8cda98 No.28808 [View All]
What a Fantastical Age (of Sail) Builder
In the fantastical world of Arantil a new continent has been discovered across from the old lands surging the world into an age of Sail. Old world nations rush to claim this land and it’s new resources. The world of Arantil is flush with exotic races and creatures with everything from elves to giant salamanders roam, while true magic has faded from the world some power still dwells in ancient magic and less powerful “Arcane” magic is used to do simple tasks and used to learn simple things such as the coming weather.
—–
For a long time a great storm has raged across the new world stopping new arrivals and making sea travel all but impossible to all those but the most daring. However on this day a great thunder of cannonfire can be heard all across the sea and chunks of serpent wash up on the sandy shores across the continent. The storm has lifted and with it a rush of new colonists have set out to make their claim on the new world and the riches it has been told to hold.
—–
5 Turns till the Boom starts
156 postsand34 image repliesomitted. Click reply to view. ____________________________
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8cda98 No.30299
>>30291
edit: 42 Lumber
7 Iron
5 Frostwood Lumber
25 Pelts
7 Murplish
1 Strange Weapon for the royal researchers (With a note saying how we looted it off of fish people)
1 Strange Idol for the royal researchers (With a note on it saying of the dangers of it, and how it causes pronounced penis shrinkage)
The ships shall be escorted by 2 Frigates, with a garrison of
5 Rugged Aquatic Rus Riflemen
40 Rus Riflemen
20 Rus Marines
as a free action
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8cda98 No.30300
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8cda98 No.30301
>>30284
[War-score Chart]
Mundane [Wood/Stone/Etc]: +1
Essential [Food/Iron/Coal/Etc]+2
Quality [Gold/Silver/Rubies/Etc] +3
Exotic [Strange Animals/Strange Artifacts/Etc] +4
Legendary [Mythiril/Frostwood/Norfil/Etc] +5
Mythical [MAGIC THINGS] +10
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8cda98 No.30309
>>30048
You manage to slay the slime tearing out it's odd teeth
+ 3 Slimeritter Teeth
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8cda98 No.30313
>>30044
You roll and sweep it's feet, your massive sword looping off it's right foot leaving a trail of green blood behind you. It seems simply angered by this injury and the fight continues.
[2d100 for continued fight]
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8cda98 No.30328
>>30038
1. Construction collapses 0/4
2. The secret of the weapons a is unveiled! Researchers have rediscovered the lost art of [Enchanting I]! Though this has limited applications at the moment more magic would surely help this!
3. You send a man to infiltrate the rallies! He bribes his way past a card and finds the true secret of this movement! Zom B. Lord is no elf but the cruel Zombie Lord that once assaulted the colony! He seems to have started a cult of worship around himself though only the inner circle knows the true purpose of the movement!
4. The [Plantations I] theory is completed now all you need is some bloody workers!
>>30043
1-3. [Beast Mastery V] 12/44
4. 5/6 [Medium Raxthar Pens]
>>30050
1. The [Tiny Slums] are completed [+200 population coverage]
2. 6/8 [Medium Peon Farm]
3. No progress is made on setting up a watch system
4. A great many Felpin slaves are taken +800 Felpin Peons +12 Food
>>30053
1. Men sent to explore the city delve deep finding a magnificent staff at the middle of the city, when the staff is removed from the pedestal the city crumbles into dirt around them +[Staff of Ragubaba]
2. A [Tiny Shrine] is built to honor your ancestors! Expand crit range to 99-100
3. 1/6 [Tiny Stamporf Ranch]
4. 1/6 [Small Fishery]
>>30068
1. The scouts return telling of a set of massive locked metal doors that seem to go deep into the mountain.
2. More men have been captured by the Paxslavains -25 population
3. +[Gunpowder I] +[Artillery Golems I 2/8]
4. 4/8 [Medium Slugling Farm]
>>30071
1. As you heal your injuries you take a moment to relax pondering the clouds above you. Through the clouds you track a red streak which moves with impossible speed crashing into the ground near you. Emerging from this now massive crater is a great serpent made of blood and corpses. Your skull resonates and you can feel this thing is here to serve you.
+[Blood Serpent]
+[Healed]
2. You begin training again 2/6 [Training II]
You feel a rush fill your body as the arm merges with yours
+[Moderate Fire Magic]
+[Piece of GOD, Right Arm]
-[Desynchronization]
>>30082
1. 3/4 [Tiny Floatwhale Herd]
2. The [Small Arcane Factory] is completed [Double production of normal factory/Can build steam tanks]
3. Few species live near you and the dooples tell of a great firestorm and tide of blood that consumed the once great empires of this land.
4. [Refund cannons are built in factories for 4 iron each ]
>>30088
1. You move past the blades deep into the temple. You pass countless traps designed to maim and murder, you begin to doubt that anyone was supposed to pass these test. As you reach the center of the temple you find a corpse reclining in a throne carved from bone. Wearing tattered silks these corpse has 5 beautiful rings on it’s finger, with each ring bearing a different stone.
>>30099
1. They arm is sent to meet the Felpin [See battle post]
2.The Felpin expand one of the farms into a [Small Plantation [Assign pop not in military up to 200, make 1 food per 100]
3. The Flishies are slow to reveal their secrets [Unbreakable Alliance: Flishy Village 4/12]
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8cda98 No.30330
>>30328
Clarification: Plantations add on top of the production of a farm
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8cda98 No.30331
| Rolled 56, 36, 2, 79 = 173 (4d100) |
>>30328
——-
Start Position: On the coast of the volcanic island
Name: Principality of Temnland
Country of Origin: The Empire of Drakensriech
*Country Fluff: The Empire of Drakensriech, allegedly founded by dragons, has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy enough target. So when the new world was discovered the empire naturally wanted their slice of the cake.
Nation Fluff: Prince Temnick, fourth in line for the Imperial Throne is a scholar by preference, but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world. While annoyed that he's torn from his research he's now determined to make the most of things.
Nation Type: Colonial Charter
——–
Population: 1415(+6%)
Food: 24 (-14/turn, +9/turn = -5/turn surplus)
Resources: [Lumber: 14 (+1/turn)] [Food +9/turn] [Gold: 4 (Sent:10)(+1/turn)] [Iron: 8 (Sent: 5) (+1/turn)][Silver: 4 (Sent: 5) (+1/turn)] [Stone: 10] [Dark Tome] [Staff of Ragubaba]
Settlements:
+[Large Town(Goldenhome)(400p)]
+[Medium Town(Dragon's Landing)(300p)]
+[Tiny Elegant City(Ambition)(1000p)]
Assets: [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Small Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Fishery][Tiny Stamporf Ranch][Small Library(+10)][Tiny Shipyard][Tiny Shrine (99-100 crit range)]
[Gold Vein] [Iron Vein] [Silver Vein] [Hok Melons]
Military:
+200 Naval Marines
+600 Draken Marines [King Thor’s Finest]
+6 Medium Cannons
Navy:
+2(+1 overseas) Heavily-Armed Sloops
+1 Dragon Ship
+5 Heavily-Armed Frigates
Bonus: [Noble-lead] As your colony is lead by a prince the home-land is much more willingly to send you supplies
Negative: [Pampered] Your leader would much rather be lounging about reading then exploring giving your colony negatives to claiming new lands and resources
Tech:[Naval I][Warfare I][Rot Magic I][Dragon Ships I]
Discoveries:
+[Staff of Ragubaba]
EXPEDITION IN PROGRESS: [Ships: 1 Heavily-Armed Sloop][Resources sent: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons][Returning in 2 turns]
The city crumbled when the staff was removed? That's, very interesting… bring it to me, I'll try to discover its secrets, meanwhile I want the rest of you to keep exploring until you meet someone else. I know we aren't the only colony here, and I've heard rumours of natives, find them! Maybe then we could finally get some trade going, or claim a victory for the Empire.
1. Send the ships to scout the coasts of the main island for natives and nearby colonies
2. Examine the [Staff of Ragubaba] carefully [Bonus: Small Library(+10)]
3. Expand the Ranch to keep up with food demand [Tiny → Small Stamporf Ranch][1/6]
4. Expand the Fishery to keep up with food demand [Tiny → Small Fishery][1/6]
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8cda98 No.30335
| Rolled 33, 12, 92, 51, 53 = 241 (5d100) |
>>30328
Name: Kievan Rus
Country of Origin: Rus
Nation Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.
Nation Type: Colony/Tsardom
Population: 2368 peeples (+100 per turn), 26 Nymphs & 36 Ice Nymphs 250 Dooples
Food: 33 - 23/turn from pop | +26/turn from food produc. [Net: +3/turn]
Resources: Lumber [14] +3/turn | Frostwood lumber[4] +1/turn | Fish & game (food) +26/turn | Pelts [12] +2/turn | Iron [5] +1/turn | 2 Strange Weapons | 2 Strange Idol | Murplish [5] +1 per turn | [Tiny Floatwhale Herds]
Beast: [5 Murplish] | 1 [Kralik Bird] [Floatwhale Herds]
Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny lumberyard] [Tiny Frostwood Luberyard][Large Farm][2 Medium Farm][ 4 Small Farm][Small Arcane Factory][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]
Military: 70 Rus Riflemen
1000 Rus Riflemen [11th Vronguard Regiment]
5 Rugged Rus Riflemen
5 Rugged Aquatic Rus Riflemen
20 Rus Marines
1 Steam Tank
10 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 10 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits
Navy:1 Ship-of-the-line
4 Lightly-Armed Frigates
2 Civilian Sloops
Bonus: [Land of Science] A technological renaissance is flowing through your country and new improvements technology are to arrive to you first.
Negative: [World War] You are at war with almost every country in the world, this is no different with their official colonies
Tech:[Farming III][Research I][Steam III][Firearms III][Forestry I][Secret Police I][Arcane Generator I]
>Ongoing
>Infiltration begins 1/4
horns in muh anus: A rusty spork under cornwallis's fingernail
1. Blood and fire, most intriguing, war means refugees, and natives to this land would be most useful indeed. Have the dooples reach out to the various natives and extend a warm welcome from mother Rus!
2. Our farms, they are nice, but they could be micer, and bigger. Much bigger. Lets make them bigger, lets make some plantations!
3. Meanwhile, we shall expand out Frostwood lumberyards, while keeping and eye out for anything intriguing or useful from the woods.
4. And the mining town, its about time it was put to work. Scour the hills for ores and the like, and build some mines!
5. Finally, get those damn whales back and harness their asses up! Its time for war!
Free Action: Build some cannons From Pelts and 4 Iron
Free Action: Train as many Infantry into Rugged infantry as possible with my 10 Rugged Rus kits and 1000 Riflemen.
Free action: Trade with Myr Colony
"My Esteemed colleuge, as a token of good faith and a showing of our newfound friendship, please find enclosed on this ship 15 units of food for your population to do with as you wish. And this little wonderful beast that grows quick and gets fat quicker."
1 Civilian Sloop:
1 Frigate
40 Rus Riflemen
2 Murplish
15 Food
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8cda98 No.30336
| Rolled 100, 98, 77, 92, 41 = 408 (5d100) |
>>30335
last free action:
Sending some of our new friend back to the motherland, where they shall pray tell the wonders of the new world and aid in the war effort .
1 Civilian Sloop
2 Frigates
15 Nymphs
20 Ice Nymphs
and 50 Dooples
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8cda98 No.30342
| Rolled 73, 30, 64, 74 = 241 (4d100) |
>>30328
Start Position: Any of the islands
Name: Port Rioux
Country of Origin: Andris
*Country Fluff: Andris is a largely landlocked nation with their only ports having a straight controlled by another nation blocking their water ways to the outside world. A largely military power their few attempts at naval ambitions have mainly failed, horribly.
Nation Fluff: Port Rioux is a port founded by Captain Levont Tiox after sailing to the new world after the accountants forgot to pay him and his men for weeks. He decided to take the ship as his payment and set off to the new world to make his fortune. He built up his port from stolen goods and scuttled ships. He and many of his men still believe that Andris owes them for that time of lacked payment.
Nation Type: Outlaw
Population: 305 (5% increase)
Food: 8 -1/turn
Resources:
+ Food/Farmed: +2/turn
+ Light Crystals (0.5 +0.1/turn) 0 while hidding from pax
+ Sluglings
+ Fireoctupus
+ Silver (14 +2/turn)
+ Emerald (7 +1/turn)
+ Stone (35 +5/turn)
+ Iron (35 +5/turn)
+ Slaves (10)
Assets:
Ruins: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm] [Tiny Tavern]
[Tiny Brewery]
[Tiny Mage Tower]
[Tiny Whorehouse] (+10 gold/turn, +2% pop)
[Massive Fort]
Not Ruins: Hidden:
[Tiny Town]
[Massive Ancient Iron Mine /5 Stone/5 Iron per turn]
[Tiny Slave Silver Mine][10]
[Tiny Emerald Mine]
[Small Slugling Farm]
[Tiny Gunsmith]
[Tiny Mage Tower]
Military:
[Mountain Camp]
80 Elite Militia men
5 Elite Naval Marines
14 Elite Raiders
8 Elite Sea Reavers
1 Primal Stormseer (better stormseer)
10 Raiders
10 Sneaky Raiders
10 Shock-troopers
1 Heavily Armed Frigate
Bonus: [Naval Raiders] Your men are trained in the naval arts and are veteran raiders giving them bonuses for naval training and combat.
Negative: [Bad Reputation] You’re port has a bad reputation and has a hard time attracting settlers the normal way.
Tech: [Training I][Naval I][Guns I][Incendiaries I] [Slavery I] [Water Magic I] [Stormseers I] [Golems I] [Gunpowder I]
1. Find a way to open those doors. I don't care if you have to blow them open or have the golems pry them open, find a way. Anything that can help us against the Pax will be welcome.
2. Damnit. Continue trying to get better at stealth warfare and the like. Stealth I 5/6
3. What do you mean old one hand thinks he can make golems to act as artillery? Well hot damn, get him on it! Artillery Golems I 2/8
4. Continue building the medium slugling farm. We are running out of food fast. 4/8
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8cda98 No.30344
>>30139
>>30072
spoiler Psst, wanna avenge your fellow felepin and slaughter Ottobassids and Yolians? Me too, we should be friends. Bring any Felipins you find to Rus. spoiler
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8cda98 No.30345
| Rolled 32, 96 = 128 (2d100) |
>>30313
Name: Struggler
Country of Origin: The Middle Kingdom
Profession: Mercenary
Fluff: Cursed, branded and hunted the Struggler has no restful nights. His sword, It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron. He has sailed from The Middle Kingdom leaving behind him a mountain of corpses among them many companions the mighty vessel bore this swordsman to the island's northern coast. The winged elf Pob the only witness to the never ending nights of carnage, tending his wound with his magic dust and tries to piece together an understanding of what fuels this warrior. This island may be the next step in his journey, perhaps this is the destiny he seeks or is it the theater of his demise. Rumor has it the island is beset by dragons and giants and other beings besides perhaps some of them could lead him to his next destination or the tools he needs to accomplish even greater destruction. The battlelust cries inside him for carnage and the goodness of his past life withers in against questions that shake mortal sanity, questions that often take devious forms. Did destiny lead him here or the thirst for battle?
Followers:[Pob the Fae], [Moonwalker]
Assets:[None]
Inventory: [DRAKE-SLAYER LEGANDARY SWORD][Shoddy Iron Armor]
Resources: 5 Gold pieces
Bonus:[One-Man Army] You cannot be outnumbered
Negative: [Berserker] Will you fall to the bloodlust deep in your heart? On a 1 truly bad things happen that you will never live down.
12 Maintain a range and move around its right side to encourage additional bleeding and limping use the sword to block any rocks it might throw and if it tries to use a large bone or moonwalker as a weapon break it and counterstrike with my Drake-Slayer.
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8cda98 No.30346
| Rolled 65, 81, 38, 24 = 208 (4d100) |
Name: The Yolian Excursion
Country of Origin: Yol
Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.
——-Stats——-
Nation Type: Colonial Charter
Population: 1251{+6%/turn} {Cap: 500}{+100}{+400} {Total Cap: 1000} {{{OVER CAP}}}
——-Peons:——-
+53 [Furapes]{+1/t} {Used: 20}
+800 [Felpin] {+1/t} {Used: 0}
Food: 33 [0/turn][+5: Small Peon Farm]
Resources: [Lumber:3+3/t][Stone/Iron Mine→Iron:1+1/t] Stone:1+1/t}[Heathold Ore:2+2][Sharpleaf:1+1/turn][Gorim Tubes:0][Grav Stone:1+1/turn][Copper:2+2/turn][Strange Weapons: 5][Mithril:2+2/t] [Coal:2+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Medium Iron Mine:+3/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kit]
+ [Small Tenements: +300p}
+ [Small Slums: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
+ [Small Peon Farm] [+2 food/20 slaves]
+ [Tiny Combi-Port and Shipyard]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
–Military–
+ 65 Yolian Militia [Green] [+5/turn]
+ 145 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 198 Yolian War-Golems
+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]
+2 Yol Ripper Golems
+1 Yol Artillery Golem
–Navy–
+1 Tiny Experimental Airship
+1 Heavily Armed Frigate
+1 Lightly Armed Frigate [On Assignment]
–Bonuses/Negatives–
[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
[GIB LAND] There will be no negotiations with natives, all is to be harvested.
–Tech-
[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]; [Poison Gas I]; [Conscription I][+5 Militia per turn up to 50%]
–Production–
Soldier Kits: 42+5/turn
–Policies–
>>Rationing cooldown: 0 turns
—Actions—
1. The Peon farm expands even more to integrate the displaced Felpin and the Furpapes. THEY WORK FOR EACH OTHER! THEY WORK FOR EACH OTHER! {6/8 [Medium Peon Farm]}
2. Another attempt at a watch. The shift commander does not look pleased. [General Watch]
3. The interior of the former Felpin civilization is claimed by the Yol. The former Felpin are forced, with minor pay, to work rebuilding and directing the Yol to resources large and small. The Yol are furious now that the war has begun in earnest. [Annexation of the Felpin]
4. The logistical organization of the Felpin is mostly a boring affair involving paperwork and some Yolian overseers in the field double-cheking labor operations. Given such a barbaric and primitive state of affairs, the Yol are brutal in enforcing the extraction quotas they have in mind – the corporations are similarly eager to do so. [Formal reorganization of the Felpin]
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8cda98 No.30347
>>30038
Name: Álfar ná (typically mispronounced Alfarna)
Country of Origin: Myr av Havfolkene
*Country Fluff: Myrs av Havfolkene also known as Marshes of the Sea Folk. Is a small fairly unassuming nation with a small industrial base and no real worth to it's neighbors, except for it's location. It sits as a buffers state between several major powers, and has such been invaded several times. however said invasions have never really been successful. The marsh and sea elves of the land fade into their home terrain harrying invaders and running supply lines ragged, even when their cities are captured, or even sacked in some cases. This has led to Myrs av Havenfolke's reputation as being unconquerable, and frankly not worth the effort.
The people there are proud, and have a deep warrior and sailing tradition. In fact despite it's poor industrial base, the marshes have many ships, small shallow ships that function in the marshes as well as they do on the sea. what was at first a means to expedite movement and trade, became a way tow age war. This has led to the Northern Elves' reputation as raiders and thieves. Striking quickly and quietly, then disappearing back into their lands. Most nations would do something about it, but said endeavors are costly in the extreme and typically leave them open to reprisal from a third party.
Nation Fluff: Álfar ná has been established for three reasons. Firstly to explore and discover everything about this new land possible. Secondly to bring needed resourcfes back home. Thirdly to serve as a base and bastion in these new seas for all Myrsan ships, and thus extend Myrsan reach.
Nation Type: Charter
Hexes:4
Population: 2262
Housing 700 (500 massive town, 100 tiny town, 100 from free hexes)
Food: 0 -22/turn /2 for 3 turns -11 for now
Resources: Lumber 18+4/turn, Food +2/turn, +[Velsignelse Frukt] 11 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 20, +5/turn, [11 Infantry Kit], Mead, 225 Gold +5/ turn, 1 strange weapons, Celestium 20 +2/turn, Veldig løvtre 4 +1/turn, Norfil 7+1/turn, 15 Mithiril ,2 Coal, 6 Heathold Ore, 8 GravStone
Assets: [Massive Town] [small city 0/4)
[Small Farm]
[Small Velsignelse Frukt Farm]
[Massive Iron Mine]
[Medium Lumberyard]
[Large Shipyard]
[Tiny Duftende Frukt Farm]
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
[Tiny Forge]
[Tiny Apothecary][+1% population growth and reduced casualties]
[Small Lighthouse][Replaces resource node][Decreases all navigation failures by 1 within 10 hexes of the tower]
[Small Celestuim Mine]
[Tiny Veldig løvtre Lumberyard]
[Tiny Norifl Plant]
[Tiny town]
[Tiny Manor] +5 Gold a turn
[Small Farm 1/4]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 86 Myr Raiders[Elite]
16 Celesteel Reavers[Elite]
+[2 Weak Artillery]
+[1 Average Artillery]
+ 50 Elite Myr Manbreakers
+80 Veteran Voranguard
Navy: 4 Lightly Armed Sloops[Stormbreaker][Navi II]
+ 6 Lightly-Armed Sloops [Stormbreaker]
+1 Legendary Heavily-Armed Sloop "Thrassius"
+1 Myr Stormbreaker Ship-of-the-Line
+[Heavily Armed Frigate][Stormbreaker][Navi II]
+[Heavily Armed Sloop][Stormbreaker][Navi II]
+[Medium Armed Frigate][Stormbreaker][Navi II][Navi II]
Bonus: [Sea Raiders] Your people have a long tradition of naval combat and raiding giving them bonuses to combat and raiding.
Negative: [Industry?] Your people have very little industrial skills and have minuses to develop production and refinement of materials.
+[Saviour Complex]-Most of the colonists view Radnigar as their saviour and would even disobey the colonial government if he would ever ask.
Tech:[Naval II]
[Warfare II]
[Navigation Tools II]
[Stormbreaker Ships*][Ignore all weather effects]
[Gunpowder I]
[Enchanting I]!
[Agriculture II]
[Shipbuilding I](5/8)
[Rationing*][5 turns of half feed/5 turn cooldown]
[Plantations I]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead(already factored)
Free: Input 1 mead to get twenty gold (already factored)
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8cda98 No.30348
| Rolled 29, 47, 17, 4 = 97 (4d100) |
>>30347
1. Begin Training more troops and militia en masse. Our rate of militarization is far too slow.
+Military II
+Gunpowder I
+Enchanting I
+Barracks
+Tiny Forge
2.Build that town into a city now!
3.Continue infiltration and investigation into the zombie cult. Begin setting up a killzone for the cultists and the zombie lord where we can catch them unawares. Make sure the artillery and cannons from the ships can reach and they have good LoS. Have Norfil nearby to douse the zombie in. It's flesh of a sort it'll be eaten away like everything else. Spend gold to set it up and make the necessary bribes.
+200 gold
+2 Norfil
86 Myr Raiders[Elite]
16 Celesteel Reavers[Elite]
+[2 Weak Artillery]
+[1 Average Artillery]
+ 50 Elite Myr Manbreakers
+ 6 Lightly-Armed Sloops [Stormbreaker]
+1 Legendary Heavily-Armed Sloop "Thrassius"
+1 Myr Stormbreaker Ship-of-the-Line
+Military II
+Naval II
+Gunpowder I
4. The Navy is set up and sent out to intercept or sink enemy supply transports. If no transports are sent they seek to establish Naval supremacy across the trade lanes.
4 Lightly Armed Sloops[Stormbreaker][Navi II]
+[Heavily Armed Frigate][Stormbreaker][Navi II]
+[Heavily Armed Sloop][Stormbreaker][Navi II]
+[Medium Armed Frigate][Stormbreaker][Navi II][Navi II]
+80 Veteran Voranguard
+Naval II
+Navigation Tools II
+Gunpowder I
+Shipbuilding I
+Sea Raiders
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8cda98 No.30363
| Rolled 36, 66, 1, 45 = 148 (4d100) |
>>30328
Name: Gerry Fitzgerald
Country of Origin: Llywas
Profession: Conman, Rabble-rouser
Fluff: Gerry is a charismatic, forceful man. He could have made it as a revolutionary if he had a cause, or a general if he had any discipline. Instead, he became a conman, and he was one of the best. People naturally wanted to believe what he said. He could whip a crowd into a frenzy if he needed a distraction, and caused a couple of riots in his time. By the time the police decided to do something about him, he had already taken his earthly possessions and boarded a ship to the new world, with a dream to become a feared pirate captain.
———-++++++++++———-++++++++++———-++++++++++———-++++++++++———-
Followers: [65 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]
Resources and Loot: 50 Gold pieces, 20 various weapons, 8 Looted Treasures, 4 Moderate Knick-Knacks
Bonus:[Charming Rogue] You are a a very persuasive man, people trust you very easily and seem to be easily entrapped by your words, you gain a bonus to any persuasion roll.
Negative: [Wanted Man] You are hunted by the nation of Llywas and have a high bounty on your head.
Skills: [Weak Naval] [Weak Naval Combat] [Cri'Nik Language]
Training: None
Relations: [Cri’Nik Village: Friendly]
>3/10 journey around the continent
1/2/3/4. Every one of these rings shall be mine. What could possibly go wrong? I will take them, if my current state of being will allow, and return to the exterior.
I know it's a trap for the greedy, but this segment has gone on for five kajillion years.
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8cda98 No.30364
>>30363
OH FOR FUCK'S SAKE!
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8cda98 No.30367
>>30335
Greetings Rus allies. Thank you for the food and supplies. They are greatly appreciated. Let us introduce you to our native allies, the Tidecallers. Treat them well.
>>30335
Greetings Tidecallers. In the lands we come from our home nation ahs joined in a great war. One of our allies has a colony here too. This is one of their men. We thought it best to introduce you to each other, as we will need to work together.
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8cda98 No.30370
| Rolled 81, 1, 35, 78 = 195 (4d100) |
Name:Ceh Metztli
Country of Origin:Felpin
Profession:Huntress
Fluff:Ceh Metztli is a proles Felpin who fell in love with the thrill of the hunt the second she got her fist taste of it, she has spent all her life trying to master her craft and has experimented with a few different strategy's for taking down her prey but has always used her favorite weapon, the spear, for its versatility, however she is foolhardy and even if a army of prey come past you can bet she will try to take them all down.
Followers:[2 Felpin Veteran Hunters][105 Felpin Veteran Drakeblood Bladedancers][Kel Gali][Blood Serpent]
Assets:[Ashes of Dis'Rac][Ashes of the Felpin Civilization][Right arm of GOD][Skull of GOD]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Medium Stealth][Medium Spear-fighting][Weak Shadow Magic 4/6 Average Shadow Magic][Training I 2/6 Training II][Moderate Fire Magic]
Status:[Healed/Healthy]
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.
[Piece of God [Skull]] The [Skull] allows you to pierce into the minds of other creatures and read their thoughts it also allows you to invade the dreams of creatures.
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1. "I should practice a bit more with my shadow magic, it has been quite some time since the last time I have tested my skills in it" [Train Shadow magic]
2&3 "If that Dis'Rac has shown me anything its that there is no such thing as being too well trained in combat, I cant afford to be injured all the time after all." [Train Spear fighting.]
4. "We have been gone from home far far too long, today we march for the heart, to home." [March to the heart.]
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8cda98 No.30371
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8cda98 No.30374
>>30371
>>30370
The Rus can help you avenge your people Ceh Sama :3
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8cda98 No.30377
| Rolled 13 (1d20) |
I know, just do something icly that will get ceh on your side and she probably will end the yol and otto's with tanks and gun trained felpin
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8cda98 No.30378
>>30377
I had an action trying to recruit the natives getting slaughtered this turn, that should facilitate some RP
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8cda98 No.30379
>>28808
Start Position: South-Eastern Sea, between the continent and the two islands
Name: Daknalos' Short Straws
Country of Origin: Most Secure Kingdom of Daknalos
Country Fluff: Two are the pinnacles of Venerid society: their unsurpassed cowardice, and the power of desperation derived. This species knows only one strategy when dealing with a foe: to withdraw in its shell and jet away at astounding speeds. Plagued by fear, it was this life of torment that would've lead their brightest minds to push the boundaries of knowledge in search of shelter. Three were the pivotal discoveries that changed Venerid history. First came Electricity, a marvel to land dwellers while a common characteristic to flaunt among many fishes, once tamed proved to be a somewhat effective weapon at "prodding" off enemies, and soon all its implications followed. Then came Magneticism: it was observed that certain rocks reacted in peculiar ways when struck by electricity and so Lodestones were discovered, filtering raw metals from the very water of the sea a raw form of smithing became available, though more akin to sculpting and "scraping off the metal layer from the magnet, it was later refined to a proper standard. Finally came Cement and Concrete, for it was easy to observe that certain piles of sand hardened beyond coral density.''
''With these three inventions at hand, the Venerids could at last settle. Thus the Most Secure Kingdom of Daknalos was born and took its place in the world as a vast trading power thanks to its commerce of rare and luxurious resources, from exotic textiles such as byssus to deep-sea metals such as tungsten and nickel. Of note and most sought are its alchemicals, thanks to the cultivation of specific alghae, leaking oils and acid basins.
Nation Fluff: Though rumours of the New World came as soon as any other country, finding any willing volounteers to venture out proved quite the task. After much, much evaluation, the Venerids resorted to the time-tested Ritual of Utter Doom. The straws were drawn, and the victims chosen. Weeping and wailing over their short sticks, the "volounteers" gathered their belongings. The Daknalos' Short Straws company was formed.
Nation Type: [Colonial Charter]
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8cda98 No.30380
| Rolled 5, 77, 43, 87, 29 = 241 (5d100) |
Start Position: The easternmost tip of the main island
Name: Ibin Al'thir's Most Righteous Expedition to the New World
Country of Origin: The Ottobassid Empire
*Country Fluff:
The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.
The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.
Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.
Nation Type: Colony of the Caliphate
https://www.youtube.com/watch?v=NSwvym7ST5I
Population:
1955 Humans
200 Snousies
1400 Felpin
Food: 0 -35/turn +16/turn
Resources:
25 Lumber +1/turn
18 Shiny Scales +1/turn
10 Hides +1/turn
Assets:
[Small Town] (Main) [Small Plantation [Assign pop not in military up to 200, make 1 food per 100]
[Small Town] (Snousies)
[Tiny Town] (south of mountain)[TAKEN OVER]
[Tiny Town] (north of mountain)
[Tiny Mosque]
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm] (x2 - Tiny irrigation canal)
[Tiny Hunting Paths]
[Tiny Forge] [Master Smith](+5 to all metal working rolls)
[Tin vein]
[Small Obsidian Mine]
1 Imam
2 Lorbac Beast
2 Young Lorbac
1 Lavaturtle
1 Scovar Beetle
+5 Strange Weapons
Other:
+[Felpin Conversion Agri Class: Massive]
Military:
+1375 Refugee Militia
+400 Janissaires
+4 Superior Cannons
+4 Superior Mortars
Navy:
2 Ship-of-the-line
1 Lightly Armed Frigate
Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.
Negative: [Zealots] Your people have a tough time coexisting with those of other religions.
Tech:[Gunpowder I][Naval I] [Firearms II] [Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]
[Strong Alliance: Flishy Village: +5 food per turn] [Unbreakable Alliance: Flishy Village 4/12]
1-2. We shall continue our efforts to win over the Fishies that we may have sea food in abundance.
>[Culture II] [Religion II]
[Unbreakable Alliance: Flishy Village 4/12]
3. Expand the Small Plantation
[Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]
4. Build another Plantation in our other Small Town
[Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]
5. Expand the Tiny Fishery
[Strong Alliance: Flishy Village] [Nature Magic I]
>It is now a free action to send resource back.
Send
20 Lumber
18 Shiny Scales
10 Hides +1/turn
2 Young Lorbac
1 Scovar Beetle
Rather than add to any War Score, the Prince makes special requests from the home land. Let others claim the war score, he cared about the colony and the new faithful.
>NEED FARMING/CONSTRUCTION EQUIPMENT AND KITS
>AS MUCH AS CAN BE SENT.
>INTEND TO BUILD PLANTATIONS TO PRODUCE HIGH VALUE AGRICULTURE."
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8cda98 No.30383
>>30331
A telegram!
——————————–
To: Principality of Temnland
From: Yolian Cartel Directorate, Yol
Concerning: Organization of Hostilities
——————————–
Gold find you. As you know, the mainland has found itself engaged in another considerable struggle against the Rus. As such, the Yolian Cartel Directorate [Yol] has decided to organize and facilitate war logistics for the colonies. The directorate would therefore request your current input into the matter in case of obstruction of naval lanes, loss of facilities, destruction of facilities, or loss or injury of staff. Being an oustanding situation, the directorate has seen fit to authorize this colony to supply your forces with whatever arms and equipment deemed expedient to prosecute the war against the enemies of the alliance without regard to their location. Please respond when time permits.
Good Wealth,
The Yolian Cartel Directorate
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8cda98 No.30433
>>30382
>>30383
——————————–
To: Yolian Cartel Directorate, Yol
From: Prince Temnick of the the Drakensriech, Lord of the Principality of Temnland
Concerning: Re: Organization of Hostilities
——————————–
Victory be with you. I'm aware of the war back at home and thank you for your offer of cooperation. Know that the ships of the Temnland are ready to face whoever would disrupt the trade lanes, being an island based colony we have been sent some of Drakensreich's finest ships and marines. Just tell us where the alliance needs us and we will show those scum what Drakensreich soldiers are made of.
Ancestors protect,
Prince Temnick of the the Drakensriech, Lord of the Principality of Temnland
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8cda98 No.30434
| Rolled 48, 36, 57, 62 = 203 (4d100) |
>>30328
Population: 833
Resources: Lumber +1/turn=9
Food: 21 (-8/turn +13/turn=+5/turn)
Assets: [Large Town]
[Massive Fish Farm +10 food ]+10 yol slaves
[small fish farm +2 food per turn]
[tiny fish farm +1 food per turn]
[Tiny Temple] +10 Zealots per turn +10 yol slaves
[Tiny Raxthahr Pens] +2 Raxthahr infant per turn +10 yol slaves
+30 Yol Slaves
+10 Serpents [Juvenile] [2/30]
+1 Raxthahr infant [3/5]
+2 Raxthahr infant [2/5]
+2 Raxthahr infant [1/5]
Military:
120 Tidecaller Berzerkers
40 Tidecaller zealots
Bonus: [Apocalypse Now] The end is nigh and you will be prepared for it gaining bonuses to unraveling the secrets of lost knowledge from before this time to prepare.
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I][Rage I][Slavery I] [Construction I] [Farming I] [Beast Mastery I]
1.2.3. While we have regained the basics there is so much more we need to reclaim all the way to V [Beast Mastery V] 12/44
[Apocalypse Now]
4. [Medium Raxthar Pens] 5/6
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8cda98 No.30436
>Nation Stats
Start Position: northwest of the main island
Name: Ingeitum
Country of Origin: Paxslavia
*Country Fluff: Ingeitum is a colony of Paxslavia, sent here to build a colony and give the dwarves a stake on Arantil. it has been given well trained Dwarf engineers and construction crew to build up a colony and start harvesting raw resources.
Nation Fluff: Paxslavia is an empire of industrious dwarves. they are as a middle man of the various old world nations. they have industry and steampower, though not so focused as the Yol or Rus. they have gunpowder and cannons, yet not as focused as the Ottobassid. they know of war, yet not as warlike as Drakensreich.
what they lack in technology, they make up in construction and engineering. they are skilled builders of mines, towns, cities, roads, farms, watermills, factories… the nation is not more numerous than others, but their cities are larger and built faster than any other. this allows them to make large colonies in a short amount of time and gather raw materials. if you can dream it, they can build it.
Nation Type: Dwarf Empire
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8cda98 No.30494
| Rolled 95, 55, 96, 32, 9, 44, 92, 20 = 443 (8d100) |
>>30328
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers: 1 [Felpin Scout “Va’Li”]; [Brakethal Lizard]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][6 days rations][5 Garther Crystals][1 LifeDrain Ore][3 Slimeritter Teeth]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Moderate Dual-wielding]; [Endurance II 5/6]
Bonus:[Pirate Inquisitor] You have traveled the world as a pirate and know work as a inquisitor for the Ottobassid empire, having fought in the toughest of battles and made the toughest of men squeal for death you gain bonuses to combat and the gathering of information.
Negative: [Legacy] You have left behind a legacy of pain and suffering, though you have turned your ways around if your past is ever revealed it will not turn out well for you.
1-2; Train Endurance 5/6
3-4; Mark this spot for future mining, then explore for better and more useful materials
5-6; Hunt Monsters
7; Train Brakethal Lizard (make it better or more responsive to my commands or simply find more out about it, however you will interpret it to be most useful
8; Train Moderate Dual-wielding with Va Li
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8cda98 No.31450
>>30379
>>30436
This game is approaching it's end and will not be accepting more nations. Thank you for appyling
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8cda98 No.31451
>>30331
1. The ships report back saying their are numerous minor tribes along the coast +[Florif Tribe][Borlip Tribe][Uz’Ric Tribe]
2. The [Staff of Ragubaba] exudes extreme power with a mere touch 1/10
3. The fence on the ranch breaks letting many stamporf escape 0/6
4.The fishery slowly expands 4/6
>>30335
1. The Dooples manage to gather a few refugees +50 Felpin
2. A small fire breaks out in the food stores -5 food
3. The [Small Frostwood Lumberyard] is completed and the men tell of a great ice palace within the forests
4. An new [Iron Vein] is found
5. The [Tiny Floatwhale Ranch] is completed!
>>30342
1. A steady bombardment of cannon-fire is slowly doing the trick 3/10
2. +[Stealth I]
3. The designs for artillery golems are almost done 5/8
4. The farm is almost improved 7/8
>>30345
1. You slay the creature with a mighty counter-strike to the head. The crowd cheers in their weird gargly way and ushers you off for a feast.
>>30346
1. The [Medium Peon Farm] is completed
2. The [General Watch I] now operates with impunity
3. The former felpin territory is annexed +[Large Ruined City]
4. The felpin are forcefully categorized into the Yol peon system
>>30347
1. Militia groups are formed +50 militia
2. The town is half way there! 2/4
3. When the forces move to suppress this zombie menace they are met with peaceful protesters who form a human chain around their leader! The bribes proved partially effective but several hundred elves still stay.
4. A mid port collision sinks one [Lightly Armed Sloop]
>>30363
1. You lustfully grab the rings in your hand, they glow with strange allure as you put them on your fingers. You begin to feel your arms growing cold as you are quick to noticed your once ethereal body slowly turning gold.
>>30370
1. +[Average Shadow Magic]
2. As you train your spear-fighting you begin to notice something at the back of your mind… something is coming [2 turns till ????]
3. You march home arriving at the ruins of what was once heart, the area is now infested with brutal Yol who force any survivors into servitude.
>>30380
1. Ever so slowly you improve relations with the Flishies 7/12
2. The small plantation expands +[Medium Plantation]
3. The [Small Plantation] is completed
4.The fishery is slow to expand 1/6
>>30434
1. Beast Mastery 20/44
2. +[Medium Razthar Pens]
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8cda98 No.31460
Name:Ceh Metztli
Country of Origin:Felpin
Profession:Huntress
Fluff:Ceh Metztli is a proles Felpin who fell in love with the thrill of the hunt the second she got her fist taste of it, she has spent all her life trying to master her craft and has experimented with a few different strategy's for taking down her prey but has always used her favorite weapon, the spear, for its versatility, however she is foolhardy and even if a army of prey come past you can bet she will try to take them all down.
Followers:[2 Felpin Veteran Hunters][105 Felpin Veteran Drakeblood Bladedancers][Kel Gali][Blood Serpent]
Assets:[Ashes of Dis'Rac][Ashes of the Felpin Civilization][Right arm of GOD][Skull of GOD]
Inventory: [Legendary Spear][Leather Garb][5 Weak Armour][3 Weak Shields][6 Corvain Knick Knacks][Iron Drake Egg]
Captives: [None]
Resources: [None]
Skills: [Medium Stealth][Medium Spear-fighting][Average Shadow Magic][Training I 2/6 Training II][Moderate Fire Magic]
Status:[Healed/Healthy]
Bonus:[Hunter of Man] You are a artful huntress who has dedicated her life to it giving bonuses to warfare and hunting
[Drakeblood] You have drunken the blood of the drake and you skin is now as hard as the iron of it’s scales.
[Piece of God [Skull]] The [Skull] allows you to pierce into the minds of other creatures and read their thoughts it also allows you to invade the dreams of creatures.
Negative: [Foolhardy] You cannot and will not back down from a direct challenge.
>>Actions
1,2,3,4 "This will not stand, we must free our sisters from these lesser prey who think they are superior, we will sneak in at night and strike with all our fury stealthily killing the prey one by one until none are left and our sisters are free, then we must regrettably leave, as there are other important maters at hand." [Sneak in, murder the yol stealthily and escape with the freed felpin prisoners.]
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8cda98 No.31463
| Rolled 71, 18, 93, 38 = 220 (4d100) |
https://www.youtube.com/watch?v=1enqg5HkyHI
FUCKINGDICEROLLLSSSSSS
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8cda98 No.31474
| Rolled 77 (1d100) |
[Yol-O Roll]
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8cda98 No.31475
| Rolled 40, 70, 13, 95 = 218 (4d100) |
Name: The Yolian Excursion
Country of Origin: Yol
Country Fluff: Yol is notorious for a few things - industrial capacity, brutality, and constant wars with its neighbors. These fine traits has made the nation harsh and mean, as it has been engaged in nearly constant roiling conflict for the past ten years. This never-ending series of wars has also starved Yol of basic resources such as timber, tin, iron, and coal. Given the exhaustion of the Yol resource base, the situation has triggered a series of expeditions around the world as the Yolians butt heads with their neighbors in order to secure fuel for their constantly undersupplied industrial base. Reflecting such tensions, Yolians themselves are not – and never were – very pleasant: brutal and harsh gnomelike creatures, Yolians value the coin in their purse and the amount of things they level as their mark on the world. Indeed, while some cultures find value in nature or natural beauty, Yolians instead see “nature” as a standing reserve to exploit and convert to Yolbucks and prestige.
——-Stats——-
Nation Type: Colonial Charter
Population: 1326{+6%/turn} {Cap: 500}{+100}{+400} {Total Cap: 1000} {{{OVER CAP}}}
——-Peons:——-
+54 [Furapes]{+1/t} {Used: 20}
+801 [Felpin] {+1/t} {Used: 20}
Food: 33 [0/turn][+5: Small Peon Farm]
Resources: [Lumber:6+3/t][Stone/Iron Mine→Iron:2+1/t] Stone:2+1/t}[Heathold Ore:4+2][Sharpleaf:3+1/turn][Gorim Tubes:0][Grav Stone:3+1/turn][Copper:4+2/turn][Mithril:4+2/t] [Coal:4+2/turn]
–Assets–
[The End of Reason|Basic Town, Capital] {+500 pop}
+ [Medium Iron Mine:+3/turn]
+ [Small Mithril Mine] {+2.turn}
+ [Small Heathold Mine: +2/turn]
+ [Small Coal Mine: +2/turn}
+ [Medium Factory: Spooled - 1 iron → 5 Soldier Kit]
+ [Small Tenements: +300p}
+ [Small Slums: +200p]
+ [Tiny Iron Foundry] {+Double Iron Output}
+ [Tiny Lumber Yard] {+1 Lumber/turn}
+ [Small Copper Mine] {+2 Copper/turn}
+ [Medium Peon Farm] [+4 food/40 slaves]
+ [Tiny Combi-Port and Shipyard]
[Grid|Small Town]
+[Small Farm]
+[Small Sharpleaf Farm]
+[Large Ruined City]
–Military–
+ 70 Yolian Militia [Green] [+5/turn]
+ 145 Yolian Infantry [Veterans]
+ 5 Experimental Yolian Shocktrooper [Veterans}
+ 198 Yolian War-Golems
+1 Yolian Deforester [Can desolate one hex for a massive lumber bonus but stops all but mining on that hex]
+2 Yol Ripper Golems
+1 Yol Artillery Golem
–Navy–
+1 Tiny Experimental Airship
+1 Heavily Armed Frigate
+1 Lightly Armed Frigate [On Assignment]
–Bonuses/Negatives–
[Rape the Earth] Your industrious people have a great skill in reaping resources from the earth and gain bonuses to extract resources
[GIB LAND] There will be no negotiations with natives, all is to be harvested.
–Tech-
[General Watch I];[Mining II];[Firearms I];[Airships I];[Peonage I];[Rationing I];[Automata I]; [Poison Gas I]; [Conscription I][+5 Militia per turn up to 50%]
–Production–
Soldier Kits: 47+5/turn
–Policies–
>>Rationing cooldown: 0 turns
—Actions—
1.2. The Yol are attempting to mass conscript their available colonial elements. War is imminent. [Research: Mobilization II]
3.4. The Yol rally their army units to destroy the intruders. With the alert active, the active army moves in with reasonable speed. [Defense]
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8cda98 No.31476
| Rolled 16 (1d100) |
>>31451
Name: Struggler
Country of Origin: The Middle Kingdom
Profession: Mercenary
Fluff: Cursed, branded and hunted the Struggler has no restful nights. His sword, It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron. He has sailed from The Middle Kingdom leaving behind him a mountain of corpses among them many companions the mighty vessel bore this swordsman to the island's northern coast. The winged elf Pob the only witness to the never ending nights of carnage, tending his wound with his magic dust and tries to piece together an understanding of what fuels this warrior. This island may be the next step in his journey, perhaps this is the destiny he seeks or is it the theater of his demise. Rumor has it the island is beset by dragons and giants and other beings besides perhaps some of them could lead him to his next destination or the tools he needs to accomplish even greater destruction. The battlelust cries inside him for carnage and the goodness of his past life withers in against questions that shake mortal sanity, questions that often take devious forms. Did destiny lead him here or the thirst for battle?
Followers:[Pob the Fae], [Moonwalker]
Assets:[None]
Inventory: [DRAKE-SLAYER LEGANDARY SWORD][Shoddy Iron Armor]
Resources: 5 Gold pieces
Bonus:[One-Man Army] You cannot be outnumbered
Negative: [Berserker] Will you fall to the bloodlust deep in your heart? On a 1 truly bad things happen that you will never live down.
1 Enjoy the feast hopefully it wont be moonrocks.
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8cda98 No.31477
| Rolled 85, 15, 41, 21 = 162 (4d100) |
>>31451
Start Position: Any of the islands
Name: Port Rioux
Country of Origin: Andris
*Country Fluff: Andris is a largely landlocked nation with their only ports having a straight controlled by another nation blocking their water ways to the outside world. A largely military power their few attempts at naval ambitions have mainly failed, horribly.
Nation Fluff: Port Rioux is a port founded by Captain Levont Tiox after sailing to the new world after the accountants forgot to pay him and his men for weeks. He decided to take the ship as his payment and set off to the new world to make his fortune. He built up his port from stolen goods and scuttled ships. He and many of his men still believe that Andris owes them for that time of lacked payment.
Nation Type: Outlaw
Population: 321 (5% increase)
Food: 7 -1/turn
Resources:
+ Food/Farmed: +2/turn
+ Light Crystals (0.5 +0.1/turn) 0 while hidding from pax
+ Sluglings
+ Fireoctupus
+ Silver (16 +2/turn)
+ Emerald (8 +1/turn)
+ Stone (40 +5/turn)
+ Iron (40 +5/turn)
+ Slaves (10)
Assets:
Ruins: [Small Town][Tiny Farm][Tiny Lumberyard] [Tiny Slugling Farm] [Small Spicesap Farm] [Tiny Gun Smith] [Medium TorchFish Farm] [Tiny Tavern]
[Tiny Brewery]
[Tiny Mage Tower]
[Tiny Whorehouse] (+10 gold/turn, +2% pop)
[Massive Fort]
Not Ruins: Hidden:
[Tiny Town]
[Massive Ancient Iron Mine /5 Stone/5 Iron per turn]
[Tiny Slave Silver Mine][10]
[Tiny Emerald Mine]
[Small Slugling Farm]
[Tiny Gunsmith]
[Tiny Mage Tower]
Military:
[Mountain Camp]
80 Elite Militia men
5 Elite Naval Marines
14 Elite Raiders
8 Elite Sea Reavers
1 Primal Stormseer (better stormseer)
5 Raiders
15 Sneaky Raiders
10 Shock-troopers
1 Heavily Armed Frigate
Bonus: [Naval Raiders] Your men are trained in the naval arts and are veteran raiders giving them bonuses for naval training and combat.
Negative: [Bad Reputation] You’re port has a bad reputation and has a hard time attracting settlers the normal way.
Tech: [Training I][Naval I][Guns I][Incendiaries I] [Slavery I] [Water Magic I] [Stormseers I] [Golems I] [Gunpowder I] [Stealth I]
1. Continue to break down those doors. I want what is inside. 3/10
2. Continue working on those artillery golem designs. 5/8
3&4. Continue to upgrade the farm. 7/8
+Golems I
Free: Training 5 stealth raiders from normal raiders
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8cda98 No.31478
Start Position: The easternmost tip of the main island
Name: Ibin Al'thir's Most Righteous Expedition to the New World
Country of Origin: The Ottobassid Empire
*Country Fluff:
The Ottobassid Empire are the true inheritors of God's Prophet (peace be upon him), having united the east under the Red Banner. Our glorious Sultan (son of the sun, may he live forever!), caliph of all the world, who leads an ever growing campaign of expansion to spread the empire and our holy faith to the vile infidels and barbarians of the world.
The Ottobassids have the most advanced gunpowder technology of any nation, thanks to a near limitless reserves of sulfure and saltpeter. Is it not written "blackpowder floweth through the land like the sands of the dunes"? As such their army focuses primarily on rifle armed Jannisaries supported by vast lines of great bombards and mortars, and this reflects in their navy as well. Their ships are, by necessity, built larger and heavier than the rest of the worlds due to the need to carry the bombards in multiple decks, as well as the powder supply for them. Their reliance on large triple deckers brimming with bombards makes the Ottobassid navy particularly slow to the point that it is easy to outrun them, but they are deadly in combat and the lack of focus on haste means a greater focus on supplies and equipment. Any ottoman heavy ship is able to survive an entire year on sea without stocking up for new supplies, and that's if they don't have any of their famed ship gardens.
Nation Fluff: Ibin Al'thir is one of 57 of Sultan's legitimate sons of one of his many concubines, as such he was born and raised in the sultan's very own academies. Choosing to become an explorer and to bring the words of the Prophet throughout the world, as is the duty of all faithful, he has been chosen to lead a great colonial expedition to the new world. Taking with him a mighty Ottobassid Warship and stocking it arms and equipment, they might not be the first to arrive but they will certainly be the most supplied.
Nation Type: Colony of the Caliphate
https://www.youtube.com/watch?v=NSwvym7ST5I
Population:
1800 Humans
192 Snousies
1380 Felpin
Food: 0 -33/turn +20/turn
Resources:
6 Lumber +1/turn
1 Shiny Scales +1/turn
1 Hides +1/turn
Assets:
[Small Town] (Main) [Medium Plantation [Assign pop not in military up to 300, make 1 food per 100]
[Small Town] (Snousies) [Small Plantation [Assign pop not in military up to 200, make 1 food per 100]
[Tiny Town] (south of mountain)
[Tiny Town] (north of mountain)
[Tiny Mosque]
[Tiny Clomik Fishery] [+1 Food and +1 Shiny Scales per turn]
[Large Farm] (x2 - Tiny irrigation canal)
[Tiny Hunting Paths]
[Tiny Forge] [Master Smith](+5 to all metal working rolls)
[Tin vein]
[Small Obsidian Mine]
1 Imam
2 Lorbac Beast
1 Lavaturtle
+5 Strange Weapons
Other:
+[Felpin Conversion Agri Class: Massive]
Military:
+1375 Refugee Militia
+400 Janissaires
+4 Superior Cannons
+4 Superior Mortars
Navy:
2 Ship-of-the-line
1 Lightly Armed Frigate
Bonus: [We like the big boom] The Ottobassid empire focuses creatly on it’s gunpowder tech and has bonuses towards gunpowder related production and research.
Negative: [Zealots] Your people have a tough time coexisting with those of other religions.
Tech:[Gunpowder I][Naval I] [Firearms II] [Culture II] [Felpin Culture] [Religion II] [Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]
[Strong Alliance: Flishy Village: +5 food per turn] [Unbreakable Alliance: Flishy Village 7/12]
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8cda98 No.31479
| Rolled 40, 78, 83, 74, 4 = 279 (5d100) |
>>31478
1. Search in the mountains and the volcano for a source of iron.
2-3. The alliance with the fishies is of vital importance for all affects of our existence here, from food, to defense. When the time comes to cement our alliance forever, we shall formally ask them to send the daughter of their chieftan home to the Sultan.
>[Culture II] [Religion II]
[Unbreakable Alliance: Flishy Village 7/12]
4. Continue to expand the fishery.
[Strong Alliance: Flishy Village] [Nature Magic I]
5. Let us build a [Xorm Berries] farm in one of our tiny towns. It will provide both food, as well as Xorm Berries to send home when we have excess food.
[Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]
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8cda98 No.31482
>>31451
Name: Álfar ná (typically mispronounced Alfarna)
Country of Origin: Myr av Havfolkene
*Country Fluff: Myrs av Havfolkene also known as Marshes of the Sea Folk. Is a small fairly unassuming nation with a small industrial base and no real worth to it's neighbors, except for it's location. It sits as a buffers state between several major powers, and has such been invaded several times. however said invasions have never really been successful. The marsh and sea elves of the land fade into their home terrain harrying invaders and running supply lines ragged, even when their cities are captured, or even sacked in some cases. This has led to Myrs av Havenfolke's reputation as being unconquerable, and frankly not worth the effort.
The people there are proud, and have a deep warrior and sailing tradition. In fact despite it's poor industrial base, the marshes have many ships, small shallow ships that function in the marshes as well as they do on the sea. what was at first a means to expedite movement and trade, became a way tow age war. This has led to the Northern Elves' reputation as raiders and thieves. Striking quickly and quietly, then disappearing back into their lands. Most nations would do something about it, but said endeavors are costly in the extreme and typically leave them open to reprisal from a third party.
Nation Fluff: Álfar ná has been established for three reasons. Firstly to explore and discover everything about this new land possible. Secondly to bring needed resourcfes back home. Thirdly to serve as a base and bastion in these new seas for all Myrsan ships, and thus extend Myrsan reach.
Nation Type: Charter
Hexes:4
Population: 2398
Housing 700 (500 massive town, 100 tiny town, 100 from free hexes)
Food: 3 -23/turn /2 for 2 turns -12 for now
Resources: Lumber 22+4/turn, Food +2/turn, +[Velsignelse Frukt] 11 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 25, +5/turn, [11 Infantry Kit], Mead, 50 Gold +5/ turn, 1 strange weapons, Celestium 22 +2/turn, Veldig løvtre 5 +1/turn, Norfil 7+1/turn, 15 Mithiril ,2 Coal, 6 Heathold Ore, 8 GravStone, 2 Murplish
Assets: [Massive Town] [small city 2/4)
[Small Farm]
[Small Velsignelse Frukt Farm]
[Massive Iron Mine]
[Medium Lumberyard]
[Large Shipyard]
[Tiny Duftende Frukt Farm]
[Tiny Tavern][Input one mead gain twenty gold]
[Tiny Meadery][Input one Frukt gain one Mead]
[Small Port]
[Tiny Forge]
[Tiny Apothecary][+1% population growth and reduced casualties]
[Small Lighthouse][Replaces resource node][Decreases all navigation failures by 1 within 10 hexes of the tower]
[Small Celestuim Mine]
[Tiny Veldig løvtre Lumberyard]
[Tiny Norifl Plant]
[Tiny town]
[Tiny Manor] +5 Gold a turn
[Small Farm 1/4]
Defenses: Barracks [5 Raiders per turn max 50 percent of population]
+[Defensive Corals],
Military: 91 Myr Raiders[Elite]
16 Celesteel Reavers[Elite]
+[2 Weak Artillery]
+[1 Average Artillery]
+ 50 Elite Myr Manbreakers
+80 Veteran Voranguard
+50 Myrsan Militia
Navy: 4 Lightly Armed Sloops[Stormbreaker][Navi II]
+ 6 Lightly-Armed Sloops [Stormbreaker]
+1 Legendary Heavily-Armed Sloop "Thrassius"
+1 Myr Stormbreaker Ship-of-the-Line
+[Heavily Armed Frigate][Stormbreaker][Navi II]
+[Heavily Armed Sloop][Stormbreaker][Navi II]
+[Medium Armed Frigate][Stormbreaker][Navi II][Navi II]
Bonus: [Sea Raiders] Your people have a long tradition of naval combat and raiding giving them bonuses to combat and raiding.
Negative: [Industry?] Your people have very little industrial skills and have minuses to develop production and refinement of materials.
+[Saviour Complex]-Most of the colonists view Radnigar as their saviour and would even disobey the colonial government if he would ever ask.
Tech:[Naval II]
[Warfare II]
[Navigation Tools II]
[Stormbreaker Ships*][Ignore all weather effects]
[Gunpowder I]
[Enchanting I]!
[Agriculture II]
[Shipbuilding I](5/8)
[Rationing*][5 turns of half feed/5 turn cooldown]
[Plantations I]
Occurances: +[Behemoth Fight], +[Derfer Birds]
Free: input one Duftende frukt to get 1 mead(already factored)
Free: Input 1 mead to get twenty gold (already factored)
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8cda98 No.31483
| Rolled 72, 11, 44, 54 = 181 (4d100) |
>>31482
1. Keep building our main town up into a city! (2/4)
2-3. By order of the governor all Myrsans are order to disperse The Zombie is an existential threat to Álfar ná and everyone in it. Anyone protecting it will be shot. Return to your homes or jobs, Now.
91 Myr Raiders[Elite]
16 Celesteel Reavers[Elite]
+[2 Weak Artillery]
+[1 Average Artillery]
+ 50 Elite Myr Manbreakers
+50 Myrsan Milita.
+ 6 Lightly-Armed Sloops [Stormbreaker]
+1 Legendary Heavily-Armed Sloop "Thrassius"
+1 Myr Stormbreaker Ship-of-the-Line
+Military II
+Naval II
+Gunpowder I
4. The Navy is set up and sent out to intercept or sink enemy supply transports. If no transports are sent they seek to establish Naval supremacy across the trade lanes.
4 Lightly Armed Sloops[Stormbreaker][Navi II]
+[Heavily Armed Frigate][Stormbreaker][Navi II]
+[Heavily Armed Sloop][Stormbreaker][Navi II]
+[Medium Armed Frigate][Stormbreaker][Navi II]
+80 Veteran Voranguard
+Naval II
+Navigation Tools II
+Gunpowder I
+Shipbuilding I
+Sea Raiders
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8cda98 No.31484
>>30494
1. +[Endurance II]
2. You mark the spot continung deeper into the caves coming upon a dark rock that burns at the touch +??? Ore
3.You hunt some small scaled rat creatures +6 [Horit Pelts]
4. The creature follows your command abosolutely
5. No progress
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8cda98 No.31490
| Rolled 47, 7, 66, 100 = 220 (4d100) |
>>31451
Population: 833
Resources: Lumber +1/turn=9
Food: 21 (-8/turn +13/turn=+5/turn)
Assets: [Large Town]
[Massive Fish Farm +10 food ]+10 yol slaves
[small fish farm +2 food per turn]
[tiny fish farm +1 food per turn]
[Tiny Temple] +10 Zealots per turn +10 yol slaves
[Medium Raxthahr Pens] +4 Raxthahr infant per turn +10 yol slaves
+30 Yol Slaves
+10 Serpents [Juvenile] [4/30]
+1 Raxthahr infant [4/5]
+2 Raxthahr infant [3/5]
+2 Raxthahr infant [2/5]
+4 Raxthahr infant [1/5]
Military:
120 Tidecaller Berzerkers
50 Tidecaller zealots
Bonus: [Apocalypse Now] The end is nigh and you will be prepared for it gaining bonuses to unraveling the secrets of lost knowledge from before this time to prepare.
Negative: [Primitive] You have a lower tech level then the colonists and have minuses to using their technologies
Tech:[Warfare I][Religion I][Rage I][Slavery I] [Construction I] [Farming I] [Beast Mastery I]
1.2.3.4. While we have regained the basics there is so much more we need to reclaim all the way to V [Beast Mastery V] 20/44
[Apocalypse Now]
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8cda98 No.31491
| Rolled 29, 99, 24, 25 = 177 (4d100) |
>>31451
Name: Kievan Rus
Country of Origin: Rus
Nation Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.
Nation Type: Colony/Tsardom
Population: 2432 peeples (+100 per turn), 27 Nymphs & 37 Ice Nymphs 300 Dooples
50 Felipns
Food: 36 - 23/turn from pop | +26/turn from food produc. [Net: +3/turn]
Resources: Lumber [17] +3/turn | Frostwood lumber[6] +2/turn | Fish & game (food) +26/turn | Pelts [14] +2/turn | Iron [6] +1/turn | 2 Strange Weapons | 2 Strange Idol | Murplish [6] +1 per turn | 1 [Tiny Floatwhale Herds] +1/turn
Beast: [5 Murplish] | 1 [Kralik Bird] 1 [Floatwhale Herds]
Assets: [2 Small Town][1 Tiny Town][Medium Fishery][3 Tiny Wallerbeast Hunting Lodge][2 Tiny lumberyard] [2 Tiny Frostwood Luberyard][Large Farm][2 Medium Farm][ 4 Small Farm][Small Arcane Factory][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort][Tiny Floatwhale Ranch]
Military: 70 Rus Riflemen
1000 Rus Riflemen [11th Vronguard Regiment]
5 Rugged Rus Riflemen
5 Rugged Aquatic Rus Riflemen
20 Rus Marines
1 Steam Tank
10 Rus Militia
5 Nymph Militia (they fuck people to death)
Kits: 10 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits
Navy:1 Ship-of-the-line
4 Lightly-Armed Frigates
2 Civilian Sloops
Bonus: [Land of Science] A technological renaissance is flowing through your country and new improvements technology are to arrive to you first.
Negative: [World War] You are at war with almost every country in the world, this is no different with their official colonies
Tech:[Farming III][Research I][Steam III][Firearms III][Forestry I][Secret Police I][Arcane Generator I]
>Ongoing
>Infiltration begins 1/4
horns in muh anus: A rusty spork under cornwallis's fingernail
1/2. A massive draft of all available soldiers is put forth, the colonist of Rus have remained idle for too long!
3. We now have the whales, but what we need is to weaponize them, to make them move to our commands and be willing to have decking and flight rubbers strapped to them!
4. An Ice Temple you say, have it thoroughly explored at once!
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8cda98 No.31492
| Rolled 55, 58, 2, 11 = 126 (4d100) |
>>31451
——-
Start Position: On the coast of the volcanic island
Name: Principality of Temnland
Country of Origin: The Empire of Drakensriech
*Country Fluff: The Empire of Drakensriech, allegedly founded by dragons, has a long and "prestigious" history of warfare with their neighbours having grown strong by eating anyone seen as too weak to rule themselves. In recent years however things have been stagnant, with most neighbours remaining strong enough to not seem an easy enough target. So when the new world was discovered the empire naturally wanted their slice of the cake.
Nation Fluff: Prince Temnick, fourth in line for the Imperial Throne is a scholar by preference, but still trained in the art of war by tradition. On his 23rd birthday he was declared lord of his on land, a tiny province in the new world. With the entire empire expecting their new lands to grow, Prince Temnick, lord of Temnland is sent to the new world. While annoyed that he's torn from his research he's now determined to make the most of things.
Nation Type: Colonial Charter
——–
Population: 1499(+6%)
Food: 18 (-14/turn, +9/turn = -5/turn surplus)(-1 from shiping this turn)
Resources: [Lumber: 5 (Sent: +10) (+1/turn)] [Food +9/turn] [Gold: 5 (Sent:10)(+1/turn)] [Iron: 4 (Sent: 5+5) (+1/turn)][Silver: 5 (Sent: 5) (+1/turn)] [Stone: 5 (Sent: +5)] [Dark Tome] [Staff of Ragubaba]
Settlements:
+[Large Town(Goldenhome)(400p)]
+[Medium Town(Dragon's Landing)(300p)]
+[Tiny Elegant City(Ambition)(1000p)]
Assets: [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Small Hok Melon Farm(Double food production/+1 percent fertility)][Tiny Fishery][Tiny Stamporf Ranch][Small Library(+10)][Tiny Shipyard][Tiny Shrine (99-100 crit range)]
[Gold Vein] [Iron Vein] [Silver Vein] [Hok Melons]
Military:
+200 Naval Marines
+600 Draken Marines [King Thor’s Finest]
+6 Medium Cannons
Navy:
+2(+1 overseas) Heavily-Armed Sloops
+1 Dragon Ship
+5 Heavily-Armed Frigates
Bonus: [Noble-lead] As your colony is lead by a prince the home-land is much more willingly to send you supplies
Negative: [Pampered] Your leader would much rather be lounging about reading then exploring giving your colony negatives to claiming new lands and resources
Tech:[Naval I][Warfare I][Rot Magic I][Dragon Ships I]
Discoveries:
+[Staff of Ragubaba]
+[Florif Tribe][Borlip Tribe][Uz’Ric Tribe]
EXPEDITION IN PROGRESS: [Ships: 1 Heavily-Armed Sloop][Resources sent: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons][Returning in 1 turns]
No raiders will stop our trade with the homeland, the shipment will go through, at any cost. Let the Dragon Ship lead the way, don't let anyone get in your way! For the Drakensriech!
1. Move the fleet to secure the trade lanes to the homeland [Naval I][Warfare I][Dragon Ships I]
+1 Dragon Ship
+2 Heavily-Armed Sloops
+5 Heavily-Armed Frigates
+600 Draken Marines [King Thor’s Finest]
+6 Medium Cannons
2. Examine the [Staff of Ragubaba] carefully [Bonus: Small Library(+10)][1/10]
3. Contact the three tribes and try to establish what resources they have, and see if they are willing to trade. [Florif Tribe][Borlip Tribe][Uz’Ric Tribe]
4. Expand the Fishery to keep up with food demand [Tiny → Small Fishery][4/6]
Free Action: Send resources back home.
1 Food worth of [Hok Melons](along with details about their special properties)
10 Lumber
5 Iron
5 Stone
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8cda98 No.31514
| Rolled 19, 42, 12, 66 = 139 (4d100) |
>>31451
Name: Gerry Fitzgerald
Country of Origin: Llywas
Profession: Conman, Rabble-rouser
Fluff: Gerry is a charismatic, forceful man. He could have made it as a revolutionary if he had a cause, or a general if he had any discipline. Instead, he became a conman, and he was one of the best. People naturally wanted to believe what he said. He could whip a crowd into a frenzy if he needed a distraction, and caused a couple of riots in his time. By the time the police decided to do something about him, he had already taken his earthly possessions and boarded a ship to the new world, with a dream to become a feared pirate captain.
———-++++++++++———-++++++++++———-++++++++++———-++++++++++———-
Followers: [65 Loyal Crew], [1 Loyal "First Mate" Captain]
Assets:[The Hugging Mary: Merchant Sloop][The Salty Bass: Merchant Sloop]
Inventory: [Dagger][Fine Clothes][Backpack][9 days rations][5 Frontier Supplies]
Resources and Loot: 50 Gold pieces, 20 various weapons, 8 Looted Treasures, 4 Moderate Knick-Knacks
Bonus:[Charming Rogue] You are a a very persuasive man, people trust you very easily and seem to be easily entrapped by your words, you gain a bonus to any persuasion roll.
Negative: [Wanted Man] You are hunted by the nation of Llywas and have a high bounty on your head.
Skills: [Weak Naval] [Weak Naval Combat] [Cri'Nik Language]
Training: None
Relations: [Cri’Nik Village: Friendly]
>3/10 journey around the continent
1/2/3/4. What? What is this treachery?! I shall not be caught by some foul magic trap! Not when I have come so far. I shall pour all of my will into resisting this sorcery. This treasure shall be mine, and I will not be some statue, hidden away in a temple which nobody will find. [Fight the trap]
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8cda98 No.31630
| Rolled 100, 15, 63, 52 = 230 (4d100) |
>>31484
Starting Position: Most Righteous Expedition
Name: Delilah Raha Souri Shiva Pouran Ashaemenid
Country of Origin: Persisia(Ottobassid Empire)
Profession: Sanctioned Inquisitor
Followers: 1 [Felpin Scout “Va’Li”]; [Brakethal Lizard]
Assets:[My Body];
Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][5 days rations][5 Garther Crystals][1 LifeDrain Ore][3 Slimeritter Teeth][6 Horit Pelts]
Resources: 20 Gold pieces
Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Moderate Dual-wielding]; [Endurance II]
Bonus:[Pirate Inquisitor] You have traveled the world as a pirate and know work as a inquisitor for the Ottobassid empire, having fought in the toughest of battles and made the toughest of men squeal for death you gain bonuses to combat and the gathering of information.
Negative: [Legacy] You have left behind a legacy of pain and suffering, though you have turned your ways around if your past is ever revealed it will not turn out well for you.
1; Test materials to see if they burn when touching the mystery ore and if a cloth or something doesn't burn, pick some of it out and store it with the material wrapped around it
2-3; Hunt for stronger monsters
4; Mark this spot and search for more ores
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8cda98 No.31631
>>31630
>>31484
Fuck, what does this mean?
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