3d2a6d No.29069 [Last50 Posts]
A thousand years have passed since that wretched day.
The day the moon blotted out the sun thrusting our realm into this perpetual state of night, it is no longer our domain,but theirs.
The monsters run rampant across our kingdoms pillaging and raping and there is not a single thing any of us can do but pray for the dawns return.
We all know it's false hope,but false hope is all we have in these trying times.
It's a damn miracle anyone has lasted this long. The death toll has gone past the millions by now and continues to sky rocket every day.
The endless state of depression most of us feel is worse still, we've given that hopelessness a nickname. We've taken to calling it "The Moons Unforgiving Sorrow."
[Now that,that bit of introductory fluff is over let me introduce the setting. The setting is fairly self explanatory. It's a medieval dark fantasy with most of the plot being stated in the fluff. I will post nation templates.rules and the map in the post to come.]
____________________________
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3d2a6d No.29070
Gonna need a character sheet boss.
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3d2a6d No.29071
>>29070
He already fucking stated he's gunna post in the post to come, you illiterate fug.
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3d2a6d No.29072
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3d2a6d No.29080
>>29069
Sorry for the long wait, trying to get the map in a reasonable state as quickly as I can.
For now I will just post rules and the sheets, as soon as I get the map up you can tell me where you want your nation.
Nation Template
Name:
Race: Please keep it strictly humanoid and serious, this is intended to be a serious bsns build
Color: See the map key for current colors
Fluff: One or two paragraphs please. The more interesting and original you make it the more I am inclined to give you good starting bonuses
Location: Where you are on the map?
Economy Type: Not that it matters given the current state of the world.
Government type:Do keep it simple and try to stick to the setting
Do not fill these in
Population:(+-/turn)
Food:
Raw Currency: (+-/turn)
Unique Buildings:
Defenses:
Military Units:
Resources/Quantity:
Magic: (This works as a counterpart to tech, consider it a more unstable tech)
Technology:
Trade Routes:
Territory:
Bonuses: (Determined by fluff,you can also gain these over the course of the game)
Rules in the next post.
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3d2a6d No.29082
>>29080
Roll chart
100-100 (Success, Massive)
99-90 (Success, Huge)
89-75 (Success, Large)
75-50 (Success, Medium)
49-25 (Success, Minor)
25-10 (GM's judgement)
09-02 (Failure, Medium)
01-01 (Failure, Massive)
Rules.
1.Take this builder seriously I can and will eject you if you start being a dick, participating in this is a privilege.
2.Courtiers are allowed however I'd like to have them come into effect mid-to-late game.
3. I'm keeping the player count at about 8 or so people possibly 10 I'd like something that's easy to manage and crunch, if you are deemed afk for a long period of time you will be ejected and a new player will take your slot.
Thats pretty much it for rules. The map is going to follow shortly.
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3d2a6d No.29083
>>29082
>>29080
>no hero sheet
fug
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3d2a6d No.29089
Sorry for the wait guys, anyways here's the map!
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3d2a6d No.29090
>>29080
Name: County of Varingia
Race: Human
Color: Blue
Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."
The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.
Location: Wherever
Economy Type: Guilds
Government type: Monarcy/County
Do not fill these in
Population:(+-/turn)
Food:
Raw Currency: (+-/turn)
Unique Buildings:
Defenses:
Military Units:
Resources/Quantity:
Magic: (This works as a counterpart to tech, consider it a more unstable tech)
Technology:
Trade Routes:
Territory:
Bonuses: (Determined by fluff,you can also gain these over the course of the game)
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3d2a6d No.29091
>>29089
Posting the updated map with mapkey as soon as we hit a reasonable amount of players.
Early clarification
The forgotten ones represent the nation that was recounting the opening fluff. They have a prominent place in lore and the territory they control can not be taken over.
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3d2a6d No.29092
>>29080
Name:
Race: Human
Color: Yellow
Fluff: These people worshiped the Sun as the supreme authority and the witness of Justice to be upheld by civilization with the usurpation of the Sun's rightful place in the firmament man's dominion and the worth of Justice as a virtue when survival was at stake power almost fell under the sway of lesser men. It was then that a man stepped forward, he wielded a sword of fire in his right hand and he warded his family from the creeping darkness that had taken hold of their city. His tribe had submitted themselves to a more primal god of Justice that exerted its will, for good or ill, upon the spirit of its worshipers to compel them to fight or exact justice or compel actions without the benefit of vision and clairvoyance the far reaching Sun God had provided. It causes confusion as to whether a man's actions were motivated by deviant or supversive intents or willed by the new God and thus justifiable and these questions must be investiageted by an adept of the new religion. The Militant arm of the religion arms and armors themselves well to defend their God and country with worked metal and magic. Theocracy following the testaments of the new religion is the government and is unqeustioned.
Location: western peninsula in pic
Economy Type: Bullion
Government type: Theocracy
Population:(+-/turn)
Food:
Raw Currency: (+-/turn)
Unique Buildings:
Defenses:
Military Units:
Resources/Quantity:
Magic: (This works as a counterpart to tech, consider it a more unstable tech)
Technology:
Trade Routes:
Territory:
Bonuses: (Determined by fluff,you can also gain these over the course of the game)
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3d2a6d No.29093
Name: Transitional Corvain
Race: Cosmopolitan, mostly human.
Color: Gray
Fluff: Corvain, like most of the world, did not welcome the darkness in totality. However, it did manage it. Prior to the troubles Covain had been something of an inoffensive plutocratic state bustling with the assorted riches of the world through their ubiquitous trading activity. After the darkness, Corvain transitioned to a ruthless and determined oligarchy made of former military, spiritual, and guild leaders. This oligarchic council – dubbed 'the transition' – managed to successfully establish and centralize power in unheard of ways in order to defray the worst excess of the crisis: the deployment of the bullion once owned by plutocrats being used to pay for a massive and robust bureaucracy to manage a traumatized world. At the time this put the Corvinian government in a good situation: in the years after the darkness expansion and consolidation were possible under the new dynamic leadership and collapsing opposition states. Since then, while society has managed to survive, the long stress and pain of wars against night creatures, vampires, gnolls, and all species of beast has bled the nation to a standstill. This, coupled with the collapse of several minor governments, has inundated the country with starving and angry people. It is unclear how the transition will deal with the crisis, but, one might expect the typical Corvinian penchant for brutal repression and more bureaucracy.
Location: Anywhere is fine.
Economy Type: State capitalist, ad-hoc..
Government type: Oligarchy.
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3d2a6d No.29094
>>29090
>>29090
There is no vassal sheet so just gonna fluff primarily.
Name: The witcher guilds
Race: Human
Fluff: Belonging in name to the county of varingia. The witcher guilds are paid by the government to hunt and kill monsters wherever they are found. The witchers themselves have taken to some dark practices consuming the flesh of monsters among other things to increase their own strength and abilities. This is kept in check by a need to appear fully human but only just. While primarily working for the county, they have been known to take contracts from other nations to hunt down particularly dangerous monsters in other lands.
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3d2a6d No.29098
>>29090
Name: County of Varingia
Race: Human
Color: Blue
Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."
The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.
Location: Wherever
Economy Type: Guilds
Government type: Monarcy/County
Do not fill these in
Population:25
Food:125
Raw Currency:500
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:15
Bonuses: Monster Hunters-Gain a +3 to any rolls involving the slaying of monsters.
>>29092
Name:
Race: Human
Color: Yellow
Fluff: These people worshiped the Sun as the supreme authority and the witness of Justice to be upheld by civilization with the usurpation of the Sun's rightful place in the firmament man's dominion and the worth of Justice as a virtue when survival was at stake power almost fell under the sway of lesser men. It was then that a man stepped forward, he wielded a sword of fire in his right hand and he warded his family from the creeping darkness that had taken hold of their city. His tribe had submitted themselves to a more primal god of Justice that exerted its will, for good or ill, upon the spirit of its worshipers to compel them to fight or exact justice or compel actions without the benefit of vision and clairvoyance the far reaching Sun God had provided. It causes confusion as to whether a man's actions were motivated by deviant or supversive intents or willed by the new God and thus justifiable and these questions must be investiageted by an adept of the new religion. The Militant arm of the religion arms and armors themselves well to defend their God and country with worked metal and magic. Theocracy following the testaments of the new religion is the government and is unqeustioned.
Location: western peninsula in pic
Economy Type: Bullion
Government type: Theocracy
Population:25 +5 each turn
Food:125
Raw Currency: 500+5 each turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:[Basic Alchemy/Metalurgy]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:22
Bonuses:Champions of the sun- The sun god still watches over his people and through his blessing he gives them the power to call on him for aid. [You can devote an action once per 10 turns to asking the sun-god for aid with something at the gms discretion]
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3d2a6d No.29099
>>29098
>>29093
Name: Transitional Corvain
Race: Cosmopolitan, mostly human.
Color: Reddish gray
Fluff: Corvain, like most of the world, did not welcome the darkness in totality. However, it did manage it. Prior to the troubles Covain had been something of an inoffensive plutocratic state bustling with the assorted riches of the world through their ubiquitous trading activity. After the darkness, Corvain transitioned to a ruthless and determined oligarchy made of former military, spiritual, and guild leaders. This oligarchic council – dubbed 'the transition' – managed to successfully establish and centralize power in unheard of ways in order to defray the worst excess of the crisis: the deployment of the bullion once owned by plutocrats being used to pay for a massive and robust bureaucracy to manage a traumatized world. At the time this put the Corvinian government in a good situation: in the years after the darkness expansion and consolidation were possible under the new dynamic leadership and collapsing opposition states. Since then, while society has managed to survive, the long stress and pain of wars against night creatures, vampires, gnolls, and all species of beast has bled the nation to a standstill. This, coupled with the collapse of several minor governments, has inundated the country with starving and angry people. It is unclear how the transition will deal with the crisis, but, one might expect the typical Corvinian penchant for brutal repression and more bureaucracy.
Location: Anywhere is fine.
Economy Type: State capitalist, ad-hoc..
Government type: Oligarchy.
Population:25+5
Food:125
Raw Currency: 500+10
Unique Buildings:none
Defenses:none
Military Units:15
Resources/Quantity:none
Magic: None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:24
Bonuses: Masters of Trade-Your history as rich traders has made it easier for you to make money and thus you gain 10 currency per turn instead of the standard 5
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3d2a6d No.29102
>>29099
This doesn't mean go ahead and post we still need more nations.
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3d2a6d No.29103
Nation Template
Name: The Imperium Mortuum
Race: Humanoid skeletons
Color: Any dark-y color available.
Fluff: In the nights after the Moon's blockade of the sun, the people of Anacya turned to the darkest, most foul magic to sustain themselves in the face of unending darkness. They continued on, for a time, aping their once splendrous culture and customs, before they slowly whittled away into madness and mindlessness. Only the Grand Sorcerer of Anacya remained sane and whole, and he quickly became an absolute despot over a land of the undead. Hundreds of years later, the Grand Sorcerer, now calling himself the Emperor of the Eclipse, is rallying his skeletal subjects to a clickity-clacking fervor. Now is the time to expand. Now is the time to consume. Now is the time to bring the land under the sway of the Imperium Mortuum.
Location: Bordering the central mountains.
Economy Type: Demand
Government type: Complete Dictatorship
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3d2a6d No.29105
>>29099
scratch that old bonus and take away the +10, this is your bonus now
Bonuses: Bureaucracy ho!- Spend 30000 currency to build one Bureaucracy which gives a +3 bonus to rolls involving resources.
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3d2a6d No.29107
>>29103
Name: The Imperium Mortuum
Race: Humanoid skeletons
Color: Any dark-y color available.
Fluff: In the nights after the Moon's blockade of the sun, the people of Anacya turned to the darkest, most foul magic to sustain themselves in the face of unending darkness. They continued on, for a time, aping their once splendrous culture and customs, before they slowly whittled away into madness and mindlessness. Only the Grand Sorcerer of Anacya remained sane and whole, and he quickly became an absolute despot over a land of the undead. Hundreds of years later, the Grand Sorcerer, now calling himself the Emperor of the Eclipse, is rallying his skeletal subjects to a clickity-clacking fervor. Now is the time to expand. Now is the time to consume. Now is the time to bring the land under the sway of the Imperium Mortuum.
Location: Bordering the central mountains.
Economy Type: Demand
Government type: Complete Dictatorship
Population:25+5
Food:125
Raw Currency: 500+5
Unique Buildings: none
Defenses:none
Military Units:15
Resources/Quantity:
Magic: [Basic Necromancy]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:26
Bonuses: Dark Overlord-You gain a +4 to any roll the GM deems evil, you also get a +3 to things involving necromancy.
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3d2a6d No.29109
>>29080
>Name: Roving Clans
>Race: Human with beasts of burden
>Color: Burnt Orange
>Fluff: Once part of a vast empire that was renowned for its wealth and art, when the sun vanished anarchy quickly reigned. Torn apart by infighting and riots the once shining empire was reduced to ruins and the great desert swept in, claiming the streets and walls that once held it at bay. The few survivors that didn't turn to banditry banded together for survival. Taming the great beasts of the desert they formed nomadic tribes, surviving off of the occasional oasis and scouring the land for relics to sell to other nations.
Eventually the nomadic tribes came together for safety, having found a beast large enough to build a city upon its back they named it Haven and formed the Roving Clans, each tribe forming a Merchant house and bringing their specialties to the Clans. Still roaming the deserts and lands surrounding it they now trade in all sorts of goods, not just relics found by their scouts, and act as a trading hub for other nations. When Haven stops for any length of time The Market forms and all are welcome so long as they have coin.
>Location: The desert
>Economy Type: Mercantile Trade
>Government type: the Merchant Council made up of the heads of the Merchant Houses
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3d2a6d No.29111
>>29109
>>Name: Roving Clans
>>Race: Human with beasts of burden
>>Color: Burnt Orange
>>Fluff: Once part of a vast empire that was renowned for its wealth and art, when the sun vanished anarchy quickly reigned. Torn apart by infighting and riots the once shining empire was reduced to ruins and the great desert swept in, claiming the streets and walls that once held it at bay. The few survivors that didn't turn to banditry banded together for survival. Taming the great beasts of the desert they formed nomadic tribes, surviving off of the occasional oasis and scouring the land for relics to sell to other nations.
>Eventually the nomadic tribes came together for safety, having found a beast large enough to build a city upon its back they named it Haven and formed the Roving Clans, each tribe forming a Merchant house and bringing their specialties to the Clans. Still roaming the deserts and lands surrounding it they now trade in all sorts of goods, not just relics found by their scouts, and act as a trading hub for other nations. When Haven stops for any length of time The Market forms and all are welcome so long as they have coin.
>>Location: The desert
>>Economy Type: Mercantile Trade
Population:25+5
Food:125
Raw Currency:500+10
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:29
Bonuses: Masters of Trade-Your history as traders has made it easier for you to make money and thus you gain 10 currency per turn instead of the standard 5
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3d2a6d No.29117
Nation Template
Name: The Mountainhold
Race: Dwarves
Color: Gray
Fluff:
The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.
Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.
Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.
Location: The Center of the Tallest Mountain
Economy Type: Command Economy
Government type: Family Elective Guilds
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3d2a6d No.29119
>>29117
Name: The Mountainhold
Race: Dwarves
Color: Gray
Fluff:
The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.
Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.
Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.
Location: The Center of the Tallest Mountain
Economy Type: Command Economy
Government type: Family Elective Guilds
Population:25+5
Food:125
Raw Currency:500+5
Unique Buildings:none
Defenses:none
Military Units:15
Resources/Quantity:none
Magic: Dwarves can't learn magic :^)
Technology:[Basic Steel Tools and Weapons]
Trade Routes: none
Territory:20
Bonuses: Dorfs- Gain a +6 bonus to anything deemed stereo-typically dorfy by the GM
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3d2a6d No.29125
since ash is more than likely shitposting/being ash here's the mapkey you may start your turns now. If he still wants to join he's welcome to I will add him to the mapkey.
you get three actions roll
1d100
for each
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3d2a6d No.29128
>>29113
sorry didn't see you
Name: Church of the Last Light
Race: Humans and Elves
Color: Bright Yellow-Orange
Fluff: When the darkness enveloped the city of Elere, there was chaos, riots and mass panic, then the Church of the Light came, they established dominance and brought light to the darkness, they build cities lined with mirrors and marble to take the smallest light and amplify it, and uncovered the secrets of light magic, before inviting the surrounding citizens of the surrounding human and elven cities to join them.
Location: Somewhere in the mountains
Economy Type: The Church's economy is based around the light, and thus they reward efforts with light, the upper class mansions are shining beacons as a result, filled with charms and braizers, while the lower class struggle to afford torches. The currency itself is a golden piece, enchanted to glow brighter depending on the value
Government type: Theocracy
Population:25+7
Food:125
Raw Currency:500+10
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:[Basic Light Magic]
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:20
Bonuses:The light in the dark-Gain a +4 bonus to actions deemed morally just/good by the GM as well as gain an increased pop multiplier of +7 per turn
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3d2a6d No.29129
| Rolled 10, 75, 38 = 123 (3d100) |
>>29125
>Name: Roving Clans
>Race: Human with beasts of burden
>Color: Burnt Orange
>Fluff: Once part of a vast empire that was renowned for its wealth and art, when the sun vanished anarchy quickly reigned. Torn apart by infighting and riots the once shining empire was reduced to ruins and the great desert swept in, claiming the streets and walls that once held it at bay. The few survivors that didn't turn to banditry banded together for survival. Taming the great beasts of the desert they formed nomadic tribes, surviving off of the occasional oasis and scouring the land for relics to sell to other nations.
Eventually the nomadic tribes came together for safety, having found a beast large enough to build a city upon its back they named it Haven and formed the Roving Clans, each tribe forming a Merchant house and bringing their specialties to the Clans. Still roaming the deserts and lands surrounding it they now trade in all sorts of goods, not just relics found by their scouts, and act as a trading hub for other nations. When Haven stops for any length of time The Market forms and all are welcome so long as they have coin.
>Location: The desert
>Economy Type: Mercantile Trade
Population:25+5
Food:125
Raw Currency:500+10
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:29
Bonuses: Masters of Trade-Your history as traders has made it easier for you to make money and thus you gain 10 currency per turn instead of the standard 5
1. Send out scouts to find an oasis for Haven to travel to and for The Market to be set up at
2. Search for relics to trade to other nations
3. Build defenses upon Haven to deal with bandits and monsters.
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3d2a6d No.29130
Updated map that includes last light nation.
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3d2a6d No.29131
>>29128
fucked up your stats this should be
Raw Currency:500+5
not +10 just fix this when you make your first post
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3d2a6d No.29133
| Rolled 31, 36, 21, 53 = 141 (4d100) |
>>29125
Name: Soles'Iudicum
Race: Human
Color: Yellow
Fluff: These people worshiped the Sun as the supreme authority and the witness of Justice to be upheld by civilization with the usurpation of the Sun's rightful place in the firmament man's dominion and the worth of Justice as a virtue when survival was at stake power almost fell under the sway of lesser men. It was then that a man stepped forward, he wielded a sword of fire in his right hand and he warded his family from the creeping darkness that had taken hold of their city. His tribe had submitted themselves to a more primal god of Justice that exerted its will, for good or ill, upon the spirit of its worshipers to compel them to fight or exact justice or compel actions without the benefit of vision and clairvoyance the far reaching Sun God had provided. It causes confusion as to whether a man's actions were motivated by deviant or supversive intents or willed by the new God and thus justifiable and these questions must be investiageted by an adept of the new religion. The Militant arm of the religion arms and armors themselves well to defend their God and country with worked metal and magic. Theocracy following the testaments of the new religion is the government and is unqeustioned.
Location: western peninsula in pic
Economy Type: Bullion
Government type: Theocracy
Population:30 +5 each turn
Food:125
Raw Currency: 500+5 each turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:[Basic Alchemy/Metalurgy]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:22
Bonuses:Champions of the sun- The sun god still watches over his people and through his blessing he gives them the power to call on him for aid. [You can devote an action once per 10 turns to asking the sun-god for aid with something at the gms discretion]
1 Research [Carpentry] to better understand how and with what tools and techniques to shape wood. For now the tribe must pass this knowledge on from father to son and from master to apprentice but we will strive.
2 Research [Alphabet] so we can write down wisdom and knowledge with a formal written language.
3 Find Source of [Wood]
4 OH MIGHTY SUN GOD PLEASE GIVE US KNOWLEDGE OF [Fishing Tools]
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3d2a6d No.29135
| Rolled 116, 396, 171 = 683 (3d1000) |
>>29128
Thanks
>>29125
Name: Church of the Last Light
Race: Humans and Elves
Color: Bright Yellow-Orange
Fluff: When the darkness enveloped the city of Elere, there was chaos, riots and mass panic, then the Church of the Light came, they established dominance and brought light to the darkness, they build cities lined with mirrors and marble to take the smallest light and amplify it, and uncovered the secrets of light magic before inviting the surrounding citizens of the surrounding human and elven cities to join them.
Location: Somewhere in the mountains
Economy Type: The Church's economy is based around the light, and thus they reward efforts with light, the upper class mansions are shining beacons as a result, filled with charms and braizers, while the lower class struggle to afford torches. The currency itself is a golden piece, enchanted to glow brighter depending on the value
Government type: Theocracy
Population:25+7
Food:125
Raw Currency:500+10
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:[Basic Light Magic]
Technology:[Basic Steel Tools and Weapons]
Trade Routes:None
Territory:20
Bonuses:The light in the dark-Gain a +4 bonus to actions deemed morally just/good by the GM as well as gain an increased pop multiplier of +7 per turn
1)The light is bane of the darkness, and with it's guidance we will drive the dark out. the high priests of the Church shall go forth, they shall use their magic to enlighten this city so that all have light. (Use light magic to birghten the city so the workers, builders and scholars can see and do their duty to the light)
>[Basic Light Magic]
2)The light is our guide, our guardian. Yet it cannot truly defend us unless we further bond with it, we must further our connection with the light, so we may be safe (Begin researching improved Light Magic)
>[Basic Light Magic]
3)While our lord is the light, we have few ways to share the gifts of the light to the citizenry. To this end we shall begin construction of a church to the light, so that the common folk may find the light and be enlightened. (Begin constructing a Church)
>[Basic Steel Tools]
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3d2a6d No.29137
| Rolled 34, 86, 84 = 204 (3d100) |
>>29136
>>29135
Why will my dice not work
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3d2a6d No.29140
| Rolled 97, 26, 24, 73, 18, 23, 64, 27, 12, 66, 8, 79, 87, 33, 74, 68, 41, 45, 18, 86, 97, 66, 26, 23, 29, 30, 64, 47, 28, 85, 9, 25, 10, 32, 97, 28, 55, 60, 54, 66 = 1900 (40d100) |
Edgy game is edgy?
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3d2a6d No.29141
>>29069
Name: The Orkunheim Confederation
Race: Orkz (fer now)
Color: Red cuz red meanz we goez fasta
Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.
Location: In da west near doez islandz but not on em
Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git
Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!
Population:(+-/turn)
Food:
Raw Currency: (+-/turn)
Unique Buildings:
Defenses:
Military Units:
Resources/Quantity:
Magic:
Technology:
Trade Routes:
Territory:
Bonuses:
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3d2a6d No.29152
| Rolled 51, 98, 21, 70 = 240 (4d100) |
Name: Transitional Corvain
Race: Cosmopolitan, mostly human.
Color: Reddish gray
Fluff: Corvain, like most of the world, did not welcome the darkness in totality. However, it did manage it. Prior to the troubles Covain had been something of an inoffensive plutocratic state bustling with the assorted riches of the world through their ubiquitous trading activity. After the darkness, Corvain transitioned to a ruthless and determined oligarchy made of former military, spiritual, and guild leaders. This oligarchic council – dubbed 'the transition' – managed to successfully establish and centralize power in unheard of ways in order to defray the worst excess of the crisis: the deployment of the bullion once owned by plutocrats being used to pay for a massive and robust bureaucracy to manage a traumatized world. At the time this put the Corvinian government in a good situation: in the years after the darkness expansion and consolidation were possible under the new dynamic leadership and collapsing opposition states. Since then, while society has managed to survive, the long stress and pain of wars against night creatures, vampires, gnolls, and all species of beast has bled the nation to a standstill. This, coupled with the collapse of several minor governments, has inundated the country with starving and angry people. It is unclear how the transition will deal with the crisis, but, one might expect the typical Corvinian penchant for brutal repression and more bureaucracy.
Location: Anywhere is fine.
Economy Type: State capitalist, ad-hoc..
Government type: Oligarchy.
Population:30+5
Food:125
Raw Currency: 505+5
Unique Buildings:none
Defenses:none
Military Units:15
Resources/Quantity:none
Magic: None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:24
Bonuses:
+Bureaucracy ho!- Spend 30000 currency to build one Bureaucracy which gives a +3 bonus to rolls involving resources.
–Actions–
1. Merchants and other traders are attempting to develop stronger trade routes to the other nations. These land routes are treacherous, but they are needed. [Establish Trade Routes: Land]
2. Additional trade routes over the ocean are also developed – it is hoped they are largely free of creatures. [Establish sea trade routes]
3. Corvinian infantry tactics grows more advanced as the years go by. [Tactics I]
4. The Corvinian council has ordered expansion in order to secure more resources – expansion is dangerous, but in this situation it is desirable. [Expansion]
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3d2a6d No.29154
>>29098
what is my money and pop growth?
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3d2a6d No.29155
Name: The Barrows of El’Can
Race: Wights, Ghosts, Skeletons and Liches
Color:White
Fluff: The Barrows of El’Can are said to have been made by a long forgotten to time as a resting place for their final king. They lad dormant for hundreds of years like a great slumbering beast which many would dread even coming near. However no one had ever guessed the true purpose of the barrows, you see long ago the Last King had gathered every soothsayer and madman in his kingdom to give him a great prophecy. They foretold the mighty eclipse and how the darkness would envelop the land. The proud and noble king was old and knew he would not be alive to save his people from this terror so he set about using great magic to enchant the Barrows of El’Can to revive all within it’s tombs to service against the darkness on the day that it should rise. With the Sorrow of the Moon the barrows have awaken and the armies of El’Can march to war against the darkness.
Location: Very middle of map
Economy Type: Command Economy
Government type: Monarchy/Hive
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3d2a6d No.29157
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3d2a6d No.29158
>>29141
Name: The Orkunheim Confederation
Race: Orkz (fer now)
Color: Red cuz red meanz we goez fasta
Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.
Location: In da west near doez islandz but not on em
Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git
Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!
Population:25 +5
Food:125
Raw Currency:500 (+-/turn)
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:none
Magic: Majik iz fer zoggin gitz
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:31
Bonuses:Yooz an ork ya stoopid zogg. Ya gain a +5 bonus ter ony acshunz da GM deems Orcish/Aggressiv
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3d2a6d No.29159
>>29152
red it's only three actions not four.
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3d2a6d No.29161
| Rolled 1, 64, 29 = 94 (3d100) |
>>29098
Name: County of Varingia
Race: Human
Color: Blue
Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."
The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.
Location: Wherever
Economy Type: Guilds
Government type: Monarcy/County
Do not fill these in
Population: 25 +5/turn
Food: 125
Raw Currency: 500 +5/turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:15
Bonuses: Monster Hunters-Gain a +3 to any rolls involving the slaying of monsters.
1. Send scouts out to look for any resources of use.
2. Begin constructing more farms.
3. Begin checking for anyone of interest within our nation. Scholars that found interesting things and the like. Funding the sciences is always good.
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3d2a6d No.29213
| Rolled 61, 9, 57 = 127 (3d100) |
>>29158
Name: The Orkunheim Confederation
Race: Orkz (fer now)
Color: Red cuz red meanz we goez fasta
Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.
Location: In da west near doez islandz but not on em
Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git
Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!
Population:25 +5
Food:125
Raw Currency:500 +5/turn
Unique Buildings:None
Defenses: None
Military Units: [15 Ork Raiders]
Resources/Quantity: none
Magic: Majik iz fer zoggin gitz
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:31
Bonuses:Yooz an ork ya stoopid zogg. Ya gain a +5 bonus ter ony acshunz da GM deems Orcish/Aggressiv
1; Recruit more Ork Raiders from the clans
2-3; Right now, the Old Capital is just ruins. We need to find resources in the area that they used and make proper stone and metal to reconstruct it back to its original glory!
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3d2a6d No.29248
| Rolled 38, 6, 91 = 135 (3d100) |
Name: The Mountainhold
Race: Dwarves
Color: Gray
Fluff:
The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.
Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.
Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.
Location: The Center of the Tallest Mountain
Economy Type: Command Economy
Government type: Family Elective Guilds
Population:25+5
Food:125
Raw Currency:500+5
Unique Buildings:none
Defenses:none
Military Units:15
Resources/Quantity:none
Magic: Dwarves can't learn magic :^)
Technology:[Basic Steel Tools and Weapons]
Trade Routes: none
Territory:20
Bonuses: Dorfs- Gain a +6 bonus to anything deemed stereo-typically dorfy by the GM
1. Recruit Dwarven Miners
2. Dig out for Iron and other metal ores
3. Build a great big smelter
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3d2a6d No.29249
| Rolled 49, 15, 94 = 158 (3d100) |
Name: The Imperium Mortuum
Race: Humanoid skeletons
Color: Any dark-y color available.
Fluff: In the nights after the Moon's blockade of the sun, the people of Anacya turned to the darkest, most foul magic to sustain themselves in the face of unending darkness. They continued on, for a time, aping their once splendrous culture and customs, before they slowly whittled away into madness and mindlessness. Only the Grand Sorcerer of Anacya remained sane and whole, and he quickly became an absolute despot over a land of the undead. Hundreds of years later, the Grand Sorcerer, now calling himself the Emperor of the Eclipse, is rallying his skeletal subjects to a clickity-clacking fervor. Now is the time to expand. Now is the time to consume. Now is the time to bring the land under the sway of the Imperium Mortuum.
Location: Bordering the central mountains.
Economy Type: Demand
Government type: Complete Dictatorship
Population:25+5
Food:125
Raw Currency: 500+5
Unique Buildings: none
Defenses:none
Military Units:15
Resources/Quantity:
Magic: [Basic Necromancy]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:26
Bonuses: Dark Overlord-You gain a +4 to any roll the GM deems evil, you also get a +3 to things involving necromancy.
1. Research better NECROMANCY! Test it on birds, rats, bats, the like, as we go along. [+3]
2. Scour the lands outside of our domain. Raise more skeletal forces. +3
3. Begin building a [Great Ossuary] to house more raw necromantic material and make raising the dead easier.
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3d2a6d No.29250
>>29129
Your scouts have found nothing, it is barren, the dunes stretch for eons.
You do however manage to find a temple deep within the desert that is filled with what some could call holy relics, they are more so trinkets.
GAIN [Assorted Trinkets] this goes under resources
You begin to construct basic spiked Iron outcroppings around haven to deter bandits.
[Spiked Iron outcroppings 3/10]
>>29133
The sun god hears your cry and answers your prayers you have gained the knowledge of how to construct [Basic Fishing Tools]
you also start researching various things,however your search for wood comes up with nothing it would seem there are no forests nearby.
[Alphabet 3/10] [Carpentry 3/10]
>>29135
You commence research on light magic and manage to light up the entire city. [Improved Light magic 5/10]
You also begin to construct a church [Church 5/10]
>>29152
You start to research better tactics [Basic Tactics 1/10]
You also manage to establish trade routes,but it is essentially useless as you have no one to trade with.
>>29161
Your scouts encounter a cave a far ways from your main base of operations. Within the cave an abundance of resources are found. Diamond Adamantine and even mithril as your scouts start to collect everything a screech is heard and than silence. Your scouts have never returned from their trip.
You manage to construct several farms you now gain 5 food per turn
sadly no one seems interesting your search has turned up nothing.
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3d2a6d No.29252
>>29213
Ya recruit sum orkies fer yer cause gain 15 military oonitz
Ya alsa manaj ter find an abundanz o' iron an shinaz
[Gain Iron and Gold]
>>29248
You gain [Dwarf Miners] Count em as technology I guess…or resources
You find some iron,but that's about it you'll have to dig deeper to get to the good stuff. Gain [Iron] also resources
It doesn't take long to construct a smelter, it's up within a day. gain unique buildings [Smelter]
>>29249
You commence the research on [Improved Necromancy 4/10]
You also manage to raise a good amount of undead. Gain 15 more military units.
You start and finish construction on the Ossuary within a day. Gain unique building [Great Ossuary]
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3d2a6d No.29277
| Rolled 54, 51, 81 = 186 (3d100) |
>>29252
Name: The Orkunheim Confederation
Race: Orkz (fer now)
Color: Red cuz red meanz we goez fasta
Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.
Location: In da west near doez islandz but not on em
Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git
Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!
Population: 30 +5/turn
Food:125
Raw Currency: 505 +5/turn
Unique Buildings:None
Defenses: None
Military Units: [30 Ork Raiders]
Resources/Quantity: [Abundant Source of Iron]; [Abundant Source of Gold]
Magic: Majik iz fer zoggin gitz
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:31
Bonuses: Yooz an ork ya stoopid zogg. Ya gain a +5 bonus ter ony acshunz da GM deems Orcish/Aggressiv
1-2; Construct mines at the sources to increase input of Iron and Gold!
3; Construct a port for our future warships
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3d2a6d No.29280
| Rolled 38, 92, 34 = 164 (3d100) |
Name: Transitional Corvain
Race: Cosmopolitan, mostly human.
Color: Reddish gray
Fluff: Corvain, like most of the world, did not welcome the darkness in totality. However, it did manage it. Prior to the troubles Covain had been something of an inoffensive plutocratic state bustling with the assorted riches of the world through their ubiquitous trading activity. After the darkness, Corvain transitioned to a ruthless and determined oligarchy made of former military, spiritual, and guild leaders. This oligarchic council – dubbed 'the transition' – managed to successfully establish and centralize power in unheard of ways in order to defray the worst excess of the crisis: the deployment of the bullion once owned by plutocrats being used to pay for a massive and robust bureaucracy to manage a traumatized world. At the time this put the Corvinian government in a good situation: in the years after the darkness expansion and consolidation were possible under the new dynamic leadership and collapsing opposition states. Since then, while society has managed to survive, the long stress and pain of wars against night creatures, vampires, gnolls, and all species of beast has bled the nation to a standstill. This, coupled with the collapse of several minor governments, has inundated the country with starving and angry people. It is unclear how the transition will deal with the crisis, but, one might expect the typical Corvinian penchant for brutal repression and more bureaucracy.
Location: Anywhere is fine.
Economy Type: State capitalist.
Government type: Oligarchy.
Population:35+5
Food:125
Raw Currency: 510+5
Unique Buildings:none
Defenses:none
Military Units:15
Resources/Quantity:none
Magic: None
Technology: [Basic Steel Tools and Weapons]
Trade Routes: [Prepared, but unused]
Territory:24
–Bonuses: –
+Bureaucracy ho!- Spend 30000 currency to build one Bureaucracy which gives a +3 bonus to rolls involving resources.
—Actions—
1. Scouts are trying to find nations that are willing to trade. [Scout]
2. Construction has also begun on a mint to stabilize the local economy while increasing income. [Build a mint]
3. The merchant district is also being built up as the stress of the darkness has abated for the time being. It is thought that this will increase the wealth of the nation. [Upgrade: Merchant District]
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3d2a6d No.29285
| Rolled 30, 88, 7 = 125 (3d100) |
>>29252
Name: The Imperium Mortuum
Race: Humanoid skeletons
Color: Any dark-y color available.
Fluff: In the nights after the Moon's blockade of the sun, the people of Anacya turned to the darkest, most foul magic to sustain themselves in the face of unending darkness. They continued on, for a time, aping their once splendrous culture and customs, before they slowly whittled away into madness and mindlessness. Only the Grand Sorcerer of Anacya remained sane and whole, and he quickly became an absolute despot over a land of the undead. Hundreds of years later, the Grand Sorcerer, now calling himself the Emperor of the Eclipse, is rallying his skeletal subjects to a clickity-clacking fervor. Now is the time to expand. Now is the time to consume. Now is the time to bring the land under the sway of the Imperium Mortuum.
Location: Bordering the central mountains.
Economy Type: Demand
Government type: Complete Dictatorship
Population:30+5
Food:125
Raw Currency: 505+5
Unique Buildings: Great Ossuary
Defenses:none
Military Units:30
Resources/Quantity:
Magic: [Basic Necromancy]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:26
Bonuses: Dark Overlord-You gain a +4 to any roll the GM deems evil, you also get a +3 to things involving necromancy.
1. Continue to improve our Necromancy [4/10] +3
2. Scour our territory for resources.
3. Joyous day, our Ossuary is complete. Now, of course, comes the second part–
Forge great walls and barricades out of headstones, tomb walls and gravestone. Fortify our capital.
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3d2a6d No.29295
| Rolled 65, 29, 65 = 159 (3d100) |
>>29250
Name: Soles'Iudicum
Race: Human
Color: Yellow
Fluff: These people worshiped the Sun as the supreme authority and the witness of Justice to be upheld by civilization with the usurpation of the Sun's rightful place in the firmament man's dominion and the worth of Justice as a virtue when survival was at stake power almost fell under the sway of lesser men. It was then that a man stepped forward, he wielded a sword of fire in his right hand and he warded his family from the creeping darkness that had taken hold of their city. His tribe had submitted themselves to a more primal god of Justice that exerted its will, for good or ill, upon the spirit of its worshipers to compel them to fight or exact justice or compel actions without the benefit of vision and clairvoyance the far reaching Sun God had provided. It causes confusion as to whether a man's actions were motivated by deviant or subversive intents or willed by the new God and thus justifiable and these questions must be investigated by an adept of the new religion. The Militant arm of the religion arms and armors themselves well to defend their God and country with worked metal and magic. Theocracy following the testaments of the new religion is the government and is unquestioned.
Location: western peninsula in pic
Economy Type: Bullion
Government type: Theocracy
Population:35 +5 each turn
Food:125
Raw Currency: 505+5 each turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:None
Magic:[Basic Alchemy/Metalurgy]
Technology: [Basic Steel Tools and Weapons], [Basic Fishing Tools]
Trade Routes: none
Territory:22
Bonuses:Champions of the sun- The sun god still watches over his people and through his blessing he gives them the power to call on him for aid. [You can devote an action once per 10 turns to asking the sun-god for aid with something at the gms discretion]
[Alphabet 3/10]
[Carpentry 3/10]
1 Set up a [Fish Market] for the preserving, buying and selling of fish
2 Alphabet 3/10. Once we have a formalized way to write down ideas and the like it will be an accomplishment everyone can appreciate. Bonus to Research etc
3 Expand FOR THE GLORY OF THE SUN
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3d2a6d No.29312
| Rolled 12, 51, 73 = 136 (3d100) |
>>29250
Name: County of Varingia
Race: Human
Color: Blue
Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."
The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.
Location: Wherever
Economy Type: Guilds
Government type: Monarcy/County
Do not fill these in
Population: 30 +5/turn
Food: 125 +5/turn
Raw Currency: 495 +5/turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:15
Bonuses: Monster Hunters-Gain a +3 to any rolls involving the slaying of monsters.
1. The scouts haven't reported back. Hire some Monster Hunters to search for where they went and what happened to them. They will get a bonus if they find them alive or kill what killed them.
Spending 10 gold in hire fees.
+Monster Hunters?
2. The city wall seems to be in absolute shambles. See if we can scrounge up enough resources to repair them.
3. Alright, try and round up any learned men we have in the city willing to work for the government doing research.
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3d2a6d No.29314
| Rolled 31, 74, 80 = 185 (3d100) |
>>29250
[Church of the Last Light]
Race: Humans and Elves
Color: Bright Yellow-Orange
Fluff: When the darkness enveloped the city of Elere, there was chaos, riots and mass panic, then the Church of the Light came, they established dominance and brought light to the darkness, they build cities lined with mirrors and marble to take the smallest light and amplify it, and uncovered the secrets of light magic before inviting the surrounding citizens of the surrounding human and elven cities to join them.
Location: Somewhere in the mountains
Economy Type: The Church's economy is based around the light, and thus they reward efforts with light, the upper class mansions are shining beacons as a result, filled with charms and braizers, while the lower class struggle to afford torches. The currency itself is a golden piece, enchanted to glow brighter depending on the value
Government type: Theocracy
Population:32+7
Food:125
Raw Currency: 505+5
Unique Buildings: None
Defenses: None
Military Units: 15
Resources/Quantity: None
Magic: [Basic Light Magic]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: None
Territory: 20
Bonuses: The light in the dark - Gain a +4 bonus to actions deemed morally just/good by the GM as well as gain an increased pop multiplier of +7 per turn
1) Our connection to the light grows, but it is not enough, we must strengthen this connection and be enlightened (Continue researching Improved Light Magic [5/10]
>[Basic Light Magic]
2) The people need hope, and to show them hope we shall show them the light (continue construction of church [5/10]
>[Basic Steel Tools and Weapons]
3) The light remains strong, but their are those who seek to end the light and extinguish the lives of it's citizens, but to defend it we require those who choose to do so (begin recruiting military volunteers)
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3d2a6d No.29331
| Rolled 47, 3, 49 = 99 (3d100) |
>>29250
>Name: Roving Clans
>Race: Human with beasts of burden
>Color: Burnt Orange
>Fluff: Once part of a vast empire that was renowned for its wealth and art, when the sun vanished anarchy quickly reigned. Torn apart by infighting and riots the once shining empire was reduced to ruins and the great desert swept in, claiming the streets and walls that once held it at bay. The few survivors that didn't turn to banditry banded together for survival. Taming the great beasts of the desert they formed nomadic tribes, surviving off of the occasional oasis and scouring the land for relics to sell to other nations.
Eventually the nomadic tribes came together for safety, having found a beast large enough to build a city upon its back they named it Haven and formed the Roving Clans, each tribe forming a Merchant house and bringing their specialties to the Clans. Still roaming the deserts and lands surrounding it they now trade in all sorts of goods, not just relics found by their scouts, and act as a trading hub for other nations. When Haven stops for any length of time The Market forms and all are welcome so long as they have coin.
>Location: The desert
>Economy Type: Mercantile Trade
Population:30+5
Food:125
Raw Currency:510+10
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:
[Assorted Trinkets]
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:29
Bonuses: Masters of Trade-Your history as traders has made it easier for you to make money and thus you gain 10 currency per turn instead of the standard 5
1. Appraise the assorted trinkets to determine their value in a monetary sense so we may know how much to sell them for
2. Continue building defenses upon Haven [Spiked Iron outcroppings 3/10]
3. Send out the scouts once more for a favorable location to rest Haven.
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3d2a6d No.29332
| Rolled 55, 94, 21 = 170 (3d100) |
Name: The Mountainhold
Race: Dwarves
Color: Gray
Fluff:
The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.
Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.
Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.
Location: The Center of the Tallest Mountain
Economy Type: Command Economy
Government type: Family Elective Guilds
Population:25+5
Food:125
Raw Currency:500+5
Unique Buildings:
Smelter
Defenses:none
Military Units:15
Resources/Quantity:
{Dwarf Miners}
[Iron]
Magic: Dwarves can't learn magic :^)
Technology:[Basic Steel Tools and Weapons]
Trade Routes: none
Territory:20
Bonuses: Dorfs- Gain a +6 bonus to anything deemed stereo-typically dorfy by the GM
1. Develop superior Iron Tools to dig and build faster than everyone else
2. We CAN do better than iron! Let's dig even deeper. DEEPER! Get to it miners.
3. The surface world, it's pretty empty right now. It's not like the underground, but maybe we can profit from it.
Make Iron War Wagons to protect our soldiers on the surface.
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3d2a6d No.29535
>>29332
You get to work on [Advanced Steel Tools3/10]
You lucky bastard you dug deep enough to find a vast vein of adamantium and bloodstone gain [Adamantium &Bloodstone]
You also get started on iron war wagons [Iron war wagons1/10]
>>29331
You appraise the assorted trinkets and find they are worth a modest amount as holy relics.
Whilst building the spiked outcropping a few men slip in a puddle of water and fall over the edge of haven impaling themselves on the spikes. The building process is halted until the bodies can be removed. [Wait 2 turns to continue the defenses]
You finally find it, in the frigid unending coldness of the desert is an oasis you promptly set haven down right next to it and get to work.
>>29314
You gain [Improved Light Magic]
You finish constructing the church gain Unique building [Church of Light.]
You recruit several able bodied men and women to fight for the light. +20 Mil units
>>29312
The monster hunters you hired all decided to get completely wasted on ale at the guildhouse before heading out on their quests and much like the scouts, they don't return
You find some materials and begin construction on the wall [Spiked Iron wall 1/10]
You find plenty of smart minds willing to work for you. Gain [25 Researchers]
>>29295
You manage to construct a fish market and start selling fish to your towns people. Gain a [+5 to food every turn]
the work on the alphabet is not going a smoothley you've reached a kink some of your researchers are arguing over whether to use pictures or lines for this alphabet. You must decide on one or this will go on forever.
You expand and gain +5 territory (map was kinda lost will try my best to redo it in the next few updates)
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3d2a6d No.29536
>>29285
Your necromancy has improved gain [Advanced Necromancy]
You find the most evil resource known to the realm gain [Voidstone]
It would seem whilst constructing the walls..the tombwalls which had skeletal parts consisting of heads,feet, the usual…you accidentally aimed a necromantic spell at the wrong place and it hit the walls…they are now alive…on the bright side the moaning and wailing will scare the piss out of people…the downside you probably aren't going to get any sleep…or be able to think properly. GAIN [Living walls]
>>29280
Your scouts are unable to find much, but the do find out there is a nation to the very,very,very,very southeast of you.
You finish the mint in a single day, lucky you. gain [Mint]
You start the upgrades on the merchant district [Better Merchant district 1/3]
>>29277
Yooz managed to get even more irun and shinaz. [High-Quality Iron & Gold]
You also construct a port for da waagh ships. gain unique building/defense [Port]
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3d2a6d No.29537
| Rolled 97, 73, 8 = 178 (3d100) |
>>29535
Name: County of Varingia
Race: Human
Color: Blue
Fluff: Legends say that the first count of Varingia ruled before the long night. He was a wise ruler, and kept a cool head. The county was prosperous and large under his rule. Then the long night came, and with it the unending monsters. The Wise Count lamented the loss of life and became secluded. When he finally freed himself from his sorrows he spoke to the populace, and spoke words none of the county shall forget. "Hold strong my people, and hold to the light. Bury your honor, your fear, your weakness. Stand strong beside your fellow man, and reach beyond what you once were. Today, and until dawn comes once again, we are all survivors, and your job is survival. No matter what you must sacrifice to do it. Sacrifice all but your love of your family and friends, and your human heart."
The Wise Count then created the Hunter Guilds. A series of an ever growing number of guilds that specialize in hunting monsters. What they must do to gain the power to do so is up to the guild. As long as the monsters are hunted down and humans are not harmed the county does not interfere in Hunter business, besides the random check ups to make sure the Hunters still hold their human hearts.
Location: Wherever
Economy Type: Guilds
Government type: Monarcy/County
Do not fill these in
Population: 30 +5/turn
Food: 125 +5/turn
Raw Currency: 495 +5/turn
Unique Buildings:None
Defenses:None
Military Units:15
Resources/Quantity:
[25 Researchers]
Magic:None
Technology: [Basic Steel Tools and Weapons]
Trade Routes:None
Territory:15
Bonuses: Monster Hunters-Gain a +3 to any rolls involving the slaying of monsters.
1. Put the researchers to work talking to some hunters to develop better weapons to hunt with.
+25 researchers
2. Continue construction of the Spiked Iron Wall. 1/10
3. Send out another hunter group. This time they don't get payed beforehand. Find out what happened to the scouts and other hunters. Be careful damnit!
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3d2a6d No.29621
| Rolled 79, 31, 51 = 161 (3d100) |
>>29536
Name: The Orkunheim Confederation
Race: Orkz (fer now)
Color: Red cuz red meanz we goez fasta
Fluff: The Legends say The Orks once had a grand empire and all the species, including the forgotten ones at one point, feared their might and ingenuity. After The Black Raid, however, they've been nothing more than a nuisance and a threat requiring only a band of knights at most. Recently, the Orkz have been summoned by a great warboss of the Ash Clan to their ancestral lands to unify the clans. Warboss Gorkhis'Khan The Bloodaxe has successfully settled and reconstructed some of the old Ork capital as his throne and has begun leading raids throughout the lands.
Location: In da west near doez islandz but not on em
Economy Type: A demanz n warz econmie based on barterin anz valuez of coinz, dink like dem mongolz, ya git
Government type: DA MOST BRUTAL AND DA MOZ CUNNIN IS DA WARBOSS. DA BOSS PICKS HIS UNDERBOSSEZ FROM DA OTHA CLAN BOSSEZ!
Population: 40 +5/turn
Food:125
Raw Currency: 515 +5/turn
Unique Buildings:None
Defenses: [Port]
Military Units: [30 Ork Raiders]
Resources/Quantity: [Abundant Source of Iron]; [Abundant Source of Gold]; [High-Quality Iron]; [High-Quality Gold]
Magic: Majik iz fer zoggin gitz
Technology: [Basic Steel Tools and Weapons]
Trade Routes: none
Territory:31
Bonuses: Yooz an ork ya stoopid zogg. Ya gain a +5 bonus ter ony acshunz da GM deems Orcish/Aggressiv
1; Begin building small "merchant" ships to scout out the area and get resources found along the coast
2-3; Train Warboss Gorkhis'Khan The Bloodaxe as a hero unit or however
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3d2a6d No.29622
| Rolled 14, 59, 38 = 111 (3d100) |
>>29536
[Church of the Last Light]
Race: Humans and Elves
Color: Bright Yellow-Orange
Fluff: When the darkness enveloped the city of Elere, there was chaos, riots and mass panic, then the Church of the Light came, they established dominance and brought light to the darkness, they build cities lined with mirrors and marble to take the smallest light and amplify it, and uncovered the secrets of light magic before inviting the surrounding citizens of the surrounding human and elven cities to join them.
Location: Somewhere in the mountains
Economy Type: The Church's economy is based around the light, and thus they reward efforts with light, the upper class mansions are shining beacons as a result, filled with charms and braizers, while the lower class struggle to afford torches. The currency itself is a golden piece, enchanted to glow brighter depending on the value
Government type: Theocracy
Population:39+7
Food:125
Raw Currency: 510+5
Unique Buildings: Church of Light
Defenses: None
Military Units: 35
Resources/Quantity: None
Magic: [Improved Light Magic]
Technology: [Basic Steel Tools and Weapons]
Trade Routes: None
Territory: 20
Bonuses: The light in the dark - Gain a +4 bonus to actions deemed morally just/good by the GM as well as gain an increased pop multiplier of +7 per turn
1) The light is strong, and our connection to it's brilliance is strong. However if we wish to truly spread the light, to vanquish the darkness, then it must be stronger still (Begin researching more powerful light magic)
2) For all it's brilliance, the light has it's limitations, and that is why we must improve our knowledge of steel-working and smithing (begin researching better quality steel tools and weaponry)
3) To utilise our weapons, our tools, we need raw materials with which to forge them (begin building a mine)
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3d2a6d No.29642
| Rolled 21, 92, 95 = 208 (3d100) |
Name: The Mountainhold
Race: Dwarves
Color: Gray
Fluff:
The Mountainhold has stood for a thousand years, and will stand for a thousand more. Inwardly grown and apathetic to the world around them, the dwarves were not even aware of the changing of the sun and moons until weary travelers from the surface world told them. Deep in the bowels of the earth, the Dwarves remained prosperous becoming one of the few remaining empires to not merely survive but thrive in the age. Growing in knowledge and skill and technology.
Ruled by the various Guild Families responsible for various duties such as mushroom farming, crystal harvesting, and iron smithing, Dwarf society is well structured and organized to propell the wellfare of the whole nation, working together to dig deeper, build yet greater underground cities, stockpile supplies and expand.
Life has gone on unchanged in the underground empire, who have defended their realm from threats both below and above, and will continue to do so. And as the earth above shrinks in the face of Darkness, the Dwarves have no fear. They've lived in darkness all their lives. For the sun has never shown its face on the Mountainhold.
Location: The Center of the Tallest Mountain
Economy Type: Command Economy
Government type: Family Elective Guilds
Population:25+5
Food:125
Raw Currency:500+5
Unique Buildings:
Smelter
Defenses:none
Military Units:15
Resources/Quantity:
[Adamantium &Bloodstone]
{Dwarf Miners}
[Iron]
Magic: Dwarves can't learn magic :^)
Technology:[Basic Steel Tools and Weapons]
Trade Routes: none
Territory:20
Bonuses: Dorfs- Gain a +6 bonus to anything deemed stereo-typically dorfy by the GM
1. The advnaced Steel Tools will be finished! [Advanced Steel Tools3/10]
2. And the Iron War Wagons 1/10
3. "Adamantium and Bloodstone, what do they do!
Let's find out."
Find out different uses for Adamantium and Bloodstone
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