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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1469857023291.jpg (62.14 KB,736x472,92:59,big_thumb_111235c55a3605c3….jpg)

8cda98 No.28808 [Last50 Posts]

What a Fantastical Age (of Sail) Builder

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

—–

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

____________________________
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8cda98 No.28809

>>28808

[Alfarna]

1. The [Tiny Norfil Plant] is complete

2. 3/6 [Agriculture I]

3. Free Action dice refunded

4. +[Shipbuilding I]

[Temnland]

1. You work on the design for your new ships, why would they need sails when they could move themselves +[Living Rot Ships I]

2. Construction stalls as men marvel at the new rots ships

3. 2/6 [Small Farm]

4. 3/6 [Small Hok Melon Farm]

[Tidecaller]

1. An infestation of [Knippers] gobble up your fish and must be removed to harvest more fish.

2. No hints are found but you do manage to find so useful knowledge +[Construction I]

3. The [Tiny Temple] is complete! [+5 Zealots per turn to half of population]

4. No progress is made on beast taming

[Yol]

1. [Just slums man] No progress is made as they take their one vacation day a year to go see the Airship return.

2. Factory stalls as the Yol’s take their one vacation day

3. Housing stalls as the Yol’s take their one vacation day.

4.The Air-Ship arrives to rather mediorce fanfare as there was some confusion when it would arrive. The Air-Ship is not alone at is escorted in by a Yol-Battleship covered in gore of what you can only assume was once sea serpents.

-A simple message is given

[ Operation: New World upped to Alpha priority]

The Battleship captain has orders to be retro-fitted for air travel and to return to the homeland (4 turns to retrofit Battleship)

[Rus]

1. Infiltration begins 1/4

2. The [Small Fertile Farm] is completed [x2 production]

3. They keep floating away and no progress is made

4. The agent returns and tells you that everyone in that town is a normal person, just like he is, a completely normal person with nothing special about him or weirdness.

[Dara]

1. The golem easily crumbles as the Cri’Nik prove incredibly strong for their size, as they could seemingly crush a mans bones as you would an apple.

[Always remeber power is where you believe it is]

The doors swing open revealing two hallways, the left one is full of swinging blades and the right seems empty]

[Ash

1-2. Ottobassid Troops [Elite]

3. +[Moderate Dual-Wielding]

4. The smithies shoo you off, who even uses swords anymore!

[Ottobassid

1. +[ Small Obsidian Mine]

2. +[Felpin Conversion Agri Class: Massive]

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8cda98 No.28810

>>28809

—Coral Behemoth Attack—

The Behemoth trudges towards the fort shrugging off cannon shot which only seem to dent it's thick coraly hide. With a single swipe it topples the remaining good half as the silencing the cannons. As the remaining civilians and soldiers flee for the mountains they can see the creature settling down in the ruined fortress making some sort of nest as the lesser beings bring it food collected from the town.

—–

[Set all buildings to ruined]

[Mountain Camp]

80 Elite Militia men

5 Elite Naval Marines

14 Elite Raiders

8 Elite Sea Reavers

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

1 Primal Stormseer (better stormseer)

100 Civilians

[At Sea]

30 Raiders

10 Shock-troopers

1 Heavily Armed Frigate

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8cda98 No.28811

>>28810

+Any mountain assets a fine

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8cda98 No.28812

File: 1469860092308.jpg (472.46 KB,600x600,1:1,1469602634994.jpg)

>>28809

–Bonfire on the Plains of Thresh–

Ceh and Dis'Rac circle each other as the flickering fire lit plays across the plains. Ceh playfully jabs confident at her abilities and is promptly caught off guard when Dis'Rac smashes into her chest with a blow quicker then she though was possible with a massive club. He follows though with blow after heavy blow beating her back over and over again. If not for the Drakeblood in her veins she would surely have perished. What will be her next move?

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8cda98 No.28813

>>28809

[Ash] Correction

4.The smithy says he could make you a better sword if you could bring him some exotic metals and materials.

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8cda98 No.28820

200 Naga suddenly teem forth from the harbor of your colony armed with various weapons of the sea they come forth with their weapons sheathed but with posture that speaks of ready violence. One in particular slithers forth and shouts in the general direction of the biggest crowd of people

"My name is Slydok warleader of the ancient Tidecallers only recently returned to our ancestral lands who are you pointy eared land walkers? and what are you doing here?"

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8cda98 No.28821

>>28820

Around 100 Myrsan warriors stand ready to face these strange snakemen coming from the harbor. Roughly a fifth of them had shimmering weapons with odd designs that radiated magic. The two cannon batteries were likewise pointed in the direction of the sea. The biggest threat Alfarna had faced was from the water, but these people were not it. The men and women looked on quizzically while an alderman spoke. "I am Elder Torbjorn of Alfar na, snakeman. My and mine have come to set up a colony here in the name of Myr av Havfolkene. We've been here some time, and well before the storms came to stop most ships but our own, and we've seen no sign of you or yours. The only thing we've seen was a monster of undeath and seawater that killed many of our own. How did you avoid it?"

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8cda98 No.28822

File: 1469893979829.jpg (107.5 KB,600x917,600:917,38938383893.jpg)

Dice rollRolled 95, 80, 77, 73 = 325 (4d100)

>>28809

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][10 days rations]

Resources: 20 Gold pieces

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

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

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

1-2; Explore around the mountain for materials or any caves. Be wary of Monsters.

3-4; Should VaLi or I find any beasts, assess them and if they're not too tough, take them down and bring them back as material for weapons and arms(Assuming they're gunna be hardy mountain monsters like the fire newts or whatever)

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8cda98 No.28823

>>28821

Slydok's normally stoic composure momentarily drops and his face quickly grows pale green. "The Cuthlan return….. a sure sign but not one I wished to see myself" Slydok quickly orders his men to get on the shore and return home by land. Without the holy weapons they would only get slaughtered if the Cuthlan found them. "Well if you managed to fight off a cuthlan then there is no need to test you and Cuthlan have not been seen since before we left. I doubt you are lying. Please show me to your hut and we can break fish and salt as tradition decrees. I have many questions for you and I am sure you will have many of the ancient tidecallers."

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8cda98 No.28824

>>28823

"Fine, you may come to my longhouse so we may talk Slydok, but your people barring you honor guard stay outside. You coming into our home prepared for war has made a poor first impression." The Alderman leads the way, resplendent in his silvery metal kit. "Truthfully if not for the hero Radnigar we'd have fallen to the Cuthlan, it was far stronger and hardier than we thought it would be. He drove it back single handedly before going off to explore. He's not been seen since." The alderman stops as the doors of his hall are opened wide. "Though we have grown stronger since. Much stronger. Strong enough that we were about to use our stormbreaker ships to raid across the sea to the mainland when the storm stopped."

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8cda98 No.28825

>>28824

Slydok halts frozen mid slither for the second time that day he has been gifted with one of the signs. "Stormbreaker…..as in they who break the storms……." Slydok unbelts his weapon from his side laying it on the ground and bowing his head before speaking. "You drove off a Culthan, you are the strangers who inhabit the sacred island and you are the breakers of the storms by these three signs they will be known and by these three signs you shall be given the chance to serve" He intones in an almost ritualistic chant. "The Tidecallers have come to your call and may we serve you as worthy warriors of the unborn god" He grows silent still in a pose of servitude awaiting the reaction of his new rulers.

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8cda98 No.28826

>>28825

"Pick up your weapon Slydok. They Cuthlan is not dead, only stymied, and our ships do not break storms, only let us go through them without fail or molestation. We Myrsan are not like the Yol, Ottobassid and Rus. We do not claim to be gods. We are mortal. If you wish to be our freinds and allies, we will accept gladly. But I will not mislead you with your own prophecies. Come lets us break fish and bread like we agreed upon. We need to talk of many things."

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8cda98 No.28827

Slydok is put off by this the prophecies never mentioned refusal of service. But nonetheless he would follow it either way even if the strange people didn't wish the tidecaller service they would have it. But play along is something he knows how to do well. He obediently follows the stranger into his "hut" coiling himself before the table and awaiting the strangers discussion.

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8cda98 No.28833

>>28827

SO how long have you people lived in these lands? What do you know of the Cuthlan, the Behemoths who watch the moon and the

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8cda98 No.28834

File: 1469905029533.jpg (48.49 KB,468x600,39:50,1469029928388.jpg)

Dice rollRolled 65, 55, 39, 1 = 160 (4d100)

>>28809

Name: Kievan Rus

Country of Origin: Rus

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

Nation Type: Colony/Tsardom

Population: 1968 peeples, 21 Nymphs & 30 Ice Nymphs

Food: 13 -19/turn from pop | +22/turn from food produc. [Net: +3/turn]

Resources: Lumber [42] +3/turn | Frostwood lumber[5] +1/turn | Fish & game (food) +22/turn | Pelts [28] +2/turn | Iron [8] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [7] +1 per turn | [Floatwhale Herds]

Beast: [7 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][ 3 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 170 Rus Riflemen

5 Rugged Rus Riflemen

5 Rugged Aquatic Rus Riflemen

50 Rus Marines

1 Steam Tank

60 Rus Militia

5 Nymph Militia (they fuck people to death)

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

Navy:1 Ship-of-the-line

2 Civilian Sloops

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

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

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

>Ongoing

>[- 7 turns till sloop 1 completes trip]

>2/8 [Firearms II]

>3/4 [Floatwhale Herd]

>Infiltration begins 1/4

Thorns in muh anus:

[Idol Cult]

Free action: Produce kits from pelts and iron

1/2. "Well, I agree that you seem normal, carry on then" The governor says to the agent, before turning and walking out of the room, making a gesture to his guards that signals them to restrain and kill the man. After his is dead, the colony's top scientist are to cut him open and see what makes this "man" different.

3. Keep up the work on the floatwhale herding, we could use the damn things and I'll be damned if they slip away from us.

4. Keep up the work on the infiltration, and begin the purge of any suspected mimics from our own secret police force.

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8cda98 No.28836

>>GM: I posted in wrong thread.

>>28831

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8cda98 No.28837

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:

1000 Humans

180Snousies

Food: 8 -11/turn +9/turn

Resources:

22 Lumber +1/turn

15 Shiny Scales +1/turn

7 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[Small Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Other:

+[Felpin Conversion Agri Class: Massive]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

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

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

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8cda98 No.28839

Dice rollRolled 1, 91, 80, 30 = 202 (4d100)

>>28837

1-2. Our food is dwindling, perhaps we can learn better agricultural methods from the Felpin agricultural class.

To learn from them, as they have learned from us.

3-4. We must begin construction of a new farm

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8cda98 No.28843

Dice rollRolled 71, 44, 87, 48 = 250 (4d100)

>>28810

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: 248 (?% increase)

Food: 14 -2/turn

Resources:

+ Food/Farmed: +0/turn

+ Light Crystals (0.1 +0.1/turn)

+ Sluglings

+ Fireoctupus

+ Silver (2 +2/turn)

+ Emerald (1 +1/turn)

+ Stone (5 +5/turn)

+ Iron (5 +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:

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

[Tiny Slave Silver Mine][10]

[Tiny Emerald Mine]

Military:

[Mountain Camp]

80 Elite Militia men

5 Elite Naval Marines

14 Elite Raiders

8 Elite Sea Reavers

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

1 Primal Stormseer (better stormseer)

[At Sea]

30 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]

1. Begin setting up a town to the north east of the mines by the sea. The Pax dwarves may be able to help us out with how we can carve out some homes.

2. Have some of the golems and people start clearing out some terraces for farms.

+Golems I

3. Start training some men in being sneaky gitz so that they can sneak back into the ruins to get supplies.

+Training I

4. Begin building a Slugling farm near the shore we are setting up the town.

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8cda98 No.28847

File: 1469920718536.png (1.58 MB,1260x794,630:397,PlaysTinWhistle.png)

Dice rollRolled 38, 35, 69, 41 = 183 (4d100)

>>28809

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. Gerry stands still for a while. He sees no need to rush headlong into the situation. If he were to enter alone, he could go down either path. The path with the blades seems like the more dangerous path, but one can never be certain. After a time of deliberation, he beckons one of his men, and the Cri'Nik chief over.

"No man here wants to risk his life in that temple for no reason. I am just as wary of the empty hallway as I am of the one with the blades. I want you to assemble the best hunters and trackers, both of our crew, and the Cri'Nik village. They will go forth, and trap two beasts of considerable size, such as a boar. The two beasts will be brought before the temple, and one will be made to go down each hallway, for there will be men with spears behind it. The one going down the hazardous looking hallway will probably be diced to pieces, but I don't know what will happen to the other one. Go forth, and make this happen." [Force an animal down each hallway]

4. In the meantime, Gerry instructs men and Cri'Nik to throw rocks into the bladed hallway, in an effort to jam the blade mechanisms. [Have men chuck rocks into the bladed hallway to potentially jam the blades.]

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8cda98 No.28849

Dice rollRolled 39, 84, 97, 5 = 225 (4d100)

>>28809

——-

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: 685(+6%)

Food: 9 (-6/turn, +4/turn = -2/turn surplus)

Resources: [Lumber: 8 (+1/turn)] [Food +4/turn] [Gold: 8 (+1/turn)] [Iron: 7 (+1/turn)][Silver: 3 (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

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

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

Military: 200 Naval Marines

Navy: 3 Heavily-Armed Sloops

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

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

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

This is, a very interesting design. Build it, I want to see how well it sails.

1. Construct one of these, Rot Ships [Tech: Living Rot Ships I] [Building: Tiny Shipyard]

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

3. Food is running low, expand the Farm [Tiny -→ Small Farm] [2/6]

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [3/6]

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8cda98 No.28870

>>28833

Denizens of the mainland?*

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8cda98 No.28871

>>28833

The Cuthlan has many names, The Eternal Walker, God of Rot, King of Disease, Bringer of Death, Herald of the True God or as we know him best child of the broken God. His rage is never ending for even now the Skalim and the corvain and others of their ilk use the pieces of his father's body like magical tools. We do not know what all of the names mean but the fact remains that driving him off was a feat thought almost impossible. As for your earlier comment one does not simply kill THE Cuthlan otherwise the tide callers would have done so millenia ago, though his children cuthlan are simple enough to dispatch.

As for the mainland we do not know who is there currently. We have only just returned.

As for how long we have been here the answer is both for thousands of years and for days. We once came upon this land 20,000 years ago and rolled across it enslaving and pillaging like the endless tide. But eventually the skalim empire and the corvain empire United the lesser tribes and manage to drive us back to only this island. That is when the prophecy was made and we returned to our sunken city beneath the waves far from here to bide our time and await the signs of our return to witness the birth of the unknown God.

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8cda98 No.28872

>>28871

The alderman, steeples his fingers and thinks. I know not who the unknown god is or may yet be, but I know that many new tribes from across the sea have come for the purpose of doing what you did so many millennia ago. We elves came to simply be a thorn in their side, to raid and grow and pillage them as they turn their eyes from us to this new land. Before the storms ended we were planning a raid against one such arrogant who gives us no accounting, and thinks us beneath them. Would you care to join? WE cannot take much in the way of slaves, there are too few of us, but you, you and yours are more, and could use them, yes? We would let you ride our ships if you would help us ruin or foes."

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8cda98 No.28873

>>28872

Of course we will assist. You call and the tide callers obey. Also we desperately need slaves we are not very good at building on land without them.

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8cda98 No.28874

>>28873

The elf smiles grimly. "Truth be told we aren't great at it either. It is harder building on a marsh when you have nothing, than building on a land of plenty, even when you have creatures like the behemoth and Cuthlan roaming about. We sail a tomorrow. Have your people ready by the stormbreakers at dawn tomorrow."

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8cda98 No.28875

Dice rollRolled 41, 70, 20, 13 = 144 (4d100)

>>28809

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: 218

Food: 25-2/turn

Resources: Lumber 12+4/turn, Food +2/turn, +[Velsignelse Frukt] 24 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 13, +5/turn, [11 Infantry Kit], Mead, 260 Gold, 1 strange weapons, Celestium 8 +2/turn, 20 Celesteel Reaver kits, Veldig løvtre 7 +1/turn, Norfil +1/turn

Assets: [Medium Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Medium Lumberyard]

[Large Shipyard]

[Tiny Duftende Frukt Farm]

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

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

[Small Port]

[Tiny Forge]

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

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

[Small Celestuim Mine]

[Tiny Veldig løvtre Lumberyard]

[Tiny Norifl Plant]

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

+[Defensive Corals],

Military: 86 Myr Raiders[Elite]

20 Celesteel Reavers[Elite]

+[1 Weak Artillery]

+[1 Average Artillery]

Navy: 3 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

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

+[Lightly armed Sloop][Stormbreaker][Navi II][2 turns til return from Myrsa]

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

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

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

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

[Warfare II]

[Navigation Tools II]

[Stormbreaker Ships*][Ignore all weather effects]

[Gunpowder I]

[Water magic (1/10)

[Agriculture I] 3/6

[Shipbuilding 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)

Free: Make a Small artillery with 5 iron (already accounted for)

Refund dice 64 : research Agriculture(3/6)

1.With that Aesir damned storm letting up we can research our naval tactics once again. Do so.(1/6)

+Sea raiders

+Naval I

2.Now let's get to work on those strange weapons and unlocking their secrets. (1/10)

+Sea Raiders

+naval I

+Military II

3.Contiue research on Shipbuilding and design.

4. We sail against our foes with the tidecallers for glory, for riches, for women! Byen sølv og aske will feel our wrath!

+2 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

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

+76 Myr Raiders[Elite]

+10 Celesteel Reavers[Elite]

+Military II

+Naval I

+Gunpowder I

+Ship design I

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8cda98 No.28876

Dice rollRolled 75, 35, 59, 74 = 243 (4d100)

>>28875

+Sea Raiders on 4

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8cda98 No.28877

File: 1469947831455-0.jpg (22.95 KB,411x358,411:358,images (8).jpg)

File: 1469947831455-1.jpg (10.12 KB,300x168,25:14,images (7).jpg)

Dice rollRolled 33, 3, 12, 95 = 143 (4d100)

>>28808

Population: 800

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

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

Assets: [Large Town]

[Massive Fish Farm +5 food ]

[tiny fish farm +1 food per turn]

[Tiny Temple] +5 Zealots per turn

Military:

200 Tidecaller Berzerkers

5 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] [Construction I]

1.2. Upgrade tiny fishfarm to small fishfarm

[construction I]

3. We will swim beside the breakers of the storm as prophecy tells us to. and follow them to this promising group of slaves.

[Warfare I][Religion I][Rage I]

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

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8cda98 No.28878

Dice rollRolled 73, 45, 70, 22 = 210 (4d100)

>>28877

Forgot numbers 150 berzerkers and 5 zealots

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8cda98 No.28880

>>28808

Rules Correction:

All hexes grant base [50] housing

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8cda98 No.28889

Dice rollRolled 62, 22, 94, 26 = 204 (4d100)

>>28880

Do you have a pastebin or something of the rules?

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8cda98 No.29067

Just gonna copypasta this shit.

http://8ch.net/builder/res/5589.html#6118

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

Population: 7925+1315

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

Food: 0 -80/turn

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

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

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

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

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

1-5. Purge.

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

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8cda98 No.29156

>>28822

1-2. You find some + 5 [Garther Crystals] which glow a strange purple, you wonder if these would be any good for a sword.

3-4. You find a large [Swizzler Beast] a lizard-like beast which has thick rocklike scales and massive teeth. [D20 for combat]

>>28834

1-2. The men grab the agent forcing him down dreparing to slit his thorat. However the “man” screams for mercy reverting to his natural gray blobby form. He says he’ll tell you everything if you spare him [Spare?Dissect?]

3. The [Tiny Float Whale Herd] is complete you now have flying whales what a glorious day for Rus.

4. You’re purging of the military police has seemed to starle the Idol cult who put their plans into motion. A group of 400 cultists have gathered in the center of your large town and have begun sluaghtering anyone they come upon. Pure chaos has unraveled in the town and many report strange lights coming ffom the centre of town.

-500 population

+400 Idol Cultists

+??? Ritual

>>28837

1. The slums stall as men are pulled to fight fires

2.A massive explosion rips through the battleship sinking it in the harbor and even setting some neighboring buildings aflame. +[Yol Battleship: Ruined] Now the Yol Homeland expects the repairs and retrofitting still done of the same timeframe…

>>28839

1. Attempts to draw upon the Felpins knowledge is met with panic, the warrior and religious classes have apparently started a purge killing all Felpins who follow the faith. However even worse refugees have eaten through all your food stocks…

-8 food

+800 Felpins

2. The new [Tiny Farm] is completed

>>28843

1. A [Tiny Town] is slowly carved out of the mountain

2. The mountains are hardy and unsuited for farming [Tiny Farm] 1/4

3. + 10 [Sneaky Raiders] -10 [Raiders]

4. The sluglings are robust and can live almost anywhere [Tiny Slugling Farm] 2/4

>>28847

1. A rabbit is thrown down the hallway and is promptly incinerated by jets of flames coming from the walls.

2. The blades cut right through the rocks

>>28849

1. A [Rot Ship] is created -20 population

2. 6/8 [Medium Town]

3. The [Small Farm] is complete and your men even get a ample harvest +6 food

4. The [Tiny Hok Melon Farm] is hit with blight [0/6]

>>28875

+[Agriculture I]

1. Naval training continues [Naval II] 2/8

2. Your men bang the weapons together but not much happens…. 4/10

3. Everyone is enjoying the sun-shine after the long storm and naps are impending progress

4. The Naga gave a hard time understanding boats and how they work. This stalls the raid and you end up going nowhere.

>>28877

1. 1/6 [Small Fishfarm]

2. Your men keep bumping into the boats and the jostle has stalled the whole raid…

3. [Beast Taming I] is complete and the [Raxtahr Serpents] of old have returned to their masters

>>29067

1. The purge starts with blood and claw as the warriors and priest fall upon the worshippers of the false god tearing them to pieces. Few resist and most run for their lives. [Purge 3/6]

2. The army marches with great speed [See Bigger post]

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8cda98 No.29160

File: 1470257846129.webm (203.66 KB,498x542,249:271,1466463920692.webm)

Starting Position: Northern Island

Name: Struggler

Country of Origin: The Middle Kingdom

Profession: Mercenary

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

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8cda98 No.29162

File: 1470258050024.jpg (64.19 KB,718x505,718:505,7cc65b26da133808be39d16195….jpg)

Dice rollRolled 16, 77, 83, 75 = 251 (4d100)

>>29156

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: 1492 peeples, 22 Nymphs & 31 Ice Nymphs

Food: 21 -14/turn from pop | +22/turn from food produc. [Net: +8/turn]

Resources: Lumber [44] +3/turn | Frostwood lumber[5] +1/turn | Fish & game (food) +22/turn | Pelts [29] +2/turn | Iron [8] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [8] +1 per turn | [Tiny Floatwhale Herds]

Beast: [7 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][ 3 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 170 Rus Riflemen

5 Rugged Rus Riflemen

5 Rugged Aquatic Rus Riflemen

50 Rus Marines

1 Steam Tank

60 Rus Militia

5 Nymph Militia (they fuck people to death)

Kits: 10 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits

Navy:1 Ship-of-the-line

2 Civilian Sloops

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

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

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

>Ongoing

>[- 7 turns till sloop 1 completes trip]

>2/8 [Firearms II]

>3/4 [Floatwhale Herd]

>Infiltration begins 1/4

Thorns in muh anus:

[Idol Cult] & 400 Cultist

+??? Ritual

1/2/3/4. Rebellion? They dare to rebel against the might of the Rus? Against the great city of Kiev? Very well, we shall show them the cost of disobedience. Contact the ships in the harbor, shell the ritual site. The men shall be lead by me personally to mop things up. Leave no survivors.

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8cda98 No.29163

Dice rollRolled 57, 100, 56, 32 = 245 (4d100)

>>29156

——-

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: 704(+6%)

Food: 13 (-7/turn, +5/turn = -2/turn surplus)

Resources: [Lumber: 9 (+1/turn)] [Food +5/turn] [Gold: 9 (+1/turn)] [Iron: 8 (+1/turn)][Silver: 4 (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

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

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

Military: 200 Naval Marines

Navy: 3 Heavily-Armed Sloops, 1 Rot Ship

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][Living Rot Ships I]

Great power requires great sacrifice… Send out the Rot Ship and see how it fares against the storm, hopefully our sacrifices will have been enough and we have a way through.

1. Test the Rot Ship by sailing near the storm. [Rot Ship] [Techs: [Naval I][Rot Magic I][Living Rot Ships I]]

2. Expand Dragon's Landing [Small -→ Medium Town][6/8]

3. Set up a Stamporf Ranch [Stamporf Herd -→ Tiny Stamporf Ranch]

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [0/6]

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8cda98 No.29168

>>29162

The governor looks to the blob-man, a glint in his eyes "As for you, my "friend" you shall be spared, assuming you tell the truth. Every time you lie, I shall chop off a little bit of you."

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8cda98 No.29169

>>29168

"Ah please sir have mercy. I am Bluratoplatomikalistomykol of the Dooples. We have lived in the mountains from the start of time. When we saw your people making houses there we were amazed. Your people are amazing, all these new inventions and the beds. Oh my god are your beds comfortable. We mean no harm, your man is just blind drunk at my brothers house. Please don't hurt me."

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8cda98 No.29170

>>29169

"Ah, is that so? So what would you say if I were to tell you we had a way to identify you Dooples? What would you further say if I were to tell you that you can live among us, but not as us?"

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8cda98 No.29171

Dice rollRolled 58, 16, 49, 77 = 200 (4d100)

Start Position: The easternmost tip of the main island

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

Country of Origin: The Ottobassid Empire

*Country Fluff:

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

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

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

Nation Type: Colony of the Caliphate

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

Population:

1050 Humans

190Snousies

800

Food: 0 -18/turn +9/turn

Resources:

22 Lumber +1/turn

15 Shiny Scales +1/turn

7 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[Small Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Other:

+[Felpin Conversion Agri Class: Massive]

Military:

25 Jannisaries

50 Ottobassid infantry

20 Snousy hunters

+3 Weak Artillery

+5 Strange Weapons

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

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

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

1-2. Inform ALL the faithful who yet remain in Felpin Lands to come hither to our colony.

The wrath of God marches upon our foes, it will come soon.

But they must not remain! Flee!

3-4.

Felpin

Fishies

Snousies

Have you not hunted and farmed and eaten these lands all your lives?

We have no food. But hunters do not starve.

Go forth and hunt, do whatever is needed to find food, but stay hence from the felpin lands. Terror comes for them.

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8cda98 No.29173

>>29170

"Most Dooples are uncomfortable wearing their own skin, but I'm sure we could do something to identify us if your were to allow us to live in your village."

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8cda98 No.29174

>>GM Alart

For some reason I find myself accidentally linking to the prior thread.

>>29172

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8cda98 No.29175

>>29173

"Yes, you can wear these yellow armbands. I'm glad we could resolve this peacefully, otherwise we'd have to use that horrible virus we concocted for your people incase you were violent."

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8cda98 No.29176

>>29156

[Felpin]

Revise Army arrival to next turn.

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8cda98 No.29177

>>29175

-246 Humans

+246 Dooples

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8cda98 No.29180

File: 1470270448781.jpg (94.8 KB,736x989,32:43,4542624635653.jpg)

Dice rollRolled 16 (1d20)

>>29156

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][10 days rations][5 Garther Crystals]

Resources: 20 Gold pieces

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

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

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

1; Va Li might know a bit about this creature, or she's faced something similar. Have he simply skirt around and draw its attention so it might tire itself out, while I look for a weak point in its armor. I've faced beasties like this back home, there's almost always a weak spot, and whether there is or not, we'll blast a hole in it where it's the weakest and them go in for the kill

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8cda98 No.29181

Dice rollRolled 85, 20, 31, 81 = 217 (4d100)

>>29156

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: 231

Food: 25-2/turn

Resources: Lumber 16+4/turn, Food +2/turn, +[Velsignelse Frukt] 26 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 18, +5/turn, [11 Infantry Kit], Mead, 280 Gold, 1 strange weapons, Celestium 10 +2/turn, Veldig løvtre 8 +1/turn, Norfil 2+1/turn

Assets: [Medium Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Medium Lumberyard]

[Large Shipyard]

[Tiny Duftende Frukt Farm]

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

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

[Small Port]

[Tiny Forge]

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

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

[Small Celestuim Mine]

[Tiny Veldig løvtre Lumberyard]

[Tiny Norifl Plant]

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

+[Defensive Corals],

Military: 91 Myr Raiders[Elite]

20 Celesteel Reavers[Elite]

+[2 Weak Artillery]

+[1 Average Artillery]

Navy: 3 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

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

+[Lightly armed Sloop][Stormbreaker][Navi II][1 turns til return from Myrsa]

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

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

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

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

[Warfare II]

[Navigation Tools II]

[Stormbreaker Ships*][Ignore all weather effects]

[Gunpowder I]

[Water magic (4/10)

[Agriculture I]

[Shipbuilding 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)

1.Well slow progress is better than no progress. Let's keep working on our mastery of the sea.(2/8)?

+Sea raiders

+Naval I

2.Well We're making some progress, I think. We are of the sea but this is foreign to even us. I hope we are not sailing in the doldrums. (4/10)

+Sea Raiders

+naval I

+Military II

3.Contiue research on Shipbuilding and design. We need to be better at it to make better ships.

4. Alright, let's try this again, now that the Tidecallers can account for our stormbreaking ships. Onwards to Byen sølv og aske!

+2 Lightly Armed Sloops[Stormbreaker]

+[Heavily Armed Frigate][Stormbreaker]

+[Heavily Armed Sloop][Stormbreaker]

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

+81 Myr Raiders[Elite]

+10 Celesteel Reavers[Elite]

+Military II

+Naval I

+Gunpowder I

+Ship design I

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8cda98 No.29183

Dice rollRolled 76, 28, 46, 41 = 191 (4d100)

Population: 800

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

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

Assets: [Large Town]

[Massive Fish Farm +5 food ]

[tiny fish farm +1 food per turn]

[Tiny Temple] +5 Zealots per turn

Military:

200 Tidecaller Berzerkers

10 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] [Construction I]

1.2. Upgrade tiny fishfarm to small Fishfarm 1/6

[construction I]

3. We will swim beside the breakers of the storm as prophecy tells us to. and follow them to this promising group of slaves.

[Warfare I][Religion I][Rage I]

180 berzerkers

10 zealots

4. We have gained back some knowledge of the old ways. It is time to bring back our oldest friends and cavalry to our control. Build raxtahr farms [Beast Taming I]

Construction I

1. 1/6 [Small Fishfarm]

2. Your men keep bumping into the boats and the jostle has stalled the whole raid…

3. [Beast Taming I] is complete and the [Raxtahr Serpents] of old have returned to their masters

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8cda98 No.29187

File: 1470277320697.jpg (158.87 KB,640x436,160:109,oranges-on-orange-tree-in-….jpg)

Dice rollRolled 46, 99, 45, 81, 71, 40, 38, 73, 28, 92, 60, 40 = 713 (12d100)

The Fleet

Population: 300

Food: 8 -3/turn +2 per turn

Resources: [Moograve Groves] [Zebruh village] [16 Lumber]

Assets: [Medium Town Boat] [Small Fishery]

Military: 100 Militia men 80 Naval Marines

Navy: 4 Lightly Armed Frigate

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

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

Tech: [Fishing I][Naval I]

In Progress: (2/6 [Shipbuilding I])

Actions:

1&2. Gather up some of the moongrave fruits from the grove.

3&4. See if the Zebruh village is a good market for some of the moongrave fruits, if so sell as many as they will be.

Turn 2:

1&2: use the remaining moongrave fruit to try and start a moongrave nursery on the fleet. It will serve as a supplementary food source and provide trade goods.

3&4. Use some of that lumber to expand the fishery, i’d rather not have use starve out here

Turn 3:

1. Research (2/6 [Shipbuilding I])

2. Continue researching shipbuilding

3. More shipbuilding research

4. I can't believe it's not more shipbuilding research (‘casue it is)

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8cda98 No.29188

Dice rollRolled 27, 33, 23, 77 = 160 (4d100)

>>29156

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

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

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

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

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

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

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

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

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

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

Training: None

Relations: [Cri’Nik Village: Friendly]

>3/10 journey around the continent

1/2/3/4. I have a plan. The flame hallway is surely lethal, and so is the bladed hallway, but I have no way of doing anything to the flame hallway. Therefore, I must do something about the bladed hallway. I will put the Cri'Nik and my men to work finding the largest boulder that could concievably be pushed by their combined efforts to the temple, and through the bladed hallway. It will destroy the blades, and render the hallway harmless. Once it has completed its mission, the Cri'Nik can destroy it with their massive strength, or we can blow it apart and remove the chunks with a small quantity of black powder. [Execute plan]

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8cda98 No.29202

>>29180

—Combat: Swizzler—

You manage to get a shot off in through the creatures eye pulping it's brain.

+ 1 Swizzler Corpse

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8cda98 No.29209

File: 1470298455851.png (1.26 MB,848x1200,53:75,cf61bcd946c2118396bf1a1559….png)

Dice rollRolled 17, 77, 87, 3 = 184 (4d100)

>>29156

>>29202

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][10 days rations][5 Garther Crystals][1 Swizzler Corpse]

Resources: 20 Gold pieces

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

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

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

1; Hmmmm, this thing has good parts and maybe some alchemical uses too. We better drag this beast back to the colony and get the smith and some appraisers to help investigate the uses for it.

2; Inquire with the smith whether he can use the Crystals and beast to make some things for me and barter with him for best price.(I want to use this to see what he can make and persuade for better price. Then I want to tell you what I'll buy instead of having to waste another turn actually buying the damn thing)

3-4; All this traveling, I've noticed I've gotten a bit soft on the ship ride here. I need to harden up! Maybe Va Li knows of some exotic methods native to here.(This is to train some stat that gives me more health or defense or whatever and resistance to hunger and poisons and stuff. Basically an endurance stat.)

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8cda98 No.29210

File: 1470298581297.webm (1 MB,320x320,1:1,what_hitler_did.webm)

>>29171

Stop forgetting to put [Elite] tag on all your ground units, you fucking dingus. I'm actually posting in chat so you can fucking do it and remember.

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8cda98 No.29234

>>29162

1. You begin bombardment on the cultists in the square pulping whatever resistance they could give into a red gore. However this seems to do little else beyond speed up the ritual. The blood of those sacrificed and the slaughtered cultists forms together creating a massive serpent which roars to life it’s massive wings spreading over the town!

+[Blood Serpent]

-400 cultist

>>29163

1. The test of the [Rot Ship] goes quiet well now that the storm has calmed, they move themselves and are not held by the whims of the wind.

2. My doesn’t rot just have so many applications? You can build anything you want out of it you just have to put your mind too it [Tiny Rot City]

3. 2/4 [Tiny Stamporf Ranch]

4. 1/6 [Small Hok Melon Farm]

>>29171

1. +500 Felpin Refugees

2.The hunt does alright though it’s not near enough +10 food

[Yol]

1. [See bigger post]

2. With the whole colony on the job and a massive amount of resources the battleship is repaired and retrofitted.

-30 Lumber

-20 Iron

-15 Heathold Ore

-20 Copper

-20 Coal

+Yolian Air-Battleship “The Visible Hand”

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8cda98 No.29235

>>29181

1. 7/8 [Naval II]

2. No progress is made as the mysteries of these weapons still elude you

3. 5/8 [Shipbuilding II]

4. You set out on the raid [1 turn till arrival]

>>29183

1. 5/6 [Small Fishfarm]

2. You set out on the raid [1 turn till arrival]

3. 2/4 [Tiny Raxthahr Pens]

>>29187

1. Your people manage to gather a bounty of the rich fruits +20 Food/Moograve Fruits

2. The Zebruhs trade you 10 [Klanox Roots] for 10 [Moograve Fruits]

3. A [Tiny Moograve Orchard] is set up

4. The [Medium Fishery] is complete

5. [Shipbuilding II] is complete

>>29188

1. The boulder thrown through by the Cri’Nik is promptly cut into pieces, these blade might be a bit sharper than you expected.

>>29209

1. Oh god above, the whole corpse seems to be rotting at an accelerated rate. Even the bones are turning to dust - 1 Swizzler Corpse

2. What did I say! I need more then some paltry crystals to make a sword! Get back out there! I will make the sword for free if you can bring me things worth my time.

3. +[Endurance I]

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8cda98 No.29237

>>29181

–Colonial Charter: Myr—-

A grand ship arrives built in the new storm breaker style dropping off a new wave of settlers

+1500 Population

+1 Myr Stormbreaker Ship-of-the-Line

+ 50 Elite Myr Manbreakers

+20 Food

+3 Frontier Supplies [+15 to any roll when spent]

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8cda98 No.29238

Dice rollRolled 66, 98, 6, 78, 80, 3, 60, 77 = 468 (8d100)

>>29156

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: 275 (5% increase)

Food: 10 -2/turn

Resources:

+ Food/Farmed: +0/turn

+ Light Crystals (0.3 +0.1/turn)

+ Sluglings

+ Fireoctupus

+ Silver (6 +2/turn)

+ Emerald (3 +1/turn)

+ Stone (15 +5/turn)

+ Iron (15 +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:

[Tiny Town]

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

[Tiny Slave Silver Mine][10]

[Tiny Emerald Mine]

Military:

[Mountain Camp]

80 Elite Militia men

5 Elite Naval Marines

14 Elite Raiders

8 Elite Sea Reavers

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

1 Primal Stormseer (better stormseer)

20 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]

1&2. Continue building the Tiny Farm. 1/4

3&4. Continue building the Tiny Slugling Farm 2/4

5&6. Begin building another smithy for tools and guns.

7&8. As well begin building another magic user tower so the primal storm seer can teach more people.

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8cda98 No.29241

File: 1470355145649.webm (2.43 MB,854x480,427:240,arabian nights.webm)

Dice rollRolled 65, 85, 21, 67 = 238 (4d100)

>>29234

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: 1492 peeples, 22 Nymphs & 31 Ice Nymphs

Food: 21 -14/turn from pop | +22/turn from food produc. [Net: +8/turn]

Resources: Lumber [44] +3/turn | Frostwood lumber[5] +1/turn | Fish & game (food) +22/turn | Pelts [29] +2/turn | Iron [8] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [8] +1 per turn | [Tiny Floatwhale Herds]

Beast: [7 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][ 3 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 170 Rus Riflemen

5 Rugged Rus Riflemen

5 Rugged Aquatic Rus Riflemen

50 Rus Marines

1 Steam Tank

60 Rus Militia

5 Nymph Militia (they fuck people to death)

Kits: 10 Rugged Rus kits, 0 Rugged Aquatic Infantry Kits

Navy:1 Ship-of-the-line

2 Civilian Sloops

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

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

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

>Ongoing

>[- 7 turns till sloop 1 completes trip]

>2/8 [Firearms II]

>3/4 [Floatwhale Herd]

>Infiltration begins 1/4

Thorns in muh anus:

[Idol Cult] & 400 dead Cultist

Blood Sneek

1/2/3/4. Well, you know what they say, a suitable amount of violence can solve any problem, and the damned thing is so big that it'll be hard to miss. Continue shelling/firing/poking it with sharp and or blunt objects.

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8cda98 No.29242

File: 1470355383678.jpg (38.81 KB,300x652,75:163,f9a5bd1c9b6f4b75ec46b84daa….jpg)

Dice rollRolled 51, 99, 5, 30 = 185 (4d100)

>>29235

Starting Position: Most Righteous Expedition

Name: Delilah Raha Souri Shiva Pouran Ashaemenid

Country of Origin: Persisia(Ottobassid Empire)

Profession: Sanctioned Inquisitor

Followers: 1 [Felpin Scout “Va’Li”]

Assets:[My Body];

Inventory: [Fine Pistol][Fine Sword][Fine Piece of Tits and Ass][Ottobassid Naval Uniform][Secret dank fucking custom Inquisitor Hat(Dread Queen Pirate Hat)][Backpack][10 days rations][5 Garther Crystals]

Resources: 20 Gold pieces

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

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

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

1-2; Go Monster Hunting around the mountain

3; Look for more resources to make arms and armor out of

4; Train Endurance

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8cda98 No.29243

Dice rollRolled 22, 31, 37, 51 = 141 (4d100)

——-

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: 746(+6%)

Food: 11 (-7/turn, +5/turn = -2/turn surplus)

Resources: [Lumber: 10 (+1/turn)] [Food +5/turn] [Gold: 0 (Sent:10)(+1/turn)] [Iron: 4 (Sent: 5) (+1/turn)][Silver: (Sent: 5) (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

Assets: [Large Town(Goldenhome)(400p)][Small Town(Dragon's Landing)(200p)][Tiny Rot City(Ambition)(100p?)] [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard]

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

Military: 200 Naval Marines

Navy: 3 Heavily-Armed Sloops, 1 Rot Ship

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][Living Rot Ships I]

The storm is finally over? Why was I not informed of this sooner! We must send word home of our success, of the riches this land holds! The fact that we are still alive!

1. Send a ship filled with riches from the colonies home, and request they send us troops to help us expand. [Ships: 1 Heavily-Armed Sloop][Resources: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons]

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

3. Set up a Stamporf Ranch [Stamporf Herd -→ Tiny Stamporf Ranch][2/4]

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

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8cda98 No.29245

Dice rollRolled 17 (1d20)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

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

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

Assets:[None]

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

Captives: [None]

Resources: [None]

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

Status:[Injured]

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

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

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

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

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

>>Actions

that whacking diffidently snapped Ceh out of her playfulness, now she was serious. "Fine then, if you want a real fight I'll give you one. Let us dance in the art of war till the end of this life!" [Kick the corvain's ass]

[week shadow magic]

[Medium Spear-fighting]

[Drakeblood]

[Legendary Spear]

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8cda98 No.29246

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:

1050 Humans

190Snousies

1300 Refugee's

Food: 0 -23/turn +9/turn

Resources:

23 Lumber +1/turn

16 Shiny Scales +1/turn

8 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[Small Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

[Xorm Berries]

[Lalum Fruits]

Other:

+[Felpin Conversion Agri Class: Massive]

Military:

25 Jannisaries [Elite]

50 Ottobassid infantry[Elite]

20 Snousy hunters [Elite]

+3 Weak Artillery [Elite]

+5 Strange Weapons [Elite]

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

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

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

Stat Post

*by Allah how are we going to feed them*

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8cda98 No.29247

File: 1470362534207.gif (452.95 KB,400x226,200:113,ICan't.gif)

Dice rollRolled 87, 51, 24, 43 = 205 (4d100)

>>29235

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

There's probably a really obvious solution to this puzzle, but I can't for the life of me figure it out.

1/2/3. I've got it! The guardian said that power resides where I believe that it resides. If I refuse to believe in the power of the traps, they may cease to exist! I will seat myself at the entrance to the temple, and meditate on the blades and fire, convincing myself that they do not have any effect. Magic is plainly at work here, so this may be effective.

4. If that fails, at least one of my men must have an idea on how to bypass this trap. I will talk to several of my brighter men, and the higher-ups in the Cri'Nik village, and ask them about how they would approach the problem.

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8cda98 No.29444

>>29160

Followers:[Pob the Fae]

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.

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8cda98 No.29447

File: 1470877988240.png (384.95 KB,342x521,342:521,Phraxbarge.png)

>>29235

—Gas Raid on the Felpin—

The Felpin are half-way through their march to the Ottobassid colony before they meet any sort of opposition. They are starlted when from the south riding on the winds is an odd metal craft that spews black smog as it moves. The Felpin stand in awe as the strange contraption releases a wave of choking green fog which settles upon the vanguard of the army. While there are no causalities many the vanguard report a lack of breath and a stinging sensations in their eyes. The little craft done dropping it's payload puts away back the direction it came from.

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8cda98 No.29449

Dice rollRolled 10, 13 = 23 (2d20)

>>29245

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8cda98 No.29451

File: 1470878661490.jpg (230.08 KB,620x453,620:453,tumblr_m4tdw928Yv1r2rn38o1….jpg)

>>29245

>>29449

–Bonfire on the Plains of Thresh V2–

Cet launches a barrage of precise blows at the Corvain champion easily pushing past his clumsy club. With each blow she lands the corvain seemingly grow more enraged. With a flick of his fingers his body engulfs in flames as he drops his club while opening his arms wide.

"Come little cat, let us head to the realm of spirits!" with that he charges the heat of the flame igniting anything he touches!

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8cda98 No.29452

File: 1470879286477.jpg (121.16 KB,1180x788,295:197,indonesia-fires-smoke-air-….jpg)

Dice rollRolled 82, 23, 5, 75 = 185 (4d100)

>>29246

>>29447

"This is it! This is the sign we have been promised.

Let every one who is faithful rejoice with a firm heart, whether we live or die this day TASH is with us!"

1-2. Get some strong men and get the Lava Turtle in a great pot upwind, to the trees there, to light the forest with a great fire. Then bring the turtle back. We shall set the seed for smoke and fire to travel downwind.

Gas from the Yol, our allies to the far west. Smoke from the flame, our allies within guns and cannon. To make the enemy thirst as well as hunger for they are deprived their farmers.

3. Snousies and felpin to the tree and woods your ancestral homes, fishies to the rivers and coasts, men to the walls and hills get the artillery aimed and targeted.

We shall see them first. Should they press on we shall defend, should they retreat we shall pursue. For now, we must watch!

4. Eat what you can and hunt what you can and farm what you can, every scrap of food you can find to sustain usf, perhaps the smoke will drive out some animals from the forest. I beseech thee ye fishy allies, bring forth creatures of the deep that we might be sustained.

Though our food situation is dire, so is theirs. For they have more mouths, and with you at our side, no hands to feed them.

If any die of starvation, our blessings to you. Tash shall reward you in eternal feast, but below we must fight grimly on. For each one of us who dies of the hunger, 4 of them shall!

>Eat the

[Xorm Berries]

[Lalum Fruits]

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8cda98 No.29453

Dice rollRolled 95, 93, 21, 10 = 219 (4d100)

>>29444

Starting Position: Northern Island

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]

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.

>>29181

Coming up to a local Tavern I pay for an ale "Nice place you got here, cozy even. Had some times to learn your tongue on the ship ride over. What makes this island worth colonizing for you guys anyway?"

12 Scout the island myself anything eye-catching, supposedly great monsters roam this land.

34 Learn everything I can about the island from these people, maybe make a few friends among the smiths and fishermen.

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8cda98 No.29454

>>29453

The local tavern is PACKED with Myrsan elves. The barkeep pours an ale for the Man. "Even with all the trollshit this land ahs, it still has a lot of resources that can't be found anywhere else. It's a lot nicer than the swamps too, at least here we have only ONE monster trying to kill us at our doorstep."

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8cda98 No.29456

Dice rollRolled 20, 66, 83, 91 = 260 (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:870{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

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

Resources: [Lumber:34 +3/t][Stone/Iron Mine→Iron:1+1/t] Stone:1-+1/t}[Heathold Ore:6+2][Sharpleaf:10+1/turn][Gorim Tubes:0][Grav Stone:12+1/turn][Copper:4+2/turn][Strange Weapons: 5][Mithril:24+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: +100p}

+ [Small Tenements: +200p]

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

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

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

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

+ [Tiny Air-shipyard]

–Slaves–

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

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 20 Yolian Militia [Green]

+ 65 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

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

Navy:

+1 Civilian Frigate

+1 Tiny Experimental Airship]

–Temporary In Dock:

+Yolian Battleship "The Visible Hand"

–Bonuses/Negatives–

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

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

–Tech-

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

–In Progress–

–Production–

Soldier Kits: 22+5/turn

–Policies–

>>Rationing cooldown: 2 turns

—Actions—

1. The "The Visible Hand" is sent strafe the natives. Generally the methodology is simple: larger population centers are hit with superheated rounds in order cause a conflagration. After that the captain is free to return to Yol with our general proof-of-concept and report. [Strafe the natives]

2. The Yol are working on the housing situation again. It's sort of atrocious. [Slum housing]

3. A general draft of every Yol is underway. [General Draft]

4. Expansion of the docks into an integrated complex for shipping is underway. [Air-Naval shipping nexus]

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8cda98 No.29457

Dice rollRolled 35, 94, 90, 52 = 271 (4d100)

>>29237

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: 1835

Food: 27-18/turn

Resources: Lumber 20+4/turn, Food +2/turn, +[Velsignelse Frukt] 28 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 23, +5/turn, [11 Infantry Kit], Mead, 300 Gold, 1 strange weapons, Celestium 12 +2/turn, Veldig løvtre 9 +1/turn, Norfil 3+1/turn,+3 Frontier Supplies [+15 to any roll when spent]

Assets: [Medium Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Medium Lumberyard]

[Large Shipyard]

[Tiny Duftende Frukt Farm]

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

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

[Small Port]

[Tiny Forge]

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

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

[Small Celestuim Mine]

[Tiny Veldig løvtre Lumberyard]

[Tiny Norifl Plant]

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

+[Defensive Corals],

Military: 15 Myr Raiders[Elite]

10 Celesteel Reavers[Elite]

+[2 Weak Artillery]

+[1 Average Artillery]

+ 50 Elite Myr Manbreakers

Navy: 1 Lightly Armed Sloops[Stormbreaker][Navi II]

+1 Myr Stormbreaker Ship-of-the-Line

+[Lightly armed Sloop][Stormbreaker] [Navi II]

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

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

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

Tech:[Naval I](II 7/8)

[Warfare II]

[Navigation Tools II]

[Stormbreaker Ships*][Ignore all weather effects]

[Gunpowder I]

[Water magic (4/10)

[Agriculture I]

[Shipbuilding I](5/8)

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

On Raid:2 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]

+81 Myr Raiders[Elite]

+10 Celesteel Reavers[Elite]

1 turn til arrival

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

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

1. Finish or work on naval research!(7/8)

+Sea Raiders

+Naval I

2. Build another town

3.Research Agriculture as best we can

+Agriculture I

-Industry?

4.Use our Supplies to upgrade our Medium town into a proper city.

+20 Lumber

+23 Iron

+9 Lotvre veldig

+3 Frontier supplies(+15 from each)

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8cda98 No.29459

>>29238

1. The [Small Slugling Farm] is completed as they are found to thrive in mountain conditions

2. A [Tiny Gunsmith] is completed

3. 3/4 [Tiny Mage Tower]

>>29241

1. After copious shelling and gunfire the [Blood Serpent] takes flight above the colony heading to places unknown…

-100 Rus Riflemen

-30 Rus Marines

-50 Rus Militia

>>29242

1. As you hunt through the mountains you find a large lizard with jeweled scales, it approaches you licking at your hands. You’ve made a friend! +[Brakethal Lizard]

2. As you search through the cave system for new materials you take a left, then a right. Or was it a right then a left? Whichever it was you are now lost

+Location: ???

3. 2/6 [Endurance II]

>>29243

>Javmoj please contact me on the direction of your nation

>>29246

1. A great fire is lit in the forests before the first village.

2. Men begin to take positions

3. Starvation is staved off

-Xorm Berries

-Lalum Fruits

>>29247

1. You begin to mediate upon the temple. As you close your eyes and clear your mind you find a strange presence slither into your mind.

[Can you feel me?] 5/???

2. When you ask the men about what to do one of them pipes up “Why don’t ya just jump through them boss?”

>>29453

1. You head into the forest marveling at the strange sights in the forest. Eventually you stubble upon a weird clearing of strange white stones which circle around a twisted beast. It grovels on the ground dragging itself towards you letting out a strange mewling sound. +[Moonwalker]

2. The elves don’t have place for a human and kick you out of the tavern.

>>29456

1. The Airship is sent

2. 3/4 [Tiny Slum]

3.+[Conscription I][+5 Militia per turn up to 50%] +40 Yol Militia

4.The [Tiny Combi-Docks] are completed!

>>29457

1. +[Naval II]

2. The [Tiny Town] is completed and a [Tiny Manor] is also added [+5 Gold per turn]

3.+[Agriculture II]

4. Though the town is far from a city it is really getting there [Massive Town]

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8cda98 No.29461

Dice rollRolled 11, 25, 51, 12 = 99 (4d100)

>>29459

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

Of course! The simplest option is often the best! "What is your name, sailor?" _ "Well, then. Let's see what kind of promotion we can get you. How'd you like to be a… quartermaster? No, that's not grand enough. I tell you what. I want you to train under my second in command in the ways of commanding a ship. Once you're sufficiently experienced, I will give you command of the next ship we capture. You are the kind of man I need in my retinue. Before I attempt your idea, however, I am going to try something else."

1/2/3/4. I shall sit and meditate again, blocking out all other stimuli, and focusing on the voice. "I feel and hear you, voice, but who are you? Are you the guardian of this temple, or another? What do you have to say?"

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8cda98 No.29462

>>29461

>Best roll is a 51

Ffs. Also:

[Can you feel me?] 5/???

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8cda98 No.29463

>>29459

—War: Ottobassid Vs. Felpin—-

[Ottobassid Forces]

25 Jannisaries [Elite][Armour II][Firearms III]

50 Ottobassid Infantry[Elite][Armour I][Firearms II]

20 Snousy hunters [Elite][Melee Weapons I]

3 Weak Artillery [Elite][Gunpowder I]

[Yol Allies]

Yolian Battleship "The Visible Hand"[Airship I][Shipbuilding V][Gunpowder V][Steam V][Experimental*][High-Quality*]

Versus:

Commander: 1 Felpin Prophet [Religion V][Warfare II]

[Felpin Forces]

>Gas Afflicted

255 Felpin Warriors [Veteran][N/A]

40 Felpin Zealots [Veteran][Religion II]

65 Felpin Braves [Veteran][Melee Weapons I][Armor~]

>Fine

120 Felpin Drakeguard [Melee Weapons V][Iron Drake Armor*]

1 Felpin Prophet [Veteran]

80 Felpin Braves [Veteran][Elite]

120 Felpin Fanatics[Veteran][Melee Weapons III][Armor ~]

25 Scovar Riders [Veteran][Elite][Melee Weapons I][Beast Riders ~]

25 Shadowdancers [Shadow Magic I][Melee Weapons III]

150 Bladedancers [Veteran][Melee Weapons III]

Battlefield is the smokey fields around the outermost Ottobassid village. All belligerents please post tactics

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8cda98 No.29466

>>29463

Tactics: Yol

The battleship commander largely ignores fast moving targets and fires superheated rounds at the Felpin population centers: larger buildings are favored as being either symbolically/logistically important. The field units are largely left to their own devices.

The goal is terror. Terror and horrific destruction.

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8cda98 No.29467

File: 1470887896597.jpg (130 KB,825x638,75:58,Moonwalker.jpg)

>>29459

4u Morgoth

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8cda98 No.29468

Dice rollRolled 20 (1d20)

>>29463

"Make them pay in blood. Tash shall reward each man who takes more of their lives than his own!"

Outnumbered but not outgunned, the Ottobassids try to establish a killzones firing the artillery far off in the main village onto the open plain while Jannisaries and Ottobassid infantry manned in buildings aim.

The explosive blasts might suppress the felpin where they aren't killed, leaving room for the ottobassids to fire.

If the felpin numbers manage to approach the village the infantry are to hold out as long as possible, and try to block the streets with the dead of the enemy.

When it is clear all is lost, the Snousys are to lead what infantry they can from encirclement and the village is to be bombarded itself.

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8cda98 No.29470

Dice rollRolled 13 (1d20)

>>29466

Unsure if need roll.

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8cda98 No.29474

>>29468

Secret Rolls:

Tansen: 1d20

Curious: 2d20

Red Philo: 1d100 + 1d20

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8cda98 No.29476

Dice rollRolled 28 (1d100)

>>29474

1d100

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8cda98 No.29477

Dice rollRolled 20 (1d20)

>>29476

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8cda98 No.29478

Dice rollRolled 9 (1d20)

>>29474

Keep hidden under the ships until the elves and gnomes are properly engaged then slide up behind the gnome forces and hit them from behind with the full fury of the unborn God.

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

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8cda98 No.29480

Dice rollRolled 7, 7 = 14 (2d20)

>>29474

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8cda98 No.29481

File: 1470889415075.jpg (148.95 KB,584x591,584:591,ArrestedDubsvelopment.jpg)

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8cda98 No.29482

File: 1470890462770.gif (1.14 MB,680x849,680:849,1455652282759.gif)

Dice rollRolled 7, 81, 10, 96 = 194 (4d100)

>>29459

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: 1529 peeples, 23 Nymphs & 32 Ice Nymphs

Food: 28 -15/turn from pop | +22/turn from food produc. [Net: +7/turn]

Resources: Lumber [47] +3/turn | Frostwood lumber[6] +1/turn | Fish & game (food) +22/turn | Pelts [31] +2/turn | Iron [9] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [9] +1 per turn | [Tiny Floatwhale Herds]

Beast: [8 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][ 3 Small Farm][Tiny Forge][Tiny Shipyard][Tiny Blockhouses][Tiny Wood Wall][Tiny Iron Mine][Tiny Fort]

Military: 70 Rus Riflemen

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

2 Civilian Sloops

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

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

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

>Ongoing

>[- 7 turns till sloop 1 completes trip]

>2/8 [Firearms II]

>3/4 [Floatwhale Herd]

>Infiltration begins 1/4

Thorns in muh anus:

hopefully none for now

1. The great conflicts to the south, and recent attacks from our own internal elements, have proven the need for more, better equipped soldiers is our top priority. As such, we shall use our advanced scientific knowledge to construct a weapons factory in this new land, thus ensuring the ability to mass produce weapons for our soon to come great armies.

2. At the same rate, the forge is to be upgraded as well, it has remained tiny for too long.

3. Now that we finally have our floatwhales, begin harnessing them for Airship use. They shall have harness and rudders placed upon them, along with rudimentary other fixtures to make them into what amounts to a biological airship.

4. Finally, send out a team to recover our lost [Steam tank], and its crew.

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8cda98 No.29483

>>29477

>>29478

>>29480

—Raid upon the "End of Reason"—

The Myr forces and Tidecaller raiders slide into the port without raising alarm in the dead of night. Their raiders unload quickly slitting the throats of the dock guards and begin grabbing any materials they can get their hands upon. Only when the Tidecallers begin to take slaves is an alarm raised by the Yol who fight back viscously with a single Yol Shocktrooper leading a charge of Furape peons to push the Myr and Tidecallers back into the sea. As the raiders leave the destroy the Yol ships in harbor easily.

[Yol]

- 1 Civilian Frigate

-15 Mithiril

-10 Lumber

-2 Coal

-6 Heathold Ore

-8 GravStone

-60 Population

-10 Yol Milita

-20 Yol Veteran Infantry

[Tidecallers/Myr]

+15 Mithiril

+10 Lumber

+2 Coal

+6 Heathold Ore

+8 GravStone

+60 Yol Slaves

-30 Myr Raiders

-4 Celesteel Reavers

-80 Berzerkers

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8cda98 No.29484

>>29483

Correction:

[Yol]

Set [Tiny Combi-Port] to [Ruined]

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8cda98 No.29485

Dice rollRolled 3, 61, 3, 76 = 143 (4d100)

>>29459

Starting Position: Northern Island

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.

"Well, aren't you something, friendlier then those elves at least. Where did you come from I wonder? Any idea what he is Pob?"

12 Make a camp near the white stones get a feel for the place and see if anything else shows up.

3 "Alright big guy, ever a lot of this kind of metal?" and I pull out a gold piece for him to see or taste or smell, maybe he has some talents beyond prodigious size.

4 Keep exploring the island.

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8cda98 No.29491

Dice rollRolled 13 (1d20)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

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

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

Assets:[None]

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

Captives: [None]

Resources: [None]

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

Status:[Injured]

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

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

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

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

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

>>Actions

If that Corvain wants to die so badly let them, simply dodge there attacks and try to keep them back only attacking when i know i wont be lit on fire, keep doing that until they are no longer on fire or drop dead using shadowmagic to help, its simple.

[Legendary Spear]

[Week shadowmagic]

[Medium spear-fighting]

[Drakeblood]

[Hunter of Man]

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8cda98 No.29493

File: 1470914800398.jpg (40.06 KB,500x892,125:223,edd81459fef0278e65245b848c….jpg)

Dice rollRolled 90, 71, 39, 44 = 244 (4d100)

>>29459

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][9 days rations][5 Garther Crystals]

Resources: 20 Gold pieces

Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Moderate Dual-wielding]; [Endurance II 2/6]

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; Using Va'Li and the Brakethal Lizards help, find our bearing and way out before exploring the cave for materials

3; Train the Brakethal Lizard to be tame towards us and more friendly and cowing to my commands. Perhaps, Va Li can assist.

4; Train Endurance 2/6

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8cda98 No.29500

Dice rollRolled 27, 66, 96, 57 = 246 (4d100)

>>29459

>>29237

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: 1908

Housing 700 (500 massive town, 100 tiny town, 100 from free hexes)

Food: 8-19/turn

Resources: Lumber 9+4/turn, Food +2/turn, +[Velsignelse Frukt] 30 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 5, +5/turn, [11 Infantry Kit], Mead, 325 Gold +5/ turn, 1 strange weapons, Celestium 14 +2/turn, Veldig løvtre 1 +1/turn, Norfil 4+1/turn, 15 Mithiril ,2 Coal, 6 Heathold Ore, 8 GravStone

Assets: [Massive Town]

[Small Farm]

[Small Velsignelse Frukt Farm]

[Massive Iron Mine]

[Medium Lumberyard]

[Large Shipyard]

[Tiny Duftende Frukt Farm]

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

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

[Small Port]

[Tiny Forge]

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

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

[Small Celestuim Mine]

[Tiny Veldig løvtre Lumberyard]

[Tiny Norifl Plant]

[Tiny town]

[Tiny Manor] +5 Gold a turn

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

+[Defensive Corals],

Military: 71 Myr Raiders[Elite]

16 Celesteel Reavers[Elite]

+[2 Weak Artillery]

+[1 Average Artillery]

+ 50 Elite Myr Manbreakers

Navy: 3 Lightly Armed Sloops[Stormbreaker][Navi II]

+1 Myr Stormbreaker Ship-of-the-Line

+[Lightly armed Sloop][Stormbreaker] [Navi II]

+[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]

[Water magic (4/10)

[Agriculture II]

[Shipbuilding I](5/8)

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)

1. Build a Farm

+Agriculture II

-Industry?

2. Expand our massive town into a small city.

3.Begin researching Rationing to extend and prolong our food stores. WE need it badly.

4. Begin researching birth control to reduce our population growth. We are growing much too fast now.

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8cda98 No.29511

Dice rollRolled 50, 47, 1, 58 = 156 (4d100)

>>29459

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: 289 (5% increase)

Food: 10 -0/turn

Resources:

+ Food/Farmed: +2/turn

+ Light Crystals (0.4 +0.1/turn)

+ Sluglings

+ Fireoctupus

+ Silver (8 +2/turn)

+ Emerald (4 +1/turn)

+ Stone (20 +5/turn)

+ Iron (20 +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:

[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]

Military:

[Mountain Camp]

80 Elite Militia men

5 Elite Naval Marines

14 Elite Raiders

8 Elite Sea Reavers

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

1 Primal Stormseer (better stormseer)

20 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]

1. Continue building the Tiny Mage Tower.

2. Upgrade the Sluggling farm.

3. Research better tactics and how better to conduct war.

4. Research better guns and cannons.

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8cda98 No.29513

Dice rollRolled 82, 44, 99, 71 = 296 (4d100)

>>29235

Population: 756

Resources: Lumber +1/turn=7

Food: 11 (-8/turn +6/turn=-2/turn)

Assets: [Large Town]

[Massive Fish Farm +5 food ]

[tiny fish farm +1 food per turn]

[Tiny Temple] +5 Zealots per turn

+60 Yol Slaves

Military:

120 Tidecaller Berzerkers

15 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] [Construction I]

1. Research [Farming I]

2. Upgrade tiny fishfarm to small Fishfarm 5/6

[construction I]

3. Build a third fishfarm

[construction I]

4. We have gained back some knowledge of the old ways. It is time to bring back our oldest friends and cavalry to our control. Build raxtahr farms 2/4 [Tiny Raxthahr Pens]

[Beast Taming I]

Construction I

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8cda98 No.29571

Dice rollRolled 32, 79, 96, 100 = 307 (4d100)

Start Position: The easternmost tip of the main island

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

Country of Origin: The Ottobassid Empire

*Country Fluff:

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

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

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

Nation Type: Colony of the Caliphate

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

Population:

1100 Humans

195Snousies

1375 Refugee's

Food: 0 -23/turn +9/turn

Resources:

23 Lumber +1/turn

16 Shiny Scales +1/turn

8 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[Small Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

Other:

+[Felpin Conversion Agri Class: Massive]

Military:

25 Jannisaries [Elite]

50 Ottobassid infantry[Elite]

20 Snousy hunters [Elite]

+3 Weak Artillery [Elite]

+5 Strange Weapons [Elite]

Navy:

1 Ship-of-the-line

1 Lightly Armed Frigate

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

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

1-2. Continue to stave off starvation by any means, preferably the sea and its vast host of fish. Tash bless the fishies

3-4. Train the refugee's and more of our humans into a militia and arm them with anything we can. The Felpin, Snousies, and Fishies may be armed with whatever is most appropriate for them. Our humans should be given guns preferably, but even a spear or a club if need be.

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8cda98 No.29572

File: 1471096115558.jpg (42.44 KB,870x325,174:65,muratat13t18t22.jpg)

>>29571

>96, 100

"Tash preserves and provides!"

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8cda98 No.29591

>>29243

1. The ships is sent [5 turns to return]

2. 1/8 [Meduim Town]

3. 3/4 [Tiny Stamporf Ranch]

4. 3/6 [Small Hok Melon Farm]

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8cda98 No.29592

Dice rollRolled 84, 64, 6, 17 = 171 (4d100)

>>29459

>>29591

——-

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: 790(+6%)

Food: 9 (-7/turn, +5/turn = -2/turn surplus)

Resources: [Lumber: 11 (+1/turn)] [Food +5/turn] [Gold: 1 (Sent:10)(+1/turn)] [Iron: 5 (Sent: 5) (+1/turn)][Silver: 1 (Sent: 5) (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

Assets: [Large Town(Goldenhome)(400p)][Small Town(Dragon's Landing)(200p)][Tiny Rot City(Ambition)(100p?)] [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard]

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

Military: 200 Naval Marines

Navy: 2(+1 overseas) Heavily-Armed Sloops, 1 Rot Ship

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][Living Rot Ships I]

EXPEDITION IN PROGRESS: [Ships: 1 Heavily-Armed Sloop][Resources sent: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons][Returning in 5 turns]

With the wealth of the colony sent home we can once more turn to our most pressing problems, the imminent starvation. We must improve our food production, assemble a fishing fleet!

1. Construct a fishing fleet to feed the colony [Tech: Naval I] [Building: Tiny Shipyard]

2. Expand Dragon's Landing [Small -→ Medium Town] [1/8]

3. Set up a Stamporf Ranch [Stamporf Herd -→ Tiny Stamporf Ranch][3/4]

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [3/6]

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8cda98 No.29691

>>29482

1. The factory is slow to start

2. The [Small Forge] is completed

3. Some whales escape and progress is halted

4. The [Steam Tank] is successfully reclaimed!

A flood of ships have arrived from the motherland! Also all the backed up tech is on it’s way too!

+20 Food

+600 Settlers

+100 settler per turn

+1000 Rus Riflemen [11th Vronguard Regiment]

+4 Lightly-Armed Frigates

+[Steam III]

+[Firearms III]

+[Farming III]

+[Arcane Generator I]

>>29485

1. As you enter the white stones you find yourlsef taken to place unlike the one you were just standing it. In-front of you lies white rocky terrain and in the sky holds a huge blue and green moon.

2. The [Moonwalker] motions you over to a cave in the ground.

3. You head into the cave which opens up into a massive cavern illuminated by strange blue crystals. the [MoonWalker] motions for you to go even deeper.

>>29493

1. You manage to scout a way out of the cave!

2. The [Brakethal Lizard] seems to be pretty tame already, maybe it imprinted on you or something?

3. 4/6 [Endurance II]

>>29500

1. No progress is made on the farm

2. The 3/4 [Tiny City] is almost completed

3. [Rationing*] is completed [5 turns of half feed/5 turn cooldown]

4. Birth control seems to a unpopular subject among the Myr who already have a slow birthrate and the idea of a child is supposed to be a great blessing.

>>29511

1. The [Tiny Mage Tower] is completed

2. 2/8 [Medium Slugling Farm]

3. As your men begin to research better tactics something weird has happened in port. The great black sailed fleet of the Paxslavian Empire has returned and begun to shell the great Coral Behemoth. After hours of bombardment the creature slinks back into the sea and the Paxslavians appear to be setting up camp in the ruins of Port Rioux

+Paxslavian War Camp

4. 2/6 [Gunpowder I]

>>29513

1. [Farming I] is completed

2. +[Small Fishfarm]

3. A [Tiny Fishfarm] is completed and it attracts a pack of [Raxthahr Serpents]

+10 Serpents [Juvenile]

4. The [Tiny Raxthahr Pens] are competed

>>29571

1. Some food is collected +10

2. With the arrival of the Ottobassid reinforcements there are more then enough guns to go around and the Felpins are eager to die in the name of Tash!

+1375 Refugee Militia

The great masts of the Ottobassid ships are seen on the horizon and are greeted with great cheers!

+1 Ship-of-the-Line

+600 Settlers

+400 Janissaires

+4 Superior Cannons

+4 Superior Mortars

>>29592

[Revise [Rot Ships I] to [Dragon Ships I]: Revise [Tiny Rot City] to [Tiny Elegant City]

1. The [Tiny Fishery] is completed

2. 4/8 [Medium Town]

3. The Stamporfs get away [0/4 Tiny Stamporf Ranch]

4. No progress

The Royal Dragon of Drakensriech flys high as the fleet arrives in port

+5 Heavil-Armed Frigates

+600 Draken Marines [King Thor’s Finest]

+6 Medium Cannons

+400 Settlers

+30 Food

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8cda98 No.29692

Dice rollRolled 8, 15 = 23 (2d20)

>>29463

No sign of SJ

Felpin are NPC till further notice

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8cda98 No.29695

Dice rollRolled 15, 26, 3, 13, 25, 33, 80, 52 = 247 (8d100)

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:899{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

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

Resources: [Lumber:30+3/t][Stone/Iron Mine→Iron:3+1/t] Stone:3-+1/t}[Heathold Ore:10+2][Sharpleaf:12+1/turn][Gorim Tubes:0][Grav Stone:2+1/turn][Copper:8+2/turn][Strange Weapons: 5][Mithril:11+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: +100p}

+ [Small Tenements: +200p]

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

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

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

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

+ [Tiny Air-Naval Shipyard] [Destroyed]

–Slaves–

+51 [Furapes]{+1/t} {Used: 20}

[Grid|Small Town]

+[Small Farm]

+[Small Sharpleaf Farm]

–Military–

+ 10 Yolian Militia [Green]

+ 45 Yolian Infantry [Veterans]

+ 5 Experimental Yolian Shocktrooper [Veterans}

+ 148 Yolian War-Golems

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

Navy:

+1 Tiny Experimental Airship]

–Temporary In Dock:

+Yolian Battleship "The Visible Hand"

–Bonuses/Negatives–

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

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

–Tech-

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

–In Progress–

–Production–

Soldier Kits: 32+5/turn

–Policies–

>>Rationing cooldown: 0 turns

—Actions—

1.2 The air-naval dock is being repaired and expanded to take in supplies. A shipment is imminent. [Repair and expansion of docks]

3. The tenements expand as homeless Yol simply start building small hovels. Colonial administration has just started giving out land permits for construction. [Slums]

4. The general draft continues.. [General Draft]

5.6. The iron mine expands as production has begun to speed up. The factories are hungry for iron.

7.8. The furape food production operation expands considerably. [Expansion of food production]

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8cda98 No.29696

Dice rollRolled 966, 485, 296, 74 = 1821 (4d1000)

>>29691

——-

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: 1261(+6%)

Food: 33 (-12/turn, +6/turn = -6/turn surplus)

Resources: [Lumber: 12 (+1/turn)] [Food +6/turn] [Gold: 2 (Sent:10)(+1/turn)] [Iron: 6 (Sent: 5) (+1/turn)][Silver: 2 (Sent: 5) (+1/turn)] [Stone: 10] [Dark Tome] [Stamporf Herd]

Assets: [Large Town(Goldenhome)(400p)][Small Town(Dragon's Landing)(200p)][Tiny Elegant City(Ambition)(1000p)] [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Tiny Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard][Tiny Fishery]

[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 Heavil-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]

EXPEDITION IN PROGRESS: [Ships: 1 Heavily-Armed Sloop][Resources sent: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons][Returning in 4 turns]

They are here, Imperial Ships and Imperial Troops! Now we can begin to expand our lands properly, find me an enemy or a barbarian tribe!

1. Send the ships to scout the coasts of the main island for natives and nearby colonies

2. Expand Dragon's Landing [Small -→ Medium Town] [4/8]

3. Set up a Stamporf Ranch [Stamporf Herd -→ Tiny Stamporf Ranch][0/4]

4. Food is running low, expand the Hok Melon Farm [Tiny -→ Small Hok Melon Farm] [3/6]

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8cda98 No.29697

Dice rollRolled 100, 89, 75, 71 = 335 (4d100)

>>29691

>>29696

Proper dice incoming

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8cda98 No.29699

Dice rollRolled 37, 25, 56, 56 = 174 (4d100)

>>29691

Population: 756

Resources: Lumber +1/turn=8

Food: 11 (-8/turn +8/turn=+-0/turn)

Assets: [Large Town]

[Massive Fish Farm +5 food ]

[small fish farm +2 food per turn]

[tiny fish farm +1 food per turn]

[Tiny Temple] +5 Zealots per turn

[Tiny Raxthahr Pens] +1 Raxthahr infant per turn

+60 Yol Slaves

+10 Serpents [Juvenile] [1/30]

+1 Raxthahr infant [1/5]

Military:

120 Tidecaller Berzerkers

20 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] [Construction I] [Farming I] [Beast Mastery I]

1.2. We now have slaves but the old ways of handling them have been forgotten we will need to work on remembering these things as before.

[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.

3. While we have regained the basics there is so much more we need to reclaim [Beast Mastery II] 0/??

[Apocalypse Now]

4. Upgrade the Raxthahr Pens

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8cda98 No.29700

>>29691

One of the pirates is sent as a messenger to the Pax and approaches the war camp.

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8cda98 No.29701

Dice rollRolled 68, 36, 34, 73 = 211 (4d100)

>>29691

Starting Position: Northern Island

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.

1234 See if I can bring a piece of strange blue crystal with me or get my friend here to get a piece and follow the [Moonwalker].

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8cda98 No.29702

>>29691

The swift ships of Myr arrive in harbour

+ 6 Lightly-Armed Sloops [Stormbreaker]

+1 Legendary Heavily-Armed Sloop "Thrassius"

+80 Veteran Voranguard

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8cda98 No.29703

Dice rollRolled 10, 18, 1, 78 = 107 (4d100)

>>29691

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: 2013

Housing 700 (500 massive town, 100 tiny town, 100 from free hexes)

Food: 0 -20/turn /2 for 5 turns -10 for now

Resources: Lumber 13+4/turn, Food +2/turn, +[Velsignelse Frukt] 32 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 10, +5/turn, [11 Infantry Kit], Mead, 325 Gold +5/ turn, 1 strange weapons, Celestium 16 +2/turn, Veldig løvtre 2 +1/turn, Norfil 5+1/turn, 15 Mithiril ,2 Coal, 6 Heathold Ore, 8 GravStone

Assets: [Massive Town] [small city3/4)

[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: 76 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]

[Water magic (4/10)

[Agriculture II]

[Shipbuilding I](5/8)

[Rationing*][5 turns of half feed/5 turn cooldown]

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)

1. Continue to build our massive town into a city (3/4)

2. Keep working on that Farm, We need more food for our people as soon as possible!(1/4)

+Agriculture II

-Industry?

3.We need to put our population to better use. There will only be more and more of us coming in and we need to eat. Start reaching work programs to but these settlers to work feeding us all.

+Agriculture II

4.Continue researching those strange weapons. There ahs to be some secret to making them. (4/10)

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8cda98 No.29709

>>29691

Was I missed, or are we mid-updoot? >>29461

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8cda98 No.29710

>>29709

missed because no one loves you if you don't get on IRC

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8cda98 No.29712

File: 1471581317970-0.jpg (73.29 KB,736x957,736:957,ea41d3d4ce5fbc14c1dfef95fa….jpg)

File: 1471581317970-1.jpg (114.22 KB,1200x874,600:437,Godlike-Monster-Art-Flying….jpg)

Dice rollRolled 65, 28, 35, 8 = 136 (4d100)

>>29691

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: 2129 peeples (+100 per turn), 24 Nymphs & 33 Ice Nymphs

Food: 55 - 21/turn from pop | +22/turn from food produc. [Net: +1/turn]

Resources: Lumber [50] +3/turn | Frostwood lumber[7] +1/turn | Fish & game (food) +22/turn | Pelts [33] +2/turn | Iron [10] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [10] +1 per turn | [Tiny Floatwhale Herds]

Beast: [10 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][ 3 Small Farm][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. Ah, that's a lot of peeple, which means we'll need more farms, always with the farms.

2. Took you sods long enough to get through the storm! We'll, Time to send you right back

Send 2 civilian sloops back with the following goods

20 Lumber

3 Frostwood Lumber for the royal researchers (Find a use for it)

10 Pelts

3 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

3. After we see the boats off, continue work on the factory, with these [Arcane Generator] Technology, it shouldn't be too difficult!

4. Finally, let us once more try once again for the final time once it is once done, to get some whales to harness for airships at once.

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8cda98 No.29713

File: 1471581459972.jpg (142.61 KB,500x500,1:1,JimmyPoem.jpg)

>>29710

I go on the IRC when it needs me.

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8cda98 No.29714

>>29713

Totally missed you Dara will update you in a sec

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8cda98 No.29715

>>29714

It's all good, my man.

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8cda98 No.29716

>>29461

1. (I am the dagger in your back, the poison in your cup and the hands around your neck)

(You wish to continue yet fear clouds your mind, let go of your humanity it can only slow you down…)

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8cda98 No.29731

Dice rollRolled 64, 58, 51, 23 = 196 (4d100)

Start Position: The easternmost tip of the main island

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

Country of Origin: The Ottobassid Empire

*Country Fluff:

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

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

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

Nation Type: Colony of the Caliphate

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

Population:

1155 Humans

201Snousies

1443 Refugee's

Food: 0 -27/turn +9/turn

Resources:

23 Lumber +1/turn

16 Shiny Scales +1/turn

8 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[Small Obsidian Mine]

1 Imam

2 Lorbac Beast

2 Young Lorbac

1 Lavaturtle

1 Scovar Beetle

Other:

+[Felpin Conversion Agri Class: Massive]

Military:

+1375 Refugee Militia

+600 Settlers

+400 Janissaires

+4 Superior Cannons

+4 Superior Mortars

25 Jannisaries [Elite]

50 Ottobassid infantry[Elite]

20 Snousy hunters [Elite]

+3 Weak Artillery [Elite]

+5 Strange Weapons [Elite]

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

1-3. We are facing a crisis.

We are NOT able to sustain these populations in terms of food. And to farm would take too long to fit our immediate needs.

There is but one solution to this, we must strengthen our alliance with the fishies and behest them to send up large whales and sea mammals to us from the sea. We need astonishing amounts of food, and we should expand the farms massively, yet for the short term to stave off death we require a desperate measures.

Send Imam's to the Fishies, and press for greater unity between us the true believers and them. Spread the words of Tash and his rewards to those who are faithful. Remember the words of the Prophet "I say unto you, he that hath fed the hungry had fed me."

>[Weak Alliance: Flishy Village] 1/6 Standard

>[Culture II] [Religion II]

Also if the ship of the line brought any food dole it out as well.

4. Expand our existing farms as well, using our felpin farmer class. We have so many hands and able bodied farmers now. I want irrigation channels dug and a much greater harvest sown.

1443 Refugee's

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8cda98 No.29732

>>29731

Note: for actions 1-3. an increased stready income is preferred over a large short term food boost, but either are welcome

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8cda98 No.29739

File: 1471642176407.jpg (114.79 KB,600x1200,1:2,508303c84752342e92ed574e51….jpg)

Dice rollRolled 67, 2, 84, 32 = 185 (4d100)

>>29691

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][8 days rations][5 Garther Crystals]

Resources: 20 Gold pieces

Skills: [Felpin Tongue]; [Coastal Tongue]; [Average Persuasion]; [Moderate Dual-wielding]; [Endurance II 4/6]

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; Explore the mine for valuable materials

3; Hunt monsters

4; Train Endurance 4/6

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8cda98 No.29740

>>29731

Edit. Human pop should be 1500 ish after the newly arrived soldiers and food expense should be 31 ish…

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8cda98 No.29744

Dice rollRolled 88, 44, 81, 47 = 260 (4d100)

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

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

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

Followers: [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. Let go of your humanity, it says. That's simple enough. Just let go of everything I've ever known. What kind of idiot couldn't do that?

Sarcasm aside, I'm no fool. The spirit is obviously doing one of a few things:

1. Trying to trick me in some way. This is quite likely but as of right now, I cannot see the trap.

2. It wants me to let go of my physical body, so that I can pass through the temple's traps unscathed, and find spiritual awakening or something inside.

3. It wants me to leave my emotions behind. I would do this, but I am worried about one thing: How will I enjoy the power I will gain, if I have no emotion to enjoy it? Perhaps it only wants me to discard empathy? But empathy lies at the core of all deceit. It is the framework upon which a palace of lies is built.

First, I will try to leave my body. This will be my attempt at leaving behind my physical humanity to enter the temple. Meditation will see my hands, feet, arms, legs, body, and head disappear, leaving only my mind's eye to explore the world. Once I am free of my mortal confines, I will attempt to enter the temple. I have no experience with this sort of meditation. Indeed, one might call what I am about to attempt "magic". I am not some dusty scholar, though. I am Gerry Fitzgerald, the Pirate King.

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8cda98 No.29759

File: 1471712732399.jpg (118.92 KB,640x480,4:3,Dwarf_5a9dc6_5452683.jpg)

>>29700

The Paxslavian Commander heads out to meet with the pirate messenger.

"What dae ya want, ya fookin pirate shit."

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8cda98 No.29776

>>29759

"I was sent to thank ya for getting rid of the big fucker, although we were working on the problem just needed more cannons. Also sent to find out why the bloody fuck you are setting up camp here? Also supposed to tell ya the glow crystal you couldn't get earlier is up by the mine."

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8cda98 No.29791

>>29776

"Shut ya fooking trap ya pirate shit, We got us here charter from the fucking Emperor to take possesion of ya fookin land. We git here and you pansy fookers have run off to the fookin hills. So you fookers better git down here and start rebuilding or you best get busy dying!"

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8cda98 No.29793

File: 1471899831827.jpg (105.47 KB,944x588,236:147,Isandhlwana.jpg)

>>29731

—Stand of the 1st Colonial Ottobassid Army—

Thick smoke rolled through the forest mixing with the aftermath of the Yol gas attack making the air almost unbreathable as the Felpin marched through. The first cannon fire to grace the Felpin’s ear was a tremendous shock, even with poor quality cannons the colonials had the power of the weapon could not dismissed. The Felpin Prophet quickly called for a charge with the mighty Scovar leading towards the barricades of the Ottobassid Army. As the Felpin approached the Jannisaries and Infantry fired precise shoots with hours of drills and training holding them in line against these immeasurable odds. The cannons now loaded with grapeshot tore through the swarms of infantry but had no effect upon the mighty Scovar who eventually trampled the encampment. Even the Snousies’ armed with little more then stone spears fought heroically against theses odds and died with their brothers in the name of Tash.

[Ottobassid Forces]

Causalities:

25 Jannisaries [Elite][Armour II][Firearms III]

50 Ottobassid Infantry[Elite][Armour I][Firearms II]

20 Snousy hunters [Elite][Melee Weapons I]

3 Weak Artillery [Elite][Gunpowder I]

[Felpin Forces]

Casualties:

255 Felpin Warriors [Veteran][N/A]

40 Felpin Zealots [Veteran][Religion II]

65 Felpin Braves [Veteran][Melee Weapons I][Armor~]

30 Bladedancers [Veteran][Melee Weapons III]

20 Felpin Fanatics[Veteran][Melee Weapons III][Armor ~]

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8cda98 No.29794

>>29793

>Felpin forces continue to march

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8cda98 No.29800

>>29695

—Firestorm of the Heart—

The Yolian Battleship "The Visible Hand" glides across the sky towards the Heart of the Felpin territory. The Civilians of the city all look up in awe at the great air-ship. Their awe is soon shattered as the first incendiaries shells shriek through the sky igniting fields, houses and people alike. The Yol Captain smirks as he cultivates a fire-storm that would consume all for miles around.

—Felpin Civilization Shattered—

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8cda98 No.29824

Dice rollRolled 94, 84, 70, 4 = 252 (4d100)

>>29691

1&2. Start hiding the location of our stuff. Make sure the Pax can never find it. The fucking cave rats can take our land, but they arn't going to fucking hold it.

3. We need to start preparing for war. A war of attacking from the shadows, hitting hard, and getting out fast. Raiding is easy enough, but this must be more.

4. Begin training more raiders in stealth. They will be needed.

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8cda98 No.29859

Dice rollRolled 15 (1d20)

Ceh fight continues when?…or am i just blind

Also yol heads will roll for that.

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8cda98 No.29860

>>29859

Ah your still alive I'll get you a post up then

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8cda98 No.29861

Dice rollRolled 10 (1d20)

>>29491

Suicide Attack

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8cda98 No.29863

File: 1472018335341.jpg (14.97 KB,259x194,259:194,download.jpg)

>>29491

>>29861

—-The Fall of the Last Corvain—

Dis'Rac lunges forwards arm out stretched attempting to grasp Cet in his arms. Cet quickly meets him with the point of her spear to his brain. His smouldering corpse slumps to the ground the intense flames burning all away but the [Right arm of GOD]

Victory:

+[Right arm of GOD]

+[Ashes of Dis'Rac]

+[Ashes of the Felpin Civilization]

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8cda98 No.29864

>>29859

Now you must go kill the Lizard king to claim the other pieces of god

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8cda98 No.29878

Dice rollRolled 18 (1d20)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

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

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

Assets:[Ashes of Dis'Rac][Ashes of the Felpin Civilization][Right arm 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][6/10 Training I]

Status:[Injured]

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

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

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

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

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

>>Actions

1. "He was tough prey, I'll give him that. I should fix my wounds." [Heal self]

2. "I will become stronger, that much is assured by this peace of god." [use the right arm of god]

3,4 "Its best to make sure you are ready for combat, we will be marching back soon and All-mother knows another great hunt is soon." [Train Kel and the mooks]

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8cda98 No.29880

Dice rollRolled 38, 4, 70, 8 = 120 (4d100)

^^^

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8cda98 No.30036

>>29695

1. The repairs are done

2. The Slum collapses -200 pop

3.No Progress

4. No progress

5. 4/8 [Medium Peon Farm]

The great smoke belching ships of the Yol arrive in port

+500 colonists

+2 Yol Ripper Golems

+1 Yol Artillery Golem

+50 War Golems

+100 Yol Infantry

+1 Heavily Armed Frigate

+1 Lightly Armed Frigate

>>29696

1. As they sail along the coast they find a magnificent city seemingly made from gold! You wonder what could lie inside.

+[Golden City]

2. The [Medium Town] is completed

3. The [Tiny Stamporf Ranch] is completed

4. The [Small Hok Melon Farm] is completed

>>29699

1. [Slavery I] is completed

2. 2/8 [Beast Mastery II]

3. 2/6 [Small Raxthar Pens]

>>29701

1. You follow the [Moonwalker] deeper into the caves which eventually empties out into what you can only call an arena. On either side are hundreds of [Moon Walkers] who cheer in their guttural voices. Approaching from the other-side is a massive scarred [Moonwalker].

>>29703

1. The city has some set backs 2/4

2. The farm also stalls

3. The starting of Work Programs has gone off to a rocky start. An elf by the name of Zomb E. Lord has arranged a non-violent protest against the colonial government! [Halt all food production]

4. 7/10 [Water Magic]

>>29712

1. A [Small Farm] is completed

2. [Dice Refunded see bigger post]

3. 2/4 [Tiny Arcane Factory]

4. What the whales escaped again! Goddammit! 0/4

>>29731

1. [Strong Alliance: Flishy Village: +5 food per turn]

2. The Felpin agricultural class brings great knowledge with them [Nature Magic I][Agriculture II][Plantations I]

>>29739

1. You find a smaller crevasse filled with a strange black ore that hurts to touch +[Lifedrain Ore]

2. You find a slug-like acid based creature that attacks you with it’s strange carapace-like teeth +[Slimeritter D20/tactics]

3. 5/6 [Endurance II]

>>29744

1. You close your eyes letting your body drift away beneath you, a sense of utter detachment floods through you as your once grounded soul lifts up. You cannot see yet you can see all. The temple is open before you the blades no longer swinging and your crew seemingly frozen in time.

>>29824

1. Your men take to hiding the new settlements and mines with great vigor +[Concealed] to all buildings

2. 5/6 [Stealth I]

3. Training of the raiders run into some problems as they are captured by a Paxslavian patrol! What will you do if they inform them of your hideout! -10 Raiders

>>29878

1. You quickly get salve on the burns 1/2[Healed]

2. The [Right Arm of GOD] seems to resists you…

3. +[Training I]

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8cda98 No.30038

Dice rollRolled 16, 98, 51, 81 = 246 (4d100)

>>30036

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: 2134

Housing 700 (500 massive town, 100 tiny town, 100 from free hexes)

Food: 0 -21/turn /2 for 4 turns -10 for now

Resources: Lumber 14+4/turn, Food +2/turn, +[Velsignelse Frukt] 22 +2/turn, +[Duftende Frukt]0 + 1/turn, Iron 15, +5/turn, [11 Infantry Kit], Mead, 200 Gold +5/ turn, 1 strange weapons, Celestium 18 +2/turn, Veldig løvtre 3 +1/turn, Norfil 6+1/turn, 15 Mithiril ,2 Coal, 6 Heathold Ore, 8 GravStone

Assets: [Massive Town] [small city2/4)

[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: 81 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]

[Water magic (7/10)

[Agriculture II]

[Shipbuilding I](5/8)

[Rationing*][5 turns of half feed/5 turn cooldown]

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)

1. Continue to work on building up the city (2/4)

2. We're close to figuring out these weapons, so close. Keep at it! (7/10)

3. Investigate this horribly named Zomb E. lord. Spread 150 gold around to develop Contacts and informants, this needs to be dealt with now.

+150 gold (already removed)

4. Continue to hammer out that plantations idea. Lord knows we need them to stay fed.

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8cda98 No.30042

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:

2116 Humans

212 Snousies

1415 Felpin

Food: 0 -37/turn +14/turn

Resources:

24 Lumber +1/turn

17 Shiny Scales +1/turn

9 Hides +1/turn

Assets:

[Small Town] (Main)

[Small Town] (Snousies)

[Tiny Town] (south of mountain)[TAKEN OVER]

[Tiny Town] (north of mountain)

[Tiny Mosque]

[Weak Alliance: Flishy Village] 1/6 Standard

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

[Large Farm] (x2 - Tiny irrigation canal)

[Tiny Hunting Paths]

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

[Tin vein]

[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]

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8cda98 No.30043

Dice rollRolled 92, 25, 84, 79 = 280 (4d100)

>>29699

Population: 793

Resources: Lumber +1/turn=8

Food: 16 (-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 [2/5]

+2 Raxthahr infant [1/5]

Military:

120 Tidecaller Berzerkers

30 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] 2/44

[Apocalypse Now]

4. Upgrade the Raxthahr Pens 2/6

Free action

Slaves are assigned to various buildings. Making effectiveness shoot up overnight.

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8cda98 No.30044

Dice rollRolled 67 (1d100)

>>30036

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 A natural arena in this rock, if the scarred Moonwalker charges I will roll and sweep for the feet but if he tries to use rocks or other weapons I trust in the Drake-Slayer to destroy any weapon and leave him open to a counter.

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8cda98 No.30048

File: 0cf230577cf56d8⋯.jpg (140.56 KB,1000x1432,125:179,1451713793996.jpg)

Dice rollRolled 11 (1d20)

>>30036

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][7 days rations][5 Garther Crystals][1 LifeDrain Ore]

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; Use Va'Li and the Brakethal Lizard to distract it again while I look for weakpoints and finish it. Want to collect resources from it if possible, of course

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8cda98 No.30050

File: ceb5b00967b9c80⋯.jpg (126.36 KB,570x291,190:97,Rational Economic Actor.jpg)

Dice rollRolled 86, 48, 23, 97 = 254 (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: 1181{+6%/turn} {Cap: 500}{+100}{+200} {Total Cap: 800} {{{OVER CAP}}}

Peons: +52 [Furapes]{+1/t} {Used: 20}

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

Resources: [Lumber:33+3/t][Stone/Iron Mine→Iron:4+1/t] Stone:4+1/t}[Heathold Ore:12+2][Sharpleaf:13+1/turn][Gorim Tubes:0][Grav Stone:3+1/turn][Copper:10+2/turn][Strange Weapons: 5][Mithril:12+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}

+ [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–

+ 60 Yolian Militia [Green]

+ 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

–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: 37+5/turn

–Policies–

>>Rationing cooldown: 0 turns

—Actions—

1. The Yolian issues another set of permits to allow development of housing without respect to property rights. The last set issued didn’t go very well. [Build: Slums]

2. The Peon farm expands to utilize the stray peons for production. {4/8 [Medium Peon Farm]}

3. A watched is established to stop any raids. Ships, towers, anything. The Yol are tired of this nonsense. [General Watch]

4. An expedition is dispatched to pillage the ruins of the Felpin. Any Felpin found alive are to be taken as slaves. Resisters are to be killed. Promise the survivors a “better way of life” and “progress”. [100 Yolian War-Golems, 2 Yol Ripper Golems, 1 Yol Artillery Golem, and 100 infantry are sent to the ruins to pillage - the airship is also sent if need be].

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8cda98 No.30053

Dice rollRolled 89, 95, 35, 22 = 241 (4d100)

>>30036

——-

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: 1335(+6%)

Food: 29 (-13/turn, +9/turn = -4/turn surplus)

Resources: [Lumber: 13 (+1/turn)] [Food +9/turn] [Gold: 3 (Sent:10)(+1/turn)] [Iron: 7 (Sent: 5) (+1/turn)][Silver: 3 (Sent: 5) (+1/turn)] [Stone: 10] [Dark Tome]

Assets: [Large Town(Goldenhome)(400p)][Medium Town(Dragon's Landing)(300p)][Tiny Elegant City(Ambition)(1000p)] [Small Farm][Tiny Silver Mine][Tiny Gold Mine][Tiny Iron Mine][Small Hok Melon Farm(Double food production/+1 percent fertility)][Small Library(+10)][Tiny Shipyard][Tiny Fishery][Tiny Stamporf Ranch]

[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:

+[Golden City]

EXPEDITION IN PROGRESS: [Ships: 1 Heavily-Armed Sloop][Resources sent: 10 Gold, 5 Iron, 5 Silver][Requesting: Soldiers/weapons][Returning in 3 turns]

We've found a Golden City? And during this time of plenty as well? We need to give thanks to the ancestors, clearly this is a sign, a great blessing from up above. I mean I'm not a very religious man myself, but not even I can ignore signs like this. Build a Shrine and dedicate it primarily the Dragon Ancestors, those who the legend say founded our Empire. And while we're building the shrine the Marines will explore this Golden City, see if it can be put to use, or if it's just a treasure trove to be plundered for wealth.

1. Explore the Golden City carefully

2. Construct a Shrine to the Ancestors

3. Expand the Ranch to keep up with food demand [Tiny → Small Stamporf Ranch]

4. Expand the Fishery to keep up with food demand [Tiny → Small Fishery]

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8cda98 No.30068

Dice rollRolled 59, 4, 97, 37 = 197 (4d100)

>>30036

>>30036

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: 315 (5% increase)

Food: 9 -1/turn

Resources:

+ Food/Farmed: +2/turn

+ Light Crystals (0.5 +0.1/turn) 0 while hidding from pax

+ Sluglings

+ Fireoctupus

+ Silver (12 +2/turn)

+ Emerald (6 +1/turn)

+ Stone (30 +5/turn)

+ Iron (30 +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

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

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]

1. We are going to need more resources to fight the Pax, send scouts through the mountains for anything of use.

2. Continue researching Stealth I 5/6

3. Continue working on the Gun II/Gunpowder I research. If we are going to fight the pax we are going to need to out range them. 2/6

4. Continue building the Medium Slugling farm 2/8

+Golems I

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8cda98 No.30071

Dice rollRolled 37 (1d100)

Name:Ceh Metztli

Country of Origin:Felpin

Profession:Huntress

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

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

Assets:[Ashes of Dis'Rac][Ashes of the Felpin Civilization][Right arm 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]

Status:1/2[Healed]

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

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

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

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

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

>>Actions

1. "Just a little more work and my wounds will fade away." [Heal]

2,3. "Even just a little practice goes a long way." [Train Spearfighting with Kel.]

4. "I will make this work…eventually." [Keep trying to use the arm of god.]

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8cda98 No.30072

Dice rollRolled 100, 44, 41, 74 = 259 (4d100)

I fucked up the rolls again

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8cda98 No.30074

>>30036

>see larger post

what larger post?

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8cda98 No.30082

File: 443722f728a185b⋯.jpg (36.94 KB,460x436,115:109,1467958909039.jpg)

Dice rollRolled 48, 58, 94, 12, 63 = 275 (5d100)

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: 2268 peeples (+100 per turn), 25 Nymphs & 35 Ice Nymphs

Food: 59 - 22/turn from pop | +26/turn from food produc. [Net: +4/turn]

Resources: Lumber [53] +3/turn | Frostwood lumber[8] +1/turn | Fish & game (food) +26/turn | Pelts [35] +2/turn | Iron [11] +1/turn | 3 Strange Weapons | 3 Strange Idol | Murplish [11] +1 per turn | [Tiny Floatwhale Herds]

Beast: [10 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][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

>Fucking disloyal skywhales fuck

1/2. GET THOSE FUCKING WHALES NOW, I'M SICK AND TIRED OF THOSE FAT FUCKS DRIFTING OFF.

0/4 Fucking flying wannabe see pigs

3. After that, a nice spot of manual labor to take the mind off of things. Continue work on the Arcane Factory

4. We know too little of this land, and the other empires that grow on it. Send out some secret police dooples to infiltrate the enemy civilizations of the new world.

5. And finally, lets build some damn cannons

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8cda98 No.30088

Dice rollRolled 51, 31, 23, 12 = 117 (4d100)

>>30036

Name: Gerry Fitzgerald

Country of Origin: Llywas

Profession: Conman, Rabble-rouser

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

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

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

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

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

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

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

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

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

Training: None

Relations: [Cri’Nik Village: Friendly]

>3/10 journey around the continent

1/2/3/4.

I feel calm. Totally serene and completely unfettered and unconcerned by my mortal constraints. I do not know what lies within this temple, but I have turned my will to penetrate it, and lay bare its secrets before me. The blades do not concern me, for my mortal body reclines behind me, and all is still. Forward, into the temple I will go, past the blades, and toward whatever lies within. [Begin exploration of temple interior]

My body lies over the ocean.

My body lies over the sea.

I'm no good at astral projection.

So bring back my body to me

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8cda98 No.30099

Dice rollRolled 30, 90, 19, 84, 40 = 263 (5d100)

>>30042

1. Send in the army to the next village, this is where we decide the final fate of the war.

2-3. Expand the farms. We are burying our dead, I would prefer we bury seeds. Thanks be to Tash for the knowledge gifted to us by our new Felpin bretheren.

[Strong Conversion: Felpin Agriculture Class] [Nature Magic I][Agriculture II][Plantations I]

4-5. See if the Fishie's can teach us their own fishing methods, that we can learn how they hunt and gather meat from the deep, and apply it to ourselves.

[Strong Alliance: Flishy Village]

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8cda98 No.30103

>>30072

>nat100 on heals

You have become immortal

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8cda98 No.30139

>>30103

I would like to thank the All-mother and Nuffle for this achievement.

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8cda98 No.30284

File: 71a25fa4cd8d2fe⋯.jpg (285.57 KB,1600x972,400:243,richard-jack-the-second-ba….jpg)

—End of an Era 1/15—

In the Old World cannons belch and fires rage as the war against Rus claims even more lives. However the war has changed with the arrival of the great Yol Airship “The Visible Hand”. With total dominance of the air it has helped break the stalemate allowing Ottobassid, Paxslavia, Yol and Drakesriech to push towards the Rus heartland. All however has not turned for the worse as Myr persuaded by the promises of land and wealth have joined the side of Rus stabbing the Alliance in the back. Who will win this war? It is still anyones game!

[Trade vessels now dot the sea. It is now a free action to send resource back. Every resource sent will count towards the total war score. At the end of 15 turns a victor will be decided based on your actions and support!]

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8cda98 No.30291

>>30082

still doing

Send 2 civilian sloops back with the following goods

20 Lumber

3 Frostwood Lumber for the royal researchers (Find a use for it)

10 Pelts

3 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.30298

>>30050

The Yol are sending:

+1 Lightly Armed Frigate [To Guard]

+Lumber:33

+Stone:4

+Heathold Ore:12

+Sharpleaf:13

+Grav Stone:3

+Copper:10

+Strange Weapons: 5

+Mithril:12

+Coal:4

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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

>>30299

annnnnd 30 Food

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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

Dice rollRolled 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

File: 711c1cf844c1394⋯.jpg (66.78 KB,595x434,85:62,pic\C\O\Collective farm pr….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 2508d762687ef60⋯.gif (2.01 MB,320x240,4:3,FuckYourGuitar.gif)

File: 93ad70ce0e1478d⋯.jpg (116.04 KB,856x468,214:117,EternalTormentMadeManifest.jpg)

>>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

Dice rollRolled 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

I blame Dara

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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

Dice rollRolled 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

File: 0daa08b6f5a41e9⋯.jpg (963.29 KB,1920x1080,16:9,Venerids.jpg)

File: 530be91011b2cc2⋯.jpg (32.23 KB,375x314,375:314,Venerid_Merchant.jpg)

>>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

Dice rollRolled 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

Dice rollRolled 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

File: 16b8dd6298222bb⋯.jpg (97.77 KB,1024x768,4:3,1230269903_1024x768_dreamy….jpg)

File: b8286b19fdd6760⋯.jpg (69.8 KB,700x824,175:206,f471d8100159977f9d99cf41a6….jpg)

>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

File: 5e691e62de65b73⋯.jpg (77.79 KB,658x1388,329:694,569494d971932ec75e1d032bcd….jpg)

Dice rollRolled 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

Dice rollRolled 71, 18, 93, 38 = 220 (4d100)

https://www.youtube.com/watch?v=1enqg5HkyHI

FUCKINGDICEROLLLSSSSSS

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8cda98 No.31474

Dice rollRolled 77 (1d100)

[Yol-O Roll]

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8cda98 No.31475

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 5ddba1d9d571099⋯.jpg (426.4 KB,440x624,55:78,ImperialArmy.jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 827f55574ee3dd1⋯.jpg (52.34 KB,640x688,40:43,41469962b87e5ecc8f0c7a8942….jpg)

Dice rollRolled 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

File: 30a2636d11e6dc2⋯.jpg (69.07 KB,539x648,539:648,image (28).jpg)

>>31630

>>31484

Fuck, what does this mean?

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