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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1470862372244.png (1007.01 KB,2140x1750,214:175,Innovelis.png)

50a823 No.29426 [View All]

Innovelis still as the Age of Silence comes to a close, having laid dormant since the fall of civilization. This was once a prosperous continent, featuring nations with vast intelligence and armies far beyond those of the world today. However, the land was plunged into chaos by the hand of an awesome power beyond that of even the Kott, the former superpower of Innovelis. Now a new wave of civilizations begins to show. While small, these nations have the potential to one day surpass the nations that now sit in ruins across Innovelis. Still, the power that once wiped out this plane may still lay dormant below.

(Please Fill Out)

-Nation Name:

-Race(s): (Give name and some fluff if necessary.)

-Location: (Give a general location. Images of circled areas are fine, but may deviate slightly.)

-Background: (Give as much fluff as possible. This generates tech and bonuses. Good things to mention are what your nation tends to act like and what technologies they have.)

-Links-

IRC: https://client00.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Full Ruleset (Edited Regularly): https://docs.google.com/document/d/1i_oC3w3NSttBmmwM0j12PgRdTSpaQDU58meFMLarHRE/edit?usp=sharing

131 postsand32 image repliesomitted. Click reply to view. ____________________________
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50a823 No.30070

Dice rollRolled 15, 17, 88 = 120 (3d100)

>>30069

I just have [Expansion I] and am trying to get [Expansion II]. I'm not sure why I wrote [Expansion II]. Whatever.

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50a823 No.30073

File: df6160813843cb8⋯.jpg (139.1 KB,1920x1080,16:9,20160827193613_1.jpg)

File: 193b6479f97eb32⋯.png (108.27 KB,773x602,773:602,2j2uias.png)

Name: Snaga Royal Republics

Race: 90% Goblins 10% Humans

Location: Western island-continent

Background: The Snaga goblins were once the slaves of Maradoz as so many races were. Enslaved by the Evil One and shackled to their dark god they battled the Llaelese and their Lord Ruler for ages, dying in droves and slaving away in the factories and mines of their overlord. It wasn't until the Herald Vasha and a company of Llaelese troops toppled Maradoz's evil lieutenant that so many of the Snaga that make up the Republics were freed. Many of them turned around and fought their oppressor, and others chose to head west to settle the First Republic.

Freedom would not come easy to the Snaga. Maradoz would come for his wayward minions, and it was only by violently casting off all magics and banding together that the Republics were able to fight off Maradoz's influence both under arms and in the shadows. Now a new ruler has arisen to lead the Snaga into a new age of progress and protect it from the rise of the dark one Maradoz.

Queen Nomma Trismegiteus looks to protect the Republics against the hateful trepediations of Maradoz, and to sully the plans of any who intend to make her people slaves. Under her direction powerful technological alternatives to magic have been hunted for, and anything bearing the mark of the divine or arcane in equal measure smashed and harvested for pure power.

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50a823 No.30096

Dice rollRolled 78, 84, 80 = 242 (3d100)

>>30063

[SPLIT-RIVERS]

-Territory: 3

-Population: 17 (+1/turn)

-Food: 17 (+1/turn)

-Locations:

+Split-Rivers

-Buildings:

+Tribal Huts

-Defenses:

+1 Tribal Encampment [+1][Split-Rivers]

-Units:

+1 Troll Raiders [+1][Free]

+2 Troll Scum [+.5][Free]

-Resources:

+Wood [4.7](+.1/turn)

+Stone [4.7](+.1/turn)

+Tungsten

+Copper

+Nickel

-Tech:

+[Improvised Weaponry I]

+[Armor I]

-Magic:

+None

-Tactics:

+[Pillaging I]

-Eccentricity:

+One Man's Trash: Trolls are superior at pillaging, and find use in everything they find, no matter what it is. When pillaging or scavenging, Trolls will find +Junk, which may be used in place of traditional resources. Junk, however, is less effective than regular resources, which trolls have trouble working with.

—-

1. Build Copper Mine 0/4

2. Research [Mining I] 2/4

3. Build Tungsten Mine 1/4

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50a823 No.30098

Dice rollRolled 97, 33, 57 = 187 (3d100)

>>30063

-Nation Name: Verndarsvæði

-Race: Human

-Map Color: Blood Red

-Nation Fluff: The frozen wastes of the north have long been a treacherous place to settle. Filled with a thousand and one horrors and the terrible remnants of the empire of days long past, those brave few souls willing to settle there have grown hard and determined over the long nights and longer winters. The people of the north reached a verdict some decades ago: they would not last long if they did not expand. Thus, Verndarsvæði was founded, a modest city at the center of inter-clan territory, its name meaning 'Sanctuary' in the northmen's archaic tongue. It is there that the people of the north pool their resources, hammer out their blades, and plan for the future. It is there that the Five Red Clans have decided that the others will share in their safety and prosperity whether they like it or not. And it is there that warband upon warband girds their loins for one long, brutal war against the many-faced evil that stalks the earth.

-Territory: 4

-Population: 11 (+1/turn)

-Food: 8 (+0/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

+Gathering Hall

-Defenses:

+1 Wind Rune Wards [+1][Verndarsvaeoi]

-Units:

+1 Northern Reavers [+1][-1 Food]

+1 Northern Reavers [+1][Free]

+2 Northern Levies [+.5][Free]

-Resources:

+Wood [3.6](+.1/turn)

+Stone [4.6](+.1/turn)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

+[Armor 1]

-Magic:

+[Runic Magic I]

-Tactics:

-Eccentricity:

+Harsh Homelands: The people of Vern are hardened by their frozen home. Troops born in these lands are strong and hardy, but those built outside of the wasteland will find themselves less powerful than their icy brethren.

1. Construct the Farm. 2/4

2. Finish the Runesmith's Lodge. (3/4)

3. Scour our land for untapped resources. We need more raw material if we are to wage our bloody crusade.

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50a823 No.30102

File: 8a96651a52e3cfa⋯.jpg (236.11 KB,1456x1080,182:135,Cinderella-disneyscreencap….jpg)

Dice rollRolled 21, 91, 85 = 197 (3d100)

>>30063

[ROYAUME]

-Territory: 3

-Population: 9 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

+Poudlard's School of Witchcraft and Sorcery

-Defenses:

+1 Castle Poudlard [+1][Castle Poudlard]

-Units:

+1 Wandetiers [+1][Free]

+2 Militia Wizards [+.5][Free]

-Resources:

+Wood [3.6](+.1/turn)

+Stone [4.6](+.1/turn)

+Flying Brooms [0.5]

-Tech:

+[Wands I]

+[Flying Brooms II]

-Magic:

+[Enchanting I]

+[Construction Magic I]

-Tactics:

+None

-Eccentricity:

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

1-2. We shall continue the development of expansion magic! To guide our expansion efforts 1/4

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

+Poudlard's School of Witchcraft and Sorcery

2. A new farm should be made! Wizards to work, as they weave their wands planting seeds into the earth and trying speed up its growth with magic. Enchanting the soil itself with magic to grow even greater sized fruits. Construction magic to help build the farm itself.

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

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50a823 No.30109

>>30063

[CALIPHATE]

>Territory: 3

-Population: 10 (+X/turn)

-Food: 10 (+0/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga [Ss’thal Bul]

+ Dockyards [Ss’thal Bul]

+ Date Farms [1/4]

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+ Ss’dran Swordsman [+1][Free]

+ Ss’dran Berserker [+1] [-1 Food/turn]

+ Ss’dran Clansmen [+.5][Free]

>Resources:

+Wood [3.7](+.1/turn)

+Stone [5.7](+.1/turn)

+Leather [1]

>Tech:

+[Swordcraft I]

+[Armor I]

>Magic:

>Tactics:

>Eccentricity:

+Blood of the Emir: Those who share the blood of the first Emir are powerful individuals who cut down their foes with ease. Though it takes greater effort to train them, heroes of the Caliphate have the [Superior] tag.

-Actions-

1. Call a war council, we must once again unite the clans and men of talent would be needed to advise the Princess.

2. Once again attempt work on the War Fleet [0/?]

3. Continue cultivating the date fields [1/4]

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50a823 No.30110

Dice rollRolled 85, 2, 71 = 158 (3d100)

>>30109

rolls cuz i'm stupid

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50a823 No.30132

>>30073

[SNAGA]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

+Player Named Capital Building

-Defenses:

+1 Player Named Defense [+1][Capital Name]

-Units:

+1 Player Named Unit [+1][Free]

+2 Player Named Units [+.5][Free]

-Resources:

+Wood [5](+.1/turn)

+Stone [5](+.1/turn)

-Tech:

+[Construction I]

+[Complex Machinery I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

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50a823 No.30137

Dice rollRolled 70, 93, 46, 22, 45, 4, 71, 20, 40 = 411 (9d100)

[Royal Snaga Republics]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [5](+.1/turn)

+Stone [5](+.1/turn)

-Tech:

+[Construction I]

+[Complex Machinery I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

4 turns remaining

1. [Expand] The Republics need more land to properly grow!

2-3. [Build Lumber Mill] Wood isn't just good for structures, it's also good for ships!

+[Construction I]

+[Complex Machinery I]

4-6. A Drydock for proper ship construction is needed.

+[Construction I]

+[Complex Machinery I]

7-9. [Black Powder Weapons] Those dam mages with their damn magic missile and fireball and lightning bolt spells. They'll kill all of us if we can't find some way to fight back at range. We need something with power, something cheap, and something the world won't see coming. Also something to help our ships fight people.

+Technological Superiority

+Complex Machinery

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50a823 No.30175

Dice rollRolled 4 (1d10)

>>30065

1. Mine (1/4)

2. [Mining I] (1/4)

3. The black box is about man-sized and made of an unidentified and reflective metal. It feels warm to the touch. The surface of the box is smoothed, save for a slight imperfection near the center of what you considered the front. You're no closer to discerning it's purpose, and there doesn't seem to be a way to open it proper, either.

>>30067

1. No progress.

2. No progress.

3. The mages burn away the vines restraining the golem, a massive man-shaped device, runes embedded across its body. Its lower body making it a quadruped, its four legs each extending down into points. It quickly jolts towards the magi, attacking them. Its intent is clearly malicious. Roll combat and choose tactics.

+War Golem [+5]

>>30069

1. [Expansion II] (3/6)

2. No progress occurs with Pioneering II.

3. +[Urban Warfare Tactics I]

>>30096

1. Copper Mine (2/4) Allocate 1 unit of resource if necessary. Otherwise mark what resource you used on it, loser.

2. +[Mining I]

3. Tungsten Mine (3/4) See action 1 about resource mines.

>>30098

1. +Farm (+1 Food/Turn)[Vernd]

2. No progress.

3. A fairly large deposit of tin is found.

>>30102

1,2.+[Expansion Magic I]

3. Farm (2/4) Please allocate a unit of resource. This is universal, so go ahead and specify a resource when you start a project.

>>30109

1. A council is called to the Palace of Haga for advisory to the princess.

2. You lack the tech for military aquatic units. You need level II of a tech to get a terrain modifier tag. No progress is made, either.

3. Date Fields (3/4) Please mark the resource you spent under the project so that I know you spent it. If you have not yet spend a resource on the project, please do so now.

>>30137

1. Expansion starts! (1/2)

2,3. +Lumber Mill (+.1 Wood/Turn)[Seamund]

-1 Wood for Construction

4,5,6. Drydock (1/4) Please allocate 1 unit of resource for construction purposes.

7,8,9. You don't have the necessary resources to construct black power, or even know what it is.

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50a823 No.30177

Dice rollRolled 83, 25, 13 = 121 (3d100)

>>30175

-Race: Human

-Map Color: Grey

-Location: plains

-Nation Fluff: Born in the aftermath of the Kot empire's fall, the Arisot tribes survived when so many fell. For centuries they lived scavenging scraps and being pushed around by bigger creatures. Recently a new king has been crowned, Ekthul lord of iron united the Arisot tribes and carved out a homeland for his people using wit, guile, iron blades, and wooden bows. The great beasts fells to spears and arrows, the orcs gnolls and hobgoblins feel to blade and fire. No race would steal humanity's birthright from it any longer. Ekthul would make mankind great again, and bring his people into peace and prosperity.

-Territory: 4

-Population: 13 (+1/turn)

-Food: 16 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine 2/4

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [4.7](+.1/turn)

+Stone [3.7](+.1/turn)

Greps

Copper vein

Black Box

-Tech:

+[Swordcraft I]

+[Bowcraft I]

[Mining I] (1/4)

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Built on Iron: When creating equipment with iron, The Aristot Kingdoms are much more efficient in power and strength, however all creations using iron take twice as much iron.

1. Continue to build the mine (2/4)

(Used stone)

2. Continue mining research. (1/4)

3. Research Construction so we may build more and faster.

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50a823 No.30178

Dice rollRolled 36, 89, 62 = 187 (3d100)

>>30175

[ROYAUME]

-Territory: 3

-Population: 10 (+1/turn)

-Food: 10 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

+Poudlard's School of Witchcraft and Sorcery

-Defenses:

+1 Castle Poudlard [+1][Castle Poudlard]

-Units:

+1 Wandetiers [+1][Free]

+2 Militia Wizards [+.5][Free]

-Resources:

+Wood [3.7](+.1/turn)

+Stone [4.7](+.1/turn)

+Flying Brooms [0.5]

-Tech:

+[Wands I]

+[Flying Brooms II]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Expansion Magic I]

-Tactics:

+None

-Eccentricity:

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

1-2. The first tentative steps for expansion magic is complete, and does much in the way of helping lowly farmers and peasants find better farmland in the forest.

However, it was generally thought that to develop an expansion unit, the magic must be further studied an entire two more levels of understanding!

Thus, Expansion Magic II was not pressed forward in Poudlard's.

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

+Poudlard's School of Witchcraft and Sorcery

3. The farms and soil laid, stone would not be used to create granaries, stables, and houses for the farmers! 2/4 New Farm

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

>Use a unit of Stone

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50a823 No.30179

Dice rollRolled 6, 23, 96 = 125 (3d100)

Name: Maradroz's Cosmopolis

Race: Cosmopolitan; All

Map Color: Black

Nation Fluff: In years passed a great beast - a “fell beast of evil” - terrorized the continent until his “evil” was slain by a hero of old. So the story goes. However, like all stories, this story omitted a key fact: that the beast would return, and his fury would be terrible. Now he has returned: Maradroz “the Perverter” has come again! From his small holdings in the north, Maradroz has corrupted and altered all creatures in his service: goblins, evil men, some elves, orcs, large beasts of varying quality. All swear fealty to him, and are to some degree him: they have taken of his blood, and now Maradroz flows through their veins. Through this blood, the mutability and change that gives Maradroz his power now courses through the society bearing his name. The effects are numerous: peace, stability, common feeling, and unity. Indeed, as Maradroz’s blood takes hold all distinctions collapse from his power: backward antiquarian lineages of species and chauvinisms in with the embrace of lovers and coming of blessed children! Indeed, love, feeling, and interchangeability are king under Maradroz: from the bedrooms of the capital to the labs of the state, quarter-elf hybrids breed with half-orcs, quadroon-ogres breed with fae-men of unknown parentage, and demi-goblins with human grandparents breed prodigiously with all. This activity, always voluntary, has brought Maradroz a truly cosmopolitan army: an army of shared feeling, shared blood, and corporate unity. Truly all distinctions are collapsed under Maradroz. All love him, need him, and are of him, now. The time of essentialism and naive permanence is over: only change is permanent, and only the change ushered in by Maradroz is permanent. With this new army and blood he will bring perfect corporate unity to the world and expunge what is commonly understood as evil. Maradroz is beyond evil. Evil as a concept is static. Maradoz is not. So says Maradroz.

The goal of Maradoz is the same as it was in years past: victory through conquest and the obliteration of all who oppose his order. Unlike those years past, his plan has changed: it is through the city and the things the city creates that he will achieve his goals. The Cosmopolis is such a city: its legions of troops, its fortifications, and its tendrils of road and connection blight the east. Every day it grows.

——————————

Stats

——————————

-Territory: 9

-Population: 13 (+1/turn)

-Food: 13 (+1/turn)

-Locations:

+Maradroz's Cosmopolis [Capital]

Buildings

+Madadroz's Lair

-Defenses:

+Cosmopolis Cordon Wall [+1][The Cosmopolis]

-Units:

+1 Maradrozian Militia Company [+1][Free]

+2 Maradrozian Scout Platoon [+.5][Free]

-Resources:

+Wood [5.8](+.1/turn)

+Stone [5.8](+.1/turn)

-Tech:

+Expansion I [II: 3/6]

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[Urban Warfare Tactics I]

-Eccentricity:

+Corruption of Maradoz: Maradoz's powers corrupts the land he claims, making it very easy for him to expand. His people have trouble with complex technologies, however.

–Actions–

1.2. "Well. Some progress. Keep working. And harder. I mean, it's not hard. We just want more territory. And faster. Here, I have written down what to do. Ugh." [Expansion II] (3/6)

3. "And urbanization. Begin working on expanding the city. We need larger, better buildings to house individuals. This will help our population generally considered." [Urbanization I]

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50a823 No.30180

Dice rollRolled 1, 3, 4 = 8 (3d10)

>>30175

+1 City Guard Unit [+1][Free]

+2 Levy Spearmen Units [+.5][Free]

Aim for the lower joints. Try to trip it up and aim for the head area when it falls. Be careful to not be below it.

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50a823 No.30188

Dice rollRolled 12, 23, 20 = 55 (3d100)

>>30175

-Nation Name: Verndarsvæði

-Race: Human

-Map Color: Blood Red

-Nation Fluff: The frozen wastes of the north have long been a treacherous place to settle. Filled with a thousand and one horrors and the terrible remnants of the empire of days long past, those brave few souls willing to settle there have grown hard and determined over the long nights and longer winters. The people of the north reached a verdict some decades ago: they would not last long if they did not expand. Thus, Verndarsvæði was founded, a modest city at the center of inter-clan territory, its name meaning 'Sanctuary' in the northmen's archaic tongue. It is there that the people of the north pool their resources, hammer out their blades, and plan for the future. It is there that the Five Red Clans have decided that the others will share in their safety and prosperity whether they like it or not. And it is there that warband upon warband girds their loins for one long, brutal war against the many-faced evil that stalks the earth.

-Territory: 4

-Population: 12 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

+Gathering Hall

+ Farm (+1 Food/Turn)

-Defenses:

+1 Wind Rune Wards [+1][Verndarsvaeoi]

-Units:

+1 Northern Reavers [+1][-1 Food]

+1 Northern Reavers [+1][Free]

+2 Northern Levies [+.5][Free]

-Resources:

+Wood [3.6](+.1/turn)

+Stone [4.6](+.1/turn)

+ Tin (Large, Untapped)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

+[Armor 1]

-Magic:

+[Runic Magic I]

-Tactics:

-Eccentricity:

+Harsh Homelands: The people of Vern are hardened by their frozen home. Troops born in these lands are strong and hardy, but those built outside of the wasteland will find themselves less powerful than their icy brethren.

1. Finish the Runesmith's Lodge. (3/4)

2. Expand. More land, more resources.

3. Begin tapping into our Tin resources. Build a Tin Mine.

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50a823 No.30197

Dice rollRolled 58, 39, 63, 91, 27, 78, 67, 47, 13, 53, 93, 8 = 637 (12d100)

>>30137

[Royal Snaga Republics]

-Territory: 3

-Population: 12 (+1/turn)

-Food: 12 (+1/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

+Lumber Mill

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [3](+.2/turn)

+Stone [5](+.1/turn)

-Tech:

+[Construction I]

+[Complex Machinery I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

2 turns remaining

1-2. [Drydock Construction] 1/4 -1 stone

Naturally we ran into a few issues at first with the construction. Bad weather and untested methods being what they are. Some progress was made. It's time to finish it.

+[Construction I]

+[Complex Machinery I]

3. [Expand] 1/2 Settling isn't just as duty, it's a chance at a new life outside the cities! Move your family out to the wilderness today!

4-6. [Weapons GM choice] I don't know what I have access to weapon-wise, so develop something impressive.

+[Complex Machinery I]

+Technological Superiority

7-9. [Ships I] With access to the sea and the construction of drydocks underway it would behoove us to research better and more impressive forms of ships for commerce and protection.

10-11. [Farms I] -1 wood

+[Construction I]

+[Complex Machinery I]

12. Expansion

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50a823 No.30222

>>30178

*now be used

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50a823 No.30225

>>30180

1 War Golem[+5] (4) = 9

1 City Guard Unit[+1][Free] (1) = 2

2 Levy Spearmen Units[.5][Free] (3)(4) = 8

Total Force = 10

9:10

The fight lasts roughly two hours as the mages attempt to bring down the war golem and break its joints. In the process, the device manages to kill an entire Levy Spearman unit. Ultimately, the mages knock off two of the Golem's legs and it enters a hibernation-like state.

-1 Levy Spearmen Unit

+Inactive War Golem Body [Broken][1]

+War Golem Leg [2]

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50a823 No.30226

Dice rollRolled 48, 36, 39 = 123 (3d100)

>>30175

-Nation Name: The Inemari Magocracy

-Race: Elves

-Map Color: Purple

-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.

The Inemari are lead by the strongest wizard in the lands, which is known as the Archmage. This is decided based upon fair and public trials and contests that test magical knowledge and abilities. Their economy is run in a guilds based system, where every business needs a mage patron in order to operate legally.

-Territory: 4

-Population: 13 (+1/turn)

-Food: 13 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

+1 City Guard Unit [+1][Free]

+1 Levy Spearmen Units [+.5][Free]

-Resources:

+Wood [4.6](+.1/turn)

+Stone [3.6](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

+Inactive War Golem Body [Broken][1]

+War Golem Leg [2]

-Tech:

+None

-Magic:

+[Fire Magic I]

+[Ice Magic I]

-Tactics:

+None

-Eccentricity:

+Magic Dust: Your units have access to the [Mage] tag, which can be given by allocating 2 Aether Dust, a unique substance the Inemari may create by allocating actions. Aether Dust is quite expensive to produce, however.

1. Continue construction of the logging camp. 2/4

2. Begin training a war mage to control the powers of Ice and Fire in combat.

+Fire Magic I

+Ice Magic I

3. Begin studying the golem body. See what we can learn from it.

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50a823 No.30230

Dice rollRolled 71, 71, 75 = 217 (3d100)

>>30175

[SPLIT-RIVERS]

-Territory: 3

-Population: 18 (+1/turn)

-Food: 18 (+1/turn)

-Locations:

+Split-Rivers

-Buildings:

+Tribal Huts

-Defenses:

+1 Tribal Encampment [+1][Split-Rivers]

-Units:

+1 Troll Raiders [+1][Free]

+2 Troll Scum [+.5][Free]

-Resources:

+Wood [4.8](+.1/turn)

+Stone [4.8](+.1/turn)

+Tungsten

+Copper

+Nickel

-Tech:

+[Mining I]

+[Improvised Weaponry I]

+[Armor I]

-Magic:

+None

-Tactics:

+[Pillaging I]

-Eccentricity:

+One Man's Trash: Trolls are superior at pillaging, and find use in everything they find, no matter what it is. When pillaging or scavenging, Trolls will find +Junk, which may be used in place of traditional resources. Junk, however, is less effective than regular resources, which trolls have trouble working with.

—-

1. Build Copper Mine 2/4 [Already spent 1 wood]

+[Mining I]

2. Research [Improvised Weaponry II] 2/6

3. Build Tungsten Mine 3/4 [Already spent 1 stone]

+[Mining I]

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50a823 No.30312

>>30177

1. The copper mine finishes! A consistent stream of metal can be mined from here!

+Copper Mine [Aristot](+.1 Copper/turn)

2. The research towards advanced mining yields no results.

3. No luck in finding the new construction methods.

>>30178

1,2. Steps are made towards newer, more efficient Expansion Magic. (3/6)

3. New Farm (3/4)

>>30179

1,2. Expansion progress slows, and no actual advancements are made.

3. Urbanization, on the other hand, skyrockets in progress. Major advancements are made. (3/4)

>>30188

1. No progress is made on the lodge, the shipment of construction supplies arrives late.

2. Try as they might, there is no expansion made.

3. It takes longer than expected to find the tin's location again, and no progress is made.

>>30197

1,2. Drydock Construction (3/4)

3. Expanded! +1 Territory

4,5,6. +[Projectile Weapons I]

7,8,9. Ships I (2/4)

10,11. +1 Farm (+1 Food/Turn)[Seamund]

12. Expansion fails miserably.

>>30226

1. Progress on the logging camp is going well! (3/4)

2. The war mage is doing well in his training, and is making clear progress towards combat viability. (1/4)

3. The golem's plating seems sturdy, but seams between them can be seen, you'll need to pry them free somehow…

>>30230 (Doubles! Instant mini-crit!)

1. +Copper Mine (+.1 Copper/turn)[Split-Rivers]

2. +[Improvised Weaponry II]

3. +Tungsten Mine (+.1 Tungsten/turn)[Split-Rivers]

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50a823 No.30315

Dice rollRolled 81, 42, 37 = 160 (3d100)

>>30312

[SPLIT-RIVERS]

-Territory: 3

-Population: 19 (+1/turn)

-Food: 19 (+1/turn)

-Locations:

+Split-Rivers

-Buildings:

+Tribal Huts

-Defenses:

+1 Tribal Encampment [+1][Split-Rivers]

-Units:

+1 Troll Raiders [+1][Free]

+2 Troll Scum [+.5][Free]

-Resources:

+Wood [4.9](+.1/turn)

+Stone [4.9](+.1/turn)

+Tungsten[0.1](+.1/turn)

+Copper[0.1] (+.1/turn)

+Nickel

-Tech:

+[Mining I]

+[Improvised Weaponry II]

+[Armor I]

-Magic:

+None

-Tactics:

+[Pillaging I]

-Eccentricity:

+One Man's Trash: Trolls are superior at pillaging, and find use in everything they find, no matter what it is. When pillaging or scavenging, Trolls will find +Junk, which may be used in place of traditional resources. Junk, however, is less effective than regular resources, which trolls have trouble working with.

—-

1. Ey boys git out there and git scouting, there’s a whole wide world of things to plunder!

2-3. We need some sorta food thing set up! Like a fishery or something! [-4 wood]

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50a823 No.30318

Dice rollRolled 4, 7, 98 = 109 (3d100)

>>30312

-Nation Name: Verndarsvæði

-Race: Human

-Map Color: Blood Red

-Nation Fluff: The frozen wastes of the north have long been a treacherous place to settle. Filled with a thousand and one horrors and the terrible remnants of the empire of days long past, those brave few souls willing to settle there have grown hard and determined over the long nights and longer winters. The people of the north reached a verdict some decades ago: they would not last long if they did not expand. Thus, Verndarsvæði was founded, a modest city at the center of inter-clan territory, its name meaning 'Sanctuary' in the northmen's archaic tongue. It is there that the people of the north pool their resources, hammer out their blades, and plan for the future. It is there that the Five Red Clans have decided that the others will share in their safety and prosperity whether they like it or not. And it is there that warband upon warband girds their loins for one long, brutal war against the many-faced evil that stalks the earth.

-Territory: 4

-Population: 13 (+1/turn)

-Food: 10 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

+Gathering Hall

+ Farm (+1 Food/Turn)

-Defenses:

+1 Wind Rune Wards [+1][Verndarsvaeoi]

-Units:

+1 Northern Reavers [+1][-1 Food]

+1 Northern Reavers [+1][Free]

+2 Northern Levies [+.5][Free]

-Resources:

+Wood [3.7](+.1/turn)

+Stone [4.7](+.1/turn)

+ Tin (Large, Untapped)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

+[Armor 1]

-Magic:

+[Runic Magic I]

-Tactics:

-Eccentricity:

+Harsh Homelands: The people of Vern are hardened by their frozen home. Troops born in these lands are strong and hardy, but those built outside of the wasteland will find themselves less powerful than their icy brethren.

1. This is ridiculous. Finish the Runesmith's Lodge. 3/4

2. And expand our territory, damned be your cozy homes and quaint villages.

3. And build that -Mine-, so help the Gods, for they smile not upon laziness and incompetence. [Stone]

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50a823 No.30322

Dice rollRolled 24, 31, 12 = 67 (3d100)

>>30312

-Race: Human

-Map Color: Grey

-Location: plains

-Nation Fluff: Born in the aftermath of the Kot empire's fall, the Arisot tribes survived when so many fell. For centuries they lived scavenging scraps and being pushed around by bigger creatures. Recently a new king has been crowned, Ekthul lord of iron united the Arisot tribes and carved out a homeland for his people using wit, guile, iron blades, and wooden bows. The great beasts fells to spears and arrows, the orcs gnolls and hobgoblins feel to blade and fire. No race would steal humanity's birthright from it any longer. Ekthul would make mankind great again, and bring his people into peace and prosperity.

-Territory: 4

-Population: 14 (+1/turn)

-Food: 18 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine[Aristot](+.1 Copper/turn)

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [4.8](+.1/turn)

+Stone [3.8](+.1/turn)

+Copper[0.1](+.1/turn)

Greps

Copper vein

Black Box

-Tech:

+[Swordcraft I]

+[Bowcraft I]

[Mining I] (1/4)

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Built on Iron: When creating equipment with iron, The Aristot Kingdoms are much more efficient in power and strength, however all creations using iron take twice as much iron.

1. Continue to research mining methods (1/4)

2. Continue to try and find better methods to build things. This takes far far far too long for our good.

3.Research how to better research. Our wise men need to be smarter.

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50a823 No.30325

Dice rollRolled 92, 7, 65 = 164 (3d100)

Name: Maradroz's Cosmopolis

Race: Cosmopolitan; All

Map Color: Black

Nation Fluff: In years passed a great beast - a “fell beast of evil” - terrorized the continent until his “evil” was slain by a hero of old. So the story goes. However, like all stories, this story omitted a key fact: that the beast would return, and his fury would be terrible. Now he has returned: Maradroz “the Perverter” has come again! From his small holdings in the north, Maradroz has corrupted and altered all creatures in his service: goblins, evil men, some elves, orcs, large beasts of varying quality. All swear fealty to him, and are to some degree him: they have taken of his blood, and now Maradroz flows through their veins. Through this blood, the mutability and change that gives Maradroz his power now courses through the society bearing his name. The effects are numerous: peace, stability, common feeling, and unity. Indeed, as Maradroz’s blood takes hold all distinctions collapse from his power: backward antiquarian lineages of species and chauvinisms in with the embrace of lovers and coming of blessed children! Indeed, love, feeling, and interchangeability are king under Maradroz: from the bedrooms of the capital to the labs of the state, quarter-elf hybrids breed with half-orcs, quadroon-ogres breed with fae-men of unknown parentage, and demi-goblins with human grandparents breed prodigiously with all. This activity, always voluntary, has brought Maradroz a truly cosmopolitan army: an army of shared feeling, shared blood, and corporate unity. Truly all distinctions are collapsed under Maradroz. All love him, need him, and are of him, now. The time of essentialism and naive permanence is over: only change is permanent, and only the change ushered in by Maradroz is permanent. With this new army and blood he will bring perfect corporate unity to the world and expunge what is commonly understood as evil. Maradroz is beyond evil. Evil as a concept is static. Maradoz is not. So says Maradroz.

The goal of Maradoz is the same as it was in years past: victory through conquest and the obliteration of all who oppose his order. Unlike those years past, his plan has changed: it is through the city and the things the city creates that he will achieve his goals. The Cosmopolis is such a city: its legions of troops, its fortifications, and its tendrils of road and connection blight the east. Every day it grows.

——————————

Stats

——————————

-Territory: 9

-Population: 14 (+1/turn)

-Food: 14 (+1/turn)

-Locations:

+Maradroz's Cosmopolis [Capital]

Buildings

+Madadroz's Lair

-Defenses:

+Cosmopolis Cordon Wall [+1][The Cosmopolis]

-Units:

+1 Maradrozian Militia Company [+1][Free]

+2 Maradrozian Scout Platoon [+.5][Free]

-Resources:

+Wood [5.9](+.1/turn)

+Stone [5.9](+.1/turn)

-Tech:

+Expansion I [II: 3/6]

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[Urban Warfare Tactics I]

-Eccentricity:

+Corruption of Maradoz: Maradoz's powers corrupts the land he claims, making it very easy for him to expand. His people have trouble with complex technologies, however.

–Actions–

1.2. "Continue working on our methods. I don't know how much more I need to say this before the idea really sinks in." [Expansion II: 3/6]

3. "This progress is excellent. Do not fail me or the rest of the city. This research is critical to our long term success." [Urbanization I 3/4]

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50a823 No.30338

Dice rollRolled 69, 5, 57 = 131 (3d100)

>>30312

-Nation Name: The Inemari Magocracy

-Race: Elves

-Map Color: Purple

-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.

The Inemari are lead by the strongest wizard in the lands, which is known as the Archmage. This is decided based upon fair and public trials and contests that test magical knowledge and abilities. Their economy is run in a guilds based system, where every business needs a mage patron in order to operate legally.

-Territory: 4

-Population: 14 (+1/turn)

-Food: 14 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

+1 City Guard Unit [+1][Free]

+1 Levy Spearmen Units [+.5][Free]

-Resources:

+Wood [4.7](+.1/turn)

+Stone [3.7](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

+Inactive War Golem Body [Broken][1]

+War Golem Leg [2]

-Tech:

+None

-Magic:

+[Fire Magic I]

+[Ice Magic I]

-Tactics:

+None

-Eccentricity:

+Magic Dust: Your units have access to the [Mage] tag, which can be given by allocating 2 Aether Dust, a unique substance the Inemari may create by allocating actions. Aether Dust is quite expensive to produce, however.

1. Finish up the logging camp. 3/4

2. Continue training the war mage. 1/4

+Fire Magic I

+Ice Magic I

3. Someone get me a bucket of water and an Ice mage, as well as a wooden wedge and some hammers. Pour some water into the seam and have the ice mage freeze the water to expand and pop the seam. If we still need room after we can hammer the wedge in and use water to expand it more.

+Ice magic I

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50a823 No.30350

Dice rollRolled 98, 39, 99, 37, 31, 7, 33, 11, 21 = 376 (9d100)

>>30312

[Royal Snaga Republics]

-Territory: 4

-Population: 13 (+1/turn)

-Food: 14 (+2/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

+Lumber Mill

+Farm

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [4.2](+.2/turn)

+Stone [5.8](+.1/turn)

-Tech:

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

1. Drydock 3/4 resources spent

+[Construction I]

+[Complex Machinery I]

2-3. [Ships I 2/4]

+[Complex Machinery I]

+Technological Superiority

As an island nation our Navy will be our primary arm of defense!

4-6. [Mechanical Labor I]

The Snaga are many but even with their numbers it only increases the number of things that need to be made in order to supply them. Using our knowledge of machinery and technology we should devise methods to increase output via machines, as opposed to Snaga.

7-8. [Iron Mine] -1 wood

+[Construction I]

+[Complex Machinery I]

+Technological Superiority

9. [Housing]

Even Snaga need a place to raise their families.

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50a823 No.30375

File: 9aa2bcc1eee854d⋯.jpg (41.73 KB,400x756,100:189,1460770107796.jpg)

Dice rollRolled 3 (1d10)

>>30063

+1 Sahyatriynaghrian Land Roamers [+1]

1; Smaller races will obviously make up for it by working together. Split up into groups and either force them to fight on our terms or pincer and surround them if they don't splinter

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50a823 No.30376

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50a823 No.30437

File: b09201803924b95⋯.jpg (125.97 KB,208x370,104:185,590f8a931d9726c0db0465756e….jpg)

File: 0d19c872cbb5fc3⋯.jpg (38.59 KB,350x514,175:257,CHOW103_Chelette.jpg)

-Nation Name: City of Genies

-Race(s): Djinn

-Location: tip of the desert in the center sea

-Background: the djinn are an ancient race, the oldest of any in the mortal realm. they are not natives to this world, but come from a plane known as the Ether, whirling vortex of pure magical energy, where the Djinn exist as beings of pure consciousness.

Djinn were summoned to the material plane by ancient mystics. as beings of magic, they could not naturally exist in the material world, so the mystics carved runes onto physical vessels (such as a magic pot or lamp) to contain their essence and give them an anchor to the mortal realm. when a Djinn's lamp is destroyed, their essence is no longer anchored, and returns to the Ether.

the Djinn wield awesome powers, connected to the magical energies of the Ether. some mystics brought the Djinn here as friends and comrades seeking knowledge of other worlds and the nature of magic. others shackled them with chains to be slaves, to serve their every wish and desire. a great war was fought between these two, one seeking freedom for the djinn, the other to permanently enslave them.

those who fought for freedom won, and the Djinn were unchained. the City of Genies was built by the ancient mystics and the newly freed Djinn, a giant tower that rises up into the sky, covered in runes and held up by magic. the Djinn who remain are ruled by Sawu the Genie, the most powerful Djinn. the Djinn are a diverse race who have a heirarchy of power, with Genie's as the most powerful, and imps as the least powerful.

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50a823 No.30493

>>30375

1 Goblin Raider Troop[+1] (5) = 6

1 City Guard Unit[+1][Free] (3) = 4*1.2 = 4.8

6:5

The goblin troops swarm the Sahyatriynaghrians, some of the roamers are wounded by the sheer numbers, and the goblins push through, making off with . While the raid is short lived, a number of supplies are lost.

Result:

-3 Food

-3 Population

-.3 Wood

-.3 Stone

1 City Guard Unit[+1][Free](-.2)

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50a823 No.30497

>>30493

Correction:

-1 City Guard Unit[+1][Free]

(No other losses)

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50a823 No.30500

File: be03a11c5aeb413⋯.jpg (250.72 KB,738x950,369:475,1372127598098.jpg)

Dice rollRolled 97, 70, 66, 38, 96, 19, 89, 87, 92 = 654 (9d100)

>>30063

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-3; Build boats in port for sailing down the river

4-5; Build farms

6; Train shapeshift Magic

7-8; Write up manuals and draw up inspiration to increase swordcraft tech

9; Begin combing the fields for a place to start an iron mine

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50a823 No.30503

>>30500

What did I say about posting your stats in thread instead of pastebin?

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50a823 No.30504

>>30315

1. +Junk [2]

2,3. Fishery (2/4) (+3 Wood) (Only 1 unit of resource is needed per building.)

>>30318

1. The roof caves in. (2/4)

2. The peasants bawk and nothing gets done.

3. Mine (3/4)

>>30322

1. No progress.

2. No methods are found.

3. No research styles are figured out easy either. It's a rather slow period of time.

>>30325

1,2. +[Expansion II]

3. +[Urbanization I]

>>30338

1. +Logging Camp (+.1 Wood/turn)[Inemar]

2. The war mage ends up snorting some Aether Dust Catalyst and spends his time 'training' off his ass tripping.

3. The plating pops off without problem, revealing a treasure trove of technologies. All sorts of gears and crystals. You'll need to investigate further to get specifics.

>>30350

You're out of makeup. You should be taking 3 actions a turn. Giving the results to the first 3.

1. +Drydock [Seamund]

2,3. +[Ships I]

>>30500 see >>30503

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50a823 No.30505

Dice rollRolled 25, 47, 91 = 163 (3d100)

>>30504

-Race: Human

-Map Color: Grey

-Location: plains

-Nation Fluff: Born in the aftermath of the Kot empire's fall, the Arisot tribes survived when so many fell. For centuries they lived scavenging scraps and being pushed around by bigger creatures. Recently a new king has been crowned, Ekthul lord of iron united the Arisot tribes and carved out a homeland for his people using wit, guile, iron blades, and wooden bows. The great beasts fells to spears and arrows, the orcs gnolls and hobgoblins feel to blade and fire. No race would steal humanity's birthright from it any longer. Ekthul would make mankind great again, and bring his people into peace and prosperity.

-Territory: 4

-Population: 15 (+1/turn)

-Food: 20 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine[Aristot](+.1 Copper/turn)

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [4.9](+.1/turn)

+Stone [3.9](+.1/turn)

+Copper[0.2](+.1/turn)

Greps

Copper vein

Black Box

-Tech:

+[Swordcraft I]

+[Bowcraft I]

[Mining I] (1/4)

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Built on Iron: When creating equipment with iron, The Aristot Kingdoms are much more efficient in power and strength, however all creations using iron take twice as much iron.

1. Continue to research mining methods (1/4)

2. Continue to try and find better methods to build things. This takes far far far too long for our good.

3.Research how to better research. Our wise men need to be smarter.

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50a823 No.30506

Dice rollRolled 70, 28, 34 = 132 (3d100)

>>30504

-Nation Name: The Inemari Magocracy

-Race: Elves

-Map Color: Purple

-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.

The Inemari are lead by the strongest wizard in the lands, which is known as the Archmage. This is decided based upon fair and public trials and contests that test magical knowledge and abilities. Their economy is run in a guilds based system, where every business needs a mage patron in order to operate legally.

-Territory: 4

-Population: 15 (+1/turn)

-Food: 15 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Logging Camp (+.1 Wood/turn)[Inemar]

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

+1 City Guard Unit [+1][Free]

+1 Levy Spearmen Units [+.5][Free]

-Resources:

+Wood [4.9](+.2/turn)

+Stone [3.8](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

+Inactive War Golem Body [Broken][1]

+War Golem Leg [2]

-Tech:

+None

-Magic:

+[Fire Magic I]

+[Ice Magic I]

-Tactics:

+None

-Eccentricity:

+Magic Dust: Your units have access to the [Mage] tag, which can be given by allocating 2 Aether Dust, a unique substance the Inemari may create by allocating actions. Aether Dust is quite expensive to produce, however.

1. Beat his ass, make sure he is away from any catalyst, and put him back to training. War mage training 1/4

2. Investigate into what technologies the war golem contains. Put our greatest minds into the endeavor.

3. Send some scouts into the woods to see if there is anything of interest. Make sure to catalog the plants as some may be useful herbs.

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50a823 No.30509

Dice rollRolled 25, 74, 26 = 125 (3d100)

Name: Maradroz's Cosmopolis

Race: Cosmopolitan; All

Map Color: Black

Nation Fluff: In years passed a great beast - a “fell beast of evil” - terrorized the continent until his “evil” was slain by a hero of old. So the story goes. However, like all stories, this story omitted a key fact: that the beast would return, and his fury would be terrible. Now he has returned: Maradroz “the Perverter” has come again! From his small holdings in the north, Maradroz has corrupted and altered all creatures in his service: goblins, evil men, some elves, orcs, large beasts of varying quality. All swear fealty to him, and are to some degree him: they have taken of his blood, and now Maradroz flows through their veins. Through this blood, the mutability and change that gives Maradroz his power now courses through the society bearing his name. The effects are numerous: peace, stability, common feeling, and unity. Indeed, as Maradroz’s blood takes hold all distinctions collapse from his power: backward antiquarian lineages of species and chauvinisms in with the embrace of lovers and coming of blessed children! Indeed, love, feeling, and interchangeability are king under Maradroz: from the bedrooms of the capital to the labs of the state, quarter-elf hybrids breed with half-orcs, quadroon-ogres breed with fae-men of unknown parentage, and demi-goblins with human grandparents breed prodigiously with all. This activity, always voluntary, has brought Maradroz a truly cosmopolitan army: an army of shared feeling, shared blood, and corporate unity. Truly all distinctions are collapsed under Maradroz. All love him, need him, and are of him, now. The time of essentialism and naive permanence is over: only change is permanent, and only the change ushered in by Maradroz is permanent. With this new army and blood he will bring perfect corporate unity to the world and expunge what is commonly understood as evil. Maradroz is beyond evil. Evil as a concept is static. Maradoz is not. So says Maradroz.

The goal of Maradoz is the same as it was in years past: victory through conquest and the obliteration of all who oppose his order. Unlike those years past, his plan has changed: it is through the city and the things the city creates that he will achieve his goals. The Cosmopolis is such a city: its legions of troops, its fortifications, and its tendrils of road and connection blight the east. Every day it grows.

——————————

Stats

——————————

-Territory: 9

-Population: 15 (+1/turn)

-Food: 15 (+1/turn)

-Locations:

+Maradroz's Cosmopolis [Capital]

Buildings

+Madadroz's Lair

-Defenses:

+Cosmopolis Cordon Wall [+1][The Cosmopolis]

-Units:

+1 Maradrozian Militia Company [+1][Free]

+2 Maradrozian Scout Platoon [+.5][Free]

-Resources:

+Wood [6](+.1/turn)

+Stone [6](+.1/turn)

-Tech:

+[Expansion II]

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[Urban Warfare Tactics I]

-Eccentricity:

+Corruption of Maradoz: Maradoz's powers corrupts the land he claims, making it very easy for him to expand. His people have trouble with complex technologies, however.

–Actions–

1. "Begin expansion again. Listen, I could give you a big long speech. Or, I could provide you with a very nice view of the gallows down near the city center. Would you prefer that? I find that such motivations are good at reminding one what is expected." [Expansion II] [Corruption]

2. "Begin developing the cosmopolis. Use whatever materials required. I want every acre of this territory of ours to be teeming with people and proper city."[Urbanization I]

3. "However, and I should reiterate this, continue refining our methodologies. Expansion is still too slow and I am not certain that it will be requisite for our needs. Surely something can be done. Perhaps a hanging will do? PERHAPS I SHOULD HANG YOU? No? Well. Good. Then go." [Research: Expansion III]

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50a823 No.30513

File: b6a6613a274f9b7⋯.jpg (46.76 KB,500x280,25:14,1460775174437.jpg)

>>30504

>>30503

I quit, then.

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50a823 No.30517

Dice rollRolled 23, 63, 57, 79, 45, 11 = 278 (6d100)

[ROYAUME]

-Territory: 3

-Population: 12 (+1/turn)

-Food: 12 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

+Poudlard's School of Witchcraft and Sorcery

-Defenses:

+1 Castle Poudlard [+1][Castle Poudlard]

-Units:

+1 Wandetiers [+1][Free]

+2 Militia Wizards [+.5][Free]

-Resources:

+Wood [3.9](+.1/turn)

+Stone [4.9](+.1/turn)

+Flying Brooms [0.5]

-Tech:

+[Wands I]

+[Flying Brooms II]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Expansion Magic I]

-Tactics:

+None

-Eccentricity:

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

1-5. Continue the development of Expansion Magic II (-> III if completed) 3/6.

"Poudlards' Professors work tireless, night and day, perfecting the expansion magic as the nation years to stretch its borders with magical ease."

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

+Poudlard's School of Witchcraft and Sorcery

6. Finish up the new farm, conjuring plants into the ground! 3/4

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

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50a823 No.30518

Dice rollRolled 54, 27, 51 = 132 (3d100)

>>30504

-Nation Name: Verndarsvæði

-Race: Human

-Map Color: Blood Red

-Nation Fluff: The frozen wastes of the north have long been a treacherous place to settle. Filled with a thousand and one horrors and the terrible remnants of the empire of days long past, those brave few souls willing to settle there have grown hard and determined over the long nights and longer winters. The people of the north reached a verdict some decades ago: they would not last long if they did not expand. Thus, Verndarsvæði was founded, a modest city at the center of inter-clan territory, its name meaning 'Sanctuary' in the northmen's archaic tongue. It is there that the people of the north pool their resources, hammer out their blades, and plan for the future. It is there that the Five Red Clans have decided that the others will share in their safety and prosperity whether they like it or not. And it is there that warband upon warband girds their loins for one long, brutal war against the many-faced evil that stalks the earth.

-Territory: 4

-Population: 14 (+1/turn)

-Food: 11 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

+Gathering Hall

+ Farm (+1 Food/Turn)

-Defenses:

+1 Wind Rune Wards [+1][Verndarsvaeoi]

-Units:

+1 Northern Reavers [+1][-1 Food]

+1 Northern Reavers [+1][Free]

+2 Northern Levies [+.5][Free]

-Resources:

+Wood [3.8](+.1/turn)

+Stone [4.8](+.1/turn)

+ Tin (Large, Untapped)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

+[Armor 1]

-Magic:

+[Runic Magic I]

-Tactics:

-Eccentricity:

+Harsh Homelands: The people of Vern are hardened by their frozen home. Troops born in these lands are strong and hardy, but those built outside of the wasteland will find themselves less powerful than their icy brethren.

1. Build. The. Lodge. (Runesmith's Lodge 2/4)

2. EXPAND!

3. Finish the Mine. 3/4

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50a823 No.30687

>>30504

Am I in?

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50a823 No.30735

Dice rollRolled 11, 25, 12 = 48 (3d100)

[Royal Snaga Republics]

-Territory: 4

-Population: 14 (+1/turn)

-Food: 16 (+2/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

+Lumber Mill

+Farm

+Drydock

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [4.4](+.2/turn)

+Stone [5.9](+.1/turn)

-Tech:

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

+[Ships I]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

1-2. [Mechanical Labor I]

The Snaga are many but even with their numbers it only increases the number of things that need to be made in order to supply them. Using our knowledge of machinery and technology we should devise methods to increase output via machines, as opposed to Snaga.

3. [Build Ships]

As an island our navy is our greatest defense. A wooden wall for the RSR.

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50a823 No.30939

>>30437 (You have 21d100 your first turn. After that you have 3 a turn.)

[SAHYATRIYNAGHRIAN]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

+Player Named Capital Building

-Defenses:

+1 Player Named Defense [+1][Capital Name]

-Units:

+1 Player Named Unit [+1][Free]

+2 Player Named Units [+.5][Free]

-Resources:

+Wood [5](+.1/turn)

+Stone [5](+.1/turn)

-Tech:

+[Lampcraft I]

-Magic:

+[Runes I]

-Tactics:

+None

-Eccentricity:

+Bound and Chained: Genies wield powerful sorcery and enchanting magics, and have an easy time calling upon them in combat.

>>30505

1. No progress.

2. Construction I (1/4)

3. Research Efficiency (3/4)

>>30506

1. War Mage (2/4)

2. It looks like a lot of gears and crystals, you have no idea what some of this stuff is, but it looks powerful.

+Strange Gears

+Odd Crystals

+War Golem Frame

-Inactive War Golem Body [Broken]

3. There really isn't anything of interest. There's some grass and moss, but your wizards already know what grass and moss is.

>>30509

1. No progress.

2. [Urbanization I] (1/4)

3. No progress.

>>30517

1-5.+[Expansion Magic II]

6. No progress.

>>30518

1. Runesmith Lodge (3/4)

2. You don't expand dude. Tough luck.

3. +Gay Shit Mine (+.1 Gay Shit/turn)[Vern]

>>30735

1,2. No Progress

3. No Progress

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50a823 No.30940

Dice rollRolled 21, 97, 81 = 199 (3d100)

>>30939

-Race: Human

-Map Color: Grey

-Location: plains

-Nation Fluff: Born in the aftermath of the Kot empire's fall, the Arisot tribes survived when so many fell. For centuries they lived scavenging scraps and being pushed around by bigger creatures. Recently a new king has been crowned, Ekthul lord of iron united the Arisot tribes and carved out a homeland for his people using wit, guile, iron blades, and wooden bows. The great beasts fells to spears and arrows, the orcs gnolls and hobgoblins feel to blade and fire. No race would steal humanity's birthright from it any longer. Ekthul would make mankind great again, and bring his people into peace and prosperity.

-Territory: 4

-Population: 16 (+1/turn)

-Food: 22 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine[Aristot](+.1 Copper/turn)

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [5.0](+.1/turn)

+Stone [4.0](+.1/turn)

+Copper[0.3](+.1/turn)

Greps

Copper vein

Black Box

-Tech:

+[Swordcraft I]

+[Bowcraft I]

[Mining I] (1/4)

Construction I (1/4)

Research Efficiency (3/4)

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Built on Iron: When creating equipment with iron, The Aristot Kingdoms are much more efficient in power and strength, however all creations using iron take twice as much iron.

1. Continue to research mining methods, this is not that hard guys. We already have a mine! (1/4)

2. Okay, we can now stack mud and logs so they won't fall over. Let's get faster about it. (1/4)

3.All right our wise men made a lot of headway in figuring things out. We're nearly done, let's finish this. (3/4)

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50a823 No.30941

Dice rollRolled 19, 69, 2 = 90 (3d100)

>>30939

-Nation Name: The Inemari Magocracy

-Race: Elves

-Map Color: Purple

-Nation Fluff: The Inemari was once the court magicians for a kingdom long ago. Their magic and magi-tech discoveries and research brought great prosperity to the kingdom, and their wisdom in many matters were known throughout the nobles of the kingdom, and many sent their children to learn from them. The king grew suspicious and worried that the mages would pull a coup and as such banished them from the kingdom. The mages and their supporters were sent from the kingdom and forced to settle a new city in the wilderness. Now, so many years later, the Inemari are a proper city state, and are ready to be so much more.

The Inemari are lead by the strongest wizard in the lands, which is known as the Archmage. This is decided based upon fair and public trials and contests that test magical knowledge and abilities. Their economy is run in a guilds based system, where every business needs a mage patron in order to operate legally.

-Territory: 4

-Population: 16 (+1/turn)

-Food: 16 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Logging Camp (+.1 Wood/turn)[Inemar]

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

+1 City Guard Unit [+1][Free]

+1 Levy Spearmen Units [+.5][Free]

-Resources:

+Wood [5.1](+.2/turn)

+Stone [3.9](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

+Strange Gears

+Odd Crystals

+War Golem Frame

+War Golem Leg [2]

-Tech:

+None

-Magic:

+[Fire Magic I]

+[Ice Magic I]

-Tactics:

+None

-Eccentricity:

+Magic Dust: Your units have access to the [Mage] tag, which can be given by allocating 2 Aether Dust, a unique substance the Inemari may create by allocating actions. Aether Dust is quite expensive to produce, however.

1. Continue forcing the war mage to learn. 2/4.

+Fire magic 1

+ice magic 1

2. Begin construction of a farm. Just plant whatever we have available.

3. Begin studying the crystals and gears, see if we can learn anything from this golem corpse.

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50a823 No.30946

Dice rollRolled 13, 97, 38 = 148 (3d100)

[ROYAUME]

-Territory: 3

-Population: 12 (+1/turn)

-Food: 12 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

+Poudlard's School of Witchcraft and Sorcery

-Defenses:

+1 Castle Poudlard [+1][Castle Poudlard]

-Units:

+1 Wandetiers [+1][Free]

+2 Militia Wizards [+.5][Free]

-Resources:

+Wood [3.9](+.1/turn)

+Stone [4.9](+.1/turn)

+Flying Brooms [0.5]

-Tech:

+[Wands I]

+[Flying Brooms II]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Expansion Magic I]

-Tactics:

+None

-Eccentricity:

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

1-3. The Wizards of Poudlard's had finished the second phase of improved expansion magics. Cataloging the right combination of divination charms, alarm enchantments, and crystal ball scouting. Different magics working in tandem to improve the rate at which they could reasonably expand to the land around them, alerted of dangers, pointed to choice fields and fertile plains, resources marked out on crystal ball maps. The key now was to synergize these magics into a single tech, that would allow them to use it passively. Only by achieving the third level of understanding and magical preparing could they actively use it.

develop Expansion Magic III

+[Enchanting I]

+[Wands I]

+[Construction Magic I]

+Wizard Skills: The wizards of Royaume de Sorcier are effective at developing new magics, but have a slower time developing new technologies.

+Poudlard's School of Witchcraft and Sorcery

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50a823 No.30947

Dice rollRolled 22, 47, 34 = 103 (3d100)

[Royal Snaga Republics]

-Territory: 4

-Population: 15 (+1/turn)

-Food: 18 (+2/turn)

-Locations:

+Seamund

-Buildings:

+Royal Parliament House

+Lumber Mill

+Farm

+Drydock

-Defenses:

+1 Royal Lifeguard [+1][Seamund]

-Units:

+1 Llaelese Heerban [+1][Free]

+2 Snaga Nightwatch [+.5][Free]

-Resources:

+Wood [4.6](+.2/turn)

+Stone [6.0](+.1/turn)

-Tech:

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

+[Ships I]

-Tactics:

+[None]

-Eccentricity:

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

1-2. [Mechanical Labor I]

The Snaga are many but even with their numbers it only increases the number of things that need to be made in order to supply them. Using our knowledge of machinery and technology we should devise methods to increase output via machines, as opposed to Snaga.

3. [Build Ships]

As an island our navy is our greatest defense. A wooden wall for the RSR.

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50a823 No.30948

>>30947

1 and 2 do benefit from

+Technological Superiority: While the Snaga do not have a problem producing advanced or more complex technologies, excelling at it in fact, they cannot utilize magic whatsoever, their blood muddled by generations of non-magic users.

3 gets

+[Projectile Weapons I]

+[Construction I]

+[Complex Machinery I]

+[Ships I]

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50a823 No.30973

Dice rollRolled 57, 43, 2, 72, 38, 34, 91, 70, 17, 8, 41, 19, 1, 88, 65, 27, 88, 57, 99, 11, 2 = 930 (21d100)

[City of Genies]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

+Player Named Capital Building

-Defenses:

+1 Player Named Defense [+1][Capital Name]

-Units:

+1 Player Named Unit [+1][Free]

+2 Player Named Units [+.5][Free]

-Resources:

+Wood [5](+.1/turn)

+Stone [5](+.1/turn)

-Tech:

+[Lampcraft I]

-Magic:

+[Runes I]

-Tactics:

+None

-Eccentricity:

+Bound and Chained: Genies wield powerful sorcery and enchanting magics, and have an easy time calling upon them in combat.

#1-3 spirits of magic, the Djinn find it uncomfortable to stay on the ground for long periods of time. they prefer to float, or even fly about, either as whisps of smoke or in the form of birds and other flying creatures. the Djinn practice their Flight skills.

#4-6 the Djinn summon more imps, for Magical Labor. other races often use machines or method to increase the labor of the individual, but the Djinn as an individual has the Imp. It comes in many forms, fire imps to weld or melt, ice imps to cool, air imps to lift into the air, many tiny hands come together tireless and indefatigable. each imp specialized to a specific task no matter how small, such as the hammering of a nail, a line of imps working as one. when their task is finished, they return back into the ether, rewarded with a bit more magic for their service. in time, imps who work hard, will become minor Djinn.

#7-9 from high atop their tower, the Djinn send down bolts of lightning against enemies and monsters that encrouch their tower. they practice their Lightning Magic

#10-12 Sawu, the Genie King, demands a festival of much merriment and pleasures. ancient mages, kept young and alive by grateful Djinn for their help in the wars of freedom, are celebrated each year by granting them a great wish, and holding a great party in their honor. the Djinn prepare their Pleasure Magic, to summon delicious food and beautiful creatures and fireworks for those they honor.

#13-15 the Djinn, one with the magic itself, know of the powers greater than any other race. they practice their Complex Magics, using their innate essence and connection to magic to wield it more powerfully than the material mortals who merely tap into magic.

#16-18 the Djinn do not construct as other races, who use tools to build, or magic to make materials fall into place. the Djinn are summoners, who conjure into the realm what they imagine. the Djinn practice their Conjuration Construction magic, to materialize buildings bit by bit from magical powers

#19-21 the Djinn do not build settlements or colonies to expand. their great tower which is built into the clouds, the higher it is built with more runes, the greater the influence they have on the surrounding area. the ground around the towers becomes charged with magical energies, which the Djinn use to protect their lands, to ward off enemies and invaders. the Djinn develop their Tower Territorial Influence, pushing their borders not by expanding but by building their tower higher, carving stronger runes.

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