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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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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 [Last50 Posts]

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

____________________________
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50a823 No.29427

>>29426

Nation Name: Oressemar Kungan (First Kingdom)

Race: Mer

Color: Orange

Location: Middle of the ocean

Fluff: As the Kott Empire grew on land, eyes were jealously watching them from the depths of the oceans. For millennia, the merfolk of the seas lived in small, primitive tribes, squabbling with each other for power- until recently. United by the leader of one of the stronger clans, the new nation calls itself the First Kingdom. Having reorganized Mer society into a strict, warrior-centric caste system, the old king, and now his son, are worshiped as gods, though the upper echelons of Mer society hold a secret; that the power of the royal family is owed to an entity known as the Deep One. Now a king, the young, former prince, flanked by his honor guard, seeks to expand his undersea kingdom… and perhaps go where his people have only dreamed of.

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50a823 No.29428

File: 1470863952396.png (12.96 KB,500x500,1:1,e60acae3babd43960693b8df80….png)

Nation 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.

[Favored emphasis: Hybrids, Chimeras, Urbanization, Growth, and Expansion]

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50a823 No.29429

File: 1470864130565-0.jpg (145.04 KB,589x800,589:800,1465021347597.jpg)

File: 1470864130566-1.jpg (76.94 KB,526x1078,263:539,10400a4267ed1f05f6b6ad2e6a….jpg)

>>29426

-Nation Name: Kingdom of The Sahyatriynaghrian

-Race: Greater and Lesser Theiphliehyn(enn)

-Map Color: Irish Green

-Nation Fluff: The Kingdom of The Sahyatriynaghrian, though formed a long time ago, was fractured and could hardly be called a kingdom until about Three hundred years ago, when Kyouhan Kyétchathakk The Saoshyant called all the roaming tribes to the capital and challenged them all to the right of rule. The tribes had all been splintered and there hadn't been a High King in awhile, so they feared that their autonomy may be lost and came to the capital in hopes of intimidating this upstart and his clan back to submission. He challenged them to individual duels to prove his strength and skill, but they refused, stating his clan was too small and he had no right to be king, so he made them a deal. He said he could take 100 strikes each from their weapons and if he survived, he would prove himself worthy. They thought him a fool and so they agreed, each taking their preferred weapons and begin slashing, bashing, and piercing him over and over until finally he had taken all attacks and stood up. Though, instead of bowing to him, they cowered before him, and recognizing this difference, he reaped their heads off with one attack and declared himself to the clans and to all who could hear High King of The Sahyatriynaghrian. Upon his ascension as High King, he also began a physical and metaphysical change as well. He grew many feet in size, his horns grew and expanded to unseen before shapes and sizes, and his ability to alter reality and cast magic increased One hundred-fold. His own clan also grew in strength and power and by right, he claimed the wives and daughters of the other clans as his own, producing many children from all of them. He introduced many reforms and laws, increasing the power of the High King from a Titular title to De Jure and inheritable, as well as implementing a Dual Tanistry system in which both the High King and Queen are chosen and share power. Typically, the High King and Queen are the strongest and most skilled, the High King usually being martially fittest and leading the armies while the Queen, being civically inclined, handles the state of affairs and day to day schedule within the capital. This is not to say that the High King is incapable of handling paperwork and legality, and neither is it to infer that the Queen cannot fight within and lead the armies. There have been a few cases where the roles were reversed or both Sovereigns were proficient in the same field, however, it is the High King who has the final say on laws that effect the whole realm and his vassals. The strength of the Theiphliehynenn and need for the most skilled to rule can be traced back to the harshness of the continent, the values their ancestors developed, and also, a commonly accepted theory, that the Empire that exerted control over their people for generations imprinted upon them their own morals and philosophy that strengthened and hardened them further. In fact, the Theiphliehynenn were renown across the continent for the many legions the Empire employed and used them in, their skill in Melee and Magic almost unsurpassed by all but the mightiest. Only recently, within 150 years, has the Kingdom even resembled the traditional model, with traditional lands being made static and kings being given their lands and rights. It is therefore posited, with the power and strength of both the current High King and Queen, that the formation of a stronger central state and more aggressive policies of military are paramount in the success and future of both The People and State of the Kingdom of The Sahyatriynaghrian. - Saint Pádraig The Scholar, Preface of A Brief History of The Theiphliehynenn

-Starting Location: Along the western part of the giant lake, on the southern part of the river with jungle north of it

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50a823 No.29430

>>29427

Location- somewhere in the open ocean

Color: Change to purple

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50a823 No.29431

File: 1470865373073-0.png (593.04 KB,2140x1750,214:175,Iron Senate Capital locati….png)

File: 1470865373073-1.gif (1.14 MB,320x240,4:3,Chairman Kaga.gif)

>>29426

-Nation Name: Iron Senate

-Race(s): Giants of the North, all emanate an aura of cold and possess an affinity with the earth are twenty feet tall on average and roughly 2400 pounds, some say the ancestors were tall as the great trees with equally long lives but prone to isolation and even hibernation.

-Location: Image of location

-Background: Having come together in a relatively stable area in the north. Homes are built of wood and stone shaped by hand or delve into the earth where caves are, they can put their ear to the ground and knock the land to detect hollows within the earth. They have traditions as warrior farmers once growing great valleys of tree crops bearing massive hearty fruits and in times of war would take up their father's armor and weapons to defend their homes. They say the blood of giants spilled across the north is what spread the constant winter and snow. With the construction of the capital Rum and the seating of senators, the princes of the north, to give council to each other and rule with wisdom other giants are starting to gather and settle near the capital. The Iron Senate believes in an old tradition but with a civilized twist of using enemies defeated to nourish the people by using them as ingredients in gourmet dining and offered to the Chairman Dictator Kaga and his panel of judges from the senators, a fruit of giant civilization.

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50a823 No.29432

>>29427

[FIRST KINGDOM]

-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:

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

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

-Tech:

+[Mining I]

-Magic:

+[Water Manipulation I]

-Tactics:

+[None]

-Eccentricity:

+Waterbound: The Mer are waterbreathing folk, unable to exist on land without special technologies or magics they don't currently have. They are, however, more efficient in water, able to farm and mine as if they were on land.

>>29428

[MARADOZ]

-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:

+[None]

-Magic:

+[Mutation I]

+[Growth Magic I]

-Tactics:

+[None]

-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.

>>29431

[IRON SENATE]

-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:

+[Swordcraft I]

+[Armor I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce both larger, sturdier, and more powerful equipment, however they also require more resources than other groups.

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50a823 No.29433

-Nation Name: The Ascendent

-Race: Formless arcane energy

-Map Color: Cyan or Light Blue

-Location: Volcanic Island to the South-East

-Fluff: The first age of the Ascendent was marked by silence, by tiny wisps and clouds of magic, magic without form or shape, without strength of substance, merely drifting in the ruins of a forgotten kingdom at the foot of a great volcano. Mindless, these beings simply existed, alive yet not, occasionally colliding and merging. But after thousands of years of this slow process, some managed to form consciousness, and learned how to exert their will to move. This marked the beginning of the second age: the age of turmoil. Driven by an animalistic hunger, the beings began to turn on one another, consuming eachother for power and sustenance, until not long after it began, the era ended with a single thought, 'Who am I', and The Third Era, The Era of Enlightenment began. Through feeding and growing they had achieved sentience and began to ponder, began thinking, learning and communicating. They learned to feed and drain energy from the few living creatures that had survived on the island. And they named themselves The Ascendent. The advent of the Fourth Era, The Era of Rediscovery is marked by a realisation, the discovery that the Ascendent could exert their will on the world, and thus change it. This was the discovery of what other races new as magic, and with this knowledge they began to form a new empire in the ruins of the old, discovering how to build structures, to channel the arcane, and to reactivate the artefacts left behind. Now begins the Fifth Era, The Era of Expansion, having drained the energy from the living beings of their island, and hungering for more to sustain and empower them, the Ascendent have set their sights on the mainland of Innovelis, and all the magic and life within.

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50a823 No.29434

>>29426

-Nation Name: The Arisot Kingdoms

-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.

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50a823 No.29435

File: 1470866445618-0.jpg (23.74 KB,440x579,440:579,20hlm39.jpg)

File: 1470866445618-1.png (446.79 KB,2140x1750,214:175,Location.png)

>>29426

Nation Name: Kallipolis

-Races: Gold Boskops, Silver Boskops (humans), and Bronze Boskops

-Map Color: Chartreuse

-Nation Fluff: What Kallipolis today calls the Gold Boskops began as a tribe of humans with exceptionally large cranial capacity and brain volume. Spindly of limb and weak, they nevertheless managed to subjugate the surrounding pygmy tribes (the later Bronze Boskops) through their intelligence and guile. While the Bronze Boskops worked the fields, the Gold Boskops were content to sit around and oversee their underlings from the plantation-houses.

Of course, this arrangement could not last forever. Eventually, a tribe of wandering warrior-men (The future Silver Boskops) migrated to the lands of the Boskops, pillaging wherever they went. It was an inopportune time for the Gold Boskops, as the Bronze had risen in rebellion. The conflict was three-way and, for a time, a stalemate. It was eventually the Gold Boskops’ traps and superior tactics that managed to gain a slight advantage over the humans’ martial prowess and the Bronzes’ superior numbers. They managed to assert hegemony over the other two, with the terms of the peace finally ending up as this:

-The Golden Boskops would manage matters of diplomacy, state, and generalship, ruling as benevolent “philosopher-kings”

-The human tribe (henceforth to be known as the Silver Boskops) would become the warrior class. They would serve as the bulk of the military and guardsmen.

-The Bronze Boskops would serve as the farmers and menial laborers.

Time passed, and eventually a great city was built on the area where they assigned the accords of peace. This city is called Kallipolis, and it is the first of its kind in the realm of the Boskops.

-Starting location:Somewhere in the circled area

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50a823 No.29436

>>29429

[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:

+[Swordcraft I]

-Magic:

+[Shapechanging I]

-Tactics:

+None

-Eccentricity:

+Unique: Theiphliehyn are each unique in their horns and size, no two are near alike, and as such, they cannot produce identical military units. They are, however, more powerful and more likely to attain [Superior] strengths.

>>29433

[ASCENDENT]

-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:

+None

-Magic:

+[Drain I]

+[Matter Manipulation I]

-Tactics:

+None

-Eccentricity:

+Pure Energy: Those of The Ascendent are formless and have trouble interacting with the material plane. As such, they have a more difficult time developing technologies and creating physical structures, however they have an easier time utilizing magics.

>>29434

[ARISTOT]

-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:

+[Swordcraft I]

+[Bowcraft I]

-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.

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50a823 No.29437

>>29432

Change:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce larger, sturdier, and more powerful equipment, however they also require more resources than other groups

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50a823 No.29438

File: 1470868237595-0.jpg (422.76 KB,1600x1136,100:71,65619.jpg)

File: 1470868237596-1.png (721.38 KB,899x699,899:699,pewpew-1.png)

-Nation Name: Royaume de Sorcier

-Race(s): Wizards

-Location: the north end of the mountain range directly west/left of the great lake, in between two ruins

-Background:

https://www.youtube.com/watch?v=uoQT7IrUHwM

Ages ago a several wizard families, tired of being persecuted, banded together to live in a single village in the mountains. With magic spells they wove stone and wood together into a structure that would defend them all. There they were able to fend of attackers, practice their magical arts, and raise new families of wizards and sorcerors.

Today, a fledgling Kingdom has formed where the old village stood, its denizens entirely of those gifted with the magical arts. Every child from a young age attends one of the various schools of magic until they become a full fledged wizard. King Henri IV is the most recent sorceror King, who governs the Kingdom of Sorcerers, and has done so for the last hundred years still young thanks to the magical arts.

The Kingdom and its wizards have had much time to practice defending itself from outside attacks, as such their specialties is in magical ranged combat and the construction of defenses. Their mighty fortress castle itself is the labor of cenutires of years of new architectural wizards organizing wizard laborers to weave more turrets, walls, drawbridges, and gates as the castle ever grows taller along with the kingdoms sense of identity.

The typical soldier is called a "Wandetier" is a wizard who has trained to use his wand and magic in war. He values both accuracy at long ranges, or the skilled use of the rapier and close quarters spells. Many famed Wandetier's have defeneded the Kingdom, including the legendary "Three Wandetiers", who were said to have possessed and unbeatable wand, an invisible robe, and the ring of life.

At long last the Kingdom has reached the point in which mere upward expansion of the fortress city is not enough, now they turn their gaze to the rest of the world, and what avenues for further prosperity for wizarding kind lie out there. The King himself has ordered a new era of expansion.

Vive'le Sorcerier! Vive'le Henri Iv!

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50a823 No.29439

File: 1470868320954-0.jpg (16.44 KB,330x244,165:122,0,,2248560_4,00.jpg)

File: 1470868320955-1.jpg (86.34 KB,512x355,512:355,M803131.jpg)

>>29438

King Henri in both portrait and in his younger years at court.

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50a823 No.29440

-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.

Starting position: Eastern Island

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50a823 No.29441

>>29435

[KALLIPOLIS]

-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:

+[Mining I]

+[Construction I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Permanent Order: The boskops are quite skilled at maintaining their order. It is more difficult for espionage attempts to cause frenzy or problems in the established systems of Kallipolis, though it is difficult for them to learn or develop techs and magics that do not relate to those they already have.

>>29438

[ROYAUME]

-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:

+[Wands I]

-Magic:

+[Enchanting 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.

>>29440

[INEMARI]

-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:

+None

-Magic:

+[Fire Magic I]

+[Ice Magic I]

-Tactics:

+None

-Eccentricity:

+Name: 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.

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50a823 No.29442

File: 1470872120741.jpg (54.58 KB,736x552,4:3,1469238083473.jpg)

>>29441

Nation Name: Tribes of the Split-Rivers

Race: River Trolls

Map Color: Light Blue

Nation Fluff: The trolls have long dwelt in central river lands of Innovelis, existing as fractured tribes too busy raiding and pillaging one another to build any great monuments or found any kingdoms. Their massive size, powers of regeneration and mastery of the rivers proved them to be a great pain in the neck for the Kott Empire who launched several campaigns against them. When the Kott Empire was at it’s peak the trolls where near hunted to extinction with their river lands appropriated for trade and mass agriculture. After the Age of Silence and fall of the Kott the Trolls have once again reclaimed their homeland spawning in great numbers and overrunning any vestige of civilization that may remain. United through strength by the now Grand Chieftain Black-Teef a new era of Trolls has been ushered in and all should beware…

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50a823 No.29443

>>29442

[SPLIT-RIVERS]

-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:

+[Improvised Weaponry 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.

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50a823 No.29445

>>29443

-Nation Name: Tribes of the twin mountains

-Race:Ice Trolls

-Map Color: Dark blue

-Nation Fluff: The trolls have long dwelt in the frozen north lands of Innovelis, existing as fractured tribes too busy killing and eating one another to build any great monuments or found any kingdoms. Their massive size, powers of regeneration, and master of the tundra proved to be a great pain in the neck for the Kott Empire who launched several campaigns against them. When the Kott Empire was at it's peak the trolls were hunted nearly to extinction with their frozen snow lands appropriated for summer resorts and herd animals. After the Age of Silence and fall of the Kott the Trolls have once again reclaimed their homeland spawning in great numbers and overrunning any vestige of civilization that may remain. United through strength by the now Grand Chieftain White-Teef a new era of Trolls has been ushered in and all should beware…

Starting Location: The Northern Region full of mountains and Rivers

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50a823 No.29448

File: 1470878000878.jpg (100.36 KB,736x552,4:3,1469239736482.jpg)

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50a823 No.29450

>>29448

[TWIN MOUNTAINS]

-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:

+[Improvised Weaponry 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.

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50a823 No.29455

File: 1470881126252.png (590.46 KB,2140x1750,214:175,Here.png)

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50a823 No.29458

File: 1470885085417.jpg (335.15 KB,1037x374,61:22,1470881126252.jpg)

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50a823 No.29460

File: 1470886719499.png (478.89 KB,2140x1750,214:175,Innovelis.png)

MAP UP. PLEASE TAKE YOUR FIRST TURN. YOU HAVE 3 ACTIONS.

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50a823 No.29464

>>29460

YOU FORGOT ME FROM THE PRE-REG THREAD YOU ANUS ARAB

-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.

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50a823 No.29465

Dice rollRolled 91, 9, 99 = 199 (3d100)

>>29460

[SPLIT-RIVERS]

-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:

+[Improvised Weaponry 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. Research [Infiltration I]

2. Research [Armour I]

3. Search for resources

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50a823 No.29469

-Nation Name: The Ss'thalodis Caliphate

-Location: Lake in the center of the Desert

-Race: Naga (lower body snake, upper is human with reptilian like features varying on birth)

-Map Color: Peachy Red - however that is interpreted

-Nation Fluff: The Caliphate was a new concept to the Naga, for the most part naga's were warrior waste fighting over the watering holes of the desert. With the resurgence of the Ss,thal nok, or the Great lake, bubbling from a once humble oasis a great war had begun among the Naga. Raging over the great lake many of the Naga were killed until the first Emir of the Naga rose. A Towering structure more Serpent than man he slaughtered his enemies and claimed the lake as his home. Taking a concubine, one from each of the desert clans he united the warring tribes for now. Odissius the Slaughterer died years later and his only child, a bold young girl has been risen to the title of Emir by her Grandfather the Clan leader of Mountain clans. For now peace reigns but with her betrothal to her Uncle, a power grab by her grandfather, has once again begun to insight rebellion. The young empress is seen as the Key to the Empire and whoever holds her holds the lake…

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50a823 No.29471

Dice rollRolled 47, 34, 80 = 161 (3d100)

>>29432

>>29460

-Nation Name: Iron Senate

-Race(s): Giants of the North, all emanate an aura of cold and possess an affinity with the earth are twenty feet tall on average and roughly 2400 pounds, some say the ancestors were tall as the great trees with equally long lives but prone to isolation and even hibernation.

-Location: Image of location

-Background: Having come together in a relatively stable area in the north. Homes are built of wood and stone shaped by hand or delve into the earth where caves are, they can put their ear to the ground and knock the land to detect hollows within the earth. They have traditions as warrior farmers once growing great valleys of tree crops bearing massive hearty fruits and in times of war would take up their father's armor and weapons to defend their homes. They say the blood of giants spilled across the north is what spread the constant winter and snow. With the construction of the capital Rum and the seating of senators, the princes of the north, to give council to each other and rule with wisdom other giants are starting to gather and settle near the capital. The Iron Senate believes in an old tradition but with a civilized twist of using enemies defeated to nourish the people by using them as ingredients in gourmet dining and offered to the Chairman Dictator Kaga and his panel of judges from the senators, a fruit of giant civilization.

[IRON SENATE]

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

Rum [Capital]

-Defenses:

+1 Arch of Rum [+1][Rum]

-Units:

+1 Giant Warrior [+1]

+2 Giant Yeoman [+.5]

-Resources:

+Wood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Swordcraft I]

+[Armor I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce larger, sturdier, and more powerful equipment, however they also require more resources than other groups

1 Expand North. Controlling the fertile tree land will mean having more lumber, more arable land for trees bearing Winter's Fruit.

2 Search for resources.

3 Research [Construction I]

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50a823 No.29472

File: 1470888634423.png (12.96 KB,500x500,1:1,e60acae3babd43960693b8df80….png)

Dice rollRolled 52, 67, 26 = 145 (3d100)

——-

[MARADROZ]

———

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Maradroz's Cosmopolis

-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](+.1/turn)

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

-Tech:

+[None]

-Magic:

+[Mutation I]

+[Growth Magic I]

-Tactics:

+[None]

-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. "Friends. You all know me. And I have returned. The world will be ours. But before that we have work to do, and friends to make. Expand my borders and bring our light to the far reaches. The lands are destitute and empty. Soon they will be full. And prosperous."

2. "This will require efforts…" [Expansion II]

3. "…and….friends…. There are rumors, always rumors… that the enemy stirs again. Against them we will place our most blessed hybrids and holy chimeras. We must refine them. Perfect them. Then we will all benefit from their perfection. The enemy will not." [Research: Demon-Hybrid Troopers]

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50a823 No.29473

Dice rollRolled 19, 29, 83 = 131 (3d100)

>>29472

+Corruption of Maradoz: Maradoz's powers corrupts the land he claims, making it very easy for him to expand.

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50a823 No.29475

Dice rollRolled 37, 73, 22 = 132 (3d100)

>>29460

-Nation Name: The Arisot Kingdoms

-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: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

-Defenses:

+1 Earthen Wall [+1][Capital Name]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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.Expand our reach and domain.

2. Build a Farm

3.Survey the lands for resources we can use.

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50a823 No.29479

Dice rollRolled 1, 40, 18 = 59 (3d100)

>>29441

-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: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

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

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

-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. Expand southward to control the rich forests.

2. It seems that we do not have the proper resources to do proper magic research. Begin construction of a Mage's study.

3. We require additional dust. Begin synthesizing additional Aether Dust.

+Magic Dust.

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50a823 No.29486

Dice rollRolled 27, 54, 79 = 160 (3d100)

>>29460

[FIRST KINGDOM]

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

Umdarsaa

-Buildings:

Thrivo-Raa [Throne-Room]

-Defenses:

+1 Rock Wall [+1][Umdarsaa]

-Units:

+1 Royal Guard [+1][Free]

+2 Conscripted Soldier [+.5][Free]

-Resources:

+Kelpwood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Mining I]

-Magic:

+[Water Manipulation I]

-Tactics:

+[None]

-Eccentricity:

+Waterbound: The Mer are waterbreathing folk, unable to exist on land without special technologies or magics they don't currently have. They are, however, more efficient in water, able to farm and mine as if they were on land.

1) The Mer of the First Kingdom will soon rule all under the waves. Expand our Empire!

2) The Trident- preferred weapon of the Mer. Cliche and overused, maybe, but you can't argue with results- they are an extremely useful weapon underwater. Begin manufacturing them en-masse. [Waterbound]?

3) Scout the Kingdom and surrounding waters for anything of use. [Waterbound]?

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50a823 No.29487

Dice rollRolled 78, 75, 20 = 173 (3d100)

>>29450

[TWIN MOUNTAINS]

-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:

+[Improvised Weaponry 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. Research [Fertility I]

2. Research [Armour I]

3. Search for resources

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50a823 No.29492

Dice rollRolled 84, 41, 19 = 144 (3d100)

>>29460

[Ascendent]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+The Ruins

-Buildings:

+Hall of Ruins

-Defenses:

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

-Units:

+1 Ascendent Thoughtform [+1][Free]

+2 Whispminds [+.5][Free]

-Resources:

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

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

-Tech:

+None

-Magic:

+[Drain I]

+[Matter Manipulation I]

-Tactics:

+None

-Eccentricity:

+Pure Energy: Those of The Ascendent are formless and have trouble interacting with the material plane. As such, they have a more difficult time developing technologies and creating physical structures, however they have an easier time utilizing magics.

1) Our methods of draining… Inefficient… Slow… Develop Improvements. (Begin researching [Drain II]

>[Drain I]

>Pure Energy

2) More land.. More bioforms to drain… More sustenance… More power. (Begin Expanding to the East)

3) We need more energy… We need more power… Begin to drain the life that dares inhabit our lands… Begin draining it all. (Begin draining the life-force of the living creatures in our territory)

>[Drain I]

>[Pure Energy]

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50a823 No.29494

File: 1470919985461.jpg (123.13 KB,1366x571,1366:571,tale of the three brothers….jpg)

Dice rollRolled 99, 23, 34 = 156 (3d100)

[ROYAUME]

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

-Defenses:

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

-Units:

+1 Wandetiers [+1][Free]

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

-Resources:

+Wood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Wands I]

-Magic:

+[Enchanting 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. Research enchanted construction, the use of wands to weave trees and stones directly into structures such as roads, bridges, and castles.

+[Enchanting I]

+[Wands I]

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

2. Develop our our Flying Brooms!

+[Enchanting I]

+[Wands I]

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

3. Develop Poudlard's school of Witchraft and Sorceryr, where young wizards from across the country can gather to study to become wizards, as well as magical research can be undertaken by higher professors.

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50a823 No.29495

File: 1470920814978.png (66.98 KB,265x239,265:239,ahe.png)

Dice rollRolled 95, 72, 96 = 263 (3d100)

>>29436

http://pastebin.com/8HTXeUqD

1; Expand south along the river

2-3; Construct farms along the river for the future of our people

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50a823 No.29498

>>29460

[KALLIPOLIS]

-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:

+[Mining I]

+[Construction I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Permanent Order: The boskops are quite skilled at maintaining their order. It is more difficult for espionage attempts to cause frenzy or problems in the established systems of Kallipolis, though it is difficult for them to learn or develop techs and magics that do not relate to those they already have.

1. We must expand the borders of our territory. We need more plantations to feed ourselves, and more room to house our citizens. [Expand]

2. We must learn better the ways of war. Our perfect system does not exist in a vacuum, after all… [Spearcraft 1]

3. We must invite mages from other places to teach us the ways of the Wizards (Build Mage's Study)

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50a823 No.29499

Dice rollRolled 86, 33, 89 = 208 (3d100)

>>29498

(Sorry, didn't know they do dice differently)

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50a823 No.29501

File: 1470953126238.jpg (1.89 MB,1920x1200,8:5,Fantasy Church.jpg)

>>29426

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Background: The Church of the Opal Lord is to its fanatical populace the saving light, with the Opaline College interpreting the cryptic and usually bloodthirsty messages of God. As such the Opal States are a collection of petty lords, bishoprics and fiefs all paying homage to the ever expanding kingdom, through might, magic and crazy fanaticism.

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50a823 No.29502

>>29464

[VERN]

-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:

+[Metallurgy I]

+[Swordcraft I]

-Magic:

+None

-Tactics:

+None

-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.

>>29469

[CALIPHATE]

-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:

+[Swordcraft I]

+[Armor I]

-Magic:

+None

-Tactics:

+None

-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.

>>29501

[OPAL]

-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:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

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50a823 No.29503

>>29426

(Please Fill Out)

-Nation Name: The Hive of Pryfed

-Race(s): The Pryfed, an insectoid hive race. There are the fertile Queens and the hulking Princes who guard the brood chambers, but most encounter neuter Drones who perform most of the work and defense of the Hive. They walk on four legs with an upright torso, which has a pair of arms with dextrous hands. The forelegs can also be used as non-dextrous limbs when needed. All Pryfed have a subconscious link to their Queen, forming a hive mind.

-Location: Northern forests in the Western island (If not taken. If taken, toss me anywhere)

-Background:

The Pryfed were simple insects during the time of the Kott; slightly larger than the average insect, coming no larger than maybe six inches. Whether by intent or by accident, magics unleashed during that time warped the early Pryfed. They grew larger, and more intelligent. Some Queens think that the Pryfed were used in combat, but there is no way to know for certain, as it wasn't until long after the Kott fell that the Pryfed became truly sentient.

The Hive as it stands today is a concept of a unity, rather than a single entity, with each Queen in control of their own brood, and working together for the good of the Hive as a whole. Each Queen has a low-level telepathic link to their progeny, which can be blocked off by a strong-willed enough individual, usually other Queens.

The Pryfed have had no contact with other sentient beings; they only know of their possible existence due to the Kottish ruins they have found, and some battlefields.

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50a823 No.29504

>>29503

[HIVE]

-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]

+[Natural Armor I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Of The Hive: Units of The Hive are linked and travel in swarms of drones. Units you train have the [Swarm] tag.

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50a823 No.29510

Dice rollRolled 42, 50, 76 = 168 (3d100)

>>29502

-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: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

-Defenses:

+1 Wind Rune Wards [+1][Capital Name]

-Units:

+1 Northern Reavers [+1][Free]

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

-Resources:

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

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

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-Magic:

+None

-Tactics:

+None

-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. Delve into the mysteries of Runic Magic. Consult the wisest of seers and the ancient runes of the forefathers.

2. The northmen move to construct a Gathering Hall in the capitol, to better muster and house soldiers.

+Wood

3. Rally more men to our cause.

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50a823 No.29512

Dice rollRolled 92, 26, 18 = 136 (3d100)

>>29502

[CALIPHATE]

>Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Nok Haga

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+1 Ss’dran Swordsman [+1][Free]

+2 Ss’dran Clansmen [+.5][Free]

>Resources:

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

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

>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. With the clans squabbling for power once more, we would need an army to once again claim complete control. [Train Clansmen]

2. The Ss,thal Nok was an enormous source of food and trade goods begin building fishing boats so we can gain access to it riches [Build boats/docks/fisheries in order to tap the Lake's resources]

3. Send the Warriors (Both units) out into the desert, train against the desert beasts and bring back leather for outfitting the new troops [Gathering Leather + “training”]

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50a823 No.29528

File: 1471021648343.jpg (284.94 KB,1246x641,1246:641,crusades.jpg)

Dice rollRolled 35, 28, 24 = 87 (3d100)

>>29502

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Background: The Church of the Opal Lord is to its fanatical populace the saving light, with the Opaline College interpreting the cryptic and usually bloodthirsty messages of God. As such the Opal States are a collection of petty lords, bishoprics and fiefs all paying homage to the ever expanding kingdom, through might, magic and fanaticism.

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 Fanatic Militia units [Holy] [+.5][Free]

-Resources:

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

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

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. The Opal States must expand and bring heathens and heretical fiefs under the light of the Opal Lord, it is its wish for sure to bring more people, land and resources into the Churches grasp.

2. Our state is made through the devotion to one God, but we will need a Holy army to keep this state alive, so we must enact a law of conscription, as all should feel graced to serve under our most holy banner

3. Our nation must not be a magical backwater any longer, we must look into flowing our Gods energy into the enchantment of tools, weapons and jewelry for our Godly servants.

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50a823 No.29550

Dice rollRolled 8 (1d10)

>>29465

[SPLIT RIVERS]

1. [Infiltration I] (3/4)

2. [Armor I] No Progress

3. The Split-River trolls find a large copper vein!

>>29471

[IRON SENATE]

1. The Iron Senate moves to expand. (1/2)

2. Search as they might, the Iron Senate finds little more than a small vein of [Nickel].

3. [Construction I] (2/4)

>>29472

[MARADOZ]

1. Maradoz Expands! +2 Territory

2. [Expansion II] (1/4)

3. The research fails to begin. The mutations prove fatal to the test subjects.

>>29475

[ARISTOT]

1.The Aristot begin to expand. (1/2)

2. Development of a Farm begins, fair progress is made. Please allocate 1 unit of resource to be used in the construction of the farm equipment. (2/4)

3. After some searching, the Aristot fail to find any useful metals, however they do find some interesting creatures known as [Greps].

>>29479

[INEMARI]

1. As the INEMARI attempt to expand outwards, claiming towards the forests of the south, a swarm of [Graps]. (Roll and post strategy)

+1 Grap Swarm [+2][SWARM]

2. The designs for a library are done. Please allocate 1 unit of resource to be used in the construction of the library. (1/4)

3. The Inemari find a lack of catalyst for the aether dust, and find they're unable to produce any.

>>29486

[FIRST KINGDOM]

1. The mer find a chasm near their border and fail to expand.

2. The manufacture of tridents begins. [Trident I] (1/4)

3. A scout is sent out. A hill of Coralstone is found nearby!

>>29487

[TWIN MOUNTAINS]

1. [Fertility I] (2/4)

2. [Armor I] (1/4)

3. The trolls fail to find any useful mineral resources nearby, save for some mud with some odd rocks in it.

>>29492

[ASCENDENT]

1. [Drain II] (2/4)

2. Expansion begins. (1/2)

3. The isle is barren, you are the only life on this wretched isle, save for something dim you sense buried deep beneath the earth.

>>29494

[ROYAUME]

1. +[Road Construction Magic I]

2.The tech just isn't there. Brooms are thrown, magic is cast, but you just can't bring it all together.

3. The construction of Poudlard's begins. Please allocate 1 unit of resource to be used in the construction. (1/4)

>>29495

[SAHY]

1. You expand! +1 Hex

2,3. The farms complete, however a resource needs to be used to officially complete the project. Please allocate 1 unit of resource used in the construction as a free action. +Farm (+1 Food/Turn)[Yuhj]

>>29498

[KALLIPOLIS]

1. You expand! [+1 Territory]

2. The people of Kallipolis try putting some spears together, but they can't quite figure it out.

3.The people of Kallipolis begin construction of a mage's study, despite not knowing about magic or what a mage is. It's just a bedroom with books(?). Please allocate 1 unit of resource used in the construction. (2/4)

>>29510

[VERN]

1. [Runic Magic I] (1/4)

2. The Gathering Hall is under progress! (1/4) (-1 Wood)

3. (Unsure what you were going for with this action. It's 1 success, so (1/4) if you were training troops, just [Bracket] the main objective for the continuation next turn.)

>>29512

[CALIPHATE]

1. The clansmen begin to be trained. (3/4)

2. Turns out that the lake isn't too rich in shoreline fish, and too deep for you to build docks. Maybe if you tried a little further down the shoreline. (Try Again)

3. The training fails and the soldiers just come back tired and sweaty.

>>29528

[OPAL]

1. You begin expanding. (1/2)

2. The law of conscription doesn't go through. Heretics.

3. The attempt to enchant also fails. Apparently god has not placed his will there today.

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50a823 No.29551

Dice rollRolled 37, 25, 35 = 97 (3d100)

>>29550

-Nation Name: The Arisot Kingdoms

-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: 3(1/2)

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm(2/4)

-Defenses:

+1 Earthen Wall [+1][Capital Name]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [5.2](+.1/turn)

+Stone [5.2](+.1/turn)

Greps

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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 expand (1/2)

2.Continue to build the Farm.

3.Continue surveying the land for usable ore.

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50a823 No.29552

Dice rollRolled 99, 61, 82 = 242 (3d100)

>>29550

[Ascendent]

-Territory: 3

-Population: 6 (+1/turn) [1:1000]

-Food: 6 (+1/turn)

-Locations:

+The Ruins

-Buildings:

+Hall of Ruins

-Defenses:

+1 Ruined Magic Defence [+1][The Ruins]

-Units:

+1 Ascendent Thoughtform [+1][Free]

+2 Whispminds [+.5][Free]

-Resources:

+Wood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+None

-Magic:

+[Drain I]

+[Matter Manipulation I]

-Tactics:

+None

-Eccentricity:

+Pure Energy: Those of The Ascendent are formless and have trouble interacting with the material plane. As such, they have a more difficult time developing technologies and creating physical structures, however they have an easier time utilizing magics.

1) Draining improving… Efficiency Improving (Continue researching [Drain II (2/4)])

2) More land… more territory… More resources (Continue Expanding (1/2)

3) We are many… Yet we are weak… Begin consuming the weak… So that the strong may prosper (Begin consuming the weaker Ascendant so that the stronger may be more efficient([Assimilation I])

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50a823 No.29553

Dice rollRolled 20, 83, 54 = 157 (3d100)

>>29550

-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: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

-Defenses:

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

-Units:

+1 Northern Reavers [+1][Free]

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

-Resources:

+Wood [4.1](+.1/turn)

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

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-Magic:

+None

-Tactics:

+None

-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. Continue researching Runic Magic. 1/4

2. Continue constructing the Gathering Hall. [Wood] 1/4

3. Recruit warriors. 2/4

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50a823 No.29554

Dice rollRolled 20, 2, 97 = 119 (3d100)

Action 1: Send scouts to the nearby lands. The Hive hungers, but we must know what is on the menu first.

Action 2: Begin construction of a great Kitchen, so we may better use our raw foodstuffs.

Action 3: The Hive seeks better tools to work with. [Research Tools]

-Nation Name: The Hive of Pryfed

-Race(s): The Pryfed, an insectoid hive race.

[HIVE]

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Home Hive

-Buildings:

+Queen's Chamber [Capitol Building]

-Defenses:

+1 Simple Labyrinthine Tunnels[Defenses] [+1][Home Hive]

-Units:

+1 Prince Guard [+1][Free]

+2 Drone Patrol [+.5][Free]

-Resources:

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

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

-Tech:

+[Construction I]

+[Natural Armor I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Of The Hive: Units of The Hive are linked and travel in swarms of drones. Units you train have the [Swarm] tag.

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50a823 No.29555

Dice rollRolled 47, 32, 70 = 149 (3d100)

[ROYAUME]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

-Defenses:

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

-Units:

+1 Wandetiers [+1][Free]

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

-Resources:

+Wood [5.2](+.1/turn)

+Stone [4.2](+.1/turn)

-Tech:

+[Wands I]

-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. Continue the construction of Poudlard's!1/4

>have allocated 1 unit of Stone

2. We must try again on the development of flying brooms!

+[Enchanting I]

+[Wands I]

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

3. Develop Wandfinding Divination magic, so we may use our wands to point us in the right direction of anything we want to find. Like resources, or food, or even secrets of the earth!

+[Enchanting I]

+[Wands I]

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

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50a823 No.29557

>>29554

[HIVE] Makeup

1. The Hive doesn't really find any food, but they do find some green rocks in the ground. Nothing to eat though.

2. The hive begins to construct a great kitchen, but finds a large portion of their wood is filled with a local insect. The [Wood Maggot]. (-1 Wood)

3. [Tools] (3/4)

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50a823 No.29558

File: 1471068387125.jpg (36.88 KB,496x818,248:409,1468771240076.jpg)

Dice rollRolled 60, 24, 38 = 122 (3d100)

>>29550

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Background: The Church of the Opal Lord is to its fanatical populace the saving light, with the Opaline College interpreting the cryptic and usually bloodthirsty messages of God. As such the Opal States are a collection of petty lords, bishoprics and fiefs all paying homage to the ever expanding kingdom, through might, magic and fanaticism.

-Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 City watch militia units [Holy] [+.5][Free]

-Resources:

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

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

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. The Opal States must expand and bring heathens and heretical fiefs under the light of the Opal Lord, it is its wish for sure to bring more people, land and resources into the Churches grasp. [1/2]

2. Our state is made through the devotion to one God, but we will need a Holy army to keep this state alive, so we must enact a law of conscription

3. Our nation must not be a magical backwater any longer, we must look into flowing our Gods energy into the enchantment of tools, weapons and jewelry for our Godly servants.

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50a823 No.29559

Dice rollRolled 41, 42, 40 = 123 (3d100)

——-

[MARADROZ]

———

-Territory: 5

-Population: 7 (+1/turn)

-Food: 7 (+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 [5.2](+.1/turn)

+Stone [5.2](+.1/turn)

-Tech:

+[None]

-Magic:

+[Mutation I]

+[Growth Magic I]

-Tactics:

+[None]

-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. "Continue our work expanding into the frontier. The world must be united and we will be the ones to do it. No, I don't care what's out there. No. No stop bothering me with all of this nonsense about empty territory. It will be ours." [Expand 1/4]

2. "Also, the eastern frontier is ripe for colonization and expansion, is it not? Yes. Quite. Arrange. Roads. Roads are first. Once we have roads we have control. Yes I know that. Yes I know that we need more than roads. Ugh. Stop pestering me." [Expand II]

3. "Dead, you say? All of them? Well. I wasn't expecting that. Try again. With more resources. And time. And greater variation. Success does not reward the dilettante, yes?" [Research: Demonic Hybrid Troopers]

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50a823 No.29560

Dice rollRolled 51, 17, 75 = 143 (3d100)

>>29557

1. Not much new, let us [Expand] our territory so we can build new farms.

2. Waste not, want not! Let us see if the Wood Maggot is edible and can be farmed.

3. Dealing with the Wood Maggot gave the tinkerers some good ideas, let us continue to research [Tools] (3/4)

-Nation Name: The Hive of Pryfed

-Race(s): The Pryfed, an insectoid hive race.

[HIVE]

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Home Hive

-Buildings:

+Queen's Chamber [Capitol Building]

-Defenses:

+1 Simple Labyrinthine Tunnels[Defenses] [+1][Home Hive]

-Units:

+1 Prince Guard [+1][Free]

+2 Drone Patrol [+.5][Free]

-Resources:

+Wood [4.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Construction I]

+[Natural Armor I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Of The Hive: Units of The Hive are linked and travel in swarms of drones. Units you train have the [Swarm] tag.

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50a823 No.29561

Dice rollRolled 67, 18, 93 = 178 (3d100)

>>29550

[FIRST KINGDOM]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

Umdarsaa

-Buildings:

Thrivo-Raa [Throne-Room]

-Defenses:

+1 Rock Wall [+1][Umdarsaa]

-Units:

+1 Royal Guard [+1][Free]

+2 Conscripted Soldiers [+.5][Free]

-Resources:

+Kelpwood [5.2](+.1/turn)

+Stone [5.2](+.1/turn)

-Tech:

+[Mining I]

-Magic:

+[Water Manipulation I]

-Tactics:

+[None]

-Eccentricity:

+Waterbound: The Mer are waterbreathing folk, unable to exist on land without special technologies or magics they don't currently have. They are, however, more efficient in water, able to farm and mine as if they were on land.

1) Go around the chasm. The Kingdom will expand!

2) Continue the manufacture of tridents. [1/4]

3) Harvest the Coralstone! If possible, dig a dedicated Coralstone quarry for constant resources.

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50a823 No.29563

File: 1471069863896.jpg (80.42 KB,736x490,368:245,8b2773a07b85f6ca25a99de976….jpg)

>>29555

*1

+[Enchanting I]

+[Construction Magic I]

+[Wands I]

The Wizards of Sorcier work steadfastly at laying the foundations of the new school, as the tree's of the wood themselves bury their roots deep and lend their trunks to be the foundations, while the very stones rise up and move directly into place, as Wizards begin brewing pots of magical mortar to cement them together. The School that is built on the back of magic will soon spread the knowledge of magic to newer generations.

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50a823 No.29573

File: 1471103151241.jpg (259.58 KB,600x695,120:139,1372138533532.jpg)

Dice rollRolled 38, 31, 81 = 150 (3d100)

>>29550

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-2; Build a port along the great lake to build ships to protect our lands and foster future trade with the xenos

3; Recruit some of the Lesser Theiphliehynenn as scouts to search for potential prospects

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50a823 No.29576

File: 1471109868759.jpg (13.63 KB,300x226,150:113,deformation_of_the_human_s….jpg)

Dice rollRolled 7, 41, 41 = 89 (3d100)

>>29550

[KALLIPOLIS]

-Territory: 4

-Population: 6 (+1/turn)

-Food: 6 (+1/turn)

-Locations:

+Kallipolis

-Buildings:

+Player Named Government building (Philosopher King’s Palace)

-Defenses:

+1 Kallipolian Walls[+1][Kallipolis]

-Units:

+1 Silver Warrior[+1][Free]

+2 Bronze Conscripts[+.5][Free]

-Resources:

+Wood [5.1](+.1/turn)

+Stone [5.1](+.1/turn)

-Tech:

+[Mining I]

+[Construction I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Permanent Order: The boskops are quite skilled at maintaining their order. It is more difficult for espionage attempts to cause frenzy or problems in the established systems of Kallipolis, though it is difficult for them to learn or develop techs and magics that do not relate to those they already have.

1. It will not do to build a mage's study without mages. Scour the surrounding land(s) for magicians, sentient magical beasts, or just anything else that would allow us to unlock the secrets of magic (Search for Mages/Magery)

2. Continue building the Mage's Study. It will be made of Stone. (2/4)

3. We must research better mining techniques, that we may find more wealth (Research [Mining 2])

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50a823 No.29578

Dice rollRolled 36, 89, 61 = 186 (3d100)

>>29550

[CALIPHATE]

>Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+1 Ss’dran Swordsman [+1][Free]

+Training (3/4)

+2 Ss’dran Clansmen [+.5][Free]

>Resources:

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

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

>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- Repeat

1. With the clans squabbling for power once more, we would need an army to once again claim complete control. [Train Clansmen]

2. The Ss,thal Nok was an enormous source of food and trade goods begin building fishing boats so we can gain access to it riches [Build boats/docks/fisheries in order to tap the Lake's resources]

3. Send the Warriors (Both units) out into the desert, train against the desert beasts and bring back leather for outfitting the new troops [Gathering Leather + “training”]

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50a823 No.29579

Dice rollRolled 93, 81, 20 = 194 (3d100)

>>29487

[TWIN MOUNTAINS]

-Territory: 3

-Population: 6 (+1/turn)

-Food: 6 (+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:

+[Improvised Weaponry 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. [Fertility I] (2/4)

>2. [Armor I] (1/4)

3. We needs some more lands. The lands will give us room to grow before we must wipe out the other races.

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50a823 No.29580

Dice rollRolled 6, 8, 10 = 24 (3d10)

>>29550

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

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

The Grap are to be lured into a bottleneck as best we can make so the army does not get surrounded. A spear wall will be created with shields up to prepare for the charge. poke and prod until the herd retreats.

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50a823 No.29581

>>29580

1 Grap Swarm [+2][Swarm] (8) = 10.1

Total Force: 10.1

1 City Guard Unit [+1][Free] (6) = 7

2 Levy Spearmen Units [+.5][Free] (8)(10) = 19

Total Force = 26 * 1.2 = 31.2

31.2:10.1 = 3:1

The Inemari have no trouble putting down the swarm of Grap, and all trouble is averted. Roll 1d10 for loot.

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50a823 No.29582

Dice rollRolled 2 (1d10)

>>29581

Lootz

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50a823 No.29583

>>29582

+Ivory Tusk [.1]

+Thick Pelt [.1]

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50a823 No.29584

Dice rollRolled 36, 24, 21 = 81 (3d100)

>>29550

-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: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [5.1](+.1/turn)

+Stone [4.1](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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. One unit of stone (because fuck flammable libraries) allocated for construction and library construction continues. 1/4

2. Continue trying to claim the southern forests. Should be easier now that the Graps are cleared out.

3. Try to find some catalyst to create Aether dust. Aka, make that magic crack.

+Magic Dust

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50a823 No.29588

Dice rollRolled 17, 25, 36 = 78 (3d100)

>>29550

-Nation Name: Iron Senate

-Race(s): Giants of the North, all emanate an aura of cold and possess an affinity with the earth are twenty feet tall on average and roughly 2400 pounds, some say the ancestors were tall as the great trees with equally long lives but prone to isolation and even hibernation.

-Location: Image of location

-Background: Having come together in a relatively stable area in the north. Homes are built of wood and stone shaped by hand or delve into the earth where caves are, they can put their ear to the ground and knock the land to detect hollows within the earth. They have traditions as warrior farmers once growing great valleys of tree crops bearing massive hearty fruits and in times of war would take up their father's armor and weapons to defend their homes. They say the blood of giants spilled across the north is what spread the constant winter and snow. With the construction of the capital Rum and the seating of senators, the princes of the north, to give council to each other and rule with wisdom other giants are starting to gather and settle near the capital. The Iron Senate believes in an old tradition but with a civilized twist of using enemies defeated to nourish the people by using them as ingredients in gourmet dining and offered to the Chairman Dictator Kaga and his panel of judges from the senators, a fruit of giant civilization.

[IRON SENATE]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

Rum [Capital]

-Defenses:

+1 Arch of Rum [+1][Rum]

-Units:

+1 Giant Warrior [+1]

+2 Giant Yeoman [+.5]

-Resources:

+Wood [5.2](+.1/turn)

+Stone [5.2](+.1/turn)

+[Nickle]

-Tech:

+[Swordcraft I]

+[Armor I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce larger, sturdier, and more powerful equipment, however they also require more resources than other groups

Expand 1/2

Construction I 2/4

1 Expand 1/2

2 Construction I 2/4

3 Continue the search for resources

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50a823 No.29597

Dice rollRolled 3, 10 = 13 (2d10)

>>29551

[ARISTOT]

1. Aristot expands. +1 Territory

2. Progress stalls.

3. The search for useful metals continues to be lacking.

>>29552

[ASCENDENT]

1. +[Draining II]

2. +1 Hex

3. [Assimilation I] (2/4)

>>29553

[VERD]

1. No progress

2. Gathering Hall (3/4)

3. Warrior Recruitment {3/4)

>>29555

[ROYAUME]

1. Poulard's (2/4) (-1 Stone)

2. No progress.

3. [Divination I] (1/4)

>>29558

[OPAL]

1. +1 Hex

2. The law continues to pass. The heretics grow restless, and you fear god begins to frown.

3. [Enchantment I] (1/4)

>>29559

[MARADOZ]

1. [Expand I] (2/4)

2. You expand, +2 hex.

3. One survivor is proving to show results, but the replication of such genes needs to be continued. (1/4)

>>29560

[HIVE]

1. Expansion begins. (1/2)

2. No progress.

3. +[Tools I]

>>29561

[FIRST KINGDOM]

1. Expand (1/2)

2. No progress,

3. A coralstone mine is created! (Allocate 1 unit of resource as a free action if you want resources, scrub.)

>>29573

[SAHY]

1,2. Port Construction (1/4) Allocate a unit of resource for the port.

3. Several scouts begin to go through the recruitment process. (2/4)

>>29576

[KALLIPOLIS]

1. You fail to find any wizards, however a few cultists catch you staring at their rituals.Prepare counter rolls and strategy.

+2 Cultist Circles [+.5]

2. The mage's study continues construction. (3/4)(-1 Stone)

3. [Mining II] (1/2)

>>29578

[SS]

1. Training (1/4)

2. (Please Specify Building Rather Than Generalizing) [2/4] (Please allocate 1 unit of resource)

3. You send the units out to collect leathers. The training begins. (1/4)

>>29579

1. +[Fertility I]

2. [Armor I] (3/4)

3. No progress

>>29584

[INEMARI]

1. Work on the library continues. (2/4) (-1 Stone)

2. No progress.

3. No catalyst is found. Apparently Grognag has been snorting a ton of your refined catalyst.

>>29588

1. No progress.

2. No progress.

3. A small vein of tin is found. It doesn't look very large…

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50a823 No.29598

Dice rollRolled 50, 80, 86 = 216 (3d100)

>>29597

1. We shall continue our expansion. (1/2)

2. Our… bug prodderer people have made no progress with the Wood Maggot. We shall give them another chance to show some work. [Learn if the Wood Maggot can be bred and is edible!]

3. With our improved tools and knowledge of construction, we shall make a great [Large Kitchen] to better utilize our foodstuffs

-Nation Name: The Hive of Pryfed

-Race(s): The Pryfed, an insectoid hive race.

[HIVE]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Home Hive

-Buildings:

+Queen's Chamber [Capitol Building]

-Defenses:

+1 Simple Labyrinthine Tunnels[Defenses] [+1][Home Hive]

-Units:

+1 Prince Guard [+1][Free]

+2 Drone Patrol [+.5][Free]

-Resources:

+Wood [4.2](+.1/turn)

+Stone [5.2](+.1/turn)

-Tech:

+[Construction I]

+[Natural Armor I]

+[Tools I]

-Magic:

+None

-Tactics:

+None

-Eccentricity:

+Of The Hive: Units of The Hive are linked and travel in swarms of drones. Units you train have the [Swarm] tag.

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50a823 No.29599

Dice rollRolled 51, 66, 54 = 171 (3d100)

>>29597

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Background: The Church of the Opal Lord is to its fanatical populace the saving light, with the Opaline College interpreting the cryptic and usually bloodthirsty messages of God. As such the Opal States are a collection of petty lords, bishoprics and fiefs all paying homage to the ever expanding kingdom, through might, magic and fanaticism.

-Territory: 4

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 City watch militia units [Holy] [+.5][Free]

-Resources:

+Wood [5.2](+.1/turn)

+Stone [5.2](+.1/turn)

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. To keep the fanatics and our crazy ass deity satiated we must build a great cathedral, sparring no expense with its creation, it will be a spectacular creation, and the serfs will need to be rallied for the workforce needed for its production.

2. More manors must be created and ordered so that our peasants have land to till, and crops to gather, and more minor nobles will need to be raised to take care of these actions.

3. Our forests provide for us, and God would want us to expand, so to spurn this onward this advance, larger lumber mills must be constructed, and city serfs must be diverted into the forests to provide for us, but such is Gods will, and Gods will shall be done.

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50a823 No.29600

Dice rollRolled 1, 60, 44 = 105 (3d100)

>>29597

-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: 3

-Population: 8 (+1/turn)

-Food: 8 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [5.1](+.1/turn)

+Stone [4.1](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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 the hard labor of building the library. (stone taken last turn) 2/4

2. Once again try and claim the southern forests.

3. Well slap Grognag and take the catalyst and start making some Aether dust.

+Magic Dust

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50a823 No.29601

Dice rollRolled 27, 65, 32 = 124 (3d100)

>>29597

-Nation Name: The Arisot Kingdoms

-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: 8 (+1/turn)

-Food: 8 (+1/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm(2/4)

-Defenses:

+1 Earthen Wall [+1][Capital Name]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

Greps

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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 farm(2/4)

2. Continue to survey the area for metals.

3. Start construction of a forge.

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50a823 No.29602

Dice rollRolled 51, 20, 92 = 163 (3d100)

——-

[MARADROZ]

———

-Territory: 7

-Population: 8 (+1/turn)

-Food: 8 (+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 [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+[None]

-Magic:

+[Mutation I]

+[Growth Magic I]

-Tactics:

+[None]

-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. "Do you see this map? This the world. At our current rate of expansion we will never fill it. Figure something out. Build a bureaucracy. Train the pioneers. Something. I must have more. More. And faster. I am immortal and even this is taking too much time – such a status gives me time, but not patience, you see? Now go to it and be quick. I don't have time for more waiting around. I have speeches. Important speeches. Kissing babies. That sort of thing. Yes." [Research: Pioneering]

3. "One of them is alive? Good. Good. This entire line of research is proving effective, much as I expected. These soldiers will prove useful when the regressive insects of this world try to stop me. Which shouldn't be long, now. Some hero or another. Awful. Another batch. Larger. Better. More resources. Make another lab." [Research: Demonic Hybrid Troopers]

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50a823 No.29603

>>29597

[Ascendent]

-Territory: 3

-Population: 7 (+1/turn) [1:1000]

-Food: 7 (+1/turn)

-Locations:

+The Ruins

-Buildings:

+Hall of Ruins

-Defenses:

+1 Ruined Magic Defence [+1][The Ruins]

-Units:

+1 Ascendent Thoughtform [+1][Free]

+2 Whispminds [+.5][Free]

-Resources:

+Wood [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+None

-Magic:

+[Drain II]

+[Matter Manipulation I]

-Tactics:

+None

-Eccentricity:

+Pure Energy: Those of The Ascendent are formless and have trouble interacting with the material plane. As such, they have a more difficult time developing technologies and creating physical structures, however they have an easier time utilizing magics.

1) Our magic… Crude… Our research, Slow… We must improve… We must become greater (Magical Studies)

>Pure Energy

2) Expansion… Slow, Inefficient… Faster expansion required… More expansion required (Research Faster Expansion)

3) The weak resist… They fight back… They refuse to be consumed… But we are strong, we will consume… Grow in power (Assimilation I [2/4])

>Pure Energy

>Drain II

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50a823 No.29604

Dice rollRolled 20, 57, 29 = 106 (3d100)

>>29603

Forgot Dice

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50a823 No.29617

Dice rollRolled 20, 61, 48 = 129 (3d100)

>>29597

-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: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Verndarsvæði

-Buildings:

+The Red Lodge

-Defenses:

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

-Units:

+1 Northern Reavers [+1][Free]

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

-Resources:

+Wood [4.1](+.1/turn)

+Stone [5.2](+.1/turn)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-Magic:

+None

-Tactics:

+None

-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. The mysteries of Runic Magic will not be denied to us– we are in need. Continue our research. [Runic Magic 1 1/4]

2. Finish constructing the Gathering Hall. It had better be ready by Second Winter!. [3/4]

3. Finish recruiting a new batch of warriors, for soon we must press on into unoccupied land. [3/4]

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50a823 No.29618

File: 1471172657271.jpg (94.88 KB,789x1440,263:480,2c4089a8493150e12058bb870c….jpg)

Dice rollRolled 6, 1, 29 = 36 (3d100)

>>29597

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-2; Build Port 1/4

3; Train scouts 2/4

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50a823 No.29619

>>29597

>>29618

I fucking hate 8chan, these dice suck dick

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50a823 No.29620

>>29619

8chan and everyone and everything else hates you.

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50a823 No.29624

Dice rollRolled 80, 24, 70 = 174 (3d100)

>>29597

[TWIN MOUNTAINS]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+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 [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+[Improvised Weaponry I]

[Fertility 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..2.We needs some more lands. The lands will give us room to grow before we must wipe out the other races.

>3.[Armor I] (3/4)

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50a823 No.29625

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50a823 No.29626

Dice rollRolled 52, 56, 14 = 122 (3d100)

>>29597

[FIRST KINGDOM]

-Territory: 3

-Population: 8 (+1/turn)

-Food: 8 (+1/turn)

-Locations:

Umdarsaa

-Buildings:

Thrivo-Raa [Throne-Room]

-Defenses:

+1 Rock Wall [+1][Umdarsaa]

-Units:

+1 Royal Guard [+1][Free]

+2 Conscripted Soldiers [+.5][Free]

-Resources:

+Kelpwood [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+[Mining I]

-Magic:

+[Water Manipulation I]

-Tactics:

+[None]

-Eccentricity:

+Waterbound: The Mer are waterbreathing folk, unable to exist on land without special technologies or magics they don't currently have. They are, however, more efficient in water, able to farm and mine as if they were on land.

1) Finish expanding! {Waterborn}

2) And finish the Tridents! {Waterborn}

3) The King issues a strange edict- the sea floor is scoured… for seashells. Large and small.

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50a823 No.29627

Dice rollRolled 3, 6, 10 = 19 (3d10)

>>29597

+1 Silver Warrior[+1][Free]

+2 Bronze Conscripts[+.5][Free]

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50a823 No.29643

Dice rollRolled 77, 20, 11 = 108 (3d100)

>>29597

[CALIPHATE]

>Territory: 3

-Population: 5 (+1/turn)

-Food: 5 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga

+ Dockyards (2/4)

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+1 Ss’dran Swordsman [+1][Free]

+Training (3/4)

+Training (1/4)

+Training (1/4)

+2 Ss’dran Clansmen [+.5][Free]

>Resources:

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

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

>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. Complete the first round of recruitment training [3/4]

2. Have the men continue work on the dockyard [2/4]

3. Have the clansmen continue gather leather and training out in the desert [1/4]

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50a823 No.29644

File: 1471294590118.jpg (15.85 KB,500x335,100:67,31g7HQsgfsL.jpg)

Dice rollRolled 30, 64, 91 = 185 (3d100)

[ROYAUME]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

-Defenses:

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

-Units:

+1 Wandetiers [+1][Free]

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

-Resources:

+Wood [5.2](+.1/turn)

+Stone [4.2](+.1/turn)

-Tech:

+[Wands I]

-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. The Wizards of the various families continue to gather and plan out the construction of the new school. What should it's hallways, classrooms, and faculty offices be like? What kind of rooms or amenities will it have, parks, and pools and more.

More importantly which of a thousand moving paintings should we stock the walls with 2/4

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

2-3.

The Wizards were stumped.

This was supposed to be a relatively simple magic, enchanting a broom with some attached handles to give flight was one of the basic tenants of society and transportation of Royaume, and yet they were faltering.

It was then someone suggested perhaps we might employ some of our wizarding engineers on the task, and use more rare wood sources. The quality of the wood was rather standard and poor, so perhaps broosm made of Weirdwood or Professor Oak tree's would make their construction easier.

>Spend some Wood for quality wood for the Flying Brooms

+[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.

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50a823 No.29645

>>29627

2 Cultist Circles [+.5] (3)(10) = 14

Total Force = 14

1 Silver Warrior[+1][Free] (3) = 4

2 Bronze Conscripts[+.5][Free] (6)(10) = 17

Total Force = 21

14:21 = 2:3

The Boskop forces attempt to push back the cultists, but not without some casualties. While the cultists are wiped out, one of the bronze conscript groups is severely wounded in the battle.

1 Bronze Conscript [+.5](-.3)[Free]

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50a823 No.29646

Dice rollRolled 40, 78, 35 = 153 (3d100)

>>29597

-Nation Name: Iron Senate

-Race(s): Giants of the North, all emanate an aura of cold and possess an affinity with the earth are twenty feet tall on average and roughly 2400 pounds, some say the ancestors were tall as the great trees with equally long lives but prone to isolation and even hibernation.

-Location: Image of location

-Background: Having come together in a relatively stable area in the north. Homes are built of wood and stone shaped by hand or delve into the earth where caves are, they can put their ear to the ground and knock the land to detect hollows within the earth. They have traditions as warrior farmers once growing great valleys of tree crops bearing massive hearty fruits and in times of war would take up their father's armor and weapons to defend their homes. They say the blood of giants spilled across the north is what spread the constant winter and snow. With the construction of the capital Rum and the seating of senators, the princes of the north, to give council to each other and rule with wisdom other giants are starting to gather and settle near the capital. The Iron Senate believes in an old tradition but with a civilized twist of using enemies defeated to nourish the people by using them as ingredients in gourmet dining and offered to the Chairman Dictator Kaga and his panel of judges from the senators, a fruit of giant civilization.

[IRON SENATE]

-Territory: 3

-Population: 8 (+1/turn)

-Food: 8 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

Rum [Capital]

-Defenses:

+1 Arch of Rum [+1][Rum]

-Units:

+1 Giant Warrior [+1]

+2 Giant Yeoman [+.5]

-Resources:

+Wood [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

+[Nickle]

+[Small Tin vein]

-Tech:

+[Swordcraft I]

+[Armor I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce larger, sturdier, and more powerful equipment, however they also require more resources than other groups

Expand 1/2

Construction I 2/4

1 Expand 1/2

2 Construction 2/4

3 Continue to search for resources

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50a823 No.29765

>>29598

1. Expanded! +1 Territory

2. The wood maggot shows to be edible, and a farm for them can be made as well! [+1 Food]

3. Construction of a [Large Kitchen] begins! (2/4) Please allocate 1 unit of resource.

>>29599

1. Cathedral (1/4) Please allocate 1 unit of resource.

2. Manors (1/4) Please allocate 1 unit of resource.

3. Lumber Mill (1/4) Please allocate 1 unit of resource.

>>29600

1. A small earthquake occurs beneath the library, causing it to collapse, turning the stone to rubble.(Input resource and progress lost.)

2. Expansion begins. (1/2)

3. The creation of Aether Dust begins. (1/6)

>>29601

1. Progress on the farm stalls.

2. A decently sized vein of copper is found.

3. The construction of a forge begins. (1/4) Allocate 1 unit of resource.

>>29602

1,2. [Pioneering I] (1/4)

3. [Demonic Hybrid Troopers I] (3/4)

>>29603

1. No progress.

2. [Streamlined Expansion I] (1/4)

3. No progress.

>>29617

1. No progress.

2. +[Gathering Hall][Verndarscaeoi]

3. +1 Player Named Unit [+1](-1 food/turn)

>>29618

1,2. The trade port collapses, losing the materials beneath the water and resetting all progress on the project.

3. No progress.

>>29624

1,2. Expanded! +1 Territory

3. +[Armor I]

>>29626 (Post progress, faggot)

1. Expansion starts. (1/2)

2. [Tridents I] (1/4)

3. No progress

>>29643

1. +1 Player Named Unit [+1](-1 Food/Turn)

2. No progress.

3. No progress.

>>29644

1. No progress.

2,3. +[Flying Brooms I](-1 Wood)

+Flying Brooms [.5]

>>29646

1. Expanded! +1 Territory

2. +[Construction I]

3. A tiny vein of tin is found.

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50a823 No.29766

Dice rollRolled 90, 54, 81 = 225 (3d100)

>>29765

-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: 3

-Population: 8 (+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 [4.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-Magic:

-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. "Research Runic Magic or so help me," sings Halvrstaka, the eldest Jarl. [Runic Magic 1 1/4]

2. Construct farms that will withstand the harsh northern weather and grant us more food.

3. Expansion efforts begin. We require more land.

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50a823 No.29767

Dice rollRolled 28, 83, 58 = 169 (3d100)

[ROYAUME]

-Territory: 3

-Population: 7 (+1/turn)

-Food: 7 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

-Defenses:

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

-Units:

+1 Wandetiers [+1][Free]

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

-Resources:

+Wood [4.3](+.1/turn)

+Stone [4.3](+.1/turn)

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Flying Brooms 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. Success! At last, a flying broom for the average wizard. Yet what was now needed was not a civilian model. The military needed brooms of a military quality, to provide to scouts and skirmishers, and thus, the wizards once again sought to perfect the magic further.

>Spend some Wood for quality wood for the Flying Brooms II

+[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.

1. The Delays in Poudlard's new school were disheartening, but did not stop the wizards who doubled their efforts, summoning yet more wood and stone to build up the castle through the use of their wands and magic 2/4

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

>Spend stone as needed

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50a823 No.29768

Dice rollRolled 3, 65, 15 = 83 (3d100)

>>29765

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Territory: 4

-Population: 9 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 City watch militia units [Holy] [+.5][Free]

-Resources:

+Wood [4.4](+.1/turn)

+Stone [3.4](+.1/turn)

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. Our nation must not be a magical backwater any longer, we must look into flowing our Gods energy into the enchantment of tools, weapons and jewelry for our Godly servants. [1/4]

2. More manors must be created and ordered so that our peasants have land to till, and crops to gather, and more minor nobles will need to be raised to take care of these actions. 1/4 [1 stone used]

3. Our forests provide for us, and God would want us to expand, so to spurn this onward this advance, larger lumber mills must be constructed, and city serfs must be diverted into the forests to provide for us, but such is Gods will, and Gods will shall be done. 1/4 [1 wood used]

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50a823 No.29771

Dice rollRolled 38, 58, 40 = 136 (3d100)

>>29765

-Nation Name: The Arisot Kingdoms

-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: 9 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm(2/4)

+Forge (1//2)

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [5.4](+.1/turn)

+Stone [4.4](+.1/turn)

Greps

Copper vein

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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. Conitnue working on the farm (2/4)

2. Continue working on the forge (1/2)

3. start a mine for the copper vein.

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50a823 No.29772

Dice rollRolled 77, 25, 30 = 132 (3d100)

>>29771

1/4 on forge

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50a823 No.29773

Dice rollRolled 79, 39, 24 = 142 (3d100)

>>29765

[FIRST KINGDOM]

-Territory: 3

-Population: 9 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

Umdarsaa

-Buildings:

Thrivo-Raa [Throne-Room]

-Defenses:

+1 Rock Wall [+1][Umdarsaa]

-Units:

+1 Royal Guard [+1][Free]

+2 Conscripted Soldiers [+.5][Free]

-Resources:

+Kelpwood [5.4](+.1/turn)

+Stone [5.4](+.1/turn)

-Tech:

+[Mining I]

-Magic:

+[Water Manipulation I]

-Tactics:

+[None]

-Eccentricity:

+Waterbound: The Mer are waterbreathing folk, unable to exist on land without special technologies or magics they don't currently have. They are, however, more efficient in water, able to farm and mine as if they were on land.

1) Finish that expansion! [1/2]

2) And finish the tridents as well. [1/4]

3) The King issues his edict again- the search for seashells continues. The bigger the better.

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50a823 No.29774

File: 1471733817797.jpg (517.54 KB,1000x730,100:73,lava_city_new_year_by_krig….jpg)

Dice rollRolled 23, 96, 84 = 203 (3d100)

Nation 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: 7

-Population: 9 (+1/turn)

-Food: 9 (+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 [5.4](+.1/turn)

+Stone [5.4](+.1/turn)

-Tech:

+[None]

-Magic-

+[Mutation I]

+[Growth Magic I]

-Tactics:

+[None]

-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. "The progress on this new methods are not quite what I would hope. Work faster and and harder, and inform me of the results. I grow impatient and wearing about this nonsense. It shouldn't be hard to take over empty areas, should it? No. Certainly not. If there are bandits, kill them, or hire them. If there are other nations, bring them to heel. If there are farmer, offer them protection. Do whatever it requires to bring their children to my dominion. Once I have their children, I have their minds. If they have no children, pass them over. They are soon dead." [Pioneering I] [1/4] [+Corruption]

2. "Now, I should add, the current methods of expansion are, in a word, substandard. Slow. Ineffective. Antiquarian. Again, this isn't very hard. You simply see what works best. Yes? Yes. Of course. A change in methodology and planning is required. Bring in practical members of the cosmopolis. Hard people. With those people more progress will be made: I have deadlines, after all. Deadlines. Or I will have the corpse of those members of the cosmoolis who do not meet my expectations. It is your choice and I suspect it isn't much of a choice." [Practical Pioneering: Attempt to expand and develop methods for expansion] [+Corruption]

3. "Almost done? Good. Good. Bring them to me. We will have a ceremony of some sort. Something with a bit of pomp, yes? A bit of show. For the mass. The mass loves this sort of thing. They slaver and hunger for it. I will deliver. New banners. New logos. Signs. Some statues. All of these things." [Demonic Hybrid Troopers I] (3/4) [+Mutation]

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50a823 No.29775

Dice rollRolled 31, 61, 76 = 168 (3d100)

>>29765

-Nation Name: The Ss'thalodis Caliphate

-Location: Lake in the center of the Desert

-Race: Naga (lower body snake, upper is human with reptilian like features varying on birth)

-Map Color: Peachy Red - however that is interpreted

[CALIPHATE]

>Territory: 3

-Population: 9 (+1/turn)

-Food: 9 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga

+ Dockyards (2/4)

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+2 Ss’dran Swordsman [+1][Free]

+Training (1/4)

+Training (1/4)

+2 Ss’dran Clansmen [+.5][Free]

>Resources:

+Wood [5.4](+.1/turn)

+Stone [5.4](+.1/turn)

>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. Continue Training out in the desert collecting leather [1/4]

2. Continue Training the clansmen at home into proper warriors [1/4]

3. Continue finishing the Dockyards [2/4]

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50a823 No.29777

Dice rollRolled 3, 62, 17 = 82 (3d100)

>>29765

-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: 3

-Population: 9 (+1/turn)

-Food: 9 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [5.2](+.1/turn)

+Stone [3.2](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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. Rebuild the Library. Try to prepare for similar earthquakes this time.

-1 stone

2. Continue expansion into the forest. 1/2

3. Continue creation of Aether Dust. 1/6

+Magic Dust.

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50a823 No.29778

File: 1471745856720.jpg (47.55 KB,540x360,3:2,tumblr_o7mfqaN1EE1smipnlo3….jpg)

Dice rollRolled 22, 23, 33 = 78 (3d100)

>>29765

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-2; Clean up and rebuild the port. We must get this done double time now. No breaks!

3; Continue training scouts 2/4

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50a823 No.29783

Dice rollRolled 15, 21, 53 = 89 (3d100)

>>29765

[Ascendent]

-Territory: 3

-Population: 8 (+1/turn) [1:1000]

-Food: 8 (+1/turn)

-Locations:

+The Ruins

-Buildings:

+Hall of Ruins

-Defenses:

+1 Ruined Magic Defence [+1][The Ruins]

-Units:

+1 Ascendent Thoughtform [+1][Free]

+2 Whispminds [+.5][Free]

-Resources:

+Wood [5.4](+.1/turn)

+Stone [5.4](+.1/turn)

-Tech:

+None

-Magic:

+[Drain II]

+[Matter Manipulation I]

-Tactics:

+None

-Eccentricity:

+Pure Energy: Those of The Ascendent are formless and have trouble interacting with the material plane. As such, they have a more difficult time developing technologies and creating physical structures, however they have an easier time utilizing magics.

1) Our magic… Crude… Our research, Slow… We must improve… We must become greater (Magical Studies)

>Pure Energy

2) Expansion… Slow, Inefficient… Faster expansion required… More expansion required (Research Streamlined Expansion I [1/4])

3) The weak resist… They fight back… They refuse to be consumed… But we are strong, we will consume… Grow in power (Assimilation I [2/4])

>Pure Energy

>Drain II

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50a823 No.29795

>>29766

1. +[Runic Magic I]

2. Farms. (1/4) Please input one unit of resource to build the farms.

3. You expand! +1 territory.

>>29767

1,2. [Enchanting II] (3/6)

3. Poudlard's (3/4)

>>29768

1. No progress.

2. Manors (2/4)

3. No progress.

>>29771

1. Farm (3/4) (please pay 1 unit of resource(s) for the farm)

2. +Forge [Aristot]

3. Copper Mine (1/4)

>>29773

1. Expanded! +1 Territory

2. Tridents I (2/4)

3. No progress.

>>29774

1. No progress.

2. [Expansion I] (3/4)

3. +[Demonic Hybrid Troopers I]

>>29775

1. The training in the deserts continues to stall.

2. Clansman training. (2/4)

3. +Dockyard [Ss'thal Bul]

>>29777

1. Stone is hauled onto the premises for library reconstruction, however a minor tremor occurrs. Half of the stone is salvaged though! (+.5 Stone)

2. Expanded! +1 Territory

3. No progress. The dust stalls out.

>>29778

1,2. No progress. The port is not rebuilt.

3. No progress is made on the scout training.

>>29783

1. No progress.

2. No progressed.

3. [Assimilation I] (3/4)

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50a823 No.29798

Dice rollRolled 84, 1, 21 = 106 (3d100)

>>29795

-Nation Name: The Arisot Kingdoms

-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: 10 (+1/turn)

-Food: 10 (+1/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm(3/4)

+Forge

+Copper mine 1/4

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [4.4](+.1/turn)

+Stone [4.4](+.1/turn)

Greps

Copper vein

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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 on farm (3/4)

2. Continue on mine (1/4)

3. Research mining

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50a823 No.29808

Dice rollRolled 17, 37, 63 = 117 (3d100)

>>29795

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Territory: 4

-Population: 10 (+1/turn)

-Food: 10 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 City watch militia units [Holy] [+.5][Free]

-Resources:

+Wood [4.5](+.1/turn)

+Stone [3.5](+.1/turn)

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. Our nation must not be a magical backwater any longer, we must look into flowing our Gods energy into the enchantment of tools, weapons and jewelry for our Godly servants. [1/4]

2. More manors must be created and ordered so that our peasants have land to till, and crops to gather, and more minor nobles will need to be raised to take care of these actions. 2/4 [1 stone used]

3. Our forests provide for us, and God would want us to expand, so to spurn this onward this advance, larger lumber mills must be constructed, and city serfs must be diverted into the forests to provide for us, but such is Gods will, and Gods will shall be done. 1/4 [1 wood used]

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50a823 No.29809

File: 1471910394846.jpg (159.75 KB,1416x1003,24:17,1464474068327.jpg)

Dice rollRolled 6, 86, 95 = 187 (3d100)

>>29795

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-2; Rebuild port!

3; train scouts! 2/4

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50a823 No.29812

Dice rollRolled 6, 55, 2 = 63 (3d100)

>>29795

-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: 10 (+1/turn)

-Food: 10 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [5.3](+.1/turn)

+Stone [2.8](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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. Divine damn it! Build it in another location, one of the places not plagued by rampant tremors. We need to get this library built at some point.

-1 stone

2. Begin building a logging camp in the forest so that we may collect more wood.

3. Continue creation of Aether Dust. Now really, get moving. 1/6

+Magic Dust.

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50a823 No.29813

Dice rollRolled 49, 46, 71, 36, 14, 100 = 316 (6d100)

>>29765

[TWIN MOUNTAINS]

-Territory: 4

-Population: 10 (+1/turn)

-Food: 10>>29765

(+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 [5.3](+.1/turn)

+Stone [5.3](+.1/turn)

-Tech:

+[Improvised Weaponry I]

[Fertility 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.

—–

>123456.We needs some more lands. The lands will give us room to grow before we must wipe out the other races.

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50a823 No.29815

>>29795

[CALIPHATE]

>Territory: 3

-Population: 10 (+1/turn)

-Food: 10 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga [Ss’thal Bul]

+ Dockyards [Ss’thal Bul]

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+2 Ss’dran Swordsman [+1][Free]

+Training (leather) (1/4)

+2 Ss’dran Clansmen [+.5][Free]

+Training (1/4)

>Resources:

+Wood [5.5](+.1/turn)

+Stone [5.5](+.1/turn)

>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. Continue Training out in the desert collecting leather [1/4]

2. Continue Training the clansmen at home into proper warriors [2/4]

3. From the dockyards begin building a fleet [Make naval military Unit?]

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50a823 No.29816

Dice rollRolled 5, 16, 77 = 98 (3d100)

>>29795

-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: 9 (+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 [3.4](+.1/turn)

+Stone [5.4](+.1/turn)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-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 Farms. [Wood]. (1/4)

2. Begin constructing a [Runesmith's Lodge] to house and recruit practicioners of the runic arts. [Stone].

3. Research how to craft better armor.

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50a823 No.29818

Dice rollRolled 57, 78, 91 = 226 (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: 7

-Population: 10 (+1/turn)

-Food: 10 (+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 [5.5](+.1/turn)

+Stone [5.5](+.1/turn)

-Tech:

+[None]

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[None]

-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 "This takes so long. Why do you insects bother me with 'delays' 'issues' 'lack of progress' and so on? It displeases my ear that things like this go slow. I issue very simple instructions and look what happens. Well, nothing, really. Nothing happens. And it's not acceptable. At all. DO YOU HEAR ME??! NOT!" [Expansion I: 3/4]

3. "Now for some tactics. How about some combat within the city to practice for the wars to come, yes? The cosmopolis will have enemies. Always. March them around a bit so that they get a good handle on that sort of thing." [Urban Warfare Tactics]

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50a823 No.29819

>>29815

About to crunch and noticed that you didn't pay for the dockyards with any resources. Also you forgot to roll. Just subtract (-1 wood) for them and also roll. Thanks.

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50a823 No.29820

Dice rollRolled 11, 10, 54, 33, 48, 38, 93, 32, 59, 97, 28, 37 = 540 (12d100)

>>29795

[SPLIT-RIVERS]

-Territory: 3

-Population: 10 (+1/turn)

-Food: 10 (+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 [5.5](+.1/turn)

+Stone [5.5](+.1/turn)

-Tech:

+[Improvised Weaponry 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 a Copper Mine

2. Research [Infiltration I]

3. Research [Armor I]

1-2. Research [Improvised Weapons II]

3. Build a Copper Mine

1. Search for resources

2-3. Research [Hunting I]

1. Research [Armor I]

2-3. Search for resources

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50a823 No.29825

Dice rollRolled 98, 40, 34 = 172 (3d100)

>>29815

yeah lol my bad

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50a823 No.29851

Dice rollRolled 61, 63, 66 = 190 (3d100)

[ROYAUME]

-Territory: 3

-Population: 8 (+1/turn)

-Food: 8 (+1/turn)

-Locations:

+Poudlard

-Buildings:

+Castle Poudlard

-Defenses:

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

-Units:

+1 Wandetiers [+1][Free]

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

-Resources:

+Wood [3.4](+.1/turn)

+Stone [4.4](+.1/turn)

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Flying Brooms 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. A broom for the average soldier! Easy to produce, stable, and reliable! Brooms II 3/6

+[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.

3. Get the fireworks ready for the opening ceremony. Have we picked a headmaster yet? Make sure the Chamber of Mysteries is built large enough for the giant snake. Poudlards 3/4

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

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50a823 No.29852

>>29798

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

2. The mine fails, however a mysterious black box, roughly the size of a man is found in the ground.

+Black Box

3. Research fails.

>>29808

1. No progress.

2. Manors (3/4)

3. Lumber Mill (3/4)

>>29809 (Start including stat block in post please)

1,2. The port is started on once more. (2/4) Please allocate 1 unit of resource.

3. A scout is trained!

+Player Named Unit [+1](-1 Food/Turn)

>>29812

1.The tremors get half your stone input again. (+.5 Stone)

2. A logging camp is started on. (1/4) Please allocate 1 unit of resource.

3. The dust in production falls on the floor and is ruined. All progress is lost.

>>29813

1-6. +4 Teritory

>>29815

1. The training is completed, and a decent amount of leather is brought back.

+Leather [1]

2. Clansmen training. [3/4]

3. No progress.

>>29816

1. No progress.

2. No progress.

3. [Armor I] (2/4)

>>29818

1,2. +[Expansion I]

3. [Urban Warfare Tactics] (3/4)

>>29820

1. No progress

2. No progress

3. [Armor I] (1/4)

4,5. [Improvised Weapons II] (2/6)

6. Copper Mine (1/4) Please allocate 1 unit of resource for construction.

7. A decent sized vein of tungsten is found.

8,9. [Hunting I] (1/4)

10. +[Armor I]

11,12. A small vein of nickel is found.

>>29851

1,2. [Brooms II] (5/6)

3. +Poudlard's [Royaume]

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50a823 No.29853

Dice rollRolled 62, 25, 17 = 104 (3d100)

>>29852

-Nation Name: The Arisot Kingdoms

-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: 11 (+1/turn)

-Food: 12 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine 1/4

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

+Wood [4.5](+.1/turn)

+Stone [3.5](+.1/turn)

Greps

Copper vein

Black BOx

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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. Spend 1 stone and build a copper mine.

+1 stone (accounted for on sheet)

2. Research Mining.

3. study the black box.

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50a823 No.29854

Dice rollRolled 24, 84, 54 = 162 (3d100)

>>29852

[SPLIT-RIVERS]

-Territory: 3

-Population: 16 (+1/turn)

-Food: 16 (+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 [5.6](+.1/turn)

+Stone [5.6](+.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 1/4 -1 Lumber

2. Research [Mining I]

3. Build Tungsten Mine -1 Stone

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50a823 No.29855

>>29852

>Nat100

>+4 territory

Naw dog I am good.

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50a823 No.29856

Dice rollRolled 70, 98, 81 = 249 (3d100)

-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: 9 (+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 [3.5](+.1/turn)

+Stone [4.5](+.1/turn)

-Tech:

+[Metallurgy I]

+[Swordcraft I]

-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 Farms. (Wood) 1/4

2. Construct the [Runesmith's Lodge]. (Stone)

3. Armor Development. (Armor I 2/4)

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50a823 No.29857

>>29856

Population is 10, not 9

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50a823 No.29862

Dice rollRolled 63, 23, 14 = 100 (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: 7

-Population: 11 (+1/turn)

-Food: 11 (+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 [5.6](+.1/turn)

+Stone [5.6](+.1/turn)

-Tech:

+Expansion I

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[None]

-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."Claim more territories for the cosmopolis and the people of the cosmopolis. I grow tired of so much of the confident being out of my control. Maybe things will go faster, yes?" [Expansion] [Expansion I] [Corruption]

3. "Keep them marching around the buildings like that. Yes. Good. This is going to be really quite fun when we have an actual battle." [Urban Warfare Tactics] [3/4]

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50a823 No.29873

File: 1472026134570.jpg (89.23 KB,750x557,750:557,100_7463-vi.jpg)

Dice rollRolled 86, 27, 54 = 167 (3d100)

[ROYAUME]

-Territory: 3

-Population: 8 (+1/turn)

-Food: 8 (+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 [3.5](+.1/turn)

+Stone [4.5](+.1/turn)

-Tech:

+[Wands I]

-Magic:

+[Enchanting I]

+[Construction Magic I]

+[Flying Brooms 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. Poudlard's School of Witchcraft and Sorcery is ready, with an array of wise professors and magineers to provide a great boost to research. Already they participate in the new designs for the new military grade flying brooms! 5/6

+[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. Let us improve our ability to craft wands. More powerful wands will be required both for magic and defense.

+[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. Let us develop an alternative form of Construction Magic: "Expansion Magic".

How does this differ from Construction Magic one may ask? Construction Magic ostensibly is good for the building of bridges, roads, and houses certainly. But it does not aid in outlining the most efficient pathways a road could take, the shortest spans a river could be bridged, the best locations to farm or build a town in an area, or how to avoid certain hazards and wild beasts.

Expansion magic will be a guiding force to aid our settlers as we prepare to expand into the territory around us, showing them the best path to the best lands.

+[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.29876

Dice rollRolled 68, 56, 13 = 137 (3d100)

>>29852

-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: 11 (+1/turn)

-Food: 11 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [4.4](+.1/turn)

+Stone [3.4](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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. Alright, fuck this shit! I want the mages working on studying what the hell is causing all these tremors and how we can either stop it or fix it so the library stops collapsing.

2. Logging camp continues construction. One unit of wood used. 1/4

3. Begin dust production again. They can use any resource we have in stock if they need to just get this stuff done already.

+Magic Dust

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50a823 No.29884

Dice rollRolled 91, 45, 58 = 194 (3d100)

>>29852

-Nation Name: Opal States

-Race(s): Humans

-Location: middle lands near the inland sea

-Territory: 4

-Population: 11 (+1/turn)

-Food: 11 (+1/turn)

-Locations:

+Valyinia

-Buildings:

+Opal College of High Bishops

-Defenses:

+1 City Guardian [+1][Valyinia]

-Units:

+1 Crusader militia unit [Holy] [+1][Free]

+2 City watch militia units [Holy] [+.5][Free]

-Resources:

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

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

-Tech:

+[Infrastructure I]

-Magic:

+[Divining I]

-Tactics:

+None

-Eccentricity:

+Blessing of God: The Opal States are those smiled upon by their god, and he blesses them as such. Units trained by the Opal States gain [Holy], however actions deemed sinful are punished quite severely by their god's wrath.

1. Our nation must not be a magical backwater any longer, we must look into flowing our Gods energy into the enchantment of tools, weapons and jewelry for our Godly servants. [1/4]

2. More manors must be created and ordered so that our peasants have land to till, and crops to gather, and more minor nobles will need to be raised to take care of these actions. 3/4 [1 stone used]

3. Our forests provide for us, and God would want us to expand, so to spurn this onward this advance, larger lumber mills must be constructed, and city serfs must be diverted into the forests to provide for us, but such is Gods will, and Gods will shall be done. 3/4 [1 wood used]

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50a823 No.29915

Dice rollRolled 5, 5, 54 = 64 (3d100)

>>29852

[CALIPHATE]

>Territory: 3

-Population: 10 (+1/turn)

-Food: 10 (+1/turn)

>Locations:

+ Ss’thal Bul

>Buildings:

+ Palace of Haga [Ss’thal Bul]

+ Dockyards [Ss’thal Bul]

>Defenses:

+1 Nok’ss canal [Ss’thal Bul]

>Units:

+2 Ss’dran Swordsman [+1][Free]

+2 Ss’dran Clansmen [+.5][Free]

+Training (1/4)

>Resources:

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

+Stone [5.6](+.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. Continue training the Clansmen into proper warriors [3/4]

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

3. Begin replanting the date fields, food was always a good way to gain allies in a desert

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50a823 No.29920

Dice rollRolled 13, 80, 21, 48, 74, 63, 77, 80, 45 = 501 (9d100)

>>29765

>>29795

>>29852

-Nation Name: Iron Senate

-Race(s): Giants of the North, all emanate an aura of cold and possess an affinity with the earth are twenty feet tall on average and roughly 2400 pounds, some say the ancestors were tall as the great trees with equally long lives but prone to isolation and even hibernation.

-Location: Image of location

-Background: Having come together in a relatively stable area in the north. Homes are built of wood and stone shaped by hand or delve into the earth where caves are, they can put their ear to the ground and knock the land to detect hollows within the earth. They have traditions as warrior farmers once growing great valleys of tree crops bearing massive hearty fruits and in times of war would take up their father's armor and weapons to defend their homes. They say the blood of giants spilled across the north is what spread the constant winter and snow. With the construction of the capital Rum and the seating of senators, the princes of the north, to give council to each other and rule with wisdom other giants are starting to gather and settle near the capital. The Iron Senate believes in an old tradition but with a civilized twist of using enemies defeated to nourish the people by using them as ingredients in gourmet dining and offered to the Chairman Dictator Kaga and his panel of judges from the senators, a fruit of giant civilization.

[IRON SENATE]

-Territory: 4

-Population: 11 (+1/turn)

-Food: 11 (+1/turn)

-Locations:

+Player Named Capital

-Buildings:

Rum [Capital]

-Defenses:

+1 Arch of Rum [+1][Rum]

-Units:

+1 Giant Warrior [+1]

+2 Giant Yeoman [+.5]

-Resources:

+Wood [5.6](+.1/turn)

+Stone [5.6](+.1/turn)

+[Nickle]

+[Small Tin vein]x2

-Tech:

+[Swordcraft I]

+[Armor I]

+[Construction I]

-Magic:

+[None]

-Tactics:

+[None]

-Eccentricity:

+Great Size: Iron Senate's giants are much greater than others, and as such, can produce larger, sturdier, and more powerful equipment, however they also require more resources than other groups

12 Expand

34 Winter's Fruit Tree Farm. A staple of the giant diet comes in these large tree grown fruit that grow in only the tallest of redwoods of the north. Replanting them will take some time but it will be most…fruitful.

56 Tin Mine to exploit the 2 small veins of tin

78 Quarry. The nearby mountains will provide all the stone we need

9 Coastal Village, giants will be able to make a livelihood with the bounty of the ocean and help start us on the path to making boats, nets, and fish available to the people.

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50a823 No.29922

File: 24513015053054a⋯.jpg (131.67 KB,1200x1662,200:277,ad40077f7a162d0e6bbac2bb19….jpg)

Dice rollRolled 85, 41, 7 = 133 (3d100)

>>29852

Kingdom of The Sahyatriynaghrian:

http://pastebin.com/8HTXeUqD

1-2; Finish building port 2/4

3; Send Land Roamer south along the river to explore

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50a823 No.30063

Dice rollRolled 30 (1d100)

>>29853

1. Mine (1/4)

2. No progress

3. No progress.

>>29854

1. No progress.

2. [Mining I] (2/4)

3. Tungsten Mine (1/4)

>>29856

1. Farm (2/4)

2. [Runesmith's Lodge] (3/4) (-1 Stone)

3. +[Armor I]

>>29862

1,2. +2 Territory

3. No Progress

>>29873

1. +[Flying Brooms II]

2. No Progress

3. [Expansion Magic I] (1/4)

>>29876

1. The Inemari send out a group of mages to investigate the disturbance. It's a massive Kottian artifact, a Golem! The creature seems to be restrained by odd tendrils, and each time it stands, it slams against the ground. You could probably destroy its restraints, but there's no telling what it'll do, but the earthquakes might not stop until you do…

2. Logging Camp (2/4)

3. Guess what doesn't get made. No progress.

>>29884

1. +[Enchantment I]

2. +Manors [Valyinia](+1 pop/turn)

3. +Lumber Mill [Valyinia](+1 wood/turn)

>>29915 (Doubles! Mini Crit!)

1. A group of your clansmen manages to reach a new level of strength! (Please note that population cannot surpass current food. Your pop growth is currently stalled.)

+1 Player named unit [+1](-1 food/turn)

-1 Giant Yeoman [+.5]

2. You don't have the technology to make war ships, let alone boats. Thanks to some innovative minds, you manage to get +[Boats I]

3. Construction of a date farm/field begins. (1/4) Please allocate 1 unit of resource.

>>29922 (Please start putting your stats in your post instead of the pastebin. Also mark that you've allocated resources next to projects.)

1,2. +Port [Yuhj]

3. The roamers head out in search of resources or wildlife. A group of goblin raiders move in to attack your people! Roll to defend and allocate tactics!

+1 Goblin Raider Troop [+1]

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50a823 No.30064

Dice rollRolled 5 (1d10)

>>30063

Rolling 1d10 for combat against Ash.Used wrong die.

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50a823 No.30065

Dice rollRolled 58, 75, 29 = 162 (3d100)

>>30063

-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: 12 (+1/turn)

-Food: 14 (+2/turn)

-Locations:

+Aristot

-Buildings:

+King's Hall

+Farm

+Forge

+Copper mine 1/4

-Defenses:

+1 Earthen Wall [+1][Aristot]

-Units:

+1 Swordsman[+1][Free]

+2 Clubmen [+.5][Free]

-Resources:

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

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

Greps

Copper vein

Black Box

-Tech:

+[Swordcraft I]

+[Bowcraft I]

-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. Keep working on the mine

2. Research Mining.

3. study the black box.

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50a823 No.30066

Dice rollRolled 54, 57, 48 = 159 (3d100)

>>30065

mine at 1/4

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50a823 No.30067

Dice rollRolled 25, 20, 6 = 51 (3d100)

>>30063

-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: 12 (+1/turn)

-Food: 12 (+1/turn)

-Locations:

+Inemar (Capital)

-Buildings:

+Central Tower

-Defenses:

+1 City walls [+1][Inemar]

-Units:

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

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

-Resources:

+Wood [4.5](+.1/turn)

+Stone [3.5](+.1/turn)

+Ivory Tusk [.1]

+Thick Pelt [.1]

-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. Send out fire mages to burn away the shadow vines that are binding the golem. Let's hope it is smart enough to recognize that we are trying to help it. Have soldiers on the scene just in case a monster is the one trying to hold the golem.

+Fire Magic I

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50a823 No.30069

Dice rollRolled 97, 2, 94 = 193 (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: 12 (+1/turn)

-Food: 12 (+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 [5.7](+.1/turn)

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

-Tech:

+Expansion I

-Magic-

+[Mutation I]

+[Growth Magic I]

+[Demonic Hybrid Troopers I]

-Tactics:

+[None]

-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. "Continue the work on expansion. The territories are still largely raw and unsettled. The fact that we haven't gone too much farther in the frontier makes me somewhat…annoyed." [Expansion [Expansion II][Corruption]

2. "Additionally, continue working on our methods. The current methods – while effective – are still lacking considerably. Perhaps this will be more effective than the future. Or someone will die." [Pioneering II]

3. "FASTER! MARCH THEM FASTER! THEY AREN'T MOVING FAST ENOUGH! This is really quite frustrating. Shouldn't they be done by now? I swear, what do I have you fools around for?" [Urban Warfare Tactics] [3/4]

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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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