will be rolled on my gm to determine magical effects
Colony:
Name: New Ironhold
Starting Number: 12
Starting Empire: Vulcarium
Fluff: A patchwork of civilians and artificers sent with Urist to build a colony on the new world for resources and study. Strike the Earth!
Leadership: Urist is sole leader
Population: 52 +2/turn
Food: 9-1/turn
Money:
Buildings: Dwarven Hall
Irrigation ditches
Assets: Artisan tools (Artificer and blacksmith tools)
Military: 4 Monster Hunters, 10 Infantry
Resources: Seed crop
Animal Herd
1 Warding Stone
1 Holy relic "Fallen Star of Durgen"
Small Supply of Iron
Small Supply of Coal
1 Lumber
Tech: [Engineering] [Fire Magic] [Gunpowder]
Bonus: Industrious People: Your population is filled with many bright minds and those good with their hands, a general +5 to all build rolls.
Forward Thinkers: You recieve a +10 to research fuel methods alternative to dragon oil, but to truly equal that substance will take legendary effort.
Star of Durgen: The Holy stone that fell from the sky, your clans greatest treasure, it weaves a subtle enchantment over your people, it must be protected at all costs. Though it repels some monsters it may act as a beacon to others.
Settlement:
1. Continue wood gathering.
2. Continue Farm building 5/6 +5 + seed crop
3. Continue exploration?
4. Continue building a temple. +5
Hero:
5. Continue exploration.
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6a5267 No.27095
| Rolled 71, 2, 99, 16, 39 = 227 (5d100) |
>>27091
Name: Lord Byron (Esq.)
Fluff: Son of a wealthy landowner in the old country, Byron was the 7th son of the 7th son, and as such, afforded no inheritance other then his name. Using this birthright, and the skill he gained from the 5 year commission in the Empress's army, he pulled every favor and used every ruse at his fingertips to secure a charter to the new world. With this trade charter, he gathered all he knew and many he didn't and set out in hopes of making his own fortune, and at least crawling out from his father's and grandfather's shadow. He is a stout man, hardy and determined, with eyes as blue as the sky and a beard as yellow as the sunrise.
Legitimacy 100/100 (this is your Right to Rule)
Personal Assets: Legendary Rifle (-2 points)
Legendary Cargo (air)Ship (Defunct unless I get dragon Oil)
Personal Wealth: 5+5/turn
Skills: [Sword] [Gun II] [Leadership II] [Survival]
Auspicious Birth: Any roll of 7 or 17 is treated as a roll of 1, However 87 and 97 are treated as 100, All other rolls with a 7 in ones position will receive +7, pray for the day you get 77.
Famous Ship: The voyage over the Myst Seas was accompanied by a famous airship, it had long served in the Erdinian Army, pitted by one of byron's uncles. If the ship is lost it will be a mighty blow to your reputation. Also not everyone back home is happy you took it.
Out of Fuel(airship is currently immobile, using up its store of dragon oil for the voyage. This can be removed by obtaining dragon oil.
Colony
Name: Byger's Land
Starting Number 11
Starting Empire: Erdinia
Fluff: In the hot jungles of the new world sits a small encampment, full of a few people of pale skin and the few natives they've convinced to join them. This is Byger's Land, named after a particularity good food item from the old country, as to remind the people their of their homeland, and to instill a smidgen of pride for when the going gets tough. It has a small palisade and a few longhouses, and a single steam engine from the airship that brought them over.
Leadership: Sole leader with small council
Population: 50 +2/turn
Food: 10 -5/turn (-2 points)
Money:
Buildings: [Defunct Airship] - Tier 3 Steam Engine
Assets: 1 Warding Stone
Military:
Resources: [Small supplies of Iron/Coal/Lumber]
Tech: [Forging] [Farming] [Steam]
Famous Recipe, The peoples who have come with you come from a remote corner of Erdinia where the Byger is a cultural dish. All successful roles focused in some way on bygers will increase your legitimacy
Free Steam Engine: As your airship is non cunctional at the moment it frees up a mighty steam engine of tech level 3+ for you to use.
1/2/3. First things first, we need shelter. Begin Felling trees and collecting the lumber for basic houses.
4. I shall take a small party out hunting
5. Finally, begin work on a farm of sorts. We'll need to food
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6a5267 No.27096
| Rolled 12 (1d20) |
>>27093
A water drake is a formidable opponent, and we'll have to be careful with how we handle this.
The first thing to do is find a way to track it, likely by keeping an eye on the flood plains and obvious signs of water movement. once we have its movements down we can pick the best place to take it down, preferably where the river meets both a nearby ditch or trench and near a high forested hill or plateu.
Engineers will dig out the ditch to make it bigger and lay down a trap set off by a rapid movement of water such as the drake can do. Nearby on the hill our hunters will lie in wait. When the drake gets near, we'll bait it with live fire, it will activate the trap causing the water that surrounds it to drain into the ditch while our hunters fire at it from the hill, forcing it to have to climb uphill against the flow of water to face our soldiers. We'll be able to gun it down as it approaches and have melee hunters in the trees for good measure.
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6a5267 No.27097
| Rolled 5, 13, 9, 3 = 30 (4d20) |
Early Summer Random Events
New World Event
1-4 Day of the Hunter: A tradition from the old world, every Nation sees an aspiring Hunter pass the test of initiation
>+1 Monster Hunter for Everyone
5-8 Bountiful Spring:Everyone gets +10 food from a great blossoming of edible flowers
12-16 Nice Weather. Cool!
17-20 Bad Storms delay all building projects, lose 2 progress on current builds
War Between Vulcarium and Uris
1-5 Stalemate, The current winning Dwarven offensive grinds to a halt, bloody cassulties on both sides
6-10 The heavy Dwarven artillery continues to bombard the elves deep behind their front, massive deforestation at border.
11-15 King MithralStache of the Dwarves unleashes bombards on Urisian villages along border, mass cassulties
16-20. The Uris Cavalry routes Dwarven army group center, a much needed victory as they have been losing the war, this could change everything.
Erdinian and Ipsalian Relations
1-15 Peace Holds
16-20 Outbreak of War
Kor’Arnum
1-10 Peace Holds
11-12 Incident with Ipsalia
13-14 Incident with Erdinia
15-16 Incident With Uris
17-18 Incident With Vulcarium
19-20 Complex GM Fiat
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6a5267 No.27098
| Rolled 17, 11, 19, 17 = 64 (4d20) |
>>27082
New Tergaron
1. Training with the men lately seems to be doing great for them! Slow steady progress for you
>Greatsword III Progress 6/24
2. Low growth woods and marshland spread for miles in all directions, you see groves of apples emerging from flooded fields. This is a land of monsters you get the sense you are being watched. Near your base you also find large tar pits.
3. You must be getting tired, youre pusging yourself very hard
>Greatsword III Progress 7/24
4. Your Scouts head to the crab apple trees spotted earlier not to far from the main camp, however while there they are ambushed my a monster the likes never before seen in the Five Empires.
It is 35 geet long and appeared all of a sudden from the merky water. It has rows of iron scales and a triangle shaped head filled with razor sharp teeth. 2 Scouts didn't see it in time and were eaten
>Monster Ambush
>-2 population
5. Progress on [Small Lumber yard] 1/6 as they pick a spot for it to be.
>>27083
Ershia's Sight
1.-2 Having only recently mapped the area it is odd for so many scouts to go missing, Lets hope theyre okay
>Your scouts find several edible mushrooms near the ruins, they look like they can be cultivated easily
>Asset [“payer named” Mushroom]
>Set 5 population to “Lost in Woods”
3. Using Earth Magic from the elves create a truly beautiful town, a place to truly call home.
4. Even those not trained in magic can feel the power shifting in the land beneath them.
>Laylines 6/12.
5. The Earth of the new world speaks to you
>[Earth Magic II] 14/16
>>27084
Fort Eberdeen
1. >Lumberyard [5/6]
2. Your miners begin chipping away at the open seems of coal between the trees
>Small Coal Mine progress [4/6]
3.Work on a smith begins, luckily an experienced smith agreed to pass on his knowledge to some of your party
> Smithy [5/6]
4. Four rugged hyde cloaks are given to each of the hunters who fought with you, and one for yourself to commemorate the occasion
>Add DireBoar Cloak to personal assetts, it is as thick as armor! It may come in handy.
5. Lord Horristor and the other 4 Hunters Begin trekking into the wilderness, they find no traces of worthy quarry yet.
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6a5267 No.27102
| Rolled 16, 10, 9, 6 = 41 (4d20) |
>>27086
Molderia
1.10 more Molderkin Warriors sign up to fight under you from your tribe, and 10 more from “Yellow”
Also 2 Necromancers who were asleep when the first call was made.
+20 Warriors
+4 Necromancers
2-3. “Green” is swayed by your words and agrees to not stand in your way, but refuses to aid you.
“Gray”’s leader “He-who-yawns-most” Challenges you to a necromancy contest, if You can best him in creating an undead of better magnitude then him he will bow to you, if you fail he will fight with “Long-in’Dick” Of the red face molderkin
4. >Completed [Tactics I]
5. As Early summer comes to an end the ritual is complete.
>+15 to one roll next turn of your choice
>>27088
Cloudfall
(Forget to post rolls?)
>>27093
Edrinia Canal Project
1. The Apollo makes break neck pace towards home, it should arrive back here at the begining of Late Summer.
-40 Personal Wealth
2. Luckily once skinned it dries out, forming a leathery skin but on the inside remains juicy and sweet, its expected to remain preserved for the trip
3. >Add Asset [Steam Tractor] (+4 to rolls that this can logically help with)
4-5 (Beholden to Erdinia) -10. The Monster Hunters try to capture the drake alive, this almost results in the death of some citizens before One Hunter finally rance it through with a Legendary Spear
>+10 Monster Meat
>+River Drake Skin
>>27094
29, 58, 48, 57, 82
New IronHold:
Lumberyard Progress [+2/6] +1 lumber
2. The Farms Are completed
>[Small Farms]+4 food/turn
>Seed Crop “Planted”
3. Your Dwarven troop comes to their first interesting location, a great spire of rock justting from the ground. This appears like a good place to camp for the night.
4. A good location has been picked and the ground is being leveled
[Temple of Durgen] Progress 4/10
5. While the exploration party is camped Urist goes off to take a piss, and while hes going his torch reflects off an Iron Vein the the “Stone Spire”!
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6a5267 No.27103
| Rolled 11, 5, 2, 12 = 30 (4d20) |
>>27095
71, 2, 99, 16, 39
Byger’s Land
1-3. Well one disaster after another somehow led into a very productive yield, a good portion of jungle is cleared
>+15 Lumber
(Your disastrous 2 was negated by your very lucky 99)
4. Lord Byron and 5 associated go hunting in the woods
>Lord Byron is lost, hopefully he can find his bearings in this immense junge
5.[Small farm Progress] 2/6
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6a5267 No.27107
| Rolled 56, 58, 52, 20, 55 = 241 (5d100) |
————–
Hero: Fast-With-Words
————–
Legitimacy 100*/100
Personal Assets:
Legendary Relic “Mold Skin of the Ancients”: A fetit hide of a molderkin whose name was lost centuries ago. On it are drawn powerful sigils and instructions on the ways of spirit. It amplifies the owners necromantic ability
Legendary Gatb “reliquary bones”: You are covered in the skin and bone of your ancestors chosen carefully from only the most powerful shamans, protects you in the spirit world.
Personal Wealth: 35 +/5 turn
Skills: [Necromancy III] [Astral Projection II] [Survival I] [Spirit Control I]
–Bonus and Negative–
Necromantic Savant: You are able to perform necromantic feats above what you should for your current level.
Divinely Chosen: Do to being born with a long awaited sign you are the spiritual leader of your people and even low legitimacy will not cause you to do leadership
Kind of a Dick: You still suffer all other effects of low legitimacy but also receive negatives for dealing with others directly, especially other molderkin .
Colony: Molderia
Starting Color: Purple
Population: 115 +5/turn
Food: 169-11/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money: 30 +10/turn
–Buildings–
The Molderian Temple Annex
Molderian Corn Farm {+5 food/turn}
Molderian Petty Accumulators {+10/turn}
–Assets:–
“Bones of the Angry Dead” Taken from the corpses of legendary molderkin warriors, they are housed in special receptecles in the Holy building. Waiting to be called on for deffense
Military: 40 Molderkin Warriors, 14 Necromancers, 3 Molderkin Ancients
–Resources: –
Lumber: 40+10/turn
–Tech–
[Necromancy II] [Religion II] [Forestry I]
–Bonus–
Natural Cycle: Death and loss doesnt negatively affect your people as much as it does others.
Animistic: Your people believe all things have spirits that can be influenced
Religiously Incompatible: Molderkin don't react well to views of the world and afterlife other than their own.
–Actions–
1. The Molderkin are expanding their food production capacities. They think the war will need food, so they go ahead and build it up. [Build more farms, spend wood]
2.Fast-With-Words accepts the challenge! As is the Molderkin way, Fast-With-Words initiates a dance battle! Typically dance battles of this sort integrate singing and dancing to the beat of Molderkin-skin drums with two sides engaging in a performance with periodic insults. [+15]
3. Elsewhere, the expansion of the military continues apace. New groups of soldiers are trained and the necromancers are systemizing their teaching methods so that they are more generally understandable. [Expand the army]
4.5. Elsewhere, the Molderkin are trying to figure out better weapons. Enchantment, they think, is the way to go. [Research better weapons]
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6a5267 No.27115
Name: Lionel Panama
Fluff: Lionel Panama is the dashing corporate executive of the Panama Company. A man with strong financial skills, and educational background, he inherited the company from his father who passed the mantle of CEO down to him. Having worked on the railroad as a youth as part of his training he has a strong desire to get personal with his business he enjoys directly supervising construction operations and day to day operations and ensuring maximum efficiency. It was no wonder why, when the Panama Company was tasked by Erdinia to handle the Canal project he decided to head the operation personally.
Lionel has a love affair with all things steam powered, particularly steamships and railroads, and designed a personal cargo vessel "The Apollo" as one of the fastest steam powered vessels in the world, in order to ensure multiple round trips both to and from the home nation to facilitate the colonial expedition.
Legitimacy 120/100
Personal Assets:
LEGENDARY Cargo Ship [2] + [1]
Family Heirloom (Personal Zapclicker) [1]
>The Zapclicker is the latest in long distance communication. For ages, the difficulty persisted that despite great increases of speed no message could travel faster than the fastest skyship. That all changed with Howard Morace and his invention of the Zapclicker. A tiny metal stone is connected to a small metal hammer attached to a spring, pressing a switch the hammer strikes the stone and releases a small magical zap through the air that is recieved by a receiving device. Through repeitive clicks, information can be communicated over vast distances.
Family [1]
Personal Wealth: [1]
>Base 415+5/turn
Skills:
*Player requested skill
Mechanics I [1]
Man of Well Bearing [1]
Leadership II [2]
Total Points: [10]
Business Savy: If you spend your personal wealth to increase the rolls of your nation to build infrastructure it will receive an additional +10
Massive Debt: Your father taught you never to spend your own money if you could spend someone else’s, and this project was very expensive. If this project doesn't turn a profit for those back relatively quickly there are some who will come looking for what is owed them.
—
Colony
Name: The Erdinia Canal Project
Starting Number:9
Starting Empire: Erdinia
Fluff: Erdinia has long set it's sights on the "Grand Bridge", the landbridge that connects both hemisphere's of the new world but concordently also cuts off the two great oceans. This presents a problem for naval vessels, of which a great portion of trade still relies on, causing them to have to sail around the southern continent. It was with this knowledge that they realized a massive opportunity for wealth and prestige if they were to use their technological prowess to build a canal over the Grand Bridge. And who better to take this garguantuan task than the great The Panama Company, the industrial pride and joy of Erdinia. The Panama Company brings with them a great number of engineers, workers, and farmers all equipped with naught but the latest steam tractors, bulldozers, and of course railway vehicle capability all meant to ensure the best sustainable colony and expedite construction efforts immediately. And one day, there shall be an Erdinian flag flying upon the greatest manmade river the world has ever seen, upon which a river of gold and wealth flows from both sides of the world to he that holds that flag.
Leadership:
Population: 63 +2/turn (affected by all sorts of things, but a key influence on success)
Food: 12-6/turn+3/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
+10 Monster Meat
Money:
Buildings:
Government Building: "Operational Headquarters"
Assets:
[Eridinia Canal 1/50]
[Steam Tractor] (+4 to rolls that this can logically help with)
Military:
4 Monster Hunters [1]
Resources:
>+[Cocoa Beens]
>+ [“rare fruit”]
>+River Drake Skin
[single sack of seeds]]
Warding Stone [1]
Animal Herd [1]
Tech:
>Steam II [2]
>Engineering II [2]
>Sailing I [1]
>Farming I [1]
Bonus:
Total Points: [10]
The Erdinia Canal Project:
Bonus and Negative:
Preplanned location: The are your colony was founded has rich soil and is near a hub of resources.
Beholden to Eridinia: If you do not take at least one action to directly further the canal or related interests to the crown all Nation Rolls will suffer a -5
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6a5267 No.27116
| Rolled 37, 30, 23, 32, 98 = 220 (5d100) |
>>27115
Hero
1. The Cacao bean. Such a wonderful little fruit. Some doctors and scientists back home suspect it is packed with thousands of nutrients the human body needs all in a single fruit. Not just the fruit itself but when distilled into chocolate drink with sugar and butter is perhaps one of the richest and sweetest sources of sustenance any man could carry upon himself. Drive my Steam Tractor and plow some fields to start planting groves right away.
>Player Bonus:
[Steam Tractor] (+4 to rolls that this can logically help with)
>Nation Bonus:
[Farming I]
2. A boiler is a source of steam, and is useful for more than mere plowing or towing of heavy items. Steam saws for cutting down trees, steam drills for boring into rock, steam hammers for spiking railroad ties and steam cranes for lifting.
On my spare time, start tinkering on making Modular-Multi-tools for our steam tractor to help us in a much wider class of needs than a tractor.
>Player Bonus:
Mechanics I [1]
>Nation Bonus:
Steam II [2]
Engineering II [2]
Nation
3. We shouldn't rely entirely on warding stones to keep away monsters, many a failed colony has that tale to tell. Once the fields are done being plowed, start heaving up some earthen walls and making some moats and wooden spikes and wooden walls. It's not concrete or even stone yet, but in a pinch it will do.
4-5. (Beholden to Eridinia) Have our Monster Hunters go out and protect our Surveyors as they get a lay of the land, get them to some mountain tops and scout out the area at large.
We need information. There are several competing theories as to how we could actually construct the Canal itself.
The obvious one is a sea-level canal from coast to coast, but this is easier said than done. There are mountains and rivers nearby. Any child who has ever built a sand castle with a moat to the sea will tell you that dirt which is higher than the water, falls into the water. When the winter floods come and wash the banks of the canal inward we would simply re-dig the dirt we had already dug dooming us to failure.
If we are able to find an area over the bridge where there are few mountains and mostly plains, we will be fortunate and the project will become substantially cheaper. If it turns out we cannot find a path through which there is straight plain and no mountain, it is still possible however. . .if the crown is willing to fund us for the literal excavation of entire mountains, the redirection of rivers and the damming of others.
Then there's the other competing idea, a series of massive Concrete Locks, meant to ferry ships up and over the mountain. This too will be a gargantuan project, but has several upshots. Even at its staggering size, it will likely be less cost consuming as literal mountain moving, and the concrete locks and damms will forever render flooding as a non-threat. We'd need huge shipments of steel and concrete from the homeland but it will likely be the fastest means to get ships sailing over the Grand Bridge.
>Nation Bonus:
Engineering II [2]
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6a5267 No.27117
>>27116
Action #3
[Steam Tractor] (+4 to rolls that this can logically help with)
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6a5267 No.27122
| Rolled 18, 42, 23, 38, 8 = 129 (5d100) |
>>27098
>Hero:
Name: Zelthair Aroneous
Fluff: Zelthair was born by the reckoning of the younger races, long ago. Nearly one thousand years ago in fact. As a young lad born with a strong spark of magic, he was taken in by the Archmagus Eljestian. For centuries Zelthair learned magic under his harsh master. Nearly eight hundred years later, when Zelthair was nine hundred and had finished his apprenticeship but not yet acquired his staff of wizardry, Eljestian marched with all his underlings and apprentices to war. Zelthair marched with them. He was present when his Master, and with most of the senior magi were killed by a Vulcarium siege canon at the Battle of the Crimson river and he wept when Vulcarium lines sacked the city of Silena. However it was not until the Vulcarium army reach the Myralan pass did Zelthair make a truly name for himself.
Taking Eljestian's broken staff, the foremost fang of the slain war dragon Tyrndanost, Zelthair made his staff of wizardry. It was a crude, ugly, thing showing none of the refinement or grace befitting an Elvish wizard. He didn't care. Rukh's Fang was his and with it he would rain death upon the Vulcarium host. He accomplished that task masterfully. The pass of Myralan was inundated with the worst storm seen in millennia, the skies poured down a great deluge, lightning shattered stone, and the winds howled like an enraged beast. Rockslides were everywhere, the once stable pass turned into a death trap. When the Vulcarium army showed itself a week alter it was but a tattered remnant of it's once massive strength. Kor Arnum had won at great cost. But Zelthair was still not content with it.
Indeed for the next one hundred years he went into borderline seclusion, studying magic and lore in order to expand his own strength. He rarely if ever showed in court except for mandatory commitments. This driven young hero is still by an large an enigma at court. Thus everyone was surprised when he requested to be part of the expedition to the new world.
Legitimacy 100/100 (this is your Right to Rule)
Personal Assets:
Wizard Robe and Hat,
[Legendary Wizard's Staff] Rukh's Fang: Zelthair's stave, refined over a hundred year into a thing of beauty and power. It is sadi that those near it can hear the faint roar of a great beast. Of course the stave never leaves Zelthair's side, so the curious cannot get closer to indulge themselves.
>Personal Wealth (used to effect roles, determined by leadership) Base 15+5/turn
Skills:
Air Magic II
Water Magic II
Earth Magic I(II 14/16)
Staff Combat I
Lore I
>Bonus and Negative:
Element Control: You have an innate ability to effect the elements and will receive a +5 when attempting to use magic to do so.
Formal Scholar: Centuries of study allow you to exert massive amount of focus, you receive a +10 when researching new magicks.
Dwarven Hate: You receive a large penalty with diplomacy towards Vulcarium.
>Colony:
Name: Ershia's Sight
Starting Number 3
Starting Empire: Kor’Arnum:
Fluff :When the new world was discovered seers were immediately summoned to look and find an auspicious place to build a colony. After all with all the other younger races moving there shortly, even Kor Arnum would be left behind if it did nothing. SO when a seer named Ershia had a prompt and fortuitous vision, a colony ship was dispatched to go to the new world, explore, learn, discover and eventually return with knowledge and resources.
Leadership Elder Council (Zelthair is the only wizard currently present)
Population: 49 +2/turn
+5 Lost in the woods
Food: 30-5/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
Money: 20
Buildings
+Hall of Elders
+Wizard Tower
+Town
Assets:
+Warding Stone
+[Laylines] 6/12
+[Rosalia Mushroom
Military: 10 Infantry
Resources Small amount of Lumber
Tech: Earth Magic I, Water Magic I, Sympathetic Construction I, Exploration I
Questionable Leadership: Until you prove yourself to your citizens when you suffer legitimacy loss it will affect your populus harder.
Prophetic Founding: Your seers chose this spot for a reason, their is a legendary artifact nearby.
1-2. More exploration and scouting occurs, both for our wayward scouts, and for any resources we can use.
3. With the town finished and a crop secured, The colonists of Ershia's sight begin creating farm of Rosalia Mushrooms with their earth magic as a source of food.
+Earth Magic I
+Sympathetic Construction I
4.Zelthair sees that the town has finished. He is impressed by it. The ley line project is progressing slowly, but barring a massive misadventure should finish soon. (6/12)
+5 from Element Control
+Earth Magic I
5.Zelthair can feel his mastery of Earth and stone increasing. He knows he'll make a break through soon. (14/16)
+10 from Formal Scholar
+Lore I
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6a5267 No.27123
| Rolled 52, 70, 49, 21, 11 = 203 (5d100) |
>>27103
Name: Lord Byron (Esq.)
Fluff: Son of a wealthy landowner in the old country, Byron was the 7th son of the 7th son, and as such, afforded no inheritance other then his name. Using this birthright, and the skill he gained from the 5 year commission in the Empress's army, he pulled every favor and used every ruse at his fingertips to secure a charter to the new world. With this trade charter, he gathered all he knew and many he didn't and set out in hopes of making his own fortune, and at least crawling out from his father's and grandfather's shadow. He is a stout man, hardy and determined, with eyes as blue as the sky and a beard as yellow as the sunrise.
Legitimacy 100/100 (this is your Right to Rule)
Personal Assets: Legendary Rifle (-2 points)
Legendary Cargo (air)Ship (Defunct unless I get dragon Oil)
Personal Wealth: 5+5/turn
Skills: [Sword] [Gun II] [Leadership II] [Survival]
Auspicious Birth: Any roll of 7 or 17 is treated as a roll of 1, However 87 and 97 are treated as 100, All other rolls with a 7 in ones position will receive +7, pray for the day you get 77.
Famous Ship: The voyage over the Myst Seas was accompanied by a famous airship, it had long served in the Erdinian Army, pitted by one of byron's uncles. If the ship is lost it will be a mighty blow to your reputation. Also not everyone back home is happy you took it.
Out of Fuel(airship is currently immobile, using up its store of dragon oil for the voyage. This can be removed by obtaining dragon oil.
Colony
Name: Byger's Land
Starting Number 11
Starting Empire: Erdinia
Fluff: In the hot jungles of the new world sits a small encampment, full of a few people of pale skin and the few natives they've convinced to join them. This is Byger's Land, named after a particularity good food item from the old country, as to remind the people their of their homeland, and to instill a smidgen of pride for when the going gets tough. It has a small palisade and a few longhouses, and a single steam engine from the airship that brought them over.
Leadership: Sole leader with small council
Population: 50 +2/turn
Food: 10 -5/turn (-2 points)
Money:
Buildings: [Defunct Airship] - Tier 3 Steam Engine
Assets: 1 Warding Stone
Military:
Resources: [Small supplies of Iron/Coal/Lumber] 15 Lumber
Tech: [Forging] [Farming] [Steam]
Famous Recipe, The peoples who have come with you come from a remote corner of Erdinia where the Byger is a cultural dish. All successful roles focused in some way on bygers will increase your legitimacy
Free Steam Engine: As your airship is non cunctional at the moment it frees up a mighty steam engine of tech level 3+ for you to use.
>Projects
[Small farm Progress] 2/6
1/2. Lost? Pfft, I'm not lost! I'm merely tracking prey!
3. The townsfolk are to continue building the farm
4/5. And see too it that some proper homes are setup for when I return.
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6a5267 No.27135
| Rolled 10, 44, 95, 45, 47 = 241 (5d100) |
>>27098
Hero:
Name: Governor Maximillan Horistor III
Fluff: The Horister family has a long proud family lineage dating back to the founding of Eridinia. Though simple noble family for many years they were thrust into the forefront of technology when Lord Maximillan Horistor I created the Pneumatic Lance and revolutionized the way to hunt monsters. This has lead the family to always be at the front of the technical and hunting world with each successive heir adding to their fortunes. Lord Maximillan Horistor III is such a man, having realized that the resources of the old world where getting exhausted he set off to get a colonial charter to expand to the new world to secure his families future.
Legitimacy 106/100
Personal Assets: [Legendary Family Pneumatic Lance “Dragon’s Bane”], [Mundane Hunter’s Garb][Direboar Cloak]
Personal Wealth: Base 5+5/turn
Skills:[Pneumatic Lance II][Survival II][Leadership II]
Bonus:
[Scion of Great Monster Slaying House]: Stories have been told to you of your destiny since you were little, your family's ancestral manor is filled with great trophies. You gain a bonus to combat against monsters, and can even gain legitimacy for worthy kills.
[Family Patrons]: You have a rich family back home that you may be able to draw resources from.
[Glory of house Horistor]: Should you personally fail in combat against a monster this may negatively impact your legitimacy and the reputation of your house.
Colony:
Name: Fort Eberdeen
Starting Number: 2
Starting Empire: Eridinia
Fluff : A stoat fort on the coast with view over the surronding bay and forests. Chosen for it’s proximity to native dragon territory and the abundant forests which were sure to be useful for fuel and shipping back to the old world.
Leadership: Governor Maximillan Horistor
Population: 50 +2/turn
Food: 32-5/turn +4/turn
Money:
Buildings: Small Fortress, Large Animal Herd +4 food/turn
Assets:
Warding Stone
Holy Artifact “Saint Eberdeen’s Bones”
Military: 4 Monster Hunters [Direboar Cloak], Naval Sloop
Resources: Small Supply of Iron, Small supply of Lumber, 2 Sword Tusks, Direboar Pelt
Tech: [Monster-slaying I][Forestry I]
Bonus:
[Great protectors]: The men and women who came with you know what they signed up for, but they trust in their leaders to keep them safe and suffer less impact by monster attacks against the colony.
[Religious Fervor]: The religious artifact has attracted many true believers they will expect their faith to be honored.
—–
1. Finish the 5/6 [Lumberyard]
2. Finish the 5/6 [Smithy]
3. Finish the 5/6 [Small Coal Mine]
—–
4. Train my [Pneumatic Lance II]
5. Keep trekking boys I have a good feeling about this!
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6a5267 No.27136
| Rolled 77, 71, 23, 48, 26 = 245 (5d100) |
>>27102
Hero:
Name: Master Artificer Urist Firebeard
Fluff: Urist is an artificer of the Vulcarium. Usually this would mean that he would deal with the machines and inventing new works of magic and steel for the armies or citizens. He would be doing that now if he wasn't sent over to a new world to claim new land and resources for the Vulcarium. He isn't too sure why they sent an artificer and not a general or something, but guesses that it is because the generals are all needed. Urist wishes nothing more than to invent and research; especially to find a way to remove people's reliance upon dragon oil, but that will have to wait for when he has time.
Legitimacy 100/100
Personal Assets: Ragnarok (Family Heirloom Rifle) (legendary) (The Firebeard family heirloom rifle. Created and wielded by the first of the Firebeard clan Regurd Firedbeard. He was an Artificer turned monster hunter and after entering a fit of mad engineering and spending all his money on suppplies he created a rifle from rare magical metals and magical wood looted from Uris, then pumped with even more magic. The enchantments are chaotic but potent and the gun grew legendary when Regurd slew a fire giant with it in a single shot)
Cargo ship
Leather Armor
Personal Wealth: 10+5/turn
Skills: [Gun I] [Artifice II] [Engineering I] [Fire Magic I] (Requesting both Artifice and Fire magic/magic skill be a thing)
Bonus:
Master Artificer: You gain a +5 on all rolls to research non magical technologies and an additional +5 to rolls related to artifice.
Legendairy Rifle : Against foes of giant stature your rifles chaotic magic kicks into overdrive, a random table will be rolled on my gm to determine magical effects
Colony:
Name: New Ironhold
Starting Number: 12
Starting Empire: Vulcarium
Fluff: A patchwork of civilians and artificers sent with Urist to build a colony on the new world for resources and study. Strike the Earth!
Leadership: Urist is sole leader
Population: 54 +2/turn
Food: 12 +3/turn
Money:
Buildings: Dwarven Hall
Irrigation ditches
[Small Farms]
Assets: Artisan tools (Artificer and blacksmith tools)
Military: 4 Monster Hunters, 10 Infantry
Resources:
Animal Herd
1 Warding Stone
1 Holy relic "Fallen Star of Durgen"
Small Supply of Iron
Small Supply of Coal
2 Lumber
Tech: [Engineering] [Fire Magic] [Gunpowder]
Bonus: Industrious People: Your population is filled with many bright minds and those good with their hands, a general +5 to all build rolls.
Forward Thinkers: You recieve a +10 to research fuel methods alternative to dragon oil, but to truly equal that substance will take legendary effort.
Star of Durgen: The Holy stone that fell from the sky, your clans greatest treasure, it weaves a subtle enchantment over your people, it must be protected at all costs. Though it repels some monsters it may act as a beacon to others.
Ironhold
1. Lumberyard Progress 2/6 +5
2. Temple of Drugen 4/10 +5
3. Begin building wood bridges across the rivers to the mountains.
4. Monster hunters continue exploration.
Urist
5. Head back to the settlement and get people to build bridges to the mountains and iron veins.
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