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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: c19ddfc19c376af⋯.jpg (107.56 KB,469x350,67:50,overgrown-farm-rick-hansen.jpg)

a2429d No.30627 [Last50 Posts]

—Setting—

Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!

—Misc—

[Spark]

Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!

[The Forest]

The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!

——

There are 6 Major Nation slots and 8 micro nation slots, Major nations get 3 dice and minor nations 2.

—–

Nation Name: [Every bodies got a name]

Type: Major/Micro

Race: [What are these little things][No races with built in flight or waterbreathing]

Location:[Cellar][Yard][Farmhouse][Attic]

Background: [What do your nation do]

Rules [W.I.P]: http://pastebin.com/XAqCcTnG

—-

Maps are half done but we will start

____________________________
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a2429d No.30630

File: 39e872bccc83a7b⋯.jpg (4.61 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

>>30627

[The House]

The old house of the God’s still stands though it has seen better years. In it now dwells many a tiny denizen from new sentient creatures to fearsome rats and mice. Those living inside the house are quite adept at scavenging and learning of new technologies! They do however have some problems growing foods!

—–

[The Cellar]

The Cellar is warm, wet and dark. Perfect for squirmy and squishy things, those living here are often quite populous and the ground fertile they have troubles expanding into the light. Spark seems to also drift less often into the underground areas.

—–

You know of everyone on your level

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a2429d No.30631

File: 074f7ce6957d014⋯.jpg (1.95 MB,3543x3661,3543:3661,TheKnownWorldYard.jpg)

File: 59d5418e8d8f67a⋯.png (18.58 KB,640x480,4:3,Yard Legend.png)

>>30630

[The Yard]

The vast and open yard is home to many a tiny folk who dwell beneath the grass. They are often very in-tune with the spark and the use of it’s power while having troubles grasping technology. With abundant natural resources they can exploit far better than the others.

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a2429d No.30632

File: a5c300c29d61095⋯.png (4.43 KB,640x480,4:3,Shit Attic map.png)

File: f1d604c2784ee5e⋯.png (23.47 KB,640x480,4:3,Attic Legend.png)

>>30631

The Attic is a desolate place with but one solitary area of light from a hole in the roof. Those who dwell in the attic are isolated but resource scarce growing hard and bitter in this desolate wasteland.

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a2429d No.30633

>>30632

Note: Some maps are more W.I.P then others ad will be phased out when MapBitch has the time.

[Attic Players]

It takes two turns to get to attack the fertile lands and 4 turns to move across it lengthwise.

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a2429d No.30635

File: ec94ba425bd01e7⋯.png (11.74 KB,211x207,211:207,w5FbF4B.png)

Dice rollRolled 51, 58, 39, 55 = 203 (4d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

—Resources—

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

—Settlements—

The Shimmerhive [Fortified +10 to defense creation]

—Structures—

+[Farm] > The Shimmerhive

Defenses:

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

Magic: [Phase I]

Technology: [Webs I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

1.2. The Shimmerwebs start to the business of food, first. The cellar is extremely dense and full of life, so the development of a proper method to catch creatures that live here shouldn't be too hard. [Farm Research: +5]

3.4. After that the creatures attempt expand a little into the rest of the cellar. Surely there is something that will resist them. [Expansion]

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a2429d No.30640

File: b6a8d7db2a9a5b2⋯.jpg (62.71 KB,600x403,600:403,SandHillsOregonTrailWillia….jpg)

Dice rollRolled 45, 26, 25 = 96 (3d100)

>>30627

[U.S.M]

Pop: 5

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 5]

Settlements Player Named Settlement [Rubbish +1 scavenging production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology: [Scavenging I][Metallurgy I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. For a while now we've been just hand making men by hand, one a time. The creator used a big mold machine to make more of us.

Learn how to manipulate it so that we can automatically convert metal into men without an action!

We can use locomotives with chains to pull the heavy levers! Start building rails for it men.

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

2. Scavenge for metal!

[Scavenging I]

+10 to scavenging buildings

3. Prepare a Covered Wagon Train to the Kitchen.

Wheeled covered wagons pulled by small metallic animals and men, loaded with just enough supplies to establish a small camp.

This will be how we will make colonies in other rooms.

https://www.youtube.com/watch?v=9iteRKvRKFA

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a2429d No.30641

>>30640

Note: if I ever need to use materials just say so

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a2429d No.30645

File: 968c45380a53fa8⋯.jpg (45.54 KB,640x480,4:3,Christian_Faber_files_Metr….jpg)

Dice rollRolled 46, 77, 99, 94 = 316 (4d100)

>>30632

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

1. Praise be the gods, we awoke when their essence rained from the sky, the blessed window the heavens delivering it unto our insensate bodies, and so we rose, to build again what the god's gave up so that we may live. We shall collect more of the Heavenly nectar dubbed "Sparks" for it is what makes us what we are.

[Spark Gifted]

2. Our lands are fertile and rich, and so the violent ones shall crave them. We must stand ready for this, prepare fortification with with to defend out home! Upon this rock we shall build our city, and not even the gates of Hades shall over come it.

3. Within these walls, we shall sow the land, for it is rich and idle, but it need not be idle no longer, for we shall plant and harvest a mighty bounty with which to feed our people, and any erstwhile allies we may find here.

4. Send out parties to Scavenge for resources, we shall need many to fuel our plans.

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a2429d No.30646

>>30645

dropping first action

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a2429d No.30647

Dice rollRolled 79, 35, 67 = 181 (3d100)

>>30627

>Nation Name: The Dollhouse

>Type: Micro

>Race: Dolls and Marionettes

>Location: [Attic]

>Background: In the dust of the Attic, a once beloved toy sat forgotten. The family of the old dollhouse untouched in years, only wishing for a child's eyes to set upon them once more, to let them dance and play. Grand Balls, tragedy, romance, mystery, these poor toys had once seen it all, but alas no child would ever open the doors of the house ever again.

And so the dolls learned to move on their own, the puppets pulling their own strings. It is okay if no one will play with them anymore, they shall simply dance and play on their own.

[The Dollhouse]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements The Dollhouse[Rubble +1 to scavenging production]

Structures: [Farm] >Dollhouse

Defenses: Fence: 1

Military: House Guards[+2]

Magic:

Technology:

Bonuses: [Construction I][Culture I]

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Old World Inspiration] +5 to construction research

1.2. This are we are in is covered in debris and filth, let us clear it up a bit, perhaps we can repurpose the rubble for other things [Scavenge materials]

3. This land is a desolate waste, but that is fine, we shall create the paradise within the wastes, the first step is to learn how to make better surviving farms.

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a2429d No.30650

Dice rollRolled 17, 17, 97, 29 = 160 (4d100)

>>30631

[Fall’s Last Gasp]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm]

Defenses: Leaf Barricades: 1

Military: Autumnkith Militia [+1]

Magic: [Warmth I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. The autumnkith prepare for the years ahead. The land of the mundane has increments of time, after all, and deprived of the glistening dew and goblinfruits of their home, the fair folk need more substantial food. For this, they put in charge Hilda Horngourd, a harvest gnome.

Research Harvest magic. (+5 Noble Souls?)

2. We need to harvest the little motes of light, too. We'll need more power to shore up our defenses and make this stump seem more like home. For this, we put Flicker, a shadowkinder of great intelligence, in charge of making it happen.

Construct a Spark-harvester. (+10 Yard)

3. Shore up our defenses. Barricades of wicker, watchtowers of sticks and twigs. No one knows how to build better than the wickermen, so we'll put Merry Tom on it. He'll fix it up, for sure.

(Erect Wicker Barricade defenses. +10 Fortified Capital)

4. Last, but not least: those farms of ours can do with a bit of touching up. Blueberries and seeds are well and good, but some STRAWBERRIES would feed us for quite a while. Finn Fionn, our dear Fall fairy prince, will see to it.

Create a Strawberry Farm. [+10 Yard]

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a2429d No.30651

>>30650

Disregard the first roll.

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a2429d No.30652

Dice rollRolled 63, 30, 72 = 165 (3d100)

>>30631

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Sovereign Root [Tree +1 spark production]

Structures: [Farm] >SR

Defenses: Grass walls: 1

Military: Malitia [+1]

Magic: [Nature I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Begin weaving grass into a conical building with water at the bottom so that we may capture sparks as they fall easily.

+Construction I

+10 yard

+tree worshipers

2. Begin researching magic that will allow us to increase the fertility and yield of our crops.

+5 peaceful souls.

3. Search around the area for anything of interest.

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a2429d No.30656

Dice rollRolled 73, 74, 49 = 196 (3d100)

>>30631

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot I]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. We need more Spark, a LOT more. Who else can we make a bigger better bog worthy of us? Build a Spark collector!

+10 from Yard

2.Speaking of making a bigger better swamp, we need to expand it,a LOT how else will we make a great home for ourselves. Get to work on Swamp magic!

+10 from yard

3.Next we're going to need better Rot magic for all those worthless little shits who deny us. Let's make our rot magic better!

+5 from Rotten Souls

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a2429d No.30661

Dice rollRolled 31, 61, 60 = 152 (3d100)

>>30632

[C.C.C]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

1. The first step to dominance against the rodents that ravaged the Attic was to expand the lands held by the CCC. The Crumbles sought not to war the other decent people, however they would ensure as little land would fall to the disgusting rat beings as possible.

(Expand Territory)

2. Food was the base of all things living just as Crumbles were the base of all things Crumbling. The Crumble Collective would need to expand its workshops where broken Crumbles were reforged into the people that inhabited the CCC today.

(Increase Food)

3. Crumbles were in a perpetualm state of war with the honorless rodents that attempted to feed on them. In order to assure the survival of the CCC more Golems would be forged, bigger, more powerful Crumbles made from Cookie as hard as Rock. They would bring death and despair to those who sought to see the Cookie Collective Crumble.

(Construct Additional Unit)

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a2429d No.30662

>>30661

2. Applying to action 2.

[Barren +5 to make buildings]

-10 to food buildings

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a2429d No.30665

Dice rollRolled 52, 41, 57, 56 = 206 (4d100)

>>30632

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +3/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

1/2. To protect our crops, we will need a wall, mighty and high, to keep out invaders. It shall surround our borders, and be dotted with guard outposts.

3/4. To feed our growing population, we will need more resources. All green plants need the holy light of the Portal, and it's blessed waters. However, the mushrooms of the land do not require such things. We shall claim some of the land to the East, and clear it out for mushroom farming.

>>30645

A lone mouse warrior-monk has been sent to the Ecumene to establish peaceful relations, and hopefully come to some kind of agreement regarding the land between them, eventually. Perhaps the two countries could enter into a mutual protection agreement, whereby they protect their fertile land from incursions, and defend one another, while promoting trade among their civilizations.

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a2429d No.30666

Dice rollRolled 83, 97, 15 = 195 (3d100)

[Salamandastron]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures: [Farm]>[Salamandastron]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

The first meeting of salamandstrom is today. The rabbits gather with delight happy for the break in their workload to discuss with the badger lord plans for the future. The meeting begins as most meetings do, with everyone waiting for the late arrivals chowing and snacking down on the latest crops. Before too long the badger lord appears and asks for ideas to focus on. Sir hip and his brother recruit hop who propose to focus on finding/establishing metal and wood collectors in order to expand the military strength. The suggestion goes over generally well and things progress. Next to suggest something is Farmer Baz who requests a focus on farming technology perhaps even learning to make miniature versions of the gods equipment. And so on and on it goes with everyone who wishes to do so providing new ideas. Including but not limited to: spark collectors, upgrading the village, founding a new village, etc. In the end they decide upon the 3 most important and focus on those.

1. The first order of business shall be to have sir hip and recruit hop to establish a metal collector. The gods have seen fit to leave their old tools littered around. And we can at least harvest the smaller bits.

2. The second order of business is to establish a spark collector. The spark gave us true life from the gods. Now we must harvest it as we do the crops.

3.The third order of business is to expand our village into a town.

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a2429d No.30669

File: c32a7cceefa5697⋯.jpg (136.37 KB,970x545,194:109,83873.jpg)

[Shimmerwebs]

1-2. The Spiders get to work rounding up smaller insects for food 4/6 [Insect Farm]>The Shimmerhive

3. They then scurry across the floor finding an open area to construct a new nest at 1/10 [New Settlement(Outpost)] -5 Foliage -5 wood

[U.S.M]

1. The little men get to work figuring out the great molder 2/4

2. The men begin to set up a salvage station 2/6

3. The Caravan is sent out but word never returns… rumors spread of something huge lurking in the kitchen -1 pop

[Matoran Ecumene]

1. The Matoran mages begin to set up a spark gathering pool 2/6

2. Builders begin work on strengthening the fortifications 3/8 -2 Wood

3. A new farm is almost sown 4/6

[The Dollhouse]

1. The dolls begin to set up a scrapyard 3/6

2. The doll by the name of Farm Bob begins to teach others about planting seeds 1/4

[Sprite Sovereignty]

1. The Spark collector is underway 3/5

2. The Sprites begin to practice on fruits and berries 1/4 [Fertility I]

3. While exlporing the find a parcilar old relic, it has a opaque blue body with some sort of weird metal bits that move at the top and inside seems to be some sort of liquid! +[Ancient Lighter]

[Fall’s Last Gasp]

1. Hilda Horngourd seems to have developed agoraphobia and refuses to leave the safety of the Stump..

2. Flicker turns out to be quite the artist and refuses to start building the Spark-harvester till the design is just perfect!

3. Merry Tom is the only on who seems to get anything done as his worker faeries are highly motivated 5/8 -2 Wood

[Muckton]

1. A pool of fetid water is slowly converted to a spark collector 3/6

2. The Boggarts are very happy at the idea of expanding their home 3/4 [Swamp I]

3. One Boggart rots his own face off, everyone thinks it was awesome 2/6 [Rot II]

[C.C.C]

1. The C.C.C begins to create an outpost in the barren lands 1/10 [New Settlement(Outpost)] -5 Foliage -5 wood

2. Slow progress is made on expanding the cookie workshops 2/6

[The Order]

1. The Order moves to expand their defenses 2/8 -2 Wood

2. Clearing the mushrooms is slow work 1/6

[Salam]

1. The bunnies have good luck setting up their scrapyard 3/6

2. The [Spark-Collector]>[Salamandastron] is completed!

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a2429d No.30670

File: 47e25adc0fbc6d9⋯.jpg (53.52 KB,347x286,347:286,boggart3.jpg)

Dice rollRolled 49, 72, 78 = 199 (3d100)

>>30669

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool (3/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot I](2/6)[Rot II]

(3/4)[Swamp]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Ok this pool is just about right. The water is rotten, the depths murky, the stench fetid. Perfect for Spark capture. Now to make sure it grabs enough….. (3/6)

+10 from Yard

2.Okay guys we are REALLY close to getting this hammered out. Let's get this done so we can make our home bigger and better than ever! Marshes and bogs, toads and frogs, flies and reeds as far as the eye can see. (3/4)

+10 from yard

3.That was Awesome Stinkwart! Alright guys, let's see if we can do what stinkwart did, but bigger! (2/6)

+5 from Rotten Souls

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a2429d No.30671

Dice rollRolled 71, 78, 83 = 232 (3d100)

>>30669

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm] >SR

Defenses: Grass walls: 1

Military: Malitia [+1]

Magic: [Nature I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue construction of the spark collector. Make sure the grasses are just right to collect as many sparks as possible. 3/5

+Construction I

+10 yard

+tree worshipers

2. Continue to research the ways of magic that will increase the fertility of plants. Fertility I 1/4

+5 Peaceful souls

3. Begin construction of berry farms so that we will have more food.

+Construction I

+tree worshipers

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a2429d No.30672

File: ec94ba425bd01e7⋯.png (11.74 KB,211x207,211:207,ec94ba425bd01e747826aed1d3….png)

Dice rollRolled 92, 28, 16 = 136 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +1/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

The Shimmerhive [Fortified +10 to defense creation]

—Structures—

+[Farm] > The Shimmerhive

Defenses:

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

Magic: [Phase I]

Technology: [Webs I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

1. With the farm going so well the Shimmerwebs continue their work. {4/6 [Insect Farm]>The Shimmerhive }

2. Work also continues on the nest without much fanfare. {1/10 [New Settlement(Outpost)]}

3. The Shimmerwebs also try to locate new sources of materials for construction. [Resource scouting]

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a2429d No.30673

Dice rollRolled 10, 61, 21 = 92 (3d100)

>>30669

[Fall’s Last Gasp]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +2/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 5]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm]

Defenses: Leaf Barricades: 1

Military: Autumnkith Militia [+1]

Magic: [Warmth I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Well, bother. If Hilda can't work her magic, perhaps another can… you, there! Paulon! Take up your wand. We have Harvesting to do!

Research Harvest Magic. +5 Noble Souls?

2. Oh, come now, Flicker. Surely your design isn't so hard to make? Perhaps we can fetch you some leaves to spruce it up.

Construct a Spark-harvester. (+10 Yard)

3. Tom's got the idea, though.

(Continue erecting Wicker Barricades. +10 Fortified Capital)

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a2429d No.30676

File: f67448bbef7570f⋯.webm (2.96 MB,720x480,3:2,stoat.webm)

Dice rollRolled 84, 67, 76 = 227 (3d100)

>>30669

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +2/turn

Resources:

[Wood: 3]

[Foliage: 5]

[Sparks: 5]

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Spark gathering pool 2/6

Fortifications 3/8

Farm: 4/6

1.Continue work on the farm, food is good, both for us and for trade, which it appears we shall commence in sooner rather then later.

2. Continue work on the fortifications, already we have met some neighbors, and although they seem friendly, there is not telling what else lurks in this place.

3. Send out parties to scavenge for resources.

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a2429d No.30685

File: ba207f356826ceb⋯.jpg (802.62 KB,886x1266,443:633,rikka_3_by_bobgreyvenstein….jpg)

Dice rollRolled 79, 20, 50, 61, 78, 27 = 315 (6d100)

[Rat Tribes]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm]>Player Named Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Warrior Brood] +5 to weapon tech research

#1-2 the Rats scurry on fall fours, claws scraping at the ground, as they go out to forage for beasts to eat. cockroaches, moths, and longlegs. because farming is so poor in the attic, the Rats are learned in Hunting instead

#3 for hunting and capturing of beasts or foes, the rats weave harpoon nets out of sowing needles and thread into Harpoon Nets. the Harpoons can be used to kill or simply impale the ground to allow the net to capture. a weapon of war and food.

[Warrior Brood] +5 to weapon tech research

#4-5. traps are built and sccattered. cages, nets, and pitfalls to swing into place when stepped on by a creature. spend a little bit of food today, get something big and tasty tomorrow. the rats construct traps as another alternative to farming. good for defense too.

#6 what is the spark and how can we use it? Rat shamans show us the way to gather and collect it as it falls from up above

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a2429d No.30686

File: ba6fa0a2e3ffd72⋯.jpg (58.49 KB,736x917,736:917,85dac7216c600df1fc91a9ddca….jpg)

>>30676

a rat garbed in rags and carrying a bow and scimitar scurries along all fours toward the gates of the Matoran Ecumene. it stops outside the gates of Metru Nui, scratches its ears with its hind paw. it stands on his two hind legs, and yells to the gateguards from afar.

"I am Longpaw of the Woodscratcher Clan! I am sent by the Clan Elders to the city of Metru Nui to seek the Bionicles! the Rat Tribes want to make known if you would be friend or foe, and to trade!"

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a2429d No.30690

>>30665

"Humble mouse men, we seek not war, but we will be willing to bring it if need be. We are open to the idea of trade, so state your peace and let the talks of commerce begin!"

>>30686

"We Matoran seek not war, but are willing to bring crashing down upon those who defy the gods or seek to bring us or other innocents harm. State your offer, fuzzy-one, what trade have you that would interest the Matoran?"

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a2429d No.30703

File: 2935716d4cf3823⋯.jpg (67.21 KB,600x387,200:129,Forest-Scene.jpg)

[Shimmerwebs]

1. The [Insect Farm]>The ShimmerHive is completed!

2. It’s slow progress on the new settlement 2/10

3. The spiders find two ancient coins +2 metal

[Matoran Ecumene]

1. The [Grub Farm]>Metru Nui is completed!

2. The fortifications are coming along nicely 6/8

3. The scouts find a small snake that has come in through the roof portal, they lure it back to the town with offerings of food +1 [Snake]

[Sprite Sovereignty]

1. The [Spark Collector]>SR is done

2. The [Fertility I] magic is completed! [+1 food per farm]

3. The berry farms are underway 3/5

[Fall’s Last Gasp]

1. Paulon seems to be cowering with Hilda deep within the Stump.

2. Flicker finally gets to the construction of the spark harvester 3/6

3. Tom seems burnt out after the initial rush and progress is slow 6/8

[Muckton]

1. The Spark pool is so close yet so far… 5/6

2. The Boggarts find with a lot of spark and a lot of work they can make more swamp [Swamp I]

3. Stinwart has started to rot everything around him now, he claims it makes things taste better 5/6

[Rat Tribes]

1. The rats begin to sharpen their hunting skills 3/4

2. The harpoons are slow crafting as the rats only have wood to work with 1/4

1. Hunting traps are being set up 1/6

2. The shamans start to set up a spark pool 3/6

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a2429d No.30710

Dice rollRolled 76, 76, 62 = 214 (3d100)

>>30703

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool (5/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot I](5/6)[Rot II]

[Swamp I]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Hmm, pool's almost done, just got this pesky lil current to stop. (5/6)

+10 from Yard

2.We need more Wood for building up Muckton and having it be awesome. Let's get to work on it.

+10 from Yard

3.See Stinkwart has the hang of it, c'mon guys we're so close!(5/6)

+5 from Rotten Souls

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a2429d No.30711

File: ec94ba425bd01e7⋯.png (11.74 KB,211x207,211:207,ec94ba425bd01e747826aed1d3….png)

Dice rollRolled 47, 94, 31 = 172 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 8 +1/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

The Shimmerhive [Fortified +10 to defense creation]

—Structures—

+[Farm] > The Shimmerhive

+[Insect Farm] > The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

1. The Shimmerwebs look to be trying to locate more items of interest within the cellar. To that end, they are trying increase their [organization] to do so. The queen seems happy with this state of affairs, generally. [Organization I]

2. The outpost expands in size marginally as construction moves forward bit by bit. {2/10 [New Settlement(Outpost)]} [+10]

3. The Shimmerwebs attempt to make a hole into the yard. Why? Travel and resources. [Cellar ➞ Yard]

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a2429d No.30718

Dice rollRolled 73, 74, 26 = 173 (3d100)

>>30703

[Fall’s Last Gasp]

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +2/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 5]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm]

Defenses: Leaf Barricades: 1

Military: Autumnkith Militia [+1]

Magic: [Warmth I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Hum. Well, if Hilda and Paulon won't get that harvest magic going, we'll just have to find some OTHER takers. Any and all Fair Folk that can weave the mysteries of the Harvest, step up!

Research Harvest Magic. +5 Noble Souls

2. There we go. It'll be up and running in no time! Just prop it on up there, oh, and don't forget the decoration…

Finish the Spark Harvester. 3/6 +10 Yard

3. Come now, Tom. You can finish it– we know you can! Just a little push more, we'll even get your fellows to help out!

Finish the Wicker Barricades. 6/8 +10 Fortified Capital

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a2429d No.30719

File: 6fa6046f7c3f143⋯.jpg (34.52 KB,350x285,70:57,Doom_Viper.jpg)

Dice rollRolled 38, 37, 43 = 118 (3d100)

>>30703

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +2/turn

Resources:

[Wood: 3]

[Foliage: 5]

[Sparks: 5]

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Spark gathering pool 2/6

Fortifications 3/8

1. Finish up the fortifications, already we are met by the other inhabitants of this place, and we cannot truly know if they are friend or foe.

2. The holy spark pool is next on the list of items to be finished, continue work on the pool.

3. This Snake is a charming creature, let us harness its power for the glory of the Gods!

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a2429d No.30721

>>30719

[Spark Gifted] to number 2

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a2429d No.30727

Dice rollRolled 50, 35, 54 = 139 (3d100)

>>30703

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 8 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 7 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector] >SR

Defenses: Grass walls: 1

Military: Malitia [+1]

Magic: [Nature I]

[Fertility I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue construction of the Berry Farm. 3/5

+Construction I

+Tree worshipers.

2. Begin to upgrade our knowledge of Nature magic.

+5 Peaceful souls.

3. Explore around again for anything of interest.

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a2429d No.30728

>>30719

forgot to update all of my stats

Pop: 8

Food: 12 +3/turn

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a2429d No.30734

Dice rollRolled 35, 17, 93 = 145 (3d100)

>>30669

>Nation Name: The Dollhouse

>Type: Micro

>Race: Dolls and Marionettes

>Location: [Attic]

>Background: In the dust of the Attic, a once beloved toy sat forgotten. The family of the old dollhouse untouched in years, only wishing for a child's eyes to set upon them once more, to let them dance and play. Grand Balls, tragedy, romance, mystery, these poor toys had once seen it all, but alas no child would ever open the doors of the house ever again.

And so the dolls learned to move on their own, the puppets pulling their own strings. It is okay if no one will play with them anymore, they shall simply dance and play on their own.

[The Dollhouse]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements The Dollhouse[Rubble +1 to scavenging production]

Structures: [Farm] >Dollhouse

Defenses: Fence: 1

Military: House Guards[+2]

Magic:

Technology:

Bonuses: [Construction I][Culture I]

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Old World Inspiration] +5 to construction research

1.2. Continue working on the scrapyard 3/6

3. Our paradise must be a reality, continue the research into improved farms 1/4

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a2429d No.30739

>>30703

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +3/turn

Resources:

[Wood: 3]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

Fuck, this moves fast.

1/2. To build the defenses, we need more wood. We will send some serfs to collect some from the floorboards. [Collect wood]

3. While we gather wood for the walls, we can also keep clearing space for the new mushroom farms. [Clear farm space 1/6]

>>30690

"The Order of the Portal also prefers peace to war, as all sound-minded residents of the world do. We can offer little at present, but we are set to begin production of edible mushrooms at some point in the near future, and are building a wall to keep out roving invaders. We will be able to offer mushrooms, green plants, and whatever other bounties the fertile oval can provide for us."

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a2429d No.30740

Dice rollRolled 50, 24, 24 = 98 (3d100)

>>30739

I'm a fucking clown.

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a2429d No.30742

Dice rollRolled 37, 58, 19, 22 = 136 (4d100)

>>30703

[Salamandastron]

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 11 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 7]+1 turn

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures: [Farm]>[Salamandastron][Spark-Collector]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

1. The rabbits continue working on their scrapyard 3/6

2. 3. The rabbits build up their village into a town.

4.the rabbits decide that they need to upgrade their agricultural tech to II.

The completion of the spark collector is glorious the almost instantaneous completion set them to a frenzy of growth. Today is a glorious day for rabbit kind and by extension all good in the world.

(missed a turn)

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a2429d No.30744

>>30743

Changed to building an outpost east of us next to the rocks.

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a2429d No.30745

>>30739

The Metallic being looks at the mouse, its face unreadable behind its mask.

"Very well, we shall have peace, our traders shall met with you on open grounds."

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a2429d No.30746

File: fbde62bc2d8829d⋯.jpg (3.99 MB,3543x3661,3543:3661,TheKnownWorldYard.jpg)

File: 59d5418e8d8f67a⋯.png (18.58 KB,640x480,4:3,Yard Legend.png)

—Pretty Yard map—

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a2429d No.30747

File: da6bd7c3f6f9d8c⋯.jpg (4.91 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

File: f1d604c2784ee5e⋯.png (23.47 KB,640x480,4:3,Attic Legend.png)

—Attic Update: Not perfect—-

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a2429d No.30748

File: b69fe6f97a16e44⋯.jpg (9.02 KB,300x300,1:1,$_35.jpg)

File: 8870f40f99f5691⋯.jpg (109.87 KB,840x1051,840:1051,8592448_463.jpg)

Dice rollRolled 90, 31, 22, 34, 6, 7 = 190 (6d100)

[U.S.M]

Pop: 4

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 5]

Settlements Player Named Settlement [Rubbish +1 scavenging production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology: [Scavenging I][Metallurgy I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Continue to develop the Molder! 2/4

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

2-3. Construct the Salvage Station 2/6

[Scavenging I]

+10 to scavenging buildings

4-5. Must be that confounded cat! Or some other animal which has entered the house. Curses.

How to deal with such a beast?

Perhaps we should develop Prika Strips which could be rolled out and cordon off area's to protect us from such large animals, and could be nailed into the ground.

[Metallurgy I]

+10 to tech research

6. Build/Develop a tall crane so that we can have access to higher places like the tabletop or the walls, to build on.

+10 to tech research

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a2429d No.30749

>>30690

"tool for tool. we will make harpoon nets for capturing insect prey to eat and foes, we would like hammers to build better settlements."

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a2429d No.30750

>>30749

The small metal man looks at the rate for a moment, then nods his head

"We find this deal to be acceptable"

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a2429d No.30751

Dice rollRolled 36, 68 = 104 (2d100)

>>30669

[C.C.C]

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +1/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

1. Without a word of complaint the little Cookies continue to construct the Outpost. It is hard work that bears on one both physically and mentally in the Barren Wastelands of the Attic. Certainly those who live in the lower levels have resources to spare. They revel in the abundance of their resources while those who live in the Attic struggle. But this is merely the Way the Cookie Crumbles.

1/10 [New Settlement(Outpost)]

2. It would appear the Crumbles are great architects and workers, continuing their ever continuing struggle. Once their enemies were the rodents of the deep levels, now it is the barren emptyness of the attic. Only the strong will prevail. However if there is such a thing as a strong people it is most certainly the CCC. As strong as Rock.

2/6 Cookie Workshops

+ Alcatraz [Barren +5 to make buildings]

-10 to food buildings

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a2429d No.30758

File: 2341eb14d47f4fb⋯.jpg (323.39 KB,800x500,8:5,trees fantasy art 2560x160….jpg)

—–

MIRCO NATIONS GET 2D100 MAJOR NATIONS 3D100

—–

[Shimmerwebs]

1. The Queen begins to organize the spiders by size and class 2/4

2. The work on the second hive continues 8/10

3. The Spiders find the way out into the scorching sun though they do not like it much, it is a quite a walk up the stairs.

[U.S.M]

1. The [Molder I] is completed [1 population for 1 metal per turn]

The [Salvage Station]>Player Named Settlement

3. The Prika Strips are slowly developed 2/4

4. Mr. Westerner the lead engineer tells you numerous problems that are had with this idea. Firstly the U.S.M lacks the metal stocks to build something that massive not to mention the brittleness of their metal would not even be near enough to hold that weight and also how the hell would they move any of those parts! Ludicrous he says, all of it!

[Matoran Ecumene]

1. Slow progress is made on the walls 4/8

2. The Spark-harvester is almost halfway done 3/6

3. The Snake is trained 1/6

[The Dollhouse]

1. The [Scrapyard]>The Dollhouse is completed

2. Farmer Bob finishes the research! [Agriculture I][+1 food per farm]

[Sprite Sovereignty]

1. The [Berry Farm]>SR is completed

2. The shamans get to work on the next level of nature magic 2/6

3. The Sprites head out dragging back a large metal object they found covered in moss +[Ancient Metal Fortress (Watering-can)][+1 Defense]

[Fall’s Last Gasp]

1. Finally the fey folk begin to make progress on the harvest magic 3/4

2. The [Spark-Harvester]>The Stump

3. Tom has almost finished the fortifications! 7/8

[Muckton]

1. The [Spark-Harvester]>Muckton is completed

2. The Boggarts set about making a lumberyard 4/6

3. Stinkwart has perfected his new powers [Rot II]

[C.C.C]

1. Slow is progress on the outpost 2/10

2. The Cookie Workshop is almost done 5/6

[The Order]

1. The Order servants head out fetching whatever wood they can mange +3 Wood

2. Slow progress is made on clearing the farmland 2/6

[Salam]

1. The Scrapyard is almost done 4/6

2. The rabbits begin to create a [New Settlement(Outpost)] -5 Foliage -5 wood 2/10

3. A rabid frog running through the fields mucks everything up

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a2429d No.30762

Dice rollRolled 64, 80, 19 = 163 (3d100)

>>30758

[Fall’s Last Gasp]

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 11 +2/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 6 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [The Spark Harvester]

Defenses: Leaf Barricades: 1

Military: Autumnkith Militia [+1]

Magic: [Warmth I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Making up for lost time, haha. Ha. No, really, we at the Council don't wish to sound patronizing. But that magic needs to be done and done by the time our favorite season rolls around! These things change so fast in the land of the menfolk…

Finish Harvest Magic. 3/4 Use 1 Spark. +5 Noble Souls

2. Magic, magic. Oh, the many myriad mysteries of magic. Here's another one they might like: the magic of Shadows, of course! When the nights grow long, the leaves coat the ground, the flickering pumpkin-lights cast shadows o'er the land. That's when we frolic and gather, safe from predation.

Research Shadow Magic. +5 Noble Souls

3. Finish those barricades, Tom. We'll get you your favorite under-ripe berries as a thank-you present.

Wicker Barricades 7/8. +10 Fortified Stump

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a2429d No.30764

File: efb5bf7d197c171⋯.jpg (159.21 KB,900x570,30:19,1-eads-bridge-st-louis-gra….jpg)

File: 178c8e0cdfed39b⋯.jpg (11.46 KB,317x322,317:322,tower crane.JPG)

Dice rollRolled 55, 47, 86 = 188 (3d100)

[U.S.M]

Pop: 4

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 5]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

>[Salvage Station]

Structures: [Farm]

>(Workingshop DC)

Defenses: Player Named Fortifications: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Keep building those Prika Strips. 2/4

[Metallurgy I]

+10 to tech research

2. "It's impossible, you say Mr. Westerner?

Let me remind you of the ancient great creators of old, Gustave Eiffel and Andrew Carnegie.

When people looked at Eiffel's tower design they called it daft, such a structure would never hold or even last. And yet the Eiffel tower stands to this day.

They said it would be impossible to build a arch bridge or metal over St. Louis. Andrew Carnegie decided not to use iron but hardened steel to make his bridge, and thus it held.

Do you know why their works suceeded? Because rather than listen to what people said was impossible, they sat down on their asses, pulled out some blueprints and scratch paper, and did their damn mathematics on maximum weight bearings and structural support. Because they were actually goddamn engineers.

So before you tell me something is impossible or we don't have enough material why don't we actually do the damn math first."

Study Engineering!

[Metallurgy I]

+10 to tech research

3. Send some brave men to go forth and bring back one of the Creator's simple handheld calculators. That will significantly aid us in design.

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a2429d No.30765

>>30764

>[Manifest Destiny] +5 to railroad research

"I'd also like to point out that actual knowledge of engineering is pretty damned important if we're going to be laying rails anywhere, gentlemen"

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a2429d No.30766

Dice rollRolled 48, 63, 92, 73 = 276 (4d100)

[Rat Tribes]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm]>Player Named Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Warrior Brood] +5 to weapon tech research

#1 rat hunters crawl through cervices and turn over dark places in search of food. any sort of insect or critter will do. 3/4

#2 harpoons continue to be crafted, rat tribesmen gnawing and sharpening pieces of wood with their teeth. 1/4

[Warrior Brood] +5 to weapon tech research

#3 traps continue to be set up, to bring in food income1/6

#4 rat shamans prepare the spark pool, it seethes with green and dark sludge and glows now and again 3/6

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a2429d No.30773

Dice rollRolled 66, 35, 93 = 194 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +1/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

The Shimmerhive [Fortified +10 to defense creation]

—Structures—

+[Farm] > The Shimmerhive

+[Insect Farm] > The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

>>GM: What does my new farm give?

1. More and more of the spiders are sorted by their respective size, capacities, and general level of interest. [Organization I: 2/4]

2. The outpost expands some more. It looks almost done. {2/10 [New Settlement(Outpost)]} [+10] [8/10]

3. The spiders are generating more and more web in order to substitute it for wood as a construction material. [Web Production]

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a2429d No.30778

File: 0aa2a6cbf0d6d3a⋯.png (661.16 KB,1920x1080,16:9,1439012290568.png)

Dice rollRolled 11, 30, 59 = 100 (3d100)

>>30758

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +2/turn

Resources:

[Wood: 3]

[Foliage: 5]

[Sparks: 5]

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Spark gathering pool 3/6

Fortifications 4/8

Snake Training 1/6

1. Begin Constructing a outpost in the fertile lands, we are running low on space in Metru Nui

2. That being said, the outpost can still be better defended, continue building the walls so that those that defy the gods will perish and fall before them!

3. A large wooden structure lies to the northwest of us, send a team out to gather supplies from this massive edification of the gods, made from the god known was "China"

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a2429d No.30779

Dice rollRolled 28 (1d100)

gonna pop three spark and 2 wood on that first action

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a2429d No.30781

Dice rollRolled 57, 24 = 81 (2d100)

>>30742

[Salamandastron]

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 13 +2/turn

Resources:

[Sparks: 8]+1 turn

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures: [Farm]>[Salamandastron][Spark-Collector]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

1. The rabbits continue working on their scrapyard 4/6

2. The rabbits continue to work on their new outpost by the rocks [New Settlement(Outpost)] 2/10

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a2429d No.30783

Dice rollRolled 34, 79, 94 = 207 (3d100)

>>30758

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 8 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 6] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard (4/6) >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp I]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1.Aight guys we're making good progress on the lumberyard. We ain't those pansy ass sprites, so stop dilly-dallying and let's do this! (4/6)

+10 from Yard

2.Alright it's been a while since we looked around the yard. The old gods are gone meaning we can move and act with a lot more freedom. Boggarts away!!

3.Alright now, let's get a root puller yard set up. We need more foliage to build Muckton up.

+10 from Yard

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a2429d No.30831

>>30757

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 14 +3/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

1. With more wood, we can continue building the wall! Grand Architect Tromp shall make our defenses great again! [Wall 2/8]

2. The clearing of the inedible mushrooms is vital. We can use the space to grow edible mushrooms, expand our living space, build military bases, or do any number of things. [Get some of that sweet, sweet lebensraum 2/6]

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a2429d No.30832

>>30831

MAKE THE ATTIC GREAT AGAIN.

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a2429d No.30845

Dice rollRolled 84, 30 = 114 (2d100)

>>30758

>Nation Name: The Dollhouse

>Type: Micro

>Race: Dolls and Marionettes

>Location: [Attic]

>Background: In the dust of the Attic, a once beloved toy sat forgotten. The family of the old dollhouse untouched in years, only wishing for a child's eyes to set upon them once more, to let them dance and play. Grand Balls, tragedy, romance, mystery, these poor toys had once seen it all, but alas no child would ever open the doors of the house ever again.

And so the dolls learned to move on their own, the puppets pulling their own strings. It is okay if no one will play with them anymore, they shall simply dance and play on their own.

[The Dollhouse]

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements The Dollhouse[Rubble +1 to scavenging production]

Structures: [Farm] >Dollhouse

Scrapyard >The Dollhouse

Defenses: Fence: 1

Military: House Guards[+2]

Magic:

Technology:

[Agriculture I]

Bonuses: [Construction I][Culture I]

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Old World Inspiration] +5 to construction research

1. Now that we have better farms I say we take a break, I've come up with a new composition I'd like to play for everyone and see what they think of it.

2. the Colonel is an old wardog who things we should have defenses of some kind, may as well humor him and begin building walls and chokepoints within the rubble

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a2429d No.30854

File: ef6c94de4bfb5c2⋯.jpg (51.04 KB,700x357,100:51,CZzE5C7WQAA7nhF.jpg)

[Shimmerwebs]

1.The great sorting is done! [Organization I]

2. The new Outpost is done [New Settlement(Outpost)][Expansive +1 production to population buildings][+1 population per turn]

3. A weaving mill is almost set up 5/6

>>+1 food per turn plus tech modifier


[U.S.M]

1. The [Prika Strips I] are completed

2. Mr. Westerner grumbles about he President being a self righteous prick but gets to work 2/4

3. The great calculator has unfortunately been damaged by water so the men just take it’s parts +4 metal

[Matoran Ecumene]

1. A lack in material stalls expansion

2. The walls crawl along 5/8

3. The scouts bring back some “china” +2 China Fragments

[The Dollhouse]

1. The sounds of the band practicing echoes throughout the attic 3/4

2. The Colonel is old so his progress is low 1/8 -2 Wood

[Fall’s Last Gasp]

1. The [Harvest I] Magic is completed [+1 food per farm

2. Shadows flicker and wisp at the beck and call of the fey 3/4

3. Tom finishes the barricades just barely with the thought of berries on his mind [Revise Leaf Barricades: 2]

[Muckton]

1. The Boggarts finish the yard [Lumberyard]>Muckton [Max Buildings]

2. The Boggarts head out finding a odd shiny thing in the swamp, it’s constantly making this weird ticking noise +[Ancient Watch]

3. The Boggarts have no more room to build a root puller…

[The Order]

1. Grand Architect Tromp has declared this wall is magnum opus and it’s truly speculator! [Revise Player Named Fortifications: 1 to THE WALL: 4] gain tech[Fortifications I] and Hero: Grand Architect Tromp: +5 to fortification research

2. Everyone is so happy about the wall they forget to clear the land

[Salam]

1. The rabbits are done [Scarpyard]>Slamandastron [Maxed out buildings]

2. No progress is made on the outpost

[Rat Tribes]

1. The Rats finish [Hunting I][+1 food to hunting buildings]

2. The [Harpoons I] are completed to much jubilance of the hunters

1. A great many traps are set up [Hunting Traps]>[Rotwood]

2. The [Spark-Pool]>[Rotwood] is completed [You are at max buildings for Rotwood]

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a2429d No.30855

Dice rollRolled 61, 9, 81 = 151 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 11 +2/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+1 population per turn]

—Structures—

+[Farm:+1/f] > The Shimmerhive

+[Insect Farm:+1f] > The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

1. Organization continues to increase as the Shimmerwebs continue to develop better methods of movement and logistics. The queen watches warily. [Organization II]

2. The Shimmerweb are trying to figure out better ways to develop and maintain their food stocks. [Farms research: +15] [Counts as food building?]

3. Work continues on the web mill. [Weaving mill: 5/6] [Town Building: +10]

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a2429d No.30856

Dice rollRolled 22, 41, 98 = 161 (3d100)

>>30854

[Fall’s Last Gasp]

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 14 +3/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 6 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1]

Magic: [Warmth I], [Harvest 1]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Finish the research of Shadow Magic. We'll be scurrying under the cloak of shadow yet.

[Shadow I] 3/4

2. Our Harvest Magic is capable of doing glorious things! Let's build another Farm so that we have plenty, plenty of food for the future.

Create another Farm. [Foilage] [Harvest 1] [+10 Yard]

3. In the throes of autumn, the trees shift and change to prepare for the coming winter. It's only natural that the powers of the Fair Folk shift and change to reflect that: our affinity with the trees that make the season so unique should be known to all!

Research [Wood] Magic. [+5 Noble Souls]. Use [1 Spark]

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a2429d No.30857

>>30856

+5 Noble Souls to roll 1. And dump a spark on it if it's allowed to do so after the roll is made

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a2429d No.30858

Dice rollRolled 72, 15, 14 = 101 (3d100)

>>30854

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +2/turn

Resources:

[Wood: 3]

[Foliage: 5]

[Sparks: 5]

China Fragments: 2

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Spark gathering pool 3/6

Fortifications 5/8

Snake Training 1/6

1. Although the china fragments are nice, we need wood.

2. Try once more with the settlement, or gather the resources necessary to found one

3. Finish up the walls

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a2429d No.30859

Dice rollRolled 73, 34, 46, 16, 79, 65 = 313 (6d100)

>>30758

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +4/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 11 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature I]

[Fertility I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

Missed turn:

1. Continue to research better Nature Magic 2/6

+5 Peaceful souls

2. Begin researching rejuvenation magic so that we may counter the rot of the Muckton.

+5 peaceful souls

3. Begin researching magic to harden wood to the strength of stone or even metal.

+5 peaceful souls.

This turn: Same as previous.

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a2429d No.30860

Dice rollRolled 8, 88, 85, 53 = 234 (4d100)

>>30854

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +1/turn

Resources:

[Wood: 6] +1/turn

[Foliage: 5]

[Sparks: 7] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

[Ancient Watch] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp I]

Technology: [Boats I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

Dice Refund: Try to figure out what these symbols and strange ticking mean on this thing. Old gods were dicks but they weren't stupid.

1.Start Working on better Swamp Magic, We're going to need it to build up Muckton.

2.Alright, if we're going to master magic we need to understand magic. Now I know this is going to be a pain in the ass guys, it boring and slow, BUT it'll let us get better with magic faster because we'll know how to work the spark better. Which means more fun down the road!

3. Start working on spreading bad luck and unpleasantness to others with magic.

+Rotten Hearts

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a2429d No.30871

Dice rollRolled 40, 68, 69 = 177 (3d100)

[U.S.M]

Pop: 5

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 8]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

>[Salvage Station]

Structures: [Farm]

>(Workingshop DC)

Defenses: Player Named Fortifications: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Continue the engineering research. We're going to need to actually know how to build things properly if we intend to build rails.

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

2. Now that we have even more metal, start forging some Prika Strips that we can roll to make safe lanes for us the Cat, or whatever giant beast, cannot cross. Our size will let us through them thouhg.

[Metallurgy I][Prika Strips I]

3. As an afterhtought, develop an Armored Train carraige design, able to embed nails and grips onto the floor and stay secured. If a large beast comes, it will be able to act as an armored shelter to protect us from them until it goes away.

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

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a2429d No.30882

Dice rollRolled 31, 29 = 60 (2d100)

>>30854

[Salamandastron]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +2/turn

Resources:

[Sparks: 9]+1 turn

[Metal: 2]+2 turn

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

1.2. With resource collection at its maximum all effort is put into finishing the future stronghold.[New Settlement(Outpost)] 2/10

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a2429d No.30883

Dice rollRolled 14, 56 = 70 (2d100)

[Rat Tribes]

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 trade the Matoran Ecumene harpoon's, as promised

#2 with traps, with harpoons, and ready to hunt great rat bands go out, to bring food and spoils to the tribes. we shall feast this eve.

[Hunting Traps]

[Bows I]

[Harpoons I]

[Hunting I]

>>30858

the rats bring great sacks on their backs with the harpoons they have made. "we have brought the harpoons. do you have the hammers?"

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a2429d No.30904

Dice rollRolled 55 (1d100)

>>30883

(Meta: Trading Tech is a action, I've spent all mine this turn)

We have the hammers, but a issue has come up. As per Matoran honor, we cannot accept your gift until we have some to trade for it.

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a2429d No.30909

File: adb07152297fca3⋯.jpg (37.45 KB,318x450,53:75,gremlins-on-plane-web1.jpg)

Nation Name: Tinkerton

Type: Micro

Race: Gremlins. Little green men, pointy ears, tiny eyes, sharp teeth, and live near human machines. Curious tinkerers with a mischievous streak. Gremlins worship the last great relics of the old gods. They seek to get the car to run again, and ride off into the city in search of other Gremlins.

Location: Yard(the Car)

Background: Gremlins originated in the iron age, out of the forges of old gods. What they touched was mended. Swords regained their edge, wagon axles stopped running hot, ship holes mended themselves, cars staved off rust. They tinkered with the creations of the old gods, and the old gods saw them as spirits of good luck. Gremlins are the product of old god creation, and old god creation gave them life. The more was built, the more machines ran, the more they multiplied. They especially loved airplanes, riding in great numbers during WW2. Pilots brought disaster by shooing gremlins when they saw them near damages, stopping their repairs, creating the legend that Gremlins brought harm. They lived side by side with the old gods, right under their noses, fixing and caring for every new creation. Now the old gods are gone, and without them no more new creations or old gods to work them. Because Gremlins only maintain the old gods relics, they now live in stagnation. They must learn how to work great creation of the old gods themselves, or die trying.

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a2429d No.30927

>>30854

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 14 +3/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm]>Player Named Settlement

Defenses: THE WALL: 4

Military: Player Named Unit [+2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

Hero: Grand Architect Tromp [+5 to fortification research]

1/2. Truly, it is a masterpiece of our time. How could any assail such a mighty structure? Unfortunately, the time for revelry is passed, and we must get back to work clearing land for the new fields. [Continue clearing mushroom fields] [2/6]

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a2429d No.30928

Dice rollRolled 94, 66 = 160 (2d100)

>>30927

what the fuck you fucking clown

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a2429d No.30949

>>30909

[Tinkerton]

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Car +1 to metal production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

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a2429d No.30950

File: 9e49a18f2a3ee77⋯.jpg (88.17 KB,736x1436,184:359,Sparrow-Knight-by-Even-Amu….jpg)

[Shimmerwebs]

1. The Queen now organizes by length of the legs 3/6

2. The Spiders are slow to get any new ideas

3. The [Weaving Mill]>The Shimmerhive

[U.S.M]

1. Mr. Westerner continues to work on the theory 2/4

2. The Pika Strips are starting to be manufactured 4/6 -2 metal

3. Mr. Westerner has a spasm, he asks you on what rails would it travel? How would they even get it to move! You have yet to even puzzle out how the the Old Ones even got them to move.

[Matoran Ecumene]

1. Wood is gathered from around the attic +3 wood

2. No progress is made as the men are busy collecting wood

3. A small collapse stalls the construction

[Sprite Sovereignty]

1. [Nature II] 5/6

2. [Rejuvenation I] 1/4

3. [Harden I] 2/4

1. No progress

2. +[Rejuvenation I]

3. +[Harden I]

[Fall’s Last Gasp]

1. The [Shadow I] is completed! Soon everyone is having fun with shadows!

2. The new farm is a half done 3/6

3. Woodagen the Wood Gnome has showed everyone is special magics [Wood I]

[Muckton]

1. A group of Boggarts have started to worship the ticking symbol +[Clock Cult]

2. Strug the Shaman begins to work upon making more swamp 3/6

3. Better magic! Faster magic! Meaner MAGIC! 3/4

4. Hupper stubs his toe, it hurts alot 2/4

[The Order]

1-2. The [Farm]>Player Named Settlement is done

[Name your shit Dara]

[Salam]

1-2. The rocks are hard to move and the settlement is slow to build 4/10

[Rat Tribes]

1. The trade fails

2. A hunt is had +4 food [Food production should be +3 per turn]

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a2429d No.30951

Dice rollRolled 3 (1d6)

[Event]

1 Attic

2 Yard

3 House

4 Attic

5 All

6 Forest

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a2429d No.30952

Dice rollRolled 47 (1d100)

>>30951

[Event: House]

Low is negative

High is beneficial

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a2429d No.30953

File: a0fe89f812eeac4⋯.jpg (173.18 KB,1021x1381,1021:1381,butterflyballcover.jpg)

>>30952

[Butterfly Ball]

A traveling frog by the name of Ronnie Dio has set up a stage in the Living Room and has invited all residents to attend! You could even send your own musican! He says there will be a prize for the best act!

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a2429d No.30954

Dice rollRolled 3, 40 = 43 (2d100)

>>30950

[Salamandastron]

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +2/turn

Resources:

[Sparks: 10]+1 turn

[Metal: 4]+2 turn

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

1.2. With resource collection at its maximum all effort is put into finishing the future stronghold.[New Settlement(Outpost)] 4/10

Put your backs into it bunnies.

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a2429d No.30956

Dice rollRolled 97, 57, 2 = 156 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 12 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 13 +2/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+1 population per turn]

—Structures—

+[Farm:+1/f] > The Shimmerhive

+[Insect Farm:+1f] > The Shimmerhive

+[Weaving Mill]>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Actions—

1. With the legs issue solved, the issue of carrying and weight capacity also comes up as a way to sort the spiders. [Organization II: 3/6]

2. The Shimmerwebs continue to think about the farm situation. [Farms research: +5]

3. An attempt to locate spark in the yard is attempted. Maybe it can be harvested for a degree o the substance. [-10]

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a2429d No.30957

Dice rollRolled 47, 49, 38 = 134 (3d100)

>>30950

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food:10 +1/turn

Resources:

[Wood: 7]

[Foliage: 5]

[Sparks: 8] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

[Ancient Watch] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp I](3/6)[Swamp II]

(2/4) [Misfortune magic]

(3/4) [Magic Mastery]

Technology: [Boats I]

Issues: +[Clock Cult]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Finish our mastery of magic! WE need stronger, faster meaner magic! (3/4)

+5 from Rotten Souls

2. Alright stubbed toes, Progress! Stubbed toes are really unlucky after all. Let's keep working on misfortune magic, so other places get stubbed toes! (2/4)

+5 from Rotten Souls

3.Worshipping an artifact of the assholes who limited our swamp and ruined our lives? Really? REALLY? Try to talk some sense into these fucking idiots before we have to resort to harsher measures.

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a2429d No.30959

Dice rollRolled 28, 89, 68 = 185 (3d100)

>>30950

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 14 +2/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

China Fragments: 2

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Spark gathering pool 3/6

Fortifications 5/8

Snake Training 1/6

1.The fortifications are taking longer then anticipated, this is unacceptable. As we dally and make no progress, no doubt are others planning on how to reduce us to rubble.

2. Conclude the Trade deal with the Rat Tribes, we are beings of our word, if no less.

Hammers for Harpoons

3. The spark pool shall be finished, so is the will of the dead gods!

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a2429d No.30960

Dice rollRolled 26, 54, 66 = 146 (3d100)

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 20 +4/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 13 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature I]

[Fertility I]

[Harden I]

[Rejuvenation I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Finish up research into nature magic. Nature Magic II 5/6

+peaceful souls

2. Continue to improve our magic that will bring life back to the wilted and dying. Continue to research rejuvenation magic.

+Peaceful souls

3. Begin building that will allow our Druids to call out heartwood from the sacred tree to use as a resource for weapons, tools, armor and more.

+construction I

+Harden I

+Nature I

+Rejuvenation I

+Yard

+Tree Worshipers.

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a2429d No.30961

File: 2223840d010bbd3⋯.jpg (18.85 KB,550x222,275:111,Wooster13a.JPG)

File: 1e10dc7b9d22dd1⋯.jpg (11.83 KB,200x129,200:129,476_a.jpg)

Dice rollRolled 75, 71, 92 = 238 (3d100)

>>30871

[U.S.M]

Pop: 5

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 6]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

>[Salvage Station]

Structures: [Farm]

>(Workingshop DC)

Defenses: Player Named Fortifications: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Finish up the engineering research! 2/4

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

>>30953

2-3. The United States of Metallica send their band, to sing the great ballad of Johnny and the Devil. One of U.S.M.'s folk songs. A horned, winged, hunched metallic figurine painted in sanguine with a glittering gold painted fiddle, surrounded by a compadre of little red imps. With him, and against him, little figure johnny and his wooden fiddle. A duel of fiddles, in the butterfly ball!

https://www.youtube.com/watch?v=X9uk9IcoQ0w

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a2429d No.30962

Dice rollRolled 41, 55, 34 = 130 (3d100)

>>30950

[Fall’s Last Gasp]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +3/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 5 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1]

Magic: [Warmth I], [Harvest 1], [Shadow 1], [Wood 1]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Finish the Farm. 3/6 [+10 Yard][Harvest I]

2. Speaking of magic, we do believe our Harvest magic can be improved upon!

Improve Harvest Magic. [+5 Noble Souls] [Spend 1 Spark]

3. My, our stocks of Wood are running low… we can't very well go -stripping- the bark from our beloved stump…

Ah, well, we'll simply have to go about it a different way! With -magic-, of course, we're not so desperate as to go -logging-!

Construct a Fae Wood-Grower to give us a steady supply of wood. [+10 Yard][Wood I][Wood]

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a2429d No.30970

Dice rollRolled 69, 33 = 102 (2d100)

>>30950

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +3/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

Hero: Grand Architect Tromp [+5 to fortification research]

1. With our newly constructed walls, and our new source of food, we are on track to a golden age for our nation. Grand Architect Tromp is already working on a new project: a grand castle which will tower above all else, as far as the eye can see! First, though, we will need to research how to build better fortifications. [Research Fortifications II] +5

2. Now that our population is growing, we can train more mice to become Knights of the Order! The recruiters will find worthy and devoted candidates, and they shall be apprenticed to the current knights, as it has always been. [Train new Knights]

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a2429d No.30972

File: 53b74270d3ea56b⋯.jpg (126.21 KB,1179x678,393:226,the_secret_of_nimh_by_hary….jpg)

File: ab9cafb8335ec07⋯.jpg (34.63 KB,530x340,53:34,rats.jpg)

Dice rollRolled 62, 41 = 103 (2d100)

[Rat Tribes]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +3/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the rats again send more scurriers bearing the wooden harpoons to the Matoran Ecumene.

#2 Rotwood can no longer support more buildings. the rats are always hungry, and now hunger for better hunting grounds and a shorter trade route to the bionicles. a Warband is sent bearing wood and foliage on their backs to try and establish a new settlement in a far off land to the south. where a great green tarp covers a large box. up there on the green tarp the rats will construct their new settlement.

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a2429d No.30978

Dice rollRolled 51, 11 = 62 (2d100)

>>30758

[C.C.C]

Pop: 8 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 8 +1/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

1. Once upon a time an outpost was being built. Then one day it would be finished. But until then it was still under construction.

2/10 [New Settlement(Outpost)]

2. Cookie workshop soon. When? Probably soon. Like right now soon. That'd be nice. Until then its still under construction. Until like, you know. Right now. Cause its done. Thanks.

5/6 Cookie Workshops

+ Alcatraz [Barren +5 to make buildings]

-10 to food buildings

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a2429d No.30979

File: cf92244e548b81c⋯.jpg (645.62 KB,2184x1584,91:66,5uleb2n23wi.jpg)

[Shimmerwebs]

1. [Organization II] is completed! The Queen is getting quite good at this

2. The spiders get work figuring better ways to herd insects 3/4

3. A scout spiders ingests a spark, it seems to react with the phase powers driving it mad! +[Spark-Madness] When spark powered unit roll a 1 in combat they go mad.

[U.S.M]

1. Mr. Westerner finishes [Engineering I]

2-3. The ballad of Johnny and the Devil is a great hit! Ronnie Dio is so happy that someone came to play with him he thanks you for your time and gives you the top prize! +[Music II][Dancing I] +4 Metal +4 Crayons

[Matoran Ecumene]

1. The fortifications are still slow to build 6/8

2. The trade is done +[Harpoons I]

3. The [Spark-Pool]>Metru Nui is completed

[The Dollhouse]

1.

2.

[Sprite Sovereignty]

1. The [Nature II] is completed

2. The shamans work on improving the magic again 2/6

3. There is no room left in SR for this expansion

[Fall’s Last Gasp]

1. The [Farm]>The Stump is completed

2. The fey begin to improve their magic again 3/6

3. You have no more room for this building in The Stump

[Muckton]

1. The [Magic I] research is completed

2. The [Luck I] magic is completed

3. The “fucking idiots” are offended and demand you make them their own town so they can live with the great ticker away for the heretics.

[C.C.C]

1. Work continues on the outpost 4/10

2. No progress is made as cookie bandits steal the crumbs to horde

[The Order]

1. Tromp begins to devise new fortifications 3/6

2. The band of knight are being trained 1/2

[Salam]

1. Progress crawls along 6/10

[Rat Tribes]

1. The trade is made +[Hammers I]

2. The rats begin to build a new settlement 2/10 -5 foliage -5 wood

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a2429d No.30980

File: cfdc8cffd7ccee4⋯.jpg (334.3 KB,695x864,695:864,Gremlin.jpg)

Dice rollRolled 52, 96, 81, 7 = 236 (4d100)

[Tinkerton]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 6 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Car +1 to metal production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. Get some gremlins outside and start pushing on the doors! We've got to get them closed to stop rain damage.

2. We need to learn how to use [Restore Magic], to heal some of the rust and damage to the great vehicle. Just like the Gremlins of old who could save an entire submarine from sinking by the right touch to a rusted patch!

3. The Gremlins clean and care for a plastic bobblehead on the great vehicle, a relic and image of the Old Gods whom they revere. They make a shrine of it.

4. To help clean the rust, Gremlin scouts go in search of a legendary great blue can of "Dubayu Dee Fordee". It is said to be in the trunk somewhere, but the Gremlins must find a way to open the drunk first.

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a2429d No.30981

Dice rollRolled 40, 87 = 127 (2d100)

>>30979

[Salamandastron]

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +2/turn

Resources:

[Sparks: 10]+1 turn

[Metal: 4]+2 turn

Settlements:

Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

1.2. With resource collection at its maximum all effort is put into finishing the future stronghold.[New Settlement(Outpost)] 6/10

The bunnies tire of doing the same thing again and again.

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a2429d No.30982

Dice rollRolled 13, 15, 56 = 84 (3d100)

>>30979

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food:11 +1/turn

Resources:

[Wood: 8] +1/turn

[Foliage: 5]

[Sparks: 9] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

[Ancient Watch] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp I](3/6)[Swamp II]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues: +[Clock Cult]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Search for more wood we can use. We're going to need more building supplies toot sweet.

2. Keep working on improving our swamp magic to make our home even more awesome. (3/6)

+Magic I

3.Set up the downfall of the clock cult. Rot the land it's on and then hit it with misfortune. When the watch falls over and lands on them it will be most unlucky. Hehehehehehehe

+Rot II

+Magic I

+Luck I

+5 Spark

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a2429d No.30984

Dice rollRolled 7, 51, 30 = 88 (3d100)

>>30979

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 24 +4/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 15 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation I]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue to improve Rejuvenation Magic. II at 2/6

+5 from Peaceful souls

2. Begin to expand the city limits and build new districts from the grasses.

+Construction I

+Nature II

+Tree Worshipers

3. Explore around some more. See what is around.

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a2429d No.30985

Dice rollRolled 86 (1d100)

>>30984

Dice refund added to roll 1

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a2429d No.30986

Dice rollRolled 98, 63, 23 = 184 (3d100)

>>30979

[Fall’s Last Gasp]

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +4/turn

Resources:

[Wood: 2]

[Foliage: 5]

[Sparks: 5 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1]

Magic: [Warmth I], [Harvest 1], [Shadow 1], [Wood 1]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Continue our advancement of Harvest Magic! 3/6 [+5 Noble Souls][+1 Spark]

2. Bother. Well, we'll need to be setting up a new settlement! Perhaps a nice place down by the river…

Begin constructing a river settlement. [Wood][Wood I]

3. Let's get to improving our grasp of Shadow magic. [Noble Souls +5]

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a2429d No.30999

Dice rollRolled 7, 73 = 80 (2d100)

>>30979

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +3/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

Hero: Grand Architect Tromp [+5 to fortification research]

1. Tromp's research is coming along well. At first, he had trouble wrapping his head around something other than a wall, but when we told him that a castle is really just a series of walls, he began working more productively than ever. [Continue researching Fortifications II] [3/6] [+5]

2. Once the hopefuls have served as pages and squires for a time, they may prove themselves in service to the people, or, more prestigiously, in the regular melees that are held in the Order courtyard. Those who prove themselves in the melees are more likely to be assigned to frontline combat positions, should war come to the realm. However, those knights, like Grand Architect Tromp, who show themselves to be able servants to the people, are more integral in the day-to-day running of the realm, though they don't receive the same glory as the pure combat knights, unless they do something monumentally awe-inspiring. [Continue training Knights of the Order [1/2]

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a2429d No.31004

Dice rollRolled 92, 20, 37 = 149 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 14 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +2/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+1 population per turn]

—Structures—

+[Farm:+1/f] > The Shimmerhive

+[Insect Farm:+1f] > The Shimmerhive

+[Weaving Mill]>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization II]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The Queen has the entire method down, but she's taken to putting the spiders into lines. [Organization III]

2. The farm research continues, with the Shimmerwebs generally figuring out how he creatures move. [Farms research: +5] [3/4]

3. A few of the spiders have adopted simple tools and other crude implements to use as weapons. [Weapons I]

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a2429d No.31006

File: 3df948b3eb3373b⋯.jpg (74.59 KB,485x600,97:120,The_Bugler.jpg)

File: adf5afbf0049f92⋯.gif (32.4 KB,300x355,60:71,jensen60kit76.gif)

Dice rollRolled 99, 77, 90 = 266 (3d100)

[U.S.M]

Pop: 6

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 9]

[Crayons: 4]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

>[Salvage Station]

Structures: [Farm]

>(Workingshop DC)

Defenses: Player Named Fortifications: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Finish up those Prika Strips. We still have a cat to deal with! 2/4

[Metallurgy I][Prika Strips I]

2. Now that we have proper engineering, Mr. Westerner works on the theory for a basic, simple static steam engine. The basis of all our railroading abilities, steampower.

As simple as it sounds to harness boiled water it actually isn't. The mechanism, the parts dimensions, the entire layout must be carefully blueprinted AND calculated. New molds especially crafted for each individual piece. Then finally testing, and hoping that the whole thing doesn't explode.

So let's get to work on basic Steam Power. We have to research this first before we can make an actual train or bother with rails with no engine.

[Engineering I]

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

3. Someone has a bright idea!

Bugles!

The use of Trumpets to warn when, where, and how the cat, or any other large animal, is coming. This will allow our scouts to warn others to impending danger, and give us an edge in dealing with that cat.

[Metallurgy I][Music II]

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a2429d No.31049

File: 7283267c20d0c5e⋯.jpg (112.03 KB,640x495,128:99,a0c4479ed671c4f2b6234a6af7….jpg)

[Shimmerwebs]

1 The Queen has a spurt of inspiration! What if you organized Spiders by what they’re good at! 4/8

2. The spiders finish [Farming I][+1 food per farm]

3. The Spiders begin to craft weapons that work on their spidery legs 1/4

[U.S.M]

1. The [Pika Strips: 1(Moveable)] are completed

2. Mr. Westerner is fast to make this idea happen with his new understanding 3/4

3. The [Bugles I] are completed! They are sure to help communication within the army!

[Sprite Sovereignty]

1. A mishap results in some Sprites becoming overgrown into grass -2 population the magic however moves along [Rejuvenation II]

2. The workers lack the resources so they collect more instead +4 Wood

3. Your scouts being back +2 Foliage

[Fall’s Last Gasp]

1. A celebration is had as [Harvest II] is completed!

2. The fey begin to build a new outpost by the river however they lack buildings materials so they gather some instead +4 Wood

3. The Shade’s begin to improve their magic

[Muckton]

1. The lumber party is attacked by a savage squirrel which has followed them back to Muckton [Combat Roll 1d10 +tactics for fight]

2. Some shamans disappear into the swamp never to be seen again -1 pop

3. The Watch falls over crushing the members of the clock cult -1 pop

[The Order]

1. Tromp is distracted when an illegal mouse tries to make it’s way over his wall and causing him to chase it around with a garden hoe.

2. A new unit of Knights of the Order [+2.2][-1 food per turn] are raised

[Salam]

1-2. The [Player Named Outpost [Fortified +10 to defense creation] is completed!

[Tinkerton]

1. The doors will not budge at all, the rust has made them all but inoperable…

2. The [Restore I] magic is completed by the intrepid gremlins!

1. The shrine is almost completed 4/6

2. The scouts sent to find the holy artifact never return, people begin to speak of a family of beasts who dwell in the drunk -1 pop

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a2429d No.31050

File: bfec0b190c2b7c2⋯.png (429.09 KB,649x904,649:904,ss__2016_07_07_at_02_02_31….png)

Dice rollRolled 28, 25, 59, 61 = 173 (4d100)

[Rat Tribes]

Pop: 12 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 24 +3/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1-2 now with the new hammers from Matoran, the rats are able to build their new settlement even faster 2/10

#3-4 the rats are all out of building supplies, so scurries are sent to go scavenge for more wood, and more fungi for foliage

[Rubbish +1 to scavenging production]

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a2429d No.31052

Dice rollRolled 95, 47, 57 = 199 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 16 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +4/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 2]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+1 population per turn]

—Structures—

+[Farm:+1/f+1] > The Shimmerhive

+[Insect Farm:+1f+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization II]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The generates more queens to increase the amount of spiderlings produced. [Growth]

2. The work on weapons continues, though who can say how effective the weapons will be. [Weapons I: 1/4]

3. The Queen actually finds that she likes organizing the spiders and that they like being organized. [Organization III: 4/8]

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a2429d No.31053

File: 27d3869e767bdb1⋯.jpg (59.29 KB,768x381,256:127,frontier-wagon-circle.jpg)

Dice rollRolled 72, 79, 57 = 208 (3d100)

[U.S.M]

Pop: 7 (Molder I)

Resources:

[Wood: 5]

[Foliage: 5]

[Metal: 8]

[Crayons: 4]

[Pika Strips: 1(Moveable)]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

>[Salvage Station]

Structures: [Farm]

>(Workingshop DC)

Defenses: Player Named Fortifications: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Keep working on the Steam Engine design Mr. Westerner! Then we can work on mobility and rails. Plus, we have other uses like a steam winch and more but we'll need a working engine first. 3/4

[Engineering I]

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

2-3. Prepare another Wagon Train, to establish a settlement on the Kitchen Cupboard just under the shelf next to the sink. The wagon will be carrying the strips now ready to set up.

Forward scouts will use bugles to warn the wagon train if the cat starts coming by to set up a defense.

"This time when cat comes around, get the wagon train in a circle and bring out the Prika Strips. Don't panic, this boot's got spurs this time."

https://www.youtube.com/watch?v=Lq7wO1qtQuM

"Mark your path with a crayons so if anything happens we know the way to find you and you won't get lost. Put an X everywhere you are engaged with the cat so we can know danger locations."

[Bugles I]

[Pika Strips: 1(Moveable)]

[Crayons: 1]

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a2429d No.31055

Dice rollRolled 66, 61 = 127 (2d100)

>>30979

[C.C.C]

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9 +1/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

1. The construction of another settlement continued. It was a long and ardous process and its benefits were still uncertain. However the expansion and decentralization of the Cookie Crumble Collective was of utmost importance. Thus efforts to increase the survivability would continue.

4/10 [New Settlement(Outpost)]

2. Blasted Cookie Bandits! How dare they commit high treason! They shall be found and they shall be executed and their crumbled remains would serve as foundation of the Cookie Workshop!

5/6 Cookie Workshops

+ Alcatraz [Barren +5 to make buildings]

-10 to food buildings

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a2429d No.31056

Dice rollRolled 2, 68, 38 = 108 (3d100)

>>31049

[Fall’s Last Gasp]

Pop: 12 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 26 +5/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1]

Magic: [Warmth I], [Harvest II], [Shadow I], [Wood I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Well, we've almost cobbled together enough wood to simply -expand- the stump! So that's what we'll do. It surely shan't be too hard to fetch more! Put our most skilled harvest gnomes on the case.

Gather Wood. [Wood I]

2. We continue expanding the power of our Shadow Magic! [+5 Noble Souls]

3. Now this new-fangled art of– 'technology'– is unheard of in the Homelands, where we simply forge what we want from brambles and stones and rivers. The many-layered contracts with the land and its many objects let us do this with a lazy thought, but we cannot forge such contracts in such a banal world, not yet, not as powerful as we are now… so! We'll have to learn how to build up Architecture the old-fashioned way.

Research Architecture. -10 Yard

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a2429d No.31057

Dice rollRolled 4 (1d10)

>>31049

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

The tricksters bombard the troublesome shitty stupid squirrel with rot and magic and misfortune until it leaves.

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a2429d No.31058

File: 48c78d677ae45af⋯.jpg (83.67 KB,500x655,100:131,7ad825a85fdcea0718e1dfaec0….jpg)

Dice rollRolled 9 (1d10)

>>31057

The Squirrel attempts to feast on the small creatures food supplies!

Squirrel [+4]

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a2429d No.31059

>>31058

>>31057

The Squirrel feasts on the Boggarts food supply gorging itself before leaving -7 food

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a2429d No.31061

Dice rollRolled 82, 65, 39 = 186 (3d100)

>>31049

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food:5 +1/turn

Resources:

[Wood: 9] +1/turn

[Foliage: 5]

[Sparks: 5] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

[Ancient Watch] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp I](3/6)[Swamp II]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. God damn good for nothing squirrels, aight we gotta get some more food pronto. Lets get looking for it!

2.We're going to need better swamp magic if we're going to build Muckton up better. Let's keep at it!(3/6)

3. Study the meaning of the ancient watch again, carefully. Don't want any other boggarts worshipping those shitty old gods again.

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a2429d No.31062

>>31058

>US Menace

>Black Leather Jackets

Jesus Christ how horrifying

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a2429d No.31065

Dice rollRolled 78, 58, 50 = 186 (3d100)

>>31049

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 28 +4/turn

Resources:

[Wood: 9]

[Foliage: 7]

[Sparks: 17 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Begin upgrading Sovereign root to a town.

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Begin researching how better to work with and sharpen wood.

-10 yard

3. Begin weaving the grasses into a house of knowledge to store knowledge for better sharing of learning.

+Construction I

+Nature II

+Tree worshipers

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a2429d No.31066

Dice rollRolled 48, 95 = 143 (2d100)

[Tinkerton]

Pop: 6 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 7 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Car +1 to metal production]

Structures: [Farm]>Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology:[Scavenging I][Metallurgy I][Restore I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. The Gremlins furnish up shrine to the Old Gods. They lay at its feet down tiny trinkets, coins, and other relics of the Old Gods greatness. As they did, they would use a bit of the spark to make them shiny and new again…as they once were. 4/6

+Restore I

2. Place our hands on the joints. We will cleanse the rust away, so that we can close the car doors to prevent more rain damage and rust to the great vehicle

+Restore I

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a2429d No.31067

File: 6f5b8661ade054a⋯.jpg (30.21 KB,555x312,185:104,98ac0cb4feb9edc89017d8c60b….jpg)

[Shimmerwebs]

1. The [Growth I] magic is completed!

2. The weapons are almost done 3/4

3. Ohh what if we organized them by eye shape! 6/8

[U.S.M]

1. The [Steam I] is completed! Mr.Westerner has some concerns as you don’t have a reliable source of fuel, he used crayons for his prototypes. -1 crayon

2-3. The wagon train moves out taking caution to set up in the kitchen, there is no sight of this “cat”. 6/10 -5 foilage -5 wood +[Pika Strips: 1][Deployed]

[Sprite Sovereignty]

1. The SR begins to grow bigger as the Sprites channel their magic into expanding the tree 3/12 -9 wood -6 foliage

2. The Sprites work on sharpening wood… 2/4

3. The Sprites lack materials so they gather more +2 foliage

[Fall’s Last Gasp]

1. As the fey search for wood they find a great savage brown beetle which assaults the scouts ripping some to shreds and following the remaining slowly back to the settlement [1 turn arrival]

2. Shade continues to refine his magic 4/6

3. Advancements in architect are slow to form 1/4

[Muckton]

1. The Boggarts find various bugs and seeds +5 food

2. The [Swamp II] magic is completed

3. Hmm the ticker seems to tick really fast, maybe those squiggles on the surface mean something?

[C.C.C]

1. The outpost is almost done 7/10

2. The [Cookie Workshops]>Alcatraz is completed! [+1 food per turn]

[Tinkerton]

1. The [Hulu Shrine]>Player Named Settlement [+1 spark per turn]

2. The joints are slowly begin cleared of rust 4/12

[Rat Tribes]

1. The outpost is slowly coming together 4/10

2. Some scraps are gather +2 metal +2 wood

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a2429d No.31068

Dice rollRolled 5 (1d6)

>>31067

[Event]

1 Attic

2 Yard

3 House

4 Attic

5 All

6 Forest

[Event Results]

Low is negative

High is beneficial

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a2429d No.31069

Dice rollRolled 40 (1d100)

>>31068

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a2429d No.31070

>>31067

[Shimmerwebs][Correction]

Revise [Growth I] to [+1 population per building]

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a2429d No.31071

File: b304de2eebd1895⋯.jpg (41.83 KB,475x353,475:353,a-summer-day-hortobgy-mano….jpg)

>>31070

—Summer Breeze—

Warm air drifts across the lands heralding the true beginning of Summer. It feels like a happiness drifts across all those who touch it. Many little peoples believe that a sacrifice can grant boons from the first winds of Summer…

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a2429d No.31072

Dice rollRolled 94, 52, 48 = 194 (3d100)

>>31067

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 8+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food:11 +1/turn

Resources:

[Wood: 10] +1/turn

[Foliage: 5]

[Sparks: 6] +1/turn

Settlements Muckton [Swamp +Rough Terrain]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

[Ancient Watch] >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1-2. Muckton needs to be bigger, needs to better! We need to make our home totally awesome like we are!

+Swamp Magic II

3. Sacrifice 3 food, 3 Spark and rot the watch away and sacrifice what was left to the winds of Summer. This is the Summer where the small shall rise to greatness!

+3 food

+3 spark

+Ancient watch/ Ancient watch remains

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a2429d No.31073

Dice rollRolled 11, 65, 84 = 160 (3d100)

>>31067

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 32 +4/turn

Resources:

[Wood: 0]

[Foliage: 3]

[Sparks: 12 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue to expand the Sovereign root. 3/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Continue to work on sharpening and working with wood.

-10 from Yard

3. The Druids hold a grand ceremony where the pollen of the first blumes of summer flowers are gathered and infused with sparks, then released from the top of the Holy Tree into the First winds of summer.

-7 sparks

+Nature II magic

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a2429d No.31075

Dice rollRolled 32, 43, 44 = 119 (3d100)

>>31067

[Fall’s Last Gasp]

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 31 +5/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 6 +1 Per Turn]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1]

Magic: [Warmth I], [Harvest II], [Shadow I], [Wood I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Ahaha. Oh. That's not good. That's not good at all.

Well, beetles and bugs aren't anything to sniff at– faeries and gentlekith, take up arms! We must defend the Stump from this rampaging bug!

Recruit Military Units for the defense of the Stump.

2. Finish Shadow Magic II. [4/6] +5 Noble Souls

3. Sacrifice some berries, Sparks and moldclumps to the summer winds! The Fair Folk take blessings, seasonal changes and natural signs very seriously.

Sacrifice 6 Food and 2 Sparks for Summer.

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a2429d No.31076

>>31055

You have been upped to major nation:

3D100 per turn

[Cookie Crushers]

Your people require little sustenance to survive making their army total: population divided by two.

>>31050

You have been upped to major nation:

3D100 per turn

[Slaver’s Life]

When you defeat enenmy units you can a equivalent population bonus, you also gain one extra food per ten population

>>30999

You have been upped to major nation:

3D100 per turn

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

>>30981

You have been upped to major nation:

3D100 per turn

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

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a2429d No.31077

File: 6dba3012761c8b0⋯.jpg (8.72 KB,228x221,228:221,boggart1.jpg)

File: 697f97f9aa57e2b⋯.jpg (50.53 KB,400x298,200:149,boggart-mob.jpg)

>>31072

The boggarts, Scions of the swamp, makers of the muck, Masters of the morass head towards the center of the swamp, their home and lifeline. They bring with them gifts of food and spark, as well as whatever bits of the ancient Man, not god, made construct they could pry off with their grubby limbs and rotten magic. This bizarre and somewhat grotesque procession into the bog's heart was for a singular purpose. A party and ritual as old as this swamp itself.

Once at the center off their home they would rot and break down their sacrifices to the swamp and summer with magic and malignancy. The resultant spores, dust, detritus and rust flakes would be picked up by the winds and scattered to the corners of creation. There would be laughter and dancing and partying. Boggarts would get drunk on rotgut and be merry. Summers was when things rent to rot fastest and quickest, even as life was at its strongest and most verdant. This was the summer of their ascendancy, and they would make the most of it.

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a2429d No.31078

>>31076

hello GM. I might have misspoke in my starting description. the rat folk generally don't take slaves. defeated enemies, especially mice, are given the choice to be evicted or to live as indentured but essentially free servants and second class citizens on occupied land. sorry if this is being pedantic, can I get a name change to Thrall Lord or something to this effect?

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a2429d No.31079

>>31078

Go ahead and rename it to anything you want m8

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a2429d No.31081

File: f805f50fbedbb30⋯.jpg (63.05 KB,512x235,512:235,A007604.jpg)

File: b1d008fc48e6339⋯.jpg (92.4 KB,557x300,557:300,DANCING_OLD_WEST_FRONTIER.jpg)

Dice rollRolled 63, 93, 95 = 251 (3d100)

[U.S.M]

Pop: 8 (Molder I)

Resources:

[Wood: 0]

[Foliage: 0]

[Metal: 7]

[Crayons: 3]

Settlements (Workingshop DC)

>[Rubbish +1 scavenging production]

Structures:

[Farm]

[Salvage Station]

>(Workingshop DC - Settlement)

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. In commemoration of the new settlement, and in reverence to God and memory of the Great Creator, the cupboards and drawers are scoured of cans of food and meat. To cook, and serve hot, a sacrifice to the good tidings of summer and celebration of the new settlement. Some crayons too were burnt, to give off a nice colorful plume of smoke.

[Farm]

[Crayons: 1]

2. Wood was gathered from the rubbish pile and the salvage station, but put to use in great fires to cook the summer feast.

[Rubbish +1 scavenging production]

[Salvage Station]

3. But truly, what to do with all this food? The metal figurines could not eat it, and surely, should any excess food be put to waste.

In a stroke of inspiration, the metal men decided. . .to set up a great bit Saloon on the Kitchen top. Not just for the fun and dance of the metal men with fiddles and trumpets, but also to serve food. But not to the metal men.

It is well known that the world is populated by all sorts of people, creatures, and beast. The great and varied audience at Ronnie Dio's Butterfly Ball was proof enough of this.

Not only would a Saloon building generate morale, but would serve as a direct place to potentially recruit strangers and outsiders, and foster good relations. Dio himself was contacted and asked if he'd be willing to.

In any case, due to a recent wood shortage, the Salloon might need to be made of metal. But we could surely paint it pretty with a good crayon.

Soon, U.S.M. music and food would attract many visitors!

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

[Music II][Dancing I][Bugles I]

[Metal: 7]

[Crayons: 1]

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a2429d No.31082

Dice rollRolled 21, 38, 41 = 100 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 19 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +4/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 3+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1] > The Shimmerhive

+[Insect Farm:+1f+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization II] [Growth I][+1 food per farm] [Farming I][+1 pop/turn per building]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. A few spiders are trying to figure out still better farming methods. [Farming II] {+5}

2. The spiders try to complete their crude weapons as best they can. [Weapons I: 3/4]

3. Everything looks nearly done, and the queen seems happy with the new labor divisions. [Organization III: 7/8]

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a2429d No.31116

File: 6d60583bed0601c⋯.png (381.01 KB,673x1071,673:1071,eltanin__onu_matoran__by_l….png)

Dice rollRolled 55, 72, 26 = 153 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 12 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +3/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 8] +1/turn

China Fragments: 2

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Fortifications 5/8

Snake Training 1/6

1/2. We have slumbered for too long, We push out, into the fertile lands, to once again try to establish a settlement there.

Popping 2 Spark on this

3. Our neighbors have expanded, let us send them all a token of peace, a unit of food for each of them.

>Send to all nations in the attic, as a sign of peace from the Matoran Ecumene

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a2429d No.31118

File: 60a79732a8fd47d⋯.jpg (348.85 KB,640x480,4:3,RNFT7d2.jpg)

>>31116

I'm back, don't cha know eh?

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a2429d No.31119

>>31116

1/2. Sorry, eh. I'm 'sacrificing' two spark on this

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a2429d No.31120

File: 404f90eeb45fd71⋯.jpg (17.24 KB,351x320,351:320,6d43bf47cf1b9c0d6b4fc906cd….jpg)

File: a520e1bb18f0b8a⋯.jpg (74.31 KB,361x504,361:504,ink-eyes.jpg)

Dice rollRolled 62, 9, 31 = 102 (3d100)

[Rat Tribes]

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 28 +3/turn

Resources:

[Wood: 2]

[Foliage: 0]

[Metal" 2]

[Sparks: 5]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the rats prepare to hold a great summer festival. great piles of food are put aside. it is the festival of Hamelin, where we remember the time of greatness when rats once ruled a town, not the old gods, and when we feasted and ate to our hearts content. in memory of that great age

>"when we fought the dogs and killed the cats, made our nests in the old gods hats, bit their babies in their cradles, ate soup from their own cooking ladels…"

the rats find colorful scraps of cloth and weave it together, in an effigy of the evil Piper. as well as some coins. the metal coins are tossed into the spark pool, so that the humans could not find a means to pay the piper. the colorful effigy is burnt, to ward off the Piper from returning.

15 food

2 Sparks

1 Wood

1 Metal

#2 in the festilal of Hamelin a great tourney is prepared. all the tribes gather for the festival of Hamelin, as a great temporary pit is erected. through trial by combat with each tribe, males fight against males, females against females, in a great pit in massed fights overseen by the elders and shamans, until each tribe has two champions of either sex. then the tribes pit their champions against each other, until at last only two champions of the entire tribes are left standing. these two rats, now become the progenitors of an entirely new brood, arranged to be paired together, they and their future children earn a great portion of the food set aside in the festival. however, the trial is not yet over, the last remaining male, and the last remaining female, are pitted against each other. the one that subdue's the other, shall earn their home tribe the lion's portion of the festival's food to themselves.

in this manner, through combat, the strongest two rats of all the tribes create a new generation of even stronger, mightier rats. it is the Tribes method of selective breeding, ensures that Tribes make effort to only produce the strongest warriors, and expresses their sense of fierce competition and warrior pride.

#3 other rats continue to piece together the outpost atop the great green tarped box 4/10

[Hammers I]

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a2429d No.31132

Dice rollRolled 94, 38 = 132 (2d100)

[Tinkerton]

Pop: 7 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 8 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 6] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. For the summer sacrifice, the Gremlins shoot some sparks into the air in a display of fireworks, to bring a bit of light into the world.

2. Focus Gremlins. We'll restore this door and close it. Rain will no longer damage the great Vehicle. 4/12

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a2429d No.31138

Dice rollRolled 11, 12, 88 = 111 (3d100)

>>31049

>>31076

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +2/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1. After we increase Tromp's security, he can get back to work devising a way to create a grand castle. [Continue researching Fortifications II] [3/6] [+5]

2/3. Our nation is growing well, but we lack something: Spark. That essence which would give us great power. Let us send out some mice to search for it. They shall roam far and wide, never ceasing in their quest for Spark.

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a2429d No.31139

File: e71bed77bec695d⋯.gif (643.04 KB,300x203,300:203,GetGetGet.gif)

>>31138

>11

>88

>111

That being said, we need a task force to deport these illegal mice.

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a2429d No.31158

Dice rollRolled 67, 94, 88, 5, 61, 96 = 411 (6d100)

>>30981

[Salamandastron]

Pop: 15 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +2/turn

Resources:

[Sparks: 12]+1 turn

[Metal: 8]+2 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Structures:

Defenses:

Military:

Carrot brigade [+2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

The rabbits once again hold a town hall meeting to discus their plans. It is quickly agreed that resource collection and troop raising take priority. After which we can focus on farms and upgrading our technology and magic.

1.2. A stone collector and shaper is built at the new fortress

3.4. A second stone collector and shaper is built at the new fortress

5. A second carrot brigade is raised

[Spears I]

[Rank and File]

[Carrots and Spears]

6. And a third carrot brigade is raised

[Spears I]

[Rank and File]

[Carrots and Spears]

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a2429d No.31173

Dice rollRolled 55, 41, 36 = 132 (3d100)

>>31116

Make up shit

1. Continue with the construction of the fortification, we have laid idle for too long.

2. The Great Snake can be of use to us, let us continue its training

3. Our first search into the realm of the Attic lead to good things, let us do this once more, past the chair and towards the corner walls.

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a2429d No.31222

File: acbb23fbd1d6452⋯.jpg (220.1 KB,681x920,681:920,harold_gaze_undersea_tea_p….jpg)

[Shimmerwebs]

1. Slow progress is made on improving farming techniques 1/6

2. The [Weapons I] are completed for use by the Spiders!

3.The Queen soon starts to sort everyone by their abilities to sort! [Organization III]

[U.S.M]

1-2. A large bonfire is created as the foodstuffs are burnt in offering to the Summer Breeze the metal folk of Metallica feel reassured about the future.

3. You construct a salon in the soon to be outpost in the kitchen, you invite Ronnie Dio to join the project as the manger of this soon hopping establishment. Ronnie is more then happy and names the saloon “Dio’s Place” and many of his menagerie of friends come around to party with him.

+[Dio’s Place]>Independent [+1 population per turn][This is a new population which requires food]

[Matoran Ecumene]

1-2. The settlement begins construction 3/10 -5 foliage -5 wood

3. [All neighbors gain food -4 food]

1. The fortifications are almost done 7/8

2. The Snek continues training 2/6

3. A small stash of nails are found! +5 nails

[Sprite Sovereignty]

1. A collapse upon a support beam results in some deaths -1 population

2. The [Sharpening I] is completed! What a glorious day!

3. The Ceremony is had bringing great reverence to the tree and the Summer Breeze, the Sprites feel confident of the coming blessings of summer.

[Fall’s Last Gasp]

1. A Player Named Unit [+1.6][-1 spark/food per turn]

2. The [Shadow II] is completed by the Shades.

3. The Sacrifice is had instilling a sense of wonder in the Fair folk giving them great hope for the coming summer.

[Muckton]

1-2. The GREAT EXPANSION of Muckton starts 6/15

3. The Watch makes a plucking sound as it drifts down into the darkness of the swamp, the Boggarts laugh and party as the warm Summer Breeze warms their hearts.

[The Order]

1-2. Tromp seems to have organized his security detail and is going lynching mice who he says are “illegal” -2 population

3. The builder begin to make a spark collector 4/6

[Salam]

1. A [Quarry]>Salaman’s Fortress is made.

2. The second one is almost done 4/6

1. Another Carrot Brigade [+2.2][-1 food per turn] is founded

2. Another Carrot Brigade [+2.2][-1 food per turn] is founded

[Rat Tribes]

1. A massive feast is had among the rat kind! The Summer Breeze and the glories of old are equally! One rat shaman while recalling a story of old is seemingly imbued with spirit of a lost warrior truly telling the story anew +[Spirit Magic III]

2. The fighting proves brutal and of little worth -2 population

3. The outpost is slowly coming together 5/10

[Tinkerton]

1. The sacrifice of sparks is made and the Gremlins feel confident in the new Summer Breeze which will surely bless them this year.

2. The door is very heavy and there are only so many gremlins 5/12

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a2429d No.31230

File: 78234c21624d310⋯.jpg (312.66 KB,850x563,850:563,longicornis_by_cristinasam….jpg)

The Beetle begins it's advance on the Stump preparing to feast heartily on the delicious fey.

Rhino Beetle [+3.6]

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a2429d No.31231

Dice rollRolled 9 (1d10)

>>31230

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a2429d No.31235

>>31230

Beetle should be Rhino Beetle [+3.6][Armoured]

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a2429d No.31237

File: b60ed10fbecb0f5⋯.jpg (242.41 KB,375x500,3:4,the stump.jpg)

>>31230

Finn Fionn tosses a twig rapier at one of the nearby Autumnkith, whistling as Merry Tom bustles away from the barricades.

"This bug thinks it can come here and eat us! We'll show them how the children of Fall do things! Stay close to the barricades, friends, and we will win handily! Confuse it with shadows and shades before going in for the kill– hit the joints!"

Autumnkith Militia +1

Autumnkith Fencers +1.6

Wicker/Leaf Barricades: +2

[Shadow II]

[Winter's Refuge]: Take a 5/10 for combat rolls for the Autumnkith Militia and Fencers.

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a2429d No.31239

>>31237

16.6 v. 12.6

Autumnkin Victory!

The Fey easily scare off the beast from behind their barricade forcing it off any time it attempts to gain ground. Eventually it grows bored and wanders off.

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a2429d No.31240

File: 77de79d3fdd1ebc⋯.jpg (217.35 KB,900x669,300:223,Boggart4.jpg)

Dice rollRolled 87, 25, 74 = 186 (3d100)

>>31222

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 9+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 9+1/turn

Resources:

[Wood: 11] +1/turn

[Foliage: 5]

[Sparks: 4] +1/turn

Settlements Muckton [Swamp +Rough Terrain](6/15)

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1-3. We made some GREAT progress on making Muckton great. Still we've got a LOOOONG ways to go. Keep at it boys! We'll make Muckton a fetid swamp good enough for a Boggart paradise! (6/15)

+Swamp Magic II

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a2429d No.31243

Dice rollRolled 74, 32, 4 = 110 (3d100)

>>31222

[Fall’s Last Gasp]

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 29 +4/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 4]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1], Autumnkith Fencers [+1.6, -1 Food/Spark]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkin will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkin can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. We've successfully driven off the beetle! Huzzah!

But it was our defenses that kept it at bay, and it may very well come back soon. SO! We'll need a more reliable way of sorting such situations out.

Thankfully, Autumn has its own answer. With the coming of winter, the lengthening of night, the Menfolk felt fear, and it was fear that certain Autumnkith feasted upon instead of gourds and apples. We lost much in our flight, but the shadowkinder still know how to strike Fear into the hearts of beast and brethren.

Research Fear magic.

2. More wood! We need more wood if we are to fortify our dear Stump! It must be strong and stout in case of the beetle's return.

Gather Wood. [Wood I]

3. Continue the insights into that whole Architecture thing. This wasn't such a problem back Home– you just made a pact with the land and it shaped itself! No silly physics or construction… Research Architecture. [-10 Yard]

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a2429d No.31244

>>31243

Slap a pair of Sparks on the last roll if allowed.

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a2429d No.31245

File: ab469aa114baa52⋯.jpg (66.48 KB,497x154,71:22,RP memes.jpg)

Dice rollRolled 8, 80, 50 = 138 (3d100)

>>31222

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 21 +3/turn

Resources:

[Wood: 1]

[Foliage: 0]

[Sparks: 7] +1/turn

China Fragments: 2

Nails: 5

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Fortifications 7/8

Snake Training 2/6

New Settlement: 3/10

1. One last push to finish the fortifications!

2. The Settlement is be worked on, the will of the Gods demand it!

3. We have found some good items in the North, let us continue to go in that direction so scout for more resources.

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a2429d No.31246

>>31243

also also architecture progress was at 1/4

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a2429d No.31248

Dice rollRolled 91, 24, 75 = 190 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 22 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 25 +4/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 4+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1] > The Shimmerhive

+[Insect Farm:+1f+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 food per farm] [Farming I][+1 pop/turn per building] [Weapons I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The spiders keep working on their farming methods. [Farming II] {+5}

2. A few of the spiders practice their skill at phasing in order to exploit it in combat. [Phasing II]

3. The spiders appear to be segmenting themselves into a division of labor, now. [Division of Labor I] [Organization III]

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a2429d No.31249

File: 41809002739eb64⋯.jpg (50.25 KB,640x464,40:29,Shot-Size-Cover-Photo.jpg)

Dice rollRolled 98, 67, 31 = 196 (3d100)

[U.S.M]

Pop: 9 (Molder I)

Independent Pop: 1 (+1/Turn)

Food:?

Resources:

[Wood: 0]

[Foliage: 0]

[Metal: 18] +3 Turn [Salvage Station, Rubbish Pile]

>(Messed up my passives. Took half of +3 Metal pt from 9 turns per CW)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Continue to build New Counterdam! 6/10

[Engineering I]

[Metallurgy I]

2. Now that we have an actual population to feed, we'll need to get that old farm back up and running. The Creator didn't actually intend for it to be used, but he did use real soil and real water at least.

[Farm]

3. We need to think of the future and our defense. The fact that we lost an entire convoy to some large creature means we need weapons. Our cowboys need their six shooters, but it's pointless without the powder to make em.

We have two options, hope that the Creator left around some shells, if we're lucky shotgun shells and simply harvest them from there. If we're unlucky we'll need to manufacture it directly from acid, charcoal, cotton, and fertilizer.

The new population have been around the house, maybe one of them has seen any of the items on our list. Send out some of our own scouts to try and find trace of them too.

[Scavenging I]

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a2429d No.31256

Dice rollRolled 16, 11, 29 = 56 (3d100)

>>31222

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +4/turn

Resources:

[Wood: 0]

[Foliage: 3]

[Sparks: 14 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue to expand the Sovereign root. 3/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Collect some more wood from the tree.

+Nature II magic

3. Explore around some more.

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a2429d No.31313

Dice rollRolled 82, 4, 78 = 164 (3d100)

>>31222

Nation Name: The Order of the Portal

Type: Micro

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 23 +2/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1/2. That's a problem, but there's so many mice coming in that there's no real worry about population shrinkage. Trump NEEDS to get back to work researching that castle. [Continue researching Fortifications II] [3/6] [+5]

3. The builder is doing good work. This spark collector will be very helpful. [4/6]

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a2429d No.31369

File: e41415ff5120a36⋯.jpg (270.9 KB,1369x1024,1369:1024,maxresdefault.jpg)

[Shimmerwebs]

1. The Spiders make great progress on better ways to herd the bugs 4/6

2. A spider phases super hard and is never seen from again -1 pop

3. The Queen begins to sort the spiders by how hard they work [Division of Labor I]

[U.S.M]

1. New Counterdam is finished! A great celebration is had among the settlers

2. The farm now has actual production! +1 food per turn

3. It is said that the Creator used to keep a great stash of Ammo deep within the Cellar….

[Matoran Ecumene]

1. A Matoran falls into the wall and is built over -1 pop

2. The Matoran work hard really pushing the settlement forward 6/10

3. A pile of dung is found and pulled back to the settlement +2 dung

[Sprite Sovereignty]

1. No progress is made as some sprites find something they call “Weedleaf” which has a negative effect on their work ethic

2. The Tree must be angry as a branch falls squashing some shamans -1 population

3. The scouts collect some foliage +4 foliage

[Fall’s Last Gasp]

1. One old fey by the name of Spookers can make truly scary faces 3/4

2. A average day is had collecting wood +2 Wood

3. As the fey study this idea of “arichtecture” one begins to make a grand sketch, the others gather around and when it’s done they stare at a sketch of the Palace of Winter home of the Hoarfrost Vizier +1 Frost Token

[Muckton]

1-3. Muckton begins to expand like a wart on a fat toad 13/15

[The Order]

1. Tromp finally gets back to work and finishes [Fortifications II]

2. The [Spark Collector]>Patchville is completed

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a2429d No.31370

Dice rollRolled 91, 10, 49 = 150 (3d100)

>>31369

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 10+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10+1/turn

Resources:

[Wood: 12] +1/turn

[Foliage: 5]

[Sparks: 5] +1/turn

Settlements Muckton [Swamp +Rough Terrain](13/15)

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1-2. Alright we are nearly done, Let's Get Muckton to a proper town size!

+Swamp Magic II

3. Research Swamp magic more!

+magic I

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a2429d No.31371

Dice rollRolled 91, 69, 32 = 192 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 24 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 29 +4/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 5+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1] > The Shimmerhive

+[Insect Farm:+1f+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 food per farm] [Farming I][+1 pop/turn per building] [Weapons I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The farming methods get better, slowly. [Farming II] {+5} {4/6]

2. The Shimmerwebs are using their new organizational methods to bring foliage down into the cellar for construction. They establish a chain of spiders, which is generally as efficient as simply building outside. I mean, who would build a building to collect foliage? Nobody. [Division of Labor I]

3. The new methods also seem to increase in efficiency. [Division of Labor II]

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a2429d No.31372

File: ca3e92b5570c355⋯.jpg (4 MB,3543x3661,3543:3661,TheKnownWorldYard.jpg)

File: 9fac124b33e108c⋯.jpg (4.91 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

>>31369

Mupdate

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a2429d No.31373

Dice rollRolled 6 (1d6)

>>31372

[Event]

1 Attic

2 Yard

3 House

4 Attic

5 All

6 Forest

[Event Results]

Low is negative

High is beneficial

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a2429d No.31375

Dice rollRolled 54 (1d100)

>>31373

[Forest Event]

Roll for Size

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a2429d No.31376

File: 7e11f7f7067c36c⋯.jpg (297.11 KB,761x900,761:900,concept___toad_warrior_by_….jpg)

>>31375

[Fropp's Horde]

A small Horde of Toadmen have wandered out of the forest and have settled a camp by the western creek. They send messengers to all yard nations demanding tribute or they will be pillaged for everything they got.

The Toad Horde:

Froppo The Barbarian [+2.4][Inspiring

Toad Warriors [+2]

Toad Warriors [+2]

ToadSkirmishers [+1.6][Fast]

Toad Skirmishers [+1.6][Fast]

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a2429d No.31377

File: d21eaef7807fa8a⋯.jpg (26.2 KB,500x348,125:87,4059.jpg)

Dice rollRolled 77, 78, 18 = 173 (3d100)

[U.S.M]

Pop: 10 (Molder I)

Independent Pop: 1 (+1/Turn)

Food: 1

Resources:

[Wood: 0]

[Foliage: 0]

[Metal: 21] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

1. Send scouts to the basement through the Hatch. God's speed gentlemen, and good fortune.

2. Mr. Westerner can continue on his basic Steam Power research! 3/4

[Engineering I]

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

3. While we work on the powder issue, let's make Sabers for our soldiers to have something to fight with.

[Metallurgy I]

+10 to tech research

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a2429d No.31378

>>31377

1* "And remember, you're there to find wind or trail of the ammo."

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a2429d No.31380

Dice rollRolled 7, 1, 100 = 108 (3d100)

>>31369

[Fall’s Last Gasp]

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +4/turn

Resources:

[Wood: 8]

[Foliage: 5]

[Sparks: 2]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1], Autumnkith Fencers [+1.6, -1 Food/Spark]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Haha! Aha. Oh.

No.

How fortuitous that these toads appear and demand tribute– just as this, ah, -thing- is sketched. While we take the plucky engineer off to be quietly examined and bathed in the glow of Warmth magic, we will give these toads their tribute! Food, for their bellies, and this token, so that if the Vizier should come, he slakes his anger upon the toads.

Give Fropp's Horde their tribute: 10 Food, 1 Frost Token.

2. Gather more Wood. [Wood I]

3. Do finish that Fear magic! [Fear I 3/4]

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a2429d No.31381

File: 931128eeb364cec⋯.png (226.68 KB,600x515,120:103,it just works.png)

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a2429d No.31387

Dice rollRolled 43, 72, 65 = 180 (3d100)

>>31369

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 40 +4/turn

Resources:

[Wood: 0]

[Foliage: 7]

[Sparks: 16 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. The Holy Tree is angry! Angry that the hard workers of the Sovereignty have taken to such sin! Ban this Weedleaf, and all who partake in it further shall be branded heretics and burned as such!

2. Now that that is out of the way and the faithful have regained their work ethic continue to expand the Sovereign root. 3/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

3. Have the shamans collect wood from the holy tree.

+Nature magic II

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a2429d No.31391

File: 1ade182130b0e50⋯.png (2.78 MB,4000x4000,1:1,InYourAreaCausingMassHyste….png)

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a2429d No.31404

YouTube embed. Click thumbnail to play.
Dice rollRolled 9, 22, 83 = 114 (3d100)

>>31369

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 24 +3/turn

Resources:

[Wood: 1]

[Foliage: 0]

[Sparks: 8] +1/turn

China Fragments: 2

+2 Dung

Nails: 5

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snake]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Fortifications 7/8

Snake Training 2/6

Settlement 6/10

1. Once more the walls will be done, the matoran who gave his life for them granting them more power through the presences of his spirit! Sanctify the wall with some holy spark to acknowledge his passing!

Spend 2 spark on this action

2. Fresh Dung! A wonder, put it to work in the farms, let is make the soil vibrant and wonderful!

3. The Snake is powerful, but it lacks discipline, feed it and train it for the glory of the gods!

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a2429d No.31405

Dice rollRolled 3, 44, 82, 89, 41, 60 = 319 (6d100)

>>31222

[Salamandastron]

Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 26 +0/turn

Resources:

[Sparks: 14]+1 turn

[Metal: 12]+2 turn

[Stone: 2] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Structures: [Quarry] [Quarry4/6]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

1.The second quarry needs to be finished [Quarry] 4/6

+10 to resource buildings

2. A farm is built in the new fortress

[Agriculture I]

+10 to resource buildings

3. If these toads march on us they will march on our resource base first. Not the fortress. Construct rockfall traps at salamandstron

4. Research Spears II

-10 to tech research

5. A fourth carrot brigade is raised

[Spears I]

[Rank and File]

[Carrots and Spears]

6. Research [Agriculture II]

-10 to tech research

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a2429d No.31407

File: eddcf9114f5152b⋯.jpg (173.56 KB,576x576,1:1,WHF20_349_Clan-Eshin-Sorce….jpg)

File: f9f5512f0e06d6f⋯.jpg (55.78 KB,700x371,100:53,rat-tank01.jpg)

Dice rollRolled 92, 60, 55, 20, 88, 37 = 352 (6d100)

[Rat Tribes]

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 19 +3/turn

Resources:

[Wood: 1]

[Foliage: 0]

[Metal: 1]

[Sparks: 3]

Settlements Player Named Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1-3 the tourney, brutal as it is, must go on. victors must be decided, to ensure the creation of a newer, stronger breed of rat. invigorated by the tales of the ancient warriors of Hamelin, the Shamans pray to the spirits, and ask for their guidance. may they impart their wisdom upon the heads of the strongest, the smartest, or the fastest, so that the rat male and female who deserves it shall triumph, and bring into the world stronger rat champions like themselves, as it was in the days of old when the rats fought each other for the last scraps. the selective breeding continues

[Spirit Magic III]

#4-5 the rat tribes continue to build their outpost atop the green tarped box 5/10

[Hammers I]

#6 scavenge again for wood and foilage, we need more materials to build upon our settlement.

[Rubbish +1 to scavenging production]

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a2429d No.31418

Dice rollRolled 23, 22, 84, 14 = 143 (4d100)

[Tinkerton]

Pop: 9 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5] +1/turn

[Metal: 2] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. Tinkerton offers 1 food, and 1 spark as tribute to the toadmen.

2-4. Gremlins work day and night, in shifts, to fix any damaged parts of the doors as they are closed inch by inch by the pushing of Gremlins 5/12

+Restore I

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a2429d No.31423

>>31405

spend 3 metal on action 1. Hopefully enough to keep me from getting completely fucked.

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a2429d No.31444

Dice rollRolled 47, 22, 77 = 146 (3d100)

>>31369

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 25 +2/turn

Resources:

[Wood: 6]

[Foliage: 5]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1/2/3. Now that Tromp has drawn up the plans, we can get to work on building the castle. We will need stone, and metal gathered from far flung places for the project, but the population is large enough that they can work together to bring us the materials they need. It shall be a grand building, soaring above all else in the Attic. [Begin building grand castle] [Fortifications II]

Fucked up my dice.

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a2429d No.31445

>>31444

>444

>22

>77

I just can't help myself.

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a2429d No.31446

Dice rollRolled 8, 18, 77 = 103 (3d100)

>>31076

[C.C.C]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +1/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

[Cookie Crushers]

Your people require little sustenance to survive making their army total: population divided by two.

1. The settlement was still coming along nicely. Yes it would take some time, but it would be decent enough.

4/10 [New Settlement(Outpost)]

2. Another Cookie Golem would be constructed! A hybrid of several cookies he would be one more warrior to strike fear into the hearts of rats and the like!

3. Additional scouting parties would be formed to find additional cookie crumbles and bring them together, allowing for a buildup of cookie crumbs to occur. Should any bad events happen this would allow the current Cookie Crumble Population to persist.

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a2429d No.31447

File: 3201e8831aa8ccd⋯.jpg (9.54 KB,200x200,1:1,3a497842cc84bd2f425c9d2bb1….jpg)

[Shimmerwebs]

1. The [Farming II] is completed by the spiders

2. The Chain is being organized from the Shimmerden 3/6

3. The Queen soon starts to divide spiders on preferred break times 1/6

[U.S.M]

1. The scouts begin a long journey into the darkness of the Cellar 1/2

2. Mr. Westerner begins to work on a new prototype 3/6

3. The sabers are proving a bitch to make 1/4

[Matoran Ecumene]

1. The dung ends up being used as building material and collapses part of the fortifications -2 dung

2. The dung was used to work on the wall

3. The Snake has been properly trained! Snek [+4][Consume][Climber][-2 food per turn]

[Sprite Sovereignty]

1. The Sprites begin to purge the heretics to the tree and throw away their weedleaf 2/4

2. Sovereign Root grows ever larger 6/12

3. The Shamans collect wood, the tree must be happy as none are crushed +4 wood

[Fall’s Last Gasp]

1. You had over the foodstuffs and Frost Token to Froppo’s horde. Froppo himself thanks you for the grand tribute calling your ruler a “very smart man” to hand him so much food and such a grand artifact which he now wears around his next

+[Froppo The Barbarian [+3][Inspiring][Frosty]

2. The scouts return shivering with fear, they tell of how they stumbled upon a pack of Rhino Beetles that are following them home! Some of the more educated fey laugh as Rhino beetles are solitary creatures and do not gather in “packs”. The scouts do however seem serious about this problem [1 turn till Rhino Beetle pack arrival]

3. As a Blodric the Gnome tries to great “fear” out of spark he does something even more surprising! He summoned a fear fey! A folk long since thought lost to the Hoarfrost Vizier’s clutches. The Fear Fey introduces himself as Scarecrow and would love to settle his people here!

+Hero: Scarecrow [+3][Inspiring][Spooky]

+3 population

+[Fear II]

[Muckton]

1-2. Muckton is officially a town! A great celebration is had!

3. Swamp magic sludges along 2/8

[C.C.C]

1. Some builders get lost and are never seen again -1 pop

2. The cookies prove too crumbly at work has to start over again

3. The Cookies bring back more crumbs +4 food

[The Order]

1. The great CASTLE begins construction but Tromp is annoyed at the lack of any real materials so he plans it in wood to be improved up later 4/10 -6 wood -4 foliage

[Salam]

1. The quarry suffers a collapse 2/6

2. The farm begins construction 2/6

3. Sharper stronger spears are slowly crafted 2/6

1. Rockfall traps are started around the new base 5/6 -1 Stone

2. Bunnies are rallied to from another Brigade Carrot Brigade [+2.2][-1 food per turn]

3. The bunnies learn how to better till the land 2/6

[Rat Tribes]

1. The great Tourney is had and only the strongest mate [Selective Breeding I]

5/6[Selective Breeding II]

2. The Player Named Outpost [Barren +5 to create buildings] is finished

3. A few scraps of wood are found +2 wood

[Tinkerton]

1. The Toads grumble at the small tribute but do not push it

2. The Great Doors swing close with ever Gremlin working together to make it happen, the car is now sealed for the most part.

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a2429d No.31448

File: 12d9a2964bc3bf3⋯.jpg (561.48 KB,675x900,3:4,201312041_sm.jpg)

Dice rollRolled 89, 25 = 114 (2d100)

>>31447

The Toad Horde:

Froppo The Barbarian [+3][Inspiring][Frosty]

Toad Warriors [+2]

Toad Warriors [+2]

ToadSkirmishers [+1.6][Fast]

Toad Skirmishers [+1.6][Fast]

Food: 11

Spark: 1

1. Move towards Sovereign Root

2. Recruitment

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a2429d No.31449

Dice rollRolled 59, 51, 1 = 111 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 27 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +6/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 6+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The Shimmerwebs are preparing for war by applying their new [Division of Labor I]! [Research: Mobilization/Draft]

2. The Shimmerwebs frantically bring more foliage down as the crewleaders organize further. [Foliage chain: 3/6] [Division of Labor I]

3. Still more methods are developed. Break times, feeding times, all that kind of thing! [Division of Labor II] [1/6]

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a2429d No.31455

File: 3e8921c9ca26bed⋯.jpg (249.49 KB,1920x1080,16:9,1469933336038.jpg)

Dice rollRolled 20, 53, 98 = 171 (3d100)

>>31447

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +1/turn

Resources:

[Wood: 1]

[Foliage: 0]

[Sparks: 8] +1/turn

China Fragments: 2

Nails: 5

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snek][+4][Consume][Climber][-2 food per turn]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Fortifications 7/8

Settlement 6/10

1. Build with dung, do a shitty job. Finish the walls already you lazy sots, the god's are watching!

2. Continue work on the Settlement, we can use the land now that the snek is eating more.

3. That being said, we also need more Foliage, send a scouting party out to gather some, and any other knick knacks they find along the way

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a2429d No.31465

Dice rollRolled 66, 76, 58 = 200 (3d100)

>>31447

[Fall’s Last Gasp]

Pop: 19 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +4/turn

Resources:

[Wood: 8]

[Foliage: 5]

[Sparks: 2]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1], Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Oh, we're delighted to hear that the frogs enjoy our, ah, tribute. Splendid. Just splendid.

You know what isn't splendid? -Packs- of rhino beetles. Those are, decidedly, less than splendid. Not splendid at all.

We're going to need to muster up more troops: troops that don't consume sparks in order to fight at capacity! Meaning, of course, encouraging some Harvest Gnomes to take up arms…

Recruit military units.

2. Oh, yes, -architecture-, hmm. Let's finish that right quick.

[Architecture I 3/4] -10 Yard

3. Gather some more Sparks by hand in preparation for the great and terrible bug siege.

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a2429d No.31468

Dice rollRolled 76, 70, 96 = 242 (3d100)

>>31447

[C.C.C]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +1/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

Settlements:

+ Alcatraz [Barren +5 to make buildings]

Structures: [Farm]>Alcatraz

Defenses:

+ A Rock: 1

Military:

+ The Rock [+2]

Magic:

Technology:[Armor II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Cookie Crusaders] +5 to armor technology research

[Cookie Crushers]

Your people require little sustenance to survive making their army total: population divided by two.

1. Unfortunate, however the construction of the Outpost must continue. Eventually it will be finished.

4/10 [New Settlement(Outpost)]

2. Construction of the Golem Warrior will commence as planned.

3. Better, stronger cookie crumbs must be invented, to create cookies which are as hard as Rock.

[Cookie Crusaders] +5 to armor technology research

[Armor II]

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a2429d No.31480

Dice rollRolled 64, 97, 73 = 234 (3d100)

>>31447

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 12+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 12+2/turn

Resources:

[Wood: 4] +2/turn

[Foliage: 0]

[Sparks: 7] +2/turn

Settlements Muckton [Swamp +Rough Terrain][Town]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II] II-2/8

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Work on building a farm, we need more food cause we're hungry!

+Swamp Magic II

2. We need more foliage to build stuff with. Get a place to harvest it!

+10 from yard

+Swamp Magic II

3. Continue to research Swamp magic too make the swamp bigger and better! 2/8

+Magic I

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a2429d No.31481

Dice rollRolled 58, 11, 8 = 77 (3d100)

>>31447

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 12 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 44 +4/turn

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 18 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Purge the Heretics! Let the weedleaf become compost! 2/4

2. Continue to expand Sovereign Root. 6/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

3. Begin training some Sprites in the ways of war with worked, hardened, and sharpened wooden spears and shields.

+Harden I

+Sharpening I

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a2429d No.31485

>>31405

A sprite approaches the gates of Salamandastron, saying he is a diplomat.

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a2429d No.31486

Dice rollRolled 44, 99, 28 = 171 (3d100)

[U.S.M]

Pop: 11 (Molder I)

Independent Pop: 2 (+1/Turn)

Food: 2 +1/Turn

Resources:

[Wood: 0]

[Foliage: 0]

[Metal: 24] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

Stat post

1. The scouts tread carefully and quietly, in search of the fabled cache of ammunition. 1/2

2. "Mr. Westerner, as you know, crayons are not a non-renewable or readily abundant fuel source. However, I believe that, once you complete your next prototype steam engine, we can practically apply it to power a vacuum furnace from which we could burn normal wood into charcoal, which should burn much better and hotter than wood and serve as an adequate and renewable fuel source as opposed to crayons. In any event, continue your good work." 3/6

[Engineering I]

[Metallurgy I]

+10 to tech research

[Manifest Destiny] +5 to railroad research

3. Our men must be armed with sabers! 1/4

[Metallurgy I]

+10 to tech research

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a2429d No.31496

File: 005f009fbe31ef6⋯.jpg (109.4 KB,600x455,120:91,8a694e32115217.5605b2c3061….jpg)

File: fe654b0f2585db7⋯.jpg (39.31 KB,575x429,575:429,Big_Bad_Wererat_Rat-Mouse-….jpg)

Dice rollRolled 14, 33, 78 = 125 (3d100)

[Rat Tribes]

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 24 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 2] +1/turn (from Rubbish?)

[Sparks: 3]

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

5/6[Selective Breeding II]

#1 the champions have been chosen, and consumate their victory. as they do, the shamans and tribe elders come together to discuss a matter of importance. in the past, champions were sent to the primary victor's home tribe, but their spawn often suffered the hazards plagued by the tribes. there was not enough room, living conditions were not adequate to keep so many newborns warm. rats could birth a great many in a single litter, but were limited by how many survived the harsh conditions. though this was intentional to ensure only the strong survived infancy, the elders conceded that it was profitable to have more Champion born survive. champions sometimes lost their entire litter in previous times. the elders decided to build a Champions Nest in the new settlement. a great palace to house the champion and their breed, walls and floors lined with scraps of the soft green tarp, filled with pillows, beddings, and sheets to insulate and swaddle the ratling litter and keep warmth throughout the nest. this would ensure that more of the champions spawn would be able to survive, and grow a new breed of stronger rat. when their litter had grown into adulthood, a new tribe was formed, and they would be sent out to let the next Champions in.

+Hammers I

#2 as after every tourney, the rest of the tribes are left with nought but their best dead, and no new food to show for it. tribe chiefs would rage and rack their brains on how they might win the next tourney next year, they themselves having won a tourney once long ago to get to their position. they began to think of new ways to beat the competition. . .some wondering, what if they started to selectively breed among their own, intentionally raising stronger and taller rats through arranged pairings? Chiefs called upon their shamans to look into the matter.5/6[Selective Breeding II]

+Spirit Magic III

#3 before, the great fighting pit was merely a temporary constructed thing. however, as there would now be a centralized home for the Champions. a proper Fighting Pit would be constructed in the new settlement, not only for the yearly tourney, but also as a place where duels, fights arranged for entertainment, and warriors trained by proper fighters.

+Hammers I

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a2429d No.31499

Dice rollRolled 75, 91, 13 = 179 (3d100)

>>31447

[Salamandastron]

Pop: 22 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 26 -1/turn

Resources:

[Sparks: 14]+1 turn

[Metal: 12]+2 turn

[Stone: 2] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Structures: [Quarry] [Quarry4/6]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

Sharper stronger spears are slowly crafted 3/6

Rockfall traps are started around the new base 5/6

1.2. The farm begins construction 2/6

3. The bunnies learn how to better till the land 2/6

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a2429d No.31500

>>31499

Fixed stats

[Salamandastron]

Pop: 22 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 26 -1/turn

Resources:

[Sparks: 15]+1 turn

[Metal: 11]+2 turn

[Stone: 2] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Structures: [Quarry] [Quarry4/6]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

Sharper stronger spears are slowly crafted 3/6

Rockfall traps are started around the new base 5/6

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a2429d No.31501

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a2429d No.31502

Dice rollRolled 40, 25 = 65 (2d100)

[Tinkerton]

Pop: 10 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 6] +1/turn

[Metal: 3] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. Let's investigate the trunk again. Maybe our scout simply got lost. What is in there?

2. I have an idea for more food! What if we restored the car battery and turned on the inside light at night? We could attract insects to eat. It will be a lamplight farm!

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a2429d No.31512

Dice rollRolled 49, 89, 8 = 146 (3d100)

>>31447

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 25 +2/turn

Resources:

[Wood: 0]

[Foliage: 1]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1. We have no wood left, and without that, the castle cannot be completed. Mouse scavengers will be sent out to find some good pieces in the floor and around the settlements. [Gather wood]

2. In addition, foliage is scarce. We're hesitant to use anything from our farms, so more scavengers will need to climb up towards the Portal, to take from the moss and vines which grow there.

3. Once we have our resources, work can continue on the castle, under Tromp's supervision. [4/10]

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a2429d No.31513

File: cf45c72b0aba054⋯.png (160.91 KB,500x361,500:361,That'sAPaddlin'.png)

>>31512

>Dara

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a2429d No.31538

File: ad4827716707939⋯.jpg (11.6 KB,236x236,1:1,1478a015a32a4779da586013b5….jpg)

[Shimmerwebs]

1. The idea of a draft is pondered 2/4

2. The chain is slowly coming together 5/6

3. A Spider by the name of Len-un has take part of the spider population away from the Queen’s rule and founds their own colony of “Shimmergrad”. -10 population

[U.S.M]

1. The scouts head down to the cellar finding a civilization of white spider creatures who block your way. [You have found Shimmer-Webs]

2. Mr. Westerner has finished his new [Steam I] designs

3. The saber designs are slow to be improved 2/4

[Matoran Ecumene]

1. No progress is made on building the fortifications

2. The settlement is slowly coming together 8/10

3. The Scouts return being followed by a massive crow +[1 Crow]

[Sprite Sovereignty]

The Heretics have been purged [Religion I]

2. Sovereign Root grows in tangles and has to be untangled taking quite some time

3. The peaceful Sprites don’t want anything to do with fighting

[Fall’s Last Gasp]

A new unit of Autumnkith Fencers [+1.6, -1 Food/Spark] is raised

2. The [Architecture I] is finely completed!

3. Sparks are gathered by hand, the fey turn it into a game! +4 spark

[Muckton]

1. A new farm is under ways 3/6

2. The foliage farm is almost done 5/6

3. Swamp magic is improved 5/8

[C.C.C]

1. The settlement surges forward 7/10

2. A new unit of golems are recruited [+2.2, -1 food per turn]

3. Better armor is researched 5/6

[The Order]

1. Some wood is gathered +4 wood

2. A great amount of foliage is collected +8 foliage

3. The castle makes no progress

[Salam]

1-2. The [Farm]>Salaman’s Fortress is completed

3. The bunnies make no progress

[Rat Tribes]

1. Though a Breeding Warren would be needed no progress is made

2. The [Selective Breeding I] is completed and the new generations of rats and stronger and faster.

3. A grand fighting pit is slowly being constructed 3/6

[Tinketon]

1. The scouts report back about a family of Raccoons who have taken up residence in the trunk

2. The Gremlins must first learn to harness power before using it 1/4

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a2429d No.31539

File: b18726f184e8607⋯.jpg (206.84 KB,779x900,779:900,2014illuxcon-Frog-FeatherW….jpg)

Dice rollRolled 7, 59 = 66 (2d100)

>>31538

The Toad Horde:

Froppo The Barbarian [+3][Inspiring][Frosty]

Toad Warriors [+2]

Toad Warriors [+2]

ToadSkirmishers [+1.6][Fast]

Toad Skirmishers [+1.6][Fast]

Food: 11

Spark: 1

1. Continue towards SR 2/3

2. Recruitment

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a2429d No.31540

File: 2ce21709979e164⋯.jpg (1.78 MB,2400x3200,3:4,377552_xephio_daily-imagin….jpg)

Dice rollRolled 8, 2, 6, 10, 7 = 33 (5d10)

>>31465

The Rhino beetle swarm attacks the Stump attempting to smash down walls and consume those inside.

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Baby Rhino Beetle [+1]

Baby Rhino Beetle [+1]

Baby Rhino Beetle [+1]

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a2429d No.31541

Dice rollRolled 58, 93, 28 = 179 (3d100)

>>31538

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 14+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 14+2/turn

Resources:

[Wood: 6] +2/turn

[Foliage: 0]

[Sparks: 9] +2/turn

Settlements Muckton [Swamp +Rough Terrain][Town]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton (3/6)

Foliage Farm >Muckton (5/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II] III-5/8

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Farm is bout halfway done. Still need more food though. Let's keep working at it! (3/6)

+Swamp Magic II

2. The Foliage farm is nearly done, let's finish it! (5/6)

+10 from yard

+Swamp Magic II

3. Continue to research Swamp magic too make the swamp bigger and better! 5/8

+Magic I

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a2429d No.31542

File: f33a43893cdf1c2⋯.jpg (4.9 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

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a2429d No.31543

File: 3a05816a03c3909⋯.jpg (7.92 KB,236x236,1:1,97579ea4034947882fe66ae0a0….jpg)

>>31449

Tiny metal figurines that smelt of iron and steel approached the outskirts of the shimmerwebs.

"Howdy thar, what manner o' creatcha be ya?

We are explorers from up in the house."

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a2429d No.31544

>>31543

A spider makes chittering noises before writing something on the ground. It doesn't appear to have vocal chords as such. The note says:

"YOU HAVE ENTERED GLORIOUS NATION OF SPIDERS DOMINION HELLO I AM SPIDER DIPLOMAT"

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a2429d No.31545

Dice rollRolled 41, 57, 84 = 182 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 20 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 39 +6/turn

—Resources—

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Web: 7+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The spiders continue with their draft idea. [Division of Labor I] [Mobilization/Draft][2/4]

2. The chain looks nearly complete. [Foliage chain: 5/6] [Division of Labor I]

3. The spiders recruit some larger spiders to serve as guards. [Recruitment]

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a2429d No.31546

Dice rollRolled 2, 9, 8, 8 = 27 (4d10)

>>31540

"Stand resolute! Fight hard! These beetles will be taught not to try snacking upon those loyal to Autumn!"

Spend 4 sparks to amp up our magical power for this fight.

[Scarecrow][+3][Inspiring][Spooky]

2 Autumnkith Fencers [1.6]

Autumnkith Militia [1]

Leaf/Wicker Barricades: +2

Fear II, Shadow II

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a2429d No.31547

Dice rollRolled 99, 37, 34 = 170 (3d100)

>>31538

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 38 +4/turn

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 14 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

In progress: expand Sovereign Root. 6/12

>>31539

1-3. Oh, it seems that we have visitors coming our way. Invite them into the city as brothers and hold a grand feast in their honor, give them gifts, and lead them in prayer to the holy tree. Grow great decorations to brighten the streets and celebrate. Maybe we can make a devout worshiper of a few?

+Religion I

+Nature II

+Harden I for the gifts

-10 food

-6 sparks to grow decorations and gifts

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a2429d No.31548

>>31547

Add 4 wood to that list, also for the gifts. Wood now at 0.

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a2429d No.31549

File: 81fcf644c68c5e7⋯.jpg (26.99 KB,236x310,118:155,f37f9300364a08f01d977763f8….jpg)

>>31540

>>31546

[Autumnkith Victory]

43.2 V. [42.2] x [1.2] = 50.6

Scarecrow leads the Fey in the defence of Stump, the new fear fey truly inspires the defenders and terrifies the attackers. Though no beetles are slain no fey die.

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a2429d No.31550

Dice rollRolled 4, 12, 7 = 23 (3d100)

>>31549

[Fall’s Last Gasp]

Pop: 20 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 31 +3/turn

Resources:

[Wood: 8]

[Foliage: 5]

[Sparks: 1]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: Autumnkith Militia [+1], 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. The beetle scourge still mills about outside of our stump! Waiting, watching, vigilant for the slightest hint of weakness to pounce upon us and tear our dear stump asunder. Here's how we'll destroy the things:

Spook them.

Use [Fear II] to scare the beetles back into the forest.

2. Harvest wood, quietly and covertly. We can't let those insidious insect get their chompers on the Autumnkith!

Gather Wood. [Wood I]

3. Again, we play a game of Spark-snatching. He or she who catches the most sparks gets a shiny new mantle of foilage and leaf-bits!

Gather Sparks.

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a2429d No.31551

Dice rollRolled 60, 97, 95 = 252 (3d100)

>>31499

[Salamandastron]

Pop: 24 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +1/turn

Resources:

[Sparks: 15]+1 turn

[Metal: 11]+2 turn

[Stone: 2] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

Sharper stronger spears are slowly crafted 3/6

1. Finish building the Rockfall traps in the capital. 5/6

2. 3. The rabbits continue learning to plant and harvest better. 2/6

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a2429d No.31552

>>31544

The metal men understand and reply.

"Salutations, nation of spiders. On behalf of the United States of Metallica of the House, we are proud ta say we have formally met this day.

We are explorers, in search of a legendary cache of ancient weapons by the Great Creator, so that we might defend ourselves from the great varmits above.

We're wantin' to ask ya for passage through your lands, and perhaps in time, we would have good relations with you and yours."

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a2429d No.31553

>>31552

The spider sort of understands. He scratches out the words on the floor and writes.

"WHY? CELLAR OUR DOMAIN. COMPENSATION REQUIRED. NEVER HEARD OF ABOVE VARMINTS."

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a2429d No.31554

>>31553

"Hmm, trade fer safe passage eh?

Hmm, ye fellows are spiders right? That means ya eat food?

Tell ya what. If'n ya let us find and harvest the weapons cache here, we'll set up a farm down here and feed ya with the food from it. We don't need it much since we don't eat ourselves.

Other than that, we got some metal ta spare. That we have a plenty. And we got crayons too."

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a2429d No.31556

>>31554

The spider thinks for a moment, scratches out the old text, and then writes some more.

"SHARE WEAPONS. NOT CARE ABOUT FOOD. HAVE FOOD. WEAPONS. WEAPONS CRITICAL. CRAYONS NOT TASTE GOOD. NO CRAYONS."

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a2429d No.31557

>>31556

"Huh, well, I suppose it can't hurt. If'n ya are providing us safe passage, then why not.

We gots ta find the cache first. Could use a hand if'n ya want ta. Otherwise, we'll be on our way."

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a2429d No.31558

>>31557

The spider scribbles down another note after striking the previous note away.

"AGREED. WE WILL FIND CACHE. COME BACK SOON."

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a2429d No.31560

>>31558

"You mean to tellin' us to turn back? Surely we wanna help…

We ain't a keen on waitin' for very long. You sure you can find it fast?

What happens when ya do find it? Will we be able to set up a harvestin' colony thar?"

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a2429d No.31561

>>31560

The spider scratches out the message and and scribbles frantically. Again.

"YES. IF WE NEED YOU TO HELP WE WILL LET YOU KNOW."

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a2429d No.31569

File: f936b63d335beab⋯.jpg (246.07 KB,638x825,58:75,165531.jpg)

Dice rollRolled 95, 21, 25 = 141 (3d100)

[Rat Tribes]

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 3] +1/turn

[Sparks: 3]

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the Elders have made their decision, the champion's brood will be nurtured. and so the rats begin building a Breeding Warren for them

+Hammers I +Selective Breeding II

Settlement - Boxcliffe [Barren +5 to create buildings]

#2 the grand fighting pit is built with all due haste, as the rat tribes seek for a place to test the strength of their best against each other 3/6

+Hammers I

Settlement - Boxcliffe [Barren +5 to create buildings]

#3 the tribes find lots of green fabric on this box! an excellent material to tear and weave into grappling ropes. the rats can use the ropes tied to harpoons or bows to scale tall surfaces, make rope ladders and nets, and climb even the walls of the house. the rats develop grapple ropes.

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a2429d No.31603

Dice rollRolled 93, 39, 3 = 135 (3d100)

>>31538

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 25 +2/turn

Resources:

[Wood: 4]

[Foliage: 9]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1. That's good, but we need more wood. [Collect more wood]

2/3. The work on the castle can continue, now that we have more materials. [Castle 4/10]

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a2429d No.31632

Dice rollRolled 24, 68 = 92 (2d100)

[Tinkerton]

Pop: 11 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 11 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 7] +1/turn

[Metal: 4] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

1. Let's learn how to get that battery up and running! 1/4

2. Does anyone speak racoon? Have some brave Gremlins try to approach slowly and befriend them. See if we can offer some bits of spark and food as a peace token.

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a2429d No.31644

File: 865af948bef44a9⋯.jpg (145.57 KB,450x277,450:277,1640335-bigthumbnail.jpg)

[Shimmerwebs]

1. The first [Draft I] is drafted

2. The [Foliage Chain]>Shimmerden is completed

3. Some Spider Gaurds [+1.6 -1 food per turn] are recruited

[Sprite Sovereignty]

1-3. You shower the Toad’s with gifts and religious sermons, while Froppo himself cares little for it many of his followers also now praise the tree. He thanks you for the gifts and departs

[Fall’s Last Gasp]

1. The fear magic has an opposite effect as more Rhino Beetles join the swarm in an attack!

2. The fey are too scared to leave the stump

3. The fey are not in the mood for games

[Muckton]

1. The [Farm]>Muckton is completed

2. The [Foliage Farm]>Muckton is completed

3. The swamp magic crawls along 6/8

[The Order]

1. Huge amounts of wood are collected +9 wood

2-3. The castle continues 5/10

[Salam]

1. The [Rockfall Traps: 1] are completed

2-3. [Agriculture II] is completed

[Rat Tribes]

1. The [Breeding Warren]>Boxcliffe is completed [+1 pop per turn]

2. The fighting pit is stalled as the workers test it out 1/6

3. The idea is there but the function is slow

[Tinkerton]

1. The research is slow on this mysterious force 2/4

2. The Raccoons eat the spark and food but do not seem the most friendly of sort

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a2429d No.31645

File: 32b9b6dafcf95a7⋯.jpg (337.84 KB,815x630,163:126,Toad-Warrior.jpg)

Dice rollRolled 6, 66 = 72 (2d100)

>>31644

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

Food: 19

Spark: 6

—-

1. Move towards Muckton

2. Recruitment

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a2429d No.31646

[U.S.M]

Pop: 13 (Molder I)

Independent Pop: 4 (+1/Turn)

Food: 4 +1/Turn

Resources:

[Wood: 0]

[Foliage: 0]

[Metal: 28] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

Stat post

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a2429d No.31647

Dice rollRolled 69, 51, 48 = 168 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 23 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 45 +5/turn {-1/s}

—Resources—

[Wood: 0]

[Foliage: 1+1/t]

[Sparks: 5]

[Web: 8+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. More units are recruited as the spiders expand their military base with proper spiders. [Recruitment]

2. The Spiders continue to mobilize for the no-doubt-imminent war. [Draft II]

3. A few scouts are sent out to locate the weapons that the metal men were talking about. Something cylindrical and red. In a square thing. The spiders aren't sure what the metal men mean, frankly.

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a2429d No.31648

Dice rollRolled 86, 5, 11, 68, 85, 88 = 343 (6d100)

>>31646

1-3. Mother Tabitha always said "son, never put your eggs in one basket."

While we rely on the shimmerwebs to find the old ammo cache, we should work on our own [Plan B] for the powder weapons.

A much more simpler formula, in the words of Mr. Westerner, involved a mixture of:

Charcoal

Sulfur

Potssium

Charcoal we can find in bags for the Old Creators barbecues, the Sulfur and Potassium we shall have to search for wherever the Creator might have stored common fertilizer.

Scouts, go forth again!

4-5. We lack wood. Let's build a wood collection building in New Counterdam. Ever since the creator left the door open, the house is rife with small weeds and the roots of his great potted plants run wild.

+10 to scavenging buildings

6. Let's also build a Steam Furnace in New Counterdam. We can use some crayons to burn wood into charcoal, to power our steam engines much more reliably. Not to mention cook more delicious food for Dio's pals.

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a2429d No.31649

File: fe8edbac3597236⋯.jpg (8.61 KB,270x187,270:187,images-1.jpg)

Dice rollRolled 1, 10, 4, 9, 3, 7 = 34 (6d10)

>>31549

The Beetles charge once again

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Baby Rhino Beetle [+1]

Baby Rhino Beetle [+1]

Baby Rhino Beetle [+1]

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a2429d No.31650

Dice rollRolled 1, 1, 4, 8 = 14 (4d10)

>>31649

"They'll need to work for their meal!"

Scarecrow [+3][Inspiring][Spooky]

2 Autumnkith Fencers [+1.6]

[Autumnkith Militia][+1]

Wicker/Leaf Barricades: 2

[Fear II][Shadow II]

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a2429d No.31651

>>31650

We're going to take 5 for that because that's

some

bull

shit

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a2429d No.31653

File: 4630ca3c95aa18f⋯.jpg (17.57 KB,236x351,236:351,4d643c16a2e907e1b40d492e4a….jpg)

>>31650

[Autunmkith Defeat]

42.24 V. 47.8

The Beetles charge crunching through the defences gobbling up the Autumnkith Militia before they are repelled!

Losses:

-1 Autumnkith Militia

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a2429d No.31656

Dice rollRolled 63, 89, 57 = 209 (3d100)

>>31644

[Fall’s Last Gasp]

Pop: 21 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 34 +3/turn

Resources:

[Wood: 8]

[Foliage: 5]

[Sparks: 4]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. A black day. Well and truly. The creatures have overcome us, and, nay, we can scarcely spare any fighters!

We must endure, however. Rally more warriors, we mustn't yet give up hope. Surely the beetles will attack again, and soon…

Recruit more men.

2. Harvest more sparks, by hand. We need them to fuel our own magic and martialry.

3. Scavenge! We know it is dark, and it is a frightful sight. But we must reinforce our dear Stump if we are to hold fast and let Fall persist. And that requires just a few more resources…

Gather Wood, using Shadow magic to help avoid beetle detection. [Wood I][Shadow II]

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a2429d No.31657

Dice rollRolled 81, 25, 45 = 151 (3d100)

>>31644

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 16+1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 18+4/turn

Resources:

[Wood: 8] +2/turn

[Foliage: 2] +2/turn

[Sparks: 11] +2/turn

Settlements Muckton [Swamp +Rough Terrain][Town]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II]

[Swamp II] III-6/8

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Keep working on swamp magic, WE need to be really good at this to make the swamp bigger!

+Magic I

2. Start working on a magic to make things grow bigger, better and faster. It'll be great for our food, and any boggarts who have to fight.

+Magic I

3. Finally upgrade our rot magic. We really need this strong to mess up anyone wanting to mess with us in turn. Also it's fun.

+5 Rotten Souls

+Magic I

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a2429d No.31658

6/8 on swamp magic progress

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a2429d No.31659

Dice rollRolled 87, 98, 50 = 235 (3d100)

>>31644

>Salam]

>1. The [Rockfall Traps: 1] are completed

>2-3. [Agriculture II] is completed

[Salamandastron]

Pop: 26 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 30 +3/turn

Resources:

[Sparks: 17]+1 turn

[Metal: 15]+2 turn

[Stone: 4] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

Sharper stronger spears are slowly crafted 3/6

1.2. Upgrade salam`s fortress. To a level 2 area.

3.Sharper stronger spears are slowly crafted 3/6

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a2429d No.31660

Dice rollRolled 12, 49, 80 = 141 (3d100)

>>31644

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42 +4/turn

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 16 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue to expand Sovereign Root. 6/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Begin to build a temple to the Holy tree, a proper place upon the base of the tree to give sacrifice and commune in the darkest shade of the tree.

+Construction I

+Religion I

+Tree Worshipers

3. Begin researching better Nature magic.

+Peaceful Souls

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a2429d No.31661

File: e214a40e67ab09d⋯.webm (2.97 MB,800x450,16:9,old pole tells it like it….webm)

Dice rollRolled 55, 45, 34 = 134 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 30 +2/turn

Resources:

[Wood: 1]

[Foliage: 0]

[Sparks: 10] +1/turn

China Fragments: 2

Nails: 5

Settlements Metru Nui [Fertile +1 to farm production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 1

Military: Matoran Guard [+2]

[Snek][+4][Consume][Climber][-2 food per turn]

[1 Crow]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Fortifications 7/8

Settlement 8/10

1. This fortification has gone on too long, just finish the bloody thing already

2. The settlement is going nicely though, we should finish it so we can finally expand, its getting cramped here.

3. The scouts have brought back much, but we still require more. Foliage, we require foliage. See if we can make the crow amiable enough to take some harvesters up to the Holy Hole in the ceiling to gather some from the moss growing there.

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a2429d No.31663

Dice rollRolled 30, 40, 94 = 164 (3d100)

>>31661

makeup turn actions

1/2. We have hammers, and we have harpoons. We have nails, and we have a snake. We shall hammer the nails into shape as viscous harpoons and armor for it, our Snek shall be a truly fearsome creature!

3. The Crow is also a noble creature, let us train it as well

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a2429d No.31665

Dice rollRolled 23, 51, 100 = 174 (3d100)

[Rat Tribes]

Pop: 17 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 30 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 4] +1/turn

[Sparks: 3]

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn]

Military: Rat Tribals [+2]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the rats continue to hammer away at the fighting pit, excited about the great battles and fun that will take place in there 1/6

+hammers I

[Barren +5 to create buildings]

#2 the rats work on making ballista, to launch harpoons and ropes from to trap large bugs and prey to eat

[Warrior Brood] +5 to weapon tech research

#3 the rats keep working on the grapple ropes, woven from the green tarp, with dreams of wrangling bigger prey, and climbing higher heights

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a2429d No.31739

File: 7eacdf8765057e4⋯.jpg (208.57 KB,800x958,400:479,ac5cea34e3263922ee5367ac06….jpg)

[Shimmerwebs]

1. Another unit of guard spiders are recruited [+1.6 -1 food per turn]

2. The spiders get to work implementing the draft 2/6

3. The spiders search around the Cellar and find no thing described by the metal men. Maybe it is buried in the rubble pile…

[U.S.M]

1. Mr. Westerner draws you out the first formula for gunpowder,you’re going to need to build a plant to make it and develop guns for use. +[Gunpowder I]

2. A [Lumber Mill]>New Counterdam is completed

3. The Steam furnace is being built 4/6

[Matoran Ecumene]

1.The [Defenses: Protodermis Walls: 2] are completed

2. The Player Named Settlement [Fertile +1 to food production] is completed

3.Some foliage is completed +2 Foliage

1. The Snek is armored and weaponized revise [+4.6]

2. The training of the Crow begins 1/8

[Sprite Sovereignty]

1. SR stalls after an issue about which areas should be sanctified or not

2. The sprites begin on the church 2/6

3. New theories of nature magic begin 3/8

[Fall’s Last Gasp]

1. A new unit of warriors are raised [+2 -1 food/spark per turn]

2. A great game is held and many spark sparks are collected +6 spark

3. Wood is gathered very quietly +4 wood

[Muckton]

1. The [Swamp III] is done! A great leap forward in spawmpomancy is had.

2. No progress is made on the magic

3. The Rot magic advance 2/8

[Salam]

1-2. The rabbits work together improving Salam’s fortress 8/15 -15 metal

3. The spears are improved 5/6

[Rat Tribes]

1. The fighting pit crawls along 2/6

2. The ballista designs are made 2/5

3. A new Chieftain has been chosen after killing Snagglefang in a duel! A great warrior who perfected the grappling hook and the harnessing the power of his ancestors! +[Grappling Hooks II]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

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a2429d No.31740

File: 0b829d9e28ea3dd⋯.jpg (171.5 KB,1000x563,1000:563,Toad_1.jpg)

Dice rollRolled 56, 43 = 99 (2d100)

>>31739

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

Food: 12

Spark: 6

—-

1. Travel towards Muckton

2. Recruitment [Shamans]

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a2429d No.31741

Dice rollRolled 62, 49, 42 = 153 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 26 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 50 +4/turn {-2/s}

—Resources—

[Wood: 0]

[Foliage: 2+1/t]

[Sparks: 5]

[Web: 9+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. Looks like the Shimmerwebs have sent an ambassador to the dissident city in order to negotiate their reunion with the wider society. [Negotiate]

2. More shimmerwebs are also recruited into the army. [Recruit]

3. And a few more scouts continue to look around for those strange things the metal men want. [Scout]

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a2429d No.31742

Dice rollRolled 23, 75, 73 = 171 (3d100)

>>31739

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 18+2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 22+4/turn

Resources:

[Wood: 10] +2/turn

[Foliage: 4] +2/turn

[Sparks: 13] +2/turn

Settlements Muckton [Swamp +Rough Terrain][Town]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II] 2/8

[Swamp III]

[Magic I]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Keep workin on better Rot Magic, It's right Unboggarty how much we've let is slide! -2/8

+Magic I

+Rotten Souls

2.We need to know more about magic so we can work better with magic. Hop to it swamplings!

3. Search for more building Materials in the swamp. Specifically wood that rots poorly or stone for foundations.

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a2429d No.31744

Dice rollRolled 15, 67, 1 = 83 (3d100)

>>31739

[Fall’s Last Gasp]

Pop: 22 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +2/turn

Resources:

[Wood: 12]

[Foliage: 5]

[Sparks: 8]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. Begin Upgrading the Stump! We need more food and more sparks.

[12 Wood]

[5 Foilage]

[Architecture I]

[Wood I]

3. There must be a way to pacify these beetles… Riding crops? No. Offerings of food? Feh, they aren't bribable…

Magic. Magic! Aha! We'll puzzle out some magic to pacify them!

Research Animal Empathy Magic.

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a2429d No.31745

File: 9302cd368cc5cfa⋯.jpg (107.99 KB,534x820,267:410,1459300443589.jpg)

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a2429d No.31746

Dice rollRolled 82 (1d100)

>>31744

[Yard Event: Beetlegeddon]

Severity [Higher is worse]

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a2429d No.31748

File: 25b6ceeeb963f96⋯.jpg (141.09 KB,862x926,431:463,giant_rhino_beetle_by_cebo….jpg)

>>31746

[Beetlegeddon: Beetlezilla]

Pulling itself from it's earthy slumber Beetlezilla, King of the Rhino Beetles has been awoken from his slumber at the centre of the yard. Someone has attempted to mess with his children and that shall not go unpunished. His massive form can be seen from across the yard by almost every natoin. His great lumbering form slugishly moves onwards towards the stump.

[6 turns to Arrival]

Beetlezilla [+16][Armoured][Titanic][Inspiring][Rending][Terrifying]

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a2429d No.31749

File: 2af21cccd48528a⋯.gif (131.87 KB,500x281,500:281,2290018019.gif)

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a2429d No.31750

File: 7c2bdda9b8e406e⋯.jpg (117.49 KB,900x536,225:134,toad_warrior_by_iancjw-d3j….jpg)

Dice rollRolled 68 (1d100)

>>31748

[Froppo's Reaction]

Low: Apathy

High: Helpful

+10 [Decent Tribute]

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a2429d No.31751

>>31742

>>31660

>>31659

>>31750

Letters arrive via folded leaves, a conspicuously autumn hue in spite of the fact that it's summer.

Inside are words penned in glittery berry-ink script.

"Hello, dear and noble individuals of a hopefully helpful disposition! We here humble residents of the Stump are beset upon by many horrible and insipid beetles, the largest of which you may or may not have seen erupting from the ground!

"Now, we know that it's a lot to ask, and that we've never sat down for pumpkin tea before, but we would be ever so grateful for any iota of aid we can get in the wake of total and absolute annihilation! We're pretty sure it'll do a nice, thorough round of the whole yard once it's done with the Stump, -if- it gets done with the Stump!

"Sincerely,

"Hilda Horngourd, Flicker, Merry Tom, Finn Fionn, Scarecrow, of Fall's Last Gasp"

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a2429d No.31752

>>31751

>any leaves arrive at the car?

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a2429d No.31753

>>31752

yes, i couldn't find your post so i didn't link you

but literally every nigga in the yard gets this message if possible

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a2429d No.31754

>>31752

You have been upped to major nation:

3D100 per turn

[Technopiles]

You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

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a2429d No.31755

Dice rollRolled 46, 28, 90 = 164 (3d100)

>>31739

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +4/turn

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 12 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

In Progress: Nature Magic III 3/8

1. Continue to expand Sovereign Root 6/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Continue to build the temple to the Holy Tree. 2/6

+Construction I

+Nature II

+Harden I

+Religion I

+Tree Worshipers

3. The sprites call for our aid with riled up beasts. We may be able to calm them down. Move some shamans up wind from the beasts, bringing some food and sparks, and place a great bounty. Then grow some flowers with a calming scent in the area and channel nature magic to calm the beasts as they approach.

+Nature II

-6 Sparks

-10 Food

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a2429d No.31757

File: 71ed8667a828053⋯.png (1.01 MB,1200x700,12:7,ClipboardImage.png)

Dice rollRolled 28, 73, 68 = 169 (3d100)

>>31739

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 17 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +3/turn

Resources:

[Wood: 1]

[Foliage: 2]

[Sparks: 11] +1/turn

China Fragments: 2

Nails: 5

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Crow Training: 1/8

1. Continue with the Crow's Training, Introducing some of the god's holy spark to it to see what wisdom the god's shall grant it.

2. Now that the settlement is complete, we should start putting it to work. Foliage is a concern, so set up a /gather/weaver's hut so as to produce a constant quantity of the stuff so we no longer have to scout the great dark for it.

3. Once more the scouts are set out to forage in the Attic for anything of value.

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a2429d No.31758

>>31757

to specify I want to spend 5 Spark on that first roll

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a2429d No.31760

>>31753

You fed the most food to the toads more than they asked for. We don't like the toads, they're big scary and mean. They're even bigger now I think they like you.

If we help you, can you promise to make the toads not come back?

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a2429d No.31762

Dice rollRolled 43, 92, 13 = 148 (3d100)

[U.S.M]

Pop: 14 (Molder I)

Independent Pop: 5 (+1/Turn)

Food: 5 +1/Turn

Resources:

[Wood: 1]+1/Turn

[Foliage: 0]

[Metal: 32] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

Stat post

1. Build that Steam Furnace! We'll be able to turn wood directly into charcoal with it, among other uses. 4/6

2. We're out of Foilage and Wood again. Go on out and scavenge some, thankfully we have a number of resource collection buildings now. Double time it!

[Lumber Mill]

[Salvage Station]

[Rubbish Pile]

3. Let's also stockpile on some food, I'm not fond of having only just enough food to feed our pop. Gather some extra food from the kitchen cubboards!

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a2429d No.31764

Dice rollRolled 2, 79, 23, 67, 100, 94 = 365 (6d100)

>>31603

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +2/turn

Resources:

[Wood: 13]

[Foliage: 9]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications II]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grand Architect Tromp [+5 to fortification research]

1/2/3.

Alright. Let's finish the castle in one more burst of building. The crenelations will be added, the drawbridge will be made functional, the towers will be finished, and the whole thing will be armed and decorated. [Continue working on the Castle 5/10]

[Make up turn if allowed]

4/5/6. Tromp is on a roll. He shall continue to work on his projects, and improve our capacity for infrastructure. Perhaps he can find something to do with mined brick and ceramics… [Fortification Research III] [+5]

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a2429d No.31765

File: 0534e759182962d⋯.gif (930.34 KB,375x275,15:11,USA-USA-WOOOOOOOOOO.gif)

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a2429d No.31766

Dice rollRolled 67, 56, 69 = 192 (3d100)

>>31739

[Salamandastron]

Pop: 28 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +3/turn

Resources:

[Sparks: 18]+1 turn

[Metal: 2]+2 turn

[Stone: 5] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears I][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

1.2. The rabbits work together improving Salam’s fortress 8/15

3. The spears are improved 5/6

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a2429d No.31767

File: 8b68774f0ff81cc⋯.jpg (335.56 KB,900x804,75:67,skaven_mutant_by_mysticald….jpg)

Dice rollRolled 21, 80, 65 = 166 (3d100)

[Rat Tribes]

Pop: 19 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 5] +1/turn

[Sparks: 3]

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn]

Military:

Rat Tribals [+2]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the fighting pit continues to be constructed, the project is blessed by the new Chief2/6

+hammers I

[Barren +5 to create buildings]

#2 the new Chief is eager to see the completion of these ballistae 2/5

[Warrior Brood] +5 to weapon tech research

#3 chief Savagehook's first act is not to sit upon his tail like that fool Snagglefang, but to enact his great vision. he gathers his best men from his clan, and the strongest grapple ropes and sharpest hooks. assembling his team, he intends to do what no one else in the attic has done before: climb up all the way to the ceiling and reach the heights. new grounds for hunting undisturbed by the others or the the mice. his team dig their knives into the attic walls and latch their hooks and claws into the wood, as they climb upward.

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

[Grappling Hooks II]

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a2429d No.31770

File: be7357974f2ab4a⋯.jpg (21.85 KB,471x500,471:500,bd234374d5a28449cbecccf7b2….jpg)

Dice rollRolled 36, 1, 69, 31, 92, 79 = 308 (6d100)

[Tinkerton]

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 13 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 9] +1/turn

[Metal: 6] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

[Technopiles] You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

1-2. Let's keep fixing up that car battery! 2/4

[Technopiles] You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

3-4. I don't think we are very strong enough to fight beetles, even if we wanted to… or Racoons…

But what if we tried to pull out and use the big giant Car Horn? Maybe we can scare away the Racoons, and make it hard for other enemies to attack!

[Technopiles] You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

5-6. We're gonna need a big long wire if we plan to use the car horn far away. Go find a big long wire!

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a2429d No.31772

>>31760

"We can promise to try and make the toads take it easy on everyone, but we here at the Stump cannot ensure that we can get them to never return."

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a2429d No.31773

>>31751

You fed the toads. You gave in to evil and angered the old gods. And now you reap the punishments due to you.

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a2429d No.31774

>>31773

"Well, that's certainly one way to view it if you ascribe to the banality of 'old gods,' but if you are so unwilling to help us defend our homes then so be it."

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a2429d No.31775

>>31751

"We ain't in much of a way to help, what with the toads you fed in da way and having a purty small defense force. IF we can send help without endangering our home we will.

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a2429d No.31776

>>31751

"Some of the priests of the Holy Tree have volunteered to help by attempting to calm the beetles down. They shall be working their magic shortly.

By the Holy Tree's will,

Monala'Sha, High Priest of the Holy Tree.

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a2429d No.31794

>>31774

>the banality of the old gods.

You feed a wandering horde of savages and help them to run wild in the lands of the gods. You are punished for this action by the gods themselves mercy and forgiveness could have been extended for lost souls such as that but you come here and dare to insult our gods then expect help from us?

Your cowardice is equal only to your stupidity.

If any of your disgusting kind step foot here again they will be exterminated on sight.

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a2429d No.31798

>>31794

Well, if that's certainly how you Small Folk feel, then we only wish you the best when winter comes.

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a2429d No.31801

Dice rollRolled 86 (1d100)

>>31770

[Yard Event: Beetlegeddon Escalation]

Severity [Higher is worse]

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a2429d No.31802

Dice rollRolled 45, 35, 18 = 98 (3d100)

>>31755

[Beetlegeddon Tampering]

Beetlezilla Reaction

Beetlebride Reaction

Beetle Swarm Reaction

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a2429d No.31803

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a2429d No.31804

File: 5c4ced51c808347⋯.jpg (154.1 KB,1191x670,1191:670,giant_rhino_beetle_by_infe….jpg)

>>31801

[Beetlegeddon: Beetlebride]

In the wake of Beetlezilla, his wife Beetlebride has awoken in the dirt patch near the house. She has lain eggs and is gathering many beetles to support her.

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a2429d No.31805

>>31775

"Unseelie Cousins, we are quite sure that if you were to fight alongside ourselves and the toads, said toads wouldn't be nearly as hard on you in the future."

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a2429d No.31806

File: 9d52c5b60f2bfa5⋯.jpg (150.51 KB,1163x687,1163:687,the_morning_hunt_by_sstark….jpg)

[Shimmerwebs]

1. Len-un will not talk to puppets of the Queen, she will come to him herself only then would he discuss terms.

2. A new unit is recruited Shimmerweb Guards [+1.6] [-1f]

3. The scouts start to look for this “stash” 2/12

[U.S.M]

1. The [Steam Furnace]>Workingshop DC is completed [1 wood to 1 charcoal per turn]

2. Lots of foliage is collected +6 foliage

3. No food is collected

[Matoran Ecumene]

1. The crow training continues 6/8

2. A foliage mill is under construction 3/6

3. Your men come back with a large bowl maybe you could make something with it +[Large Metal Bowl]

[Sprite Sovereignty]

1. Works continues on Sovereign Root 8/12

2. The construction the temple is slow 3/6

3. The shamans gather channeling nature magic to try and calm the beetles but it seems to have little effect without a dedicated leader to guide their efforts. They do feel however they have made themselves aware to these titanic forces.

[Fall’s Last Gasp]

1-2. The Fae begin work on improving their home 3/15 -10 wood -5 foliage

3. Beetleggedon begins….

[Muckton]

1. The Rot Magic slowly advances 3/8

2. Better magical theory is made 3/6

3. Some tone is collected from the edge of the swamp you would have to build a settlement there to tap it +3 stone

[The Order]

1. Construction of the Castle continues 8/10

2. Grand Architect Tromp pours over his ever design, the materails are too poor up here but he would make do! HE WOULD MAKE THE ATTIC GREAT AGAIN! +[Fortifications IV]

+Revise Hero: Grander Architect Tromp: +10 to fortifications research +5 to architecture research

[Salam]

1. The fortress is almost improved 13/15

2. The [Spears II] are done

[Rat Tribes]

1. The fighting pits continue to crawl along 3/6

2. The [Ballista I] are completed though more research needs to be done before any real ones can be made

3. Savagehook and his climbers begin the long ascent 3/18

[Tinkerton]

1. Finally [Electricity I] is completed at the battery is working mostly properly but doing so causes the Cars old alarm to blare for several seconds before turning off…. they may have awoken something terrible

2. Removal of the horn starts 4/12

3. The Gremlins gather lots of metal to build wires with +9 metal

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a2429d No.31807

File: f0fd6087e92ab56⋯.png (344.32 KB,400x565,80:113,400px-Huge_Toad_full.png)

Dice rollRolled 62, 88 = 150 (2d100)

>>31806

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

1-2. Move towards the Stump

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a2429d No.31808

Dice rollRolled 12, 9, 81 = 102 (3d100)

>>31806

[Fall’s Last Gasp]

Pop: 23 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 38 +2/turn

Resources:

[Wood: 2]

[Foliage: 0]

[Sparks: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. We do believe that the Men Folk had an ancient "word" that describes this exact situation!

Fuck.

To our purpose: We must build up the stump before the beetle titan arrives! Upgrade the Stump: 3/15. +Wood I, +Architecture I

3. Bolster our defenses on said stump. [2 Wood][+10 Fortification][+Wood I]

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a2429d No.31809

Dice rollRolled 15, 100, 45 = 160 (3d100)

>>31806

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 20+2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 26+4/turn

Resources:

[Wood: 12] +2/turn

[Foliage: 6] +2/turn

[Sparks: 15] +2/turn

[Stone: 3]

Settlements Muckton [Swamp +Rough Terrain][Town]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II] 3/8

[Swamp III]

[Magic I] 3/6

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Keep working on making better magic theory! we need to get good with our magic! 3/6

2-3. Begin the upgrades to Muckton! We have enough supplies to do so. With this we can make Muckton a home we deserve!

+Swamp Magic III

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a2429d No.31810

Dice rollRolled 30, 74, 18 = 122 (3d100)

[Salamandastron]

Pop: 30 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +3/turn

Resources:

[Sparks: 19]+1 turn

[Metal: 4]+2 turn

[Stone: 6] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

1. The rabbits work together improving Salam’s fortress 13/15

2.3. Now it is time to begin accessing the power of the gods. We must begin creating spells that neutralize other people's spells. We are not inherently magical we live the life of the spear and so we must fix that vulnerability by shutting down other peoples ability to use spells on us.

(create anti-magic magic)

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a2429d No.31811

>>31810

spend 2 sparks on action 3

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a2429d No.31812

Dice rollRolled 65, 53, 26 = 144 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 29 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 54 +3/turn {-3/s}

—Resources—

[Wood: 0]

[Foliage: 3+1/t]

[Sparks: 5]

[Web: 10+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. The Queen heads to the dissident city to negotiate. She appoints a vice-queen in case something should happen. [Negotiate]

2. The Shimmerweb increase the size of their farms. [+10: Cellar]

3. The scouts continue looking for the things. [2/12]

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a2429d No.31813

Dice rollRolled 16, 28, 7 = 51 (3d100)

>>31806

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 17 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 33 +3/turn

Resources:

[Wood: 1]

[Foliage: 2]

[Sparks: 11] +1/turn

China Fragments: 2

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Crow Training: 6/8

Foliage Mill: 3/6

1/2. The Hole is the holy passage into the outside world, and it full of wonders if the books of the gods are right. We now possess the means through which to pass through that hole. Have the crow and a rider pass through the hole and scout into the world beyond.

3. The foliage mill is to continue construction!

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a2429d No.31814

>>31810

Another letter arrives by leaf:

"Since the great beetle has a bride now, we thought it perhaps prudent to tell you we have absolutely no hard feelings, and the offer to join the other nations of this noble yard in putting down the beetle threat is still standing! Enclosed is a particularly ripe berry as a gesture of goodwill to your god(s)."

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a2429d No.31815

File: 4f663547e176cac⋯.jpg (37.01 KB,752x375,752:375,1439089604760.jpg)

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a2429d No.31820

Dice rollRolled 60, 38, 77 = 175 (3d100)

[Rat Tribes]

Pop: 21 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 6] +1/turn

[Sparks: 3]

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn]

Military:

Rat Tribals [+2]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the fighting pit continues to be pieced together by the rats 3/6

+Hammers I

+[Barren +5 to create buildings]

#2 the rats find the green tarp a perfect substitute for green leaves in the weaving of cloth and fabrics for tents and clothes. it could be used as substitute for foliage. and so a Tarp Harvester is constructed, to collect it as foliage

+Hammers I

+[Barren +5 to create buildings]

#3 Savagehook and his men continue to climb. when night falls, they find a ledge or hook themselves upon the wall and sleep. sometimes, far below, the rats would here a tremendous crash and know one more rat was not worthy of the climb. Savage hook continues higher, determined to reach the ceiling beams of the attic 3/18

+Grappling Hooks II

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

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a2429d No.31821

Dice rollRolled 23, 36, 43 = 102 (3d100)

>>31806

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 40 +4/turn

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 10 +2/turn]

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

In Progress: Nature Magic III 3/8

1. Continue to expand Sovereign Root 8/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Continue to build the temple to the Holy Tree. 3/6

+Construction I

+Nature II

+Harden I

+Religion I

+Tree Worshipers

3. Send an Archpriest out to the site of the ritual to calm down the beetles with more sparks and continue trying to calm down the beetles.

+Nature II

-4 sparks.

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a2429d No.31825

File: 294013a7b83bce9⋯.jpg (32.3 KB,420x278,210:139,333youngguns.jpg)

Dice rollRolled 26, 30, 1 = 57 (3d100)

[U.S.M]

Pop: 15 (Molder I)

Independent Pop: 6 (+1/Turn)

Food: 6 +1/Turn

Resources:

[Wood: 1]+1/Turn

[Charcoal: 1] (Steam Furnace I)

[Foliage: 0]

[Metal: 34] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[Manifest Destiny] +5 to railroad research

Stat post

>Note, meant for the steam furnace to be in New Counterdam

1. Let's make a powdermill in Workingshop DC

2. Continue to scavenge for food in these kitchen cupboards. Bound to be some large cans around here.

3. Now that Mr. Westerner has given us the means to supply, we must now develop the actual powder weapons themselves.

A good place to start is to look at all the pictures of firearms and our little model rifles the Creator made for us. Mr. Westerner can try to investigate the look of these things and figure out how the parts are intended to work.

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a2429d No.31828

File: cd3132aae05637b⋯.jpg (686.07 KB,2880x1800,8:5,153e9f8ab2bace231ebc7144e9….jpg)

Dice rollRolled 84, 62, 19 = 165 (3d100)

>>31807

[Beetlebride Nest]

1.[Spawn Warriors]

2.[Fortify]

3.[Spawn Drones]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1

Population: 10

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

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a2429d No.31832

Dice rollRolled 38, 91, 50 = 179 (3d100)

>>31806

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 29 +2/turn

Resources:

[Wood: 13]

[Foliage: 9]

[Sparks: 5]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

1. We can't allow work on the building to stop at all. It's simply going so well! [Castle 8/10]

2. Tromp is truly the greatest mouse of our age, perhaps the greatest in all of history. He has begun researching the fundamental principles which makes buildings work the way they do. With this knowledge, he will be able to create structures the likes of which have not been seen since the departure of the old gods! [Get Tromp to research Architecture] [+5]

3. A few more mice shall go out scavenging. I would like them to see if they can collect rocks, porcelain, ceramics, and other suitably hard materials. Tromp is already rearing to improve the Wall, and the unfinished castle. [Send mice to collect hard materials]

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a2429d No.31836

>>31808

Spend spark to get the fortifications built

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a2429d No.31840

File: 2371f839826c945⋯.jpg (178.29 KB,700x1036,25:37,corgi_and_fairy_by_sandara….jpg)

[Shimmerwebs]

1. Len-Un has various demands of the Queen, first he wants her to renounce her crown and instill a council of spider workers to run the Shimmerwebs! This is pure nonsense the Queen has always ruled and will rule forever more.

2. The spiders begin construction of a new farm in Shimmerden 3/6

3. No progress is made as the scouts get lost and have to backtrack

[U.S.M]

1. The work is slow as the worker try not to blow everything up

2. Some food is scavenged +1 food

3. The President of U.S.M and his cabinet are invited to Mr. Westerner’s house to be shown a test firing of all his new designs however when they arrive they find him murdered and all the prototypes missing, how will the nation go on without it’s most brilliant inventor! -[Manifest Destiny] +[???]

[Matoran Ecumene]

1-2. The Crow and Rider aren’t even full trained yet…

3. The foliage mill suffers a catastrophic failure 0/6

[Sprite Sovereignty]

1. Progress is slow 9/12

2. The temple is almost done 5/6

3. An Archpriest [+2.4 -1f/s] is raised

[Fall’s Last Gasp]

1-2. Some beetle again attempt to attack stalling construction

3. The fey scarmble to improve the walls 4/10 how ever they lack resources and spark is frantically used to -4 spark

[Muckton]

1. No progress is made

2-3. Muckton IS TRULY GREAT AGAIN! The City is grand and completed!

[The Order]

1. The [Castle: 1] is completed at the centre of Patchville is completed! Even if the town is taken defenders could still hold the castle!

2. Tromp easily found the first mysteries of [Architecture I]

3. The mice collect several pieces of hard rubble and tell of a great pile they could tap if a settlement was built there +2 Ceramics

[Salam]

1. Salam’s fortress is so close yet so far 14/15

2. The “anti-magic” spells are worked upon 3/4

[Rat Tribes]

1. The [Fighting Pit]>Boxcliffe is finished [Adds tag [Trained]]

2. A Tarp Scavenger is under construction 1/6

3. The climb continues with Savagehook leading the way 8/18

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a2429d No.31841

File: 7e33592fc28373b⋯.jpg (288.27 KB,1024x768,4:3,rash_from_battletoads_by_r….jpg)

Dice rollRolled 58, 14 = 72 (2d100)

>>31840

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

Food: 12

Spark: 6

—-

1-2. Move towards the Stump

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a2429d No.31842

File: 4d99dfdc9127988⋯.jpg (88.62 KB,680x543,680:543,46cc57a48ae4eff33132673d9a….jpg)

Dice rollRolled 53, 8, 56 = 117 (3d100)

>>31841

[Beetlebride Nest]

1.[Evolve]

2.[Fortify]

3.[Spawn Drones]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 10

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

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a2429d No.31843

>>31840

[Beetlegeddon: Beetlezilla]

4 turns

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a2429d No.31844

File: f3360c45033900c⋯.png (398.49 KB,1024x680,128:85,daily_paint_691__rhino_bee….png)

Dice rollRolled 6, 6, 10, 10 = 32 (4d10)

>>31808

The Beetles once again try to break the walls and consume those inside

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Baby Rhino Beetle [+1]

Baby Rhino Beetle [+1]

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a2429d No.31845

Dice rollRolled 10, 8, 3, 2 = 23 (4d10)

>>31844

Scarecrow [+3][Inspiring][Spooky]

Autumnkith Spearmen [+2]

Autumnkith Fencers [+1.6]

Autumnkith Fencers [+1.6]

Defences: 2

[Shadow I][Fear II]

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a2429d No.31847

Dice rollRolled 10, 79, 94 = 183 (3d100)

>>31840

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 23+3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 32+6/turn

Resources:

[Wood: 15] +3/turn

[Foliage: 9] +3/turn

[Sparks: 18] +3/turn

[Stone: 3]

Settlements Muckton [Swamp +Rough Terrain][City]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot II] 3/8

[Swamp III]

[Magic I] 3/6

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Alright now that Muckton is a city again we need to get if fully operational. Get another spark collector going!

+10 from yard

+Swamp Magic III

2. Likewise we're going to need more wood if we want to build. Get another lumberyard up!

+10 from yard

+Swamp Magic III

3.Finally we need to get out rot Magic up to snuff real fast. Those beetles need something to take them down a notch. 3/8

+5 from Rotten souls

+Magic I

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a2429d No.31848

File: 9ea76e5a74442dd⋯.jpg (149.33 KB,800x500,8:5,Autumn Fairy.jpg)

>>31844

>>31845

47.04 vs 42.3

[Autumnkith Victory]

The Fey once again rallied by Scarecrow manage to throw back the Beetle hordes!

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a2429d No.31849

>>31840

[Fall’s Last Gasp]

Pop: 24 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 40 +2/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 0]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Such dire straits we have not been in since our Exodus! But we will persevere, hardy as the fallen leaves and persistent as the flicker of fear on Hallow's Eve.

We'll be needing more sparks to keep our troops in fighting shape.

Gather Sparks.

2. Continue building our Fortifications. [Fortifications 4/10][+10 Fortified][Wood I]

3. Continue building up the Stump! [Stump Level 2 3/15] +Wood I + Architecture I

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a2429d No.31850

Dice rollRolled 95, 19, 16 = 130 (3d100)

>>31849

haha dice

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a2429d No.31852

>>31849

+ Architecture I also applies to action 2

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a2429d No.31853

Dice rollRolled 68, 89, 9 = 166 (3d100)

[Salamandastron]

Pop: 30 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +3/turn

Resources:

[Sparks: 19]+1 turn

[Metal: 4]+2 turn

[Stone: 6] +1 turn

>>Settlements:

>Salamandastron[Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot brigade [+2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic:

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Postponed:

The quarry suffers a collapse 2/6

1. The rabbits work together improving Salam’s fortress 14/15

2. Now it is time to begin accessing the power of the gods. We must begin creating spells that neutralize other people's spells. We are not inherently magical we live the life of the spear and so we must fix that vulnerability by shutting down other peoples ability to use spells on us.

(create anti-magic 3/4)

3. Construct an armory. Our soldiers need to be able to rearm and re equip faster.

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a2429d No.31854

File: 55bfd609eac2b00⋯.jpg (21.84 KB,400x272,25:17,fortgermanna.jpg)

Dice rollRolled 90, 47, 1 = 138 (3d100)

>>31840

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 18 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 36 +3/turn

Resources:

[Wood: 1]

[Foliage: 2]

[Sparks: 12] +1/turn

China Fragments: 2

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Crow Training: 6/8

Foliage Mill: 0/6

1. A tragedy about the mill, but we are determined people if anything, so even though all of our progress has been for naught, we shall pick up the pieces and try again.

2. If the training is not complete, then it shall be completed at once, we can use the air power.

3. A barracks is to be constructed at our new settlement, so as to better train men to defend out home(s)

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a2429d No.31855

File: 845006ec47b8011⋯.jpg (21.71 KB,306x306,1:1,1472782226719.jpg)

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a2429d No.31856

File: 199d8614493b1ef⋯.jpg (242.96 KB,450x668,225:334,Arachno-communist_manifest….jpg)

Dice rollRolled 38, 26, 56 = 120 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 32 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 57 +3/turn {-3/s}

—Resources—

[Wood: 0]

[Foliage: 4+1/t]

[Sparks: 5]

[Web: 11+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1.2. The Queen decides to yield some of her power and reorganize the economy and political system after reviewing Len-Un's programme. Most of it seems possible, and she's had enough of management anyway. Let the spider workers handle their own affairs and distribute the wealth in accordance with their means and all that! [Initiate government transition]

3. The larger farm is looking very nice, frankly. [3/6] [+10: Cellar]

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a2429d No.31857

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a2429d No.31858

File: 82cd6e9749434df⋯.jpg (76.16 KB,570x428,285:214,il_570xN.676049388_1f9g.jpg)

File: 07c3f4d98f9d10c⋯.jpg (36.5 KB,300x385,60:77,ab5bf1082989c48069fceb9f3c….jpg)

[U.S.M]

Pop: 16 (Molder I)

Independent Pop: 7 (+1/Turn)

Food: 8 +1/Turn

Resources:

[Wood: 1]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 36] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military: U.S.M. Home Guard [+1]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

"Who could be responsible for this, who would want to murder our beloved Mr. Westerner?"

"It must be someone who hates progress. . .someone willing to to the dishonorable thing, to sneak up on a man and murder him in cold blood. . .

it must be. . .THE ROMANS! That DAMNED ROMAN LEGION from across the hoover dam model."

"No you idiot! Look at the wound. That ain't from no legion blade, it's from a serrated knife. One of ours."

"Then the only other person who fits that bill is. . .the fucking BANDITS."

Bandits.

When we came to life, those raiders and thieves broke away never to be seen again. We thought they had left for good but…we were wrong.

1. From metal men to frog, the call is heard: LAWMEN WANTED.

Recruits are gathered in from Workingshop DC to New Counter Dam, to raise new bands of U.S.M. Rangers!

2. In memory of Mr. Westerner and his brilliant mind, several of the best scientists the nation can put together continue on in his legacy, to develop the guns he himself would have wanted to complete.

3. The Powdermill continues to be built. Mr. Westerner's loss will not be in vain. Strong metal is used, to help contain the blast in case of a terrible accident.

[Metallurgy I][Engineering I][Steam II][Gunpowder I]

>>31856

From the edge of the hatch leading into the basemen, U.S.M. couriers bring news to the Shimmerwebs.

"Foul news, Spiders!

Vile bandits and thieves have murdered one of our own who was a great man and leader.

Beware of them.

Congress would also like to know if you have had any luck finding the great Cache! We need it now more than ever to hunt down these brigands!"

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a2429d No.31859

Dice rollRolled 10, 72, 49 = 131 (3d100)

>>31858

dice

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a2429d No.31860

Dice rollRolled 34, 15, 15 = 64 (3d100)

>>31840

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 17 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 43 +4/turn [-1 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 11 +2/turn] [-1 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Archpriest [+2.4 -1f/s]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

In Progress: Nature Magic III 3/8

1. Continue to expand Sovereign Root 9/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Continue to build the temple to the Holy Tree. 5/6

+Construction I

+Nature II

+Harden I

+Religion I

+Tree Worshipers

3. Send the Archpriest out to the site of the ritual to calm down the beetles with more sparks and continue trying to calm down the beetles.

+Nature II

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a2429d No.31863

Dice rollRolled 13, 88, 51 = 152 (3d100)

>>31840

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 31 +2/turn

Resources:

[Wood: 13]

[Foliage: 9]

[Sparks: 5]

[Ceramics: 2]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

1/2/3. This is excellent news! With our population growing so quickly, we can afford to send some workers and settlers to the heap, and they can begin building a new settlement. Perhaps we can move our capitol there at a later time, if it becomes grand enough. The settlers and workers shall be accompanied by Grander Architect Tromp, who will oversee the project, and some Knights of the Order for protection.

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a2429d No.31864

File: 6b9f5f3befd1ede⋯.jpg (225.05 KB,1024x1476,256:369,scp_1006_by_sunnyparallax-….jpg)

>>31858

There is a little sign erected as the U.S.M. ambassadors approach the outskirts of the Shimmerweb outpost.

HELLO

STILL TRYING TO FIND THINGS

CIVIL DISORDER IN PROGRESS

GLORIOUS REVOLUTION IS IN PROGRESS

WISH LUCK TO SPIDER WORKERS

THANKS

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a2429d No.31865

File: 2ff8b5660daa400⋯.jpg (36.02 KB,581x450,581:450,bat art_6.jpg)

[Shimmerwebs]

1-2. The transition is not without some bumps as the noble-spider class has seized control of this new “Council” using their wealth to buy votes! Len-un demands greater action on the Spider Queen’s part, she must purge these bourgeois!

3. The [Insect Farm]>Shimmerden is completed

[U.S.M]

1. A new group of U.S.M Rangers[+5][???][???][-2f per turn] are recruited, they seem very trustworthy!

2. The new Think Tank begins to work on guns 3/4

3. The powder-mill is half done 3/6

[Matoran Ecumene]

1. The men pick up the pieces and start again 4/10

2. The Crow is trained! Crow[+2][Flying]

3. The settlement is attacked by a series of brutal raids by the bats which cling to the ceiling of the attic, the recent flights of the Crow have unsettled them… -4 population

[Sprite Sovereignty]

1. Progress is as slow as ever 10/12

2. Nothing

3. Shit all fam

[Fall’s Last Gasp]

1. A great many sparks are collected in what has been said to be “the greatest game of Spark catch in years!”. +9 Spark

2. The fortifications are improved 5/10

3. The Stump crawls along 4/15

[Muckton]

1. The spark collector is under construction 1/6

2. The lumberyard too 4/6

3. The [Rot III] is completed

[The Order]

1-3. Construction commences 6/10 -5 wood -5 foliage

[Salam]

1. Salam’s Fortress has been upgraded to a [Town]!

2. The [Anti-Magic I] is completed

3. Some soldiers desert into the grass forest’s for a life of banditry -1 [Carrot Brigade]

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a2429d No.31866

File: 58646737c7a47fe⋯.jpg (46.73 KB,640x587,640:587,croagre040.jpg)

Dice rollRolled 33, 40 = 73 (2d100)

>>31865

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

Food: 12

Spark: 6

—-

Froppo has arrived at the Stump and demands audience with the council…

1-2. Recruit Warriors

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a2429d No.31868

>>31866

The council, graced by Scarecrow this time, sallies forth to meet Froppo in the Grand Square of the Stump, after much rejoicing is had by the beleaguered defenders at the arrival of the significantly more powerful toad horde.

Finn Fionn steps forward, his little crown of foliage gleaming in the lazy afternoon sun, and spreads his arms.

"Froppo, my friend, we did not expect to see you back so soon! You have seen the beetle on the horizon, yes…?"

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a2429d No.31869

File: 9d048273f1c3c8d⋯.jpg (81.38 KB,620x400,31:20,insect.jpg)

Dice rollRolled 19, 1, 16 = 36 (3d100)

>>31865

[Beetlebride Nest]

1.[Evolve]

2.[Spawn Warriors]

3.[Spawn Drones]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 12

Tech: [Carapace I]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

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a2429d No.31870

Dice rollRolled 95, 37, 13 = 145 (3d100)

>>31865

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 17 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 46 +4/turn [-1 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 12 +2/turn] [-1 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Archpriest [+2.4 -1f/s]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

In Progress: Nature Magic III 3/8

1. Continue to expand Sovereign Root 10/12

+Construction I

+Nature II

+Harden I

+Tree Worshipers

2. Continue to build the temple to the Holy Tree. 5/6

+Construction I

+Nature II

+Harden I

+Religion I

+Tree Worshipers

3. Send the Archpriest out to the site of the ritual to calm down the beetles with more sparks and continue trying to calm down the beetles.

+Nature II

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a2429d No.31871

File: 91069cd8ca8424a⋯.jpg (149.74 KB,1024x724,256:181,930ed11cff012ad4aea60b7830….jpg)

Dice rollRolled 49, 32, 64, 47, 39, 67 = 298 (6d100)

[Rat Tribes]

Pop: 25 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 41 +3/turn

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 8] +1/turn

[Sparks: 5] +1/turn

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn] [Fighting Pit]

Military:

Rat Tribals [+2] [Trained]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

>I was told that Spark Pool adds sparks per turn?

#1-4 chief Savagehook rages at his rats to climb faster, watching as bats swoop from the sky to raid the matoran's below. these bats would make the perfect meal, and so he screams at his rats to climb higher and faster 8/18

# 5-6 large bands of Rat Raiders are raised by all rat tribes. massed groups of various rat warriors each bearing different weapons the rat tribes have at their disposal, rats with bows, with scimitars, harpoons and hammers, grappling hooks and ropes. each trained in their own weapon,how to hunt beasts and how to fight in the fighting pits, how to climb. there was food to be taken, and beasts to be fought.

+[Bows I][Scimitars I][Harpoons I][Hammers I][Hunting I][Selective Breeding II][Grappling Hooks II]

+[Fighting Pit]

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a2429d No.31872

File: 4333cd9caa46ece⋯.jpg (57.14 KB,409x301,409:301,Horde-of-Boggarts.jpg)

Dice rollRolled 46, 67, 19 = 132 (3d100)

>>31865

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 26+3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 38+6/turn

Resources:

[Wood: 18] +3/turn

[Foliage: 12] +3/turn

[Sparks: 21] +3/turn

[Stone: 3]

Settlements Muckton [Swamp +Rough Terrain][City]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton (4/6)

Spark Pool >Muckton (1/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot III]

[Swamp III]

[Magic I] 3/6

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. It is time, we boggarts ready for war! WE will show everyone just how dangerous we boggarts can be and why they should not muck with the best. Train up some Blighters for combat!

[Rot III]

[Swamp III]

[Magic I]

[Luck I]

2. Train another Blighter

[Rot III]

[Swamp III]

[Magic I]

[Luck I]

3. Train a third Blighter

[Rot III]

[Swamp III]

[Magic I]

[Luck I]

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a2429d No.31875

>>31871

+[Spirit Magic III]

the Shamans call upon the spirits to bless those rats who would survive the fighting pits with courage and wrath

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a2429d No.31876

>>31870

>>31847

>>31770

Gentlemen of the yard. I do say. We should focus on taking out the beetle nest close to the gods vehicle. It is a much bigger threat to us and the longer we wait the larger it will grow. I think we must act by tomorrow lest we lose our chance.

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a2429d No.31877

File: c455b9ee2d83a1f⋯.png (458.51 KB,1024x576,16:9,bionicle_week_5_art_challe….png)

Dice rollRolled 61, 35, 34 = 130 (3d100)

>>31865

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 39 +3/turn

Resources:

[Wood: 1]

[Foliage: 2]

[Sparks: 13] +1/turn

China Fragments: 2

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Foliage Mill: 4/6

1. AAHHHHH BATS GET THEM OUT OF MY KANOHI AHHHHHH! These fly creatures are a pest, and we cannot let our people to fall foul of their diving raids again. We have harpoons, a form of spear meant to be thrown. Therefore we shall raise some harpoon throwers to slay any animal or tribe that may come to harm us!

+[Harpoons I]

2. So as the snek was armored, so too shall the raven be, the plates of china being the main component with the nails being used as reinforcement.

3. And once more a barracks shall be constructed in the new settlement.

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a2429d No.31879

File: bb0ac218653cd51⋯.jpg (50.72 KB,598x820,299:410,bb0ac218653cd5126df3eb3423….jpg)

Dice rollRolled 62, 97, 65 = 224 (3d100)

+++++++++

[Shimmerwebs]

+++++++++

Pop: 35 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 60 +6/turn {-3/s}

—Resources—

[Wood: 0]

[Foliage: 5+1/t]

[Sparks: 5]

[Web: 12+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

+[Insect Farm:+1f+1+1] > The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1.2. The expropriation of the spider nobles has begun, and the dissolution of their hereditary claims also begins with a changing of laws. The workers very slowly seize control of their society and implement reforms, land redistribution, and other changes – peacefully where possible, but harshly if resistance is met. [The Revolution: II]

3. A few scouts continue to search for the things the metal men seem excited about. [Cache: 2/12]

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a2429d No.31880

>>31868

Froppo quickly spits out words with little regard for the council "Hmmph your pitiful defences here will be no match for the Beetle, I will clear a path for your men so you may move and resettle in a safer corner."

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a2429d No.31881

Dice rollRolled 76 (1d100)

>>31869

[Beetlegeddon: Beetlebortion]

Higher more friendly

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a2429d No.31882

>>31880

"On the contrary, we were hoping that you would make use of the many tiered and as-of-right-now-being-improved defenses alongside us! If we clear the beetle party around the stump -now-, and lure the Beetlezilla into close quarters -here-, we can immobilize it with our Wood magic and make a combined effort to kill it while it is stuck in the wood!

"If we resettle, why, we'll lose all of our farms! And we'll not have any food for… services rendered."

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a2429d No.31884

File: f4e0a1f4db7e82b⋯.jpg (98.1 KB,366x843,122:281,beetle_man__man_beetle_by_….jpg)

>>31881

[Beetleggedon: Beetleboy]

Something has gone horribly wrong with Beetlebride's latest spawn. The creature birthed seems to have no love for death or destruction but instead for learning and compassion. He has run away from his tyrannical mother and now roams the Yard for the time being…..

Beetleboy [+6][Titanic][Scholar][Inspiring]

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a2429d No.31886

>>31882

"Fooly, it will crush and splinter the whole stump, if you wish to battle it we must do so in the open. I trap must be laid and well or we will perish."

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a2429d No.31887

>>31886

"Yes, -exactly-. It is coming after the stump, and isn't yet aware of us! We lure it here, bind it to the wood when it goes to crush through the stump, and then attack from hiding and the stump's fortified center when the beetle is immobilized. If we fight it out in the open field we have no means of getting to its gooey, vulnerable joints!

"We've been beating back beetles for quite some time, it's the joints you need to get to to kill them."

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a2429d No.31888

>>31886

"–But of course, let's, ah, hear -your- idea, as well versed in war as you are."

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a2429d No.31891

>>31888

>>31887

"The Beetlezila is to strong and big, you will not kill it and immobilizing it will only make it angrier. We must hit it hard enough to prove too much of a bother to eat, beasts like this are common in the Forest, if you wish to continue to live in this stump you will have to muster what you can and march to meet it. Any trap or ambush would be up to you to prepare."

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a2429d No.31892

>>31891

Finn held up one slender finger and backpedaled to the council, who, as one, put their heads together and murmured for a few moments. Then, Finn returned to Froppo.

"Using our Shadow magic, and perhaps some beetle carapaces, we believe we may be able to drive the beast off with your help and the help of the Boggarts, who have also assured a helping hand! First, though, we'll need those carapaces, which means clearing those beetles out from the Stump. With our combined force these lesser beetles should be easy pickings!"

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a2429d No.31893

File: cf62965fdf1ffd6⋯.jpg (21.73 KB,480x360,4:3,hqdefault (11).jpg)

Dice rollRolled 43, 99, 79 = 221 (3d100)

[U.S.M]

Pop: 17 (Molder I)

Independent Pop: 8 (+1/Turn)

Food: 8 +1/Turn (-2)

Resources:

[Wood: 2]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 39] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

1-2. "Pacifists.

You won't support the law because you are pacifists?

Well then, if you want to live in our lands be useful. The Creators Car sounded a mighty horn some time ago.

Go out there and play your music and merriment, and try to make friends out there in the yard. The car is very far, with much dirt in between, but it should be easy to spot and hear you if you play.

More importantly, there isn't enough food for you or the rangers, so you'll need to try and scavenge a bit to help us until we deal with the bandits.

Find some friends, find some food for yourselves, but we won't have lollygaggers while there are bandits about."

Hopefully getting them on that musical march helps us deal with the food issue.

3. As for the actual frogs and other beings who joined the Rangers, alongside the metal men.

"There is a dilemma. We don't have enough food to feed those of you who eat and our independant pop. So we'll need to make this quick.

Find the Bandit base, and finish this as fast as you can, otherwise this entire endeavor will be for naught."

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a2429d No.31894

>>31892

"Let us do battle then"

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a2429d No.31895

>>31893

"Good news Ronnie!

Someone accidentally said our rangers ate food instead of metal.

So don't worry about the food thing. Just go out there, make some noise, and get friendly we should see if there are anyone out there in the Yard who like your music."

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a2429d No.31896

Dice rollRolled 49, 53, 41 = 143 (3d100)

>>31865

[Fall’s Last Gasp]

Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42 +2/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 7]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. We're not accustomed to going on the offensive… but with Froppo backing us up, we cannot fail!

Attack the beetles surrounding the Stump with Froppo.

2/3 . We'll need to improve our fortifications regardless, even if we do go along with Froppo's plan of fighting Beetlezilla in the field.

Fortifications 5/10 [+10 Fortified][Wood I][Architecture I]

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a2429d No.31897

Dice rollRolled 99, 26, 21, 1 = 147 (4d100)

>>31896

The Autumnkith ride out to battle against the beetle horde that has been bothering them for so long, with Froppo at their side.

They try to mob the beetles one-on-thirty before the sluggish animals can mass up properly, stabbing at joints and weaving shadows to keep them distracted.

Scarecrow [+3][Spooky][Inspiring]

Autumnkith Spearmen [+2]

Autumnkith Fencers [+1.6]

Autumnkith Fencers [+1.6]

+Shadow II

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a2429d No.31898

Dice rollRolled 10, 1, 8, 10 = 29 (4d10)

>>31897

haha can you imagine if i rolled 100s instead of 10s haha

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a2429d No.31899

Dice rollRolled 7, 2, 7, 5, 3, 2, 9 = 35 (7d10)

>>31897

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

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a2429d No.31901

>>31899

>>31897

No Contest

+6 Rhino Beetle Corpses

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a2429d No.31902

File: 73155167c4682c7⋯.jpg (21.21 KB,313x235,313:235,1387844991189.jpg)

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a2429d No.31903

File: 6b866b68424cf39⋯.png (910.41 KB,900x1290,30:43,1413768148244.png)

>>30627

Nation Name: Flowerpot King

Type: Micro

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

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a2429d No.31912

Dice rollRolled 16, 4, 92, 8, 92, 68 = 280 (6d100)

[Tinkerton]

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 11] +1/turn

[Metal: 16] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I][Electricity I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

[Technopiles] You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

1-2. There's another giant beetle now. This is our fault, we woke it up. . .we made the problem and as Gremllins we have to fix it! Let's make a magic to make the Car Horn sound a tone that hurts the beetles sensitive antennae and paralyzes them!

3-4. Keep removing that car horn 4/12

5-6. We've got lots of metal now. Let's make that big long wire we can use the horn at the stump!

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a2429d No.31913

Dice rollRolled 84 (1d100)

>>31879

[Spider Noble Resistance]

Higher is better for them

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a2429d No.31914

Dice rollRolled 69, 67, 67 = 203 (3d100)

[Salamandastron]

Pop: 34 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 43 +4/turn

Resources:

[Sparks: 19]and +1 turn

[Metal: 8]+2 turn

[Stone: 8] +1 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry4/6][farm]

Defenses:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

1. Build a farm in the fortress

2. Build a second farm in the fortress

3. Finish the quarry in the fortress 2/6.

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a2429d No.31917

Dice rollRolled 72, 60, 94 = 226 (3d100)

>>31865

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 31 +2/turn

Resources:

[Wood: 8]

[Foliage: 4]

[Sparks: 5]

[Ceramics: 2]

Settlements: Patchville[Fertile +1 to food production] [Spark Collector]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

1/2. I can already picture it. A gleaming city of whitest stone, standing tall above all else. To bring the ceramic heap to an operational state, however, we will need more foliage. We probably have enough wood, for now, but this will slow down production a little. [Collect Foliage]

3. Although many workers will be away collecting the plants that are needed to build these structures, there are many others still at the site who can continue to work. [Build the ceramic settlement] [6/10]

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a2429d No.31957

File: 5be3719fe1855b3⋯.jpg (466.63 KB,1440x1280,9:8,fairy-tales-queen-tree-hou….jpg)

[Shimmerwebs]

1-2. The Spider Nobles have taken over the Shimmerhive and now hold the Spider Queen hostage. Many of the Spider Guards support these Nobles instead of the traitorous Len-un who they believe has poisoned the queens mind! Even members of the proletariat see the action of the Queen and Len-un as going against the very nature of what it is to be a Spider! The enigmatic Len-un has still not been seen out of Shimmergrad and some speculate this was but a ploy to weaken the Shimmerwebs!

3. The scouts continue to look for the cache 5/12

[U.S.M]

1-2. Ronnie and his band head out towards the Yard with a message of peace and love!

3. The Rangers begin tracking those sneaky banditos 4/12

[Matoran Ecumene]

1. Some Harpoon Thrower are recruited [+2.2][-1f per turn]

2. Snek armor is being made 1/2

3. The barracks is under construction 1/6

[Sprite Sovereignty]

1. Sovereign Root has expanded to a [Town]!

2. The [Temple]>SR is completed

3. The Archpriests are very scared of the beetles and refuse to go

[Fall’s Last Gasp]

1. The Fey lash out with the Toads stomping the beetles

2-3. The fortifications are almost done 9/10

[Muckton]

1. A group of Blighters [+2.6][Rot][Swampy][1f/1s per turn]

Another group of Blighters [+2.6][Rot][Swampy][1f/1s per turn]

3. No progress

[The Order]

1-2. Tons of foliage is collected +8 foliage

3. The Player Named Settlement [Rubbish +1 to scavenging production] is completed

[Salam]

1. The farm is almost half way done 3/6

2. Another farm is started 3/6

3. The Quarry is almost done 5/6

[Rat Tribes]

1. The end of the climb come ever closer as the climber skirt around a patch of roosting bats 16/18

2. Two Rat Raiders [+4.4][Trained][Channelers][-1 food/spark per turn each]

>Yes

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a2429d No.31958

Dice rollRolled 54, 82, 55 = 191 (3d100)

>>31957

[Beetlebride Nest]

1.[Evolve]

2.[Spawn Warriors]

3.[Spawn Drones]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 12

Tech: [Carapace I]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

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a2429d No.31959

File: 0cba006ff653431⋯.jpg (229.07 KB,643x612,643:612,rhino_beetle_and_grasshopp….jpg)

Dice rollRolled 1 (1d8)

>>31957

[Beetle Boy]

1-2. To the sounds of music

3-4. To the peaceful tree

5-6. To hide in the swamps near the pond

7-8. To hide in the big metal thing

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a2429d No.31960

>>31903

[Flowerpot Kingdom]

Pop: 15 +1

Food: 15 +1

Resources:

[Wood: 5]

[Foliage: 5]

[Spark: 5]

Settlements Player Named Settlement [Fertile +1 food production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology: [Green Architecture II][Archery II]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

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a2429d No.31961

>>31957

[Beetlegeddon: Beetlezilla] 2 turns

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a2429d No.31963

File: 9d27b785cc08c84⋯.jpg (86.83 KB,551x650,551:650,51284COWBOY-1.jpg)

>>31903

The USM notices the debut of the flower people, long time dwellers of the house who are as old as they are. . .and a lot nicer smelling than the poop people upstairs who lived in the toilet.

Word has it that they have officially step out of the confines of their flower pot, and so a friendly envoy on foot is sent. So the USM sends a rider to go greet the not-so-newcomers to the house.

"Howdy thar, plantfolk.

We heard y'all was taking a step out into the sunlight, so Congress reckon' to send someone to say salutations!."

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a2429d No.31964

File: 182be61ffd67ed1⋯.jpg (358.22 KB,763x990,763:990,L2Mb9cU.jpg)

Dice rollRolled 69, 80, 21 = 170 (3d100)

+++++++++

[Shimmerwebs

+++++++++

Pop: 38 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 66 +6/turn {-3/s}

—Resources—

[Wood: 0]

[Foliage: 6+1/t]

[Sparks: 5]

[Web: 13+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn]

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden

+[Insect Farm:+1f+1+1] > The Shimmerhive

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Warriors [+1]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

+Shimmerweb Guards [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1.2.3. A few of the bravery revolutionary comrades orchestrate a heroic plan to rescue the queen and to deploy the spidertariat's glorious freedom brigades to destroy the nobility with a brutal wave of assassinations. While the previous planning relied on goodwill, it is clear that the nobility must be destroyed brutally and without mercy. LET THE OLD ORDER BURN! [The Revolution: III]

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a2429d No.31965

Did I get an update?

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a2429d No.31966

>>31965

[Tinkerton]

1. Tinkering with sounds magic seems to have disturbed Beetlebride and her nest [2 turns till attacked]

2. Work continues on the car horn 6/12

3. The Gremlins realize how much metal they would need, they also realize that their current metallurgical and electrical understanding are far below what they would need to accomplish such a great feat.

sorry forgot to paste it

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a2429d No.31967

Dice rollRolled 78, 84, 72 = 234 (3d100)

>>31957

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 29+3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42+6/turn -2/turn

Resources:

[Wood: 21] +3/turn

[Foliage: 15] +3/turn

[Sparks: 22] +3/turn -2 /Turn

[Stone: 3]

Settlements Muckton [Swamp +Rough Terrain][City]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton (4/6)

Spark Pool >Muckton (1/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

2 Boggart Blighters [+2.6][Rot][Swampy][1f/1s per turn]

Magic: [Rot III]

[Swamp III]

[Magic I] 3/6

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. The Boggart Blighters are Ready. Now we March towards the stump!

2.Continue to work on the second lumberyard, we need it done, and soon. (4/6)

+swamp III

+10 from yard

3.Likewise Keep working on the second spark collector too. Those blighters take a good bit to make. (1/6)

+swamp III

+10 from yard

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a2429d No.31968

>>31967

2 Boggart Blighters [+2.6][Rot][Swampy][1f/1s per turn] move to swamp on action 1

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a2429d No.31970

Dice rollRolled 53, 30, 14 = 97 (3d100)

>>31957

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 18 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 49 +4/turn [-1 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 13 +2/turn] [-1 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Archpriest [+2.4 -1f/s]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1.Continue our research into Nature Magic III 3/8

+Peaceful Souls (+5)

+Temple?

2. Begin to recruit more priests and train them in magic.

+Nature II

+Rejuvenation II

+Harden I

+Fertility I

+Religion I

+Temple

3. Do not be afraid brothers. You must let go of your fear, your hatred, your prejudice. All living things are one in the cycle. You will die, the beetles will die, and the plants your corpses feed will die to feed others. We are brothers in this world, and now our brothers war and rage. Let us calm them down. Go archpriests, to the site of the ritual.

+Archpriest [+2.4 -1f/s]

+Nature II

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a2429d No.31971

Dice rollRolled 89, 73, 62 = 224 (3d100)

>>31957

[Fall’s Last Gasp]

Pop: 26 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 44 +2/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Beetle Corpses: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wicker/Leaf Barricades: 2

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. We begin to strip the Beetle Corpses bare, tearing their carapace and armor from the soft flesh beneath. It's the carapaces that we want, though our shadow-weavers do take careful note of the beetles' appearances…

Begin processing the Beetle Corpses.

3. Finish our Fortifications! 9/10 [+10 Fortified][Architecture I][Wood I]

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a2429d No.31973

Dice rollRolled 35, 31, 67 = 133 (3d100)

[U.S.M]

Pop: 18 (Molder I)

Independent Pop: 9 (+1/Turn)

Food: 11 +1/Turn

Resources:

[Wood: 3]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 37] +3 Turn [Salvage Station, Rubbish Pile](-2)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

Fuck the bandits

Fuck needing guns

Fuck everything else

WE'RE GOING BACK TO THE PLAN

1. Get a new railroad scientist

2. Invest in railroad/locomotive techwhile we find a new one

3. Build a NEW settlement at the bottom of the stairs to the 2nd floor! We'll make this one out of metal

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a2429d No.31974

File: 9d845a2649d6c66⋯.jpg (4.98 KB,225x300,3:4,$_35 (1).jpg)

Workingshop DC

A crowd of both cowboys and finely clad figures walk up the white plaster steps of the Capitol building, the USM Congress is in session.

Senators, Congressmen, Generals, all sat together in a model replica of the great Creator's own government building, as the speaker of the House spoke.

"Ladies and Gentlemen, presenting the President of these United States of Metallica."

And the band of bugleres being to play.

https://www.youtube.com/watch?v=uRPtsJ1487w

"Thank you, Mr. Speaker.

My fellow Metallicans, as we mourn the loss of one of the greatest minds of our time, we must remember who we are, as a nation, and a people. We are all of us, denizens, citizens, family. Of one great metallic house. Forged under the Creator and given the breathe of life by God, we step out into this world.

And this world is a dangerous one indeed. Giant beasts, hazardous threats, even villainly and lawlessness.

But we must not let ourselves as a nation be bogged down and delayed in our manifest destiny. To expand and prosper these states throughout the house.

Of late, much has been done to slow us down in this effort. Fear of creatures has led us to invest in weapons technology, Fear of these criminals has lead us to invest in a campaign against them. Fear has dictated our actions, rather than courage and the promise of opportunity. Fear of a lack of technology has lead us to invest in research before application.

Therefore, I implore upon you my fellow Metallicans: Fear Not!

Today we must come to our senses and remember our great destiny. Today, we must resume the efforts to expand and develop our railroad technology. We must not let the death of Mr. Westerner allow his great dream to go unfulfilled. Even he himself, at times, doubted his own abilities and those of our nation.

We will build these trains. We will build new settlements, and not death or disaster will sway us in our efforts any longer than need be. This, I promise you, my fellow Americans, is my solemn pledge."

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a2429d No.31975

File: 72a453a5e998f99⋯.jpg (3.31 MB,4644x3096,3:2,Army_ant_bivouac.jpg)

>>30627

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

–Don’t touch—

Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 5 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements

Structures:

Defenses:

Military:

Magic:

Technology:

Bonuses:

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a2429d No.31976

>>31876

Sorry for the late reply.

The Gremlins agree they would like as much help to defend the car as possible. We don't have many soldiers to fight them off!

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a2429d No.31977

>>31975

[The Queendom]

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

Settlements Player Named Settlement[Fertile +1 to food production]

Structures: [Farm] >Player Named Settlement

Defenses: Player Named Fortifications: 1

Military: Player Named Unit [+1]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

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a2429d No.31980

File: c964bdd3544689b⋯.jpg (4.9 MB,3543x3661,3543:3661,TheKnownWorld.jpg)

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a2429d No.31982

>>31977

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +2/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures: [Farm] >The Hive

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Raise more soldier ants.

2. Construct a proper chamber for the queen to lay her eggs. +10 to town building +5 research breeding tech?

3. Raise more worker ants.

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a2429d No.31983

Dice rollRolled 71, 45, 41 = 157 (3d100)

>>31982

Dice

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a2429d No.31984

File: bbc0d7027d38bdd⋯.gif (2.87 MB,600x774,100:129,amalia hair flick.gif)

>>31963

A flower woman brings you to an open area with a small stone table and two grown chairs before pouring water into two cups with fragrant leaves in them. The King arrives and dismisses the woman after tasting the brew.

"Welcome to my home stranger, I am the Flowerpot King. I am glad to receive my neighbor in the house of the Gods and hope the USM and my Kingdom can be on friendly terms."

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a2429d No.31986

Dice rollRolled 68, 71 = 139 (2d100)

>>31960

Nation Name: Flowerpot King

Type: Micro

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

[Flowerpot Kingdom]

Pop: 16 +1

Food: 16 +1

Resources:

[Wood: 5]

[Foliage: 5]

[Spark: 5]

High Home [Fertile +1 food production]

Structures: [Farm] High Home,

Defenses: Player Named Fortifications: 1

Military:Spore Archer [+1]

Magic:

Technology: [Green Architecture II][Archery II]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

1 Grow a low wall around High Home to help our archers defend.

2 Scout the house for seeds that the Gods may have left behind, the mighty bamboo plant could provide good spears and armor once properly cultivated and understood.

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a2429d No.31991

>>31984

The cowboy doesn't drink, but takes off his hat before the King.

"It's a mighty fine honor, your uh. . .Majesty.

As far as I can tell, the USM is on friendly terms with your folk as is!

If'n y'all ever need any extra metal, we gots plenty. We have people to feed, so we're hoping if one day we need the food, we can trade for it.

Say, y'all should send some musicians to next years Butterfly Ball at Ronnie's place. It'll be a hootinanny of a time!"

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a2429d No.31994

File: fee37d9bfca980a⋯.jpg (194.93 KB,768x960,4:5,1472176059747.jpg)

Dice rollRolled 92, 47, 92 = 231 (3d100)

>>31957

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42 +2/turn

Resources:

[Wood: 1]

[Foliage: 2]

[Sparks: 13] +1/turn

China Fragments: 2

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Foliage Mill: 4/6

Snek Armor:1/2

Barracks: 1/6

1. Finish the Snek's armor, though we were talking about armor for the crow, we presume that more armor for the snek is good too.

2. Continue work on the barracks, if anything we need many more men to be able to defend our ever growing population.

3. We have hammers, and we have men, but we need to work on improving our weapons so as to be stronger, to be lighter. To be the very best, like no weapon ever was!

>>31917

Send an envoy to the Order of the Portal, carrying 10 Food and a message

"Greetings friend, we wish to discuss with you something that is our of mutual interest. Take this gift as a sign of our good faith."

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a2429d No.32001

File: d508bbe23869fac⋯.jpg (119.54 KB,450x405,10:9,1291542.jpg)

File: fc2c2057f2c5522⋯.jpg (92.75 KB,844x404,211:101,Skaven-walpaper.jpg)

Dice rollRolled 97, 7, 9 = 113 (3d100)

[Rat Tribes]

Pop: 27 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 9] +1/turn

[Sparks: 4] +1/turn (-2)

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn] [Fighting Pit]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the last stretch of climbing is in sight, as Savagehook see's his ultimate goal. the ceiling beams. strong, sturdy, and only a few inches to the large hole through the roof and the outside, leading to untold promise. the climbers, after days of hard fought climb, see rest in sight.16/18

#2 the rats get back to work on the Tarp Harvester, for more foliage 1/6

+Hammers I

#3 the rats are feeling the pinch as the spark and food supplies begin to dwindle. with hungry eyes, the newly massed raiders set their sights on a delicious target:

the Cookie Collective

Raiders and Tribal warbands are on the march to war for the first time

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a2429d No.32015

Dice rollRolled 65, 57, 78 = 200 (3d100)

>>31957

[Salamandastron]

Pop: 38 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 47 +4/turn

Resources:

[Sparks: 20]+1 turn

[Metal: 10]+2 turn

[Stone: 9] +1 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry5/6][farm]

Defenses:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

1. The farm is almost half way done 3/6

2. Another farm is started 3/6

3. Begin construction of a third settlement in a triangular shape midway between our 2 current settlements but closer to the house.

-7 stone -8 metal

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a2429d No.32016

>>32015

+3 spark on action 2

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a2429d No.32020

Dice rollRolled 30, 46, 89 = 165 (3d100)

>>31957

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 42 +2/turn

Resources:

[Wood: 4]

[Foliage: 6]

[Sparks: 5]

[Ceramics: 2]

Settlements:

Patchville[Fertile +1 to food production] [Spark Collector]

Ceramia [Rubbish +1 to scavenging production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

1. This new city will be called Ceramia, for its main resource. The people there will be put to work collecting and shaping the ceramic scraps there into useful blocks for buildings. [Begin production of ceramic building blocks.] [+1 to scavenging production]

2. Tromp is doing well. His load-bearing arches are innovative, and curiously strong. Let us urge him to create ever grander projects! [Research Architecture II] [+5]

3. Our population base is surprisingly small, given how quickly mice reproduce. Send word out that there is work to be had in the new city of Ceramia, and hard work will be well rewarded. [Try to increase population]

>>31994

A Knight-Merchant arrives from the Order's lands, accompanied by his squire, some pages, and some serfs, bringing carts full of valuable foliage, and some fine harvested wood. "The Order accepts your gift, Grand Ecumene, and sends its own resources, meager though they may be. By the grace of the old gods, and the bounty of the Portal, we hope that through mutual cooperation, we can defend the fertile realm between our states from nomads and barbarians. We propose a confederation between our people: We defend the land between us from outsider settlement, and promise to come to one another's aid if one of us is attacked. In addition, we may be able to share with you some of the secret technology of our Grand Architect, who has made us fortifications unmatched in this world." [Gift: 4 Wood, 6 Foliage]

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a2429d No.32022

>>32020

The Head Elder of the Matoran Ecumene meets the messanger, his frail form but stern walk telling of his grand age, but also his boundless wisdom.

"Yes, this shall be most prosperous for both of our people, and as you share your secrets with us, so too shall we with you. The secrets of Hammers so that you may better build your walls and houses, and the secrets of throwing spears, called harpoons, that allow you to strike a target and pull it towards you. And Armor, so that you protect yourselves as your walls protect you."

He outstretches a hand towards the Knight

"Friends?"

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a2429d No.32023

File: 4ab91989fc003f6⋯.jpg (93.49 KB,800x740,40:37,3ebc6d950bbcdf2d6527ed31da….jpg)

>>31994

rat messengers arrive to meet the Matoran's, bearing gifts of 5 food and 5 metal upon their backs.

"from high on we how you make friendly gesture towards the mice, to make allies, such things as the mice are. You seek strength in numbers, to share weapons and knowledge, for your defense. we who have traded tool for tool with you before seek to trade with you again, and to join this…confederation. your fertile realm we will defend from outside, against bats and beasts and invaders, and that we might be fed in its protection by shares of food and knowledge."

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a2429d No.32039

File: dae99b8c7e2aaed⋯.png (47.86 KB,150x125,6:5,ToaHighFive.png)

>>32022

The knight takes his the Turaga's hand in his own. "Friends."

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a2429d No.32051

>>32023

A Crow-rider flies out to the rat delegation.

"Honored friends, your application shall be examined by the newly ratified command of the Mouse-Matoran Land of the Two Towers. You shall be notified upon the council's decision of your acceptance into the coalition. Any raiding actions or hostilities taken against M-M lands or affiliated people shall result in immediate dismal of your application. As a token of our gratitude of your application and interest in our coalition, please accept this parting gift of 4 Spark and 4 Food."

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a2429d No.32095

Dice rollRolled 54 (1d100)

>>31986

Food: 17 +2*

3 Shield Technology. Dried plants shaped into shields that can stop arrows or edged weapons and claws.

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a2429d No.32136

Dice rollRolled 88, 11, 90 = 189 (3d100)

[Tinkerton]

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 12] +1/turn

[Metal: 17] +1/turn

Settlements Dashboard [Car +1 to metal production]

Structures: [Farm][Hulu Shrine](+1 spark per turn])

>Dashboard

Defenses: Dashboard Defenses: 1

Military: Gremlin Wrenchers [+1]

Magic: [Restore I]

Technology:[Scavenging I][Metallurgy I][Electricity I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Metal Heads] +5 to metallurgy research

[Technopiles] You are the best at rediscovering old technologies of the gods! However kinda suck as this whole food growing thing…

1-3. Oh no! It's heading this way. This is really really bad! We have to make this sound magic trick work or we're done for!

Keep trying Gremlins!

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a2429d No.32182

Dice rollRolled 28 (1d100)

>>31964

[Noble Resistance: +10]

Higher is better for them

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a2429d No.32183

Dice rollRolled 58 (1d100)

>>32182

[Len-un Power-grab]

Higher is better for him

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a2429d No.32201

File: ddf69d4d01f94a9⋯.jpg (67.42 KB,792x365,792:365,c90bc178d672073919c94e7622….jpg)

[Shimmerwebs]

1-3. The Spider workers have saved the Queen and butchered the opulent nobles! The revolution has won! This great victory is however minimized when news soon leaks in that Len-un has seized the Shimmerden with force of arms, he seems to be marshaling an army!

-Shimmerden

-10 population

(Second insect farm should be in the Shimmerden not the Shimmerhive)

[U.S.M]

1. The Think Tank is working on picking one of their number but they are not all quite as bright as Mr. Westerner RIP. 1/10

2. Research into railroads begin 1/4

3. The settlement is under construction 3/10 -10 metal

[Matoran Ecumene]

1. The Crow is now armored revise [+2.2]

2. The barracks is coming along quite nicely 3/6

3. A fancy new [Weapon-crafting I] system is set up

[Sprite Sovereignty]

1. The theories of nature magic are improved upon 5/8

2. New priests are in training 1/2

3. The Archipriest’s refuse to go on grounds that nature will sort itself out…

[Fall’s Last Gasp]

1-2. The carapace is taken and the meat harvested

+6 beetle carapace

+6 food

3. The [Leaf Barricades: 3] are completed

[Muckton]

1. The Blighters begin their march [3 turns]

2. The [Lumberyard]>Muckton is completed

3. The new spark collector is almost done 5/6

[The Order]

1.A ceramic quarry is soon underway 4/6

2. Tromp begins to pour over new designs 2/6

3. New comfy housing is being built in Ceramia in hopes of boosting population growth 5/6

[Sorry Dara, Ceramia should be giving you +1 more population per turn

[Salam]

1. The [Farm]>Salaman’s Fortress is completed

2. The other farm is almost done 5/6

3. The new rock hard settlement is underway 3/10

[Queendom]

1. New Soldier Ants [+1.4][-1f per turn] are recruited

2. A egg laying chamber is under construction 2/6

3. Spawning more ants without first increasing the food production would be folly, lucky the advisor ants inform the Queen of this.

[Flowerpot]

1. The walls is slowly grown 3/8 -2 Wood

2. You scout the house finding no seeds but a pile of dung +6 Dung

3. Shields are crafted 2/4

[Rat Tribes]

1. Chief Savagehook pulls himself through the opening, brilliant sunlight showering down on him, his gazes in fear and intrigue as he looks over a world so massive and green as he’s never seen before!

+[You have unlocked the Roof area, however if you wanted to settle here you would need a more reliable way of transport then climbing]

2. The tarp harvester is breaks down as many rats rush to join the raid 0/6

3. The Raiders arrive at the where the C.C.C is supposed to be located but find nothing but dust and disappointment

[Tinkerton]

1-3. [Sound I] magic is developed!

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a2429d No.32203

>>32201

[Beetlezilla arrival next turn]

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a2429d No.32204

Dice rollRolled 31, 49, 34 = 114 (3d100)

>>31958

[Beetlebride Nest]

1-3. [Evovle]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 18

Tech: [Carapace I][Claws I]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

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a2429d No.32206

Dice rollRolled 42 (1d100)

>>32201

[Beetleggedon: Beetleboy]

How are travels my friend? [Low bad, High Good]

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a2429d No.32207

Dice rollRolled 5 (1d6)

[Event]

1 Attic

2 Yard

3 House

4 Attic

5 All

6 Forest

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a2429d No.32208

Dice rollRolled 45 (1d100)

>>32207

[Event: ALL]

High is good

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a2429d No.32209

File: f92da56ee1859f6⋯.jpg (130.29 KB,1024x748,256:187,magic_the_gathering_guardi….jpg)

Dice rollRolled 58, 18, 6 = 82 (3d100)

>>32201

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

ToadSkirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

Food: 12

Spark: 6

—-

Froppo readies his warriors

1-2. Recruit Warriors

3. [????]

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a2429d No.32211

File: 509fabe2a09ee5e⋯.jpg (20.98 KB,259x195,259:195,download-5.jpg)

>>32208

[Event: Summer Heat]

The sun hangs in the sky like the blazing eye of a God, scorching the earth and blistering all those it gazes upon. Even the Cellar is not free from this disgusting heat.

[-10 to food/spark gathering construction for next 3 turns]

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a2429d No.32217

Dice rollRolled 62, 25, 68 = 155 (3d100)

>>32201

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 19 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 52 +4/turn [-1 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 14 +2/turn] [-1 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

Archpriest [+2.4 -1f/s]

Magic: [Nature II]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1.Continue our research into Nature Magic III 5/8

+Peaceful Souls (+5)

+Temple?

2. Continue to recruit more priests and train them in magic. 1/2

+Nature II

+Rejuvenation II

+Harden I

+Fertility I

+Religion I

+Temple

3. But this is a war between two intelligent peoples. Just look at the young one who wanders the lands. This fight is not a thing of nature. I wish to see this ended with more harmony in the world, brothers, not more dead. Will you please aid me?

+Archpriest [+2.4 -1f/s]

+Nature II

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a2429d No.32219

File: 4eb02a40137d4d3⋯.jpg (442.73 KB,1698x924,283:154,game-of-thrones-white-walk….jpg)

>>32209

[Event: Frosty Eyes]

A messenger has arrived at the Stump from the Toad Horde, apparently Froppo has sealed himself in his tent, anyone who has attempted to fetch him has been thrown out. Eventually he emerges but with a small change, his eyes have turned a frosty blue….

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a2429d No.32221

Dice rollRolled 71, 93, 32 = 196 (3d100)

>>32201

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 32+3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 46+6/turn -2/turn

Resources:

[Wood: 27] +6/turn

[Foliage: 18] +3/turn

[Sparks: 23] +3/turn -2 /Turn

[Stone: 3]

Settlements Muckton [Swamp +Rough Terrain][City]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton (5/6)

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

2 Boggart Blighters [+2.6][Rot][Swampy][1f/1s per turn] (2 turn Transit)

Magic: [Rot III]

[Swamp III]

[Magic I] 3/6

[Luck I]

Technology: [Boats I]

Issues: Summer heat: [-10 to food/spark gathering construction for next 3 turns]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Finish off building up the spark collector, it's nearly done and we're good enough to finish it despite this heat! 5/6

-10 summer heat

+10 Yard

+Swamp magic III

2.Alright now that the city is up and running, we need to get to work on that magical theory once again. We need our magic to be in tip top shape for our great works.

3.Stinkwart is advocating building a new settlement, Muckton is great, but if we want to build more we'll need more stone. to that end we will start on a new settlement called Marshton and build it as close as possible to that stone deposit without it being out of the swamp.

+Swamp Magic III

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a2429d No.32223

Dice rollRolled 60, 95, 74 = 229 (3d100)

+++++++++

Shimmerweb Syndicalist Federation [SSF]

+++++++++

Pop: 29 +3/turn [-2]

Food: 72 +6/turn {-3/s} [-3]

—Resources—

[Wood: 0]

[Foliage: 7+1/t]

[Sparks: 5]

[Web: 14+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn] {Under occupation}

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden [Occupied]

+[Insect Farm:+1f+1+1] > The Shimmerden [Occupied]

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Revolutionary Guard [+1]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

1. Swarms of recruits want to join the revolution and destroy the treacherous Len-un! [Recruit: Revolutionaries] [Draft I]

2. With the fury of the revolution, it's not hard to find more willing young spiders willing to destroy the reactionary menace! [Recruit: Revolutionaries] [Draft I]

3. The army is sent to the Shimmerden to retake the outpost from Len-Un. The initial attacks are probes to get a handle on Len-Un's strength. [Move half of existing units to Shimmerden: probe enemy strength]

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a2429d No.32224

Dice rollRolled 31, 63, 33 = 127 (3d100)

>>32201

Nation Name: Flowerpot King

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

[Flowerpot Kingdom]

Pop: 17 +1

Food: 19 +2

Resources:

[Wood: 3]

[Foliage: 5]

[Spark: 5]

[Dung: 6]

High Home [Fertile +1 food production]

Structures: [Farm] High Home,

Defenses: The Pot: 1

Military:Spore Archer [+1]

Magic:

Technology: [Green Architecture II][Archery II]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

Walls 3/8

Shields 2/4

1 Continue to grow the Walls 3/8

2 Build a woodman's yard. The woodmen scavenge wood from the house of the Gods. They grow robust and firm from many hours of labor bringing their namesake to our High Home.

3 Shields 2/4. We have need of methods of protecting our individual warriors if we are to expand and protect colonies being built.

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a2429d No.32226

>>32221

3/6 on magic II progress for action 2

Spend 2 spark on action 3 to facilitate a better foundation for the settlement.

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a2429d No.32227

Dice rollRolled 82, 24, 97 = 203 (3d100)

>>32201

[Fall’s Last Gasp]

Pop: 27 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 52 +2/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark] 2 Autumnkith Fencers [+1.6, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. We set out the carapaces in the field where we are to meet Beetlezilla in combat, and use our Shadow magic to make it look like the "beetles" are still feebly stirring– and to conceal Froppo's troops, who we instruct to hide underneath! When the Beetle comes, they'll make a beeline for US– but the TOADS will emerge and attack the beast.

[Shadow II][6 Beetle Carapaces]

3. We will likely lose some fae in the midst of this great and terrible battle. Sadistic as it sounds… we rally a final unit of soldiers to our side before the Beetle is upon us, for we need all the power we can get.

Recruit another unit of Spearmen, or, if possible, something even better.

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a2429d No.32228

>>32227

[Fear II][Shadow II] for that recruitment roll.

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a2429d No.32232

File: 98389a82e86e6e5⋯.jpg (1.74 MB,1920x1078,960:539,1440122684544.jpg)

Dice rollRolled 37, 25, 49 = 111 (3d100)

>>32201

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 17 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 35 +2/turn

Resources:

[Wood: 5]

[Foliage: 8]

[Sparks: 10] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Foliage Mill: 4/6

Snek Armor:1/2

Barracks: 3/6

1. This new material given to use by the rats is wonderful, this metal. We shall work it into shape, into weapons for the creatures and beast that shall surely assail us!

[Hammers I]

[Weapon-crafting I]

2. As we promised, exchange all of our current technology with the Order.

3. Finally, finish up the foliage mill!

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a2429d No.32234

Dice rollRolled 85, 100, 42 = 227 (3d100)

Salamandastron]

Pop: 41 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 53 +6/turn

Resources:

[Sparks: 21]+1 turn

[Metal: 7]+2 turn

[Stone: 5] +1 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry5/6][farmx2]

Defenses:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

1. Finish the third farm 5/6

2.continue construction of the new settlement 3/10

3. Begin construction of the God's Spear. A massive Spear capable of being hoisted by our combined military to kill Giants like beetlezillla. Preparations should always be made. Stone wood and spark galore. It won't be much use against anything that isn't giant but so be it.

[antimagic I] [Spears II]

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a2429d No.32235

>>32232

Since cannot trade all of their techs at once I change my 2 action to trading our Armor Tech

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a2429d No.32248

>>32234

The rabbits set to work immediately on the settlement. This is the central one. The most important for their culture. They must make the land fertile and bloom like never before. The gods land is loving and has given so much. But still the rabbits must cultivate the land. This is the will of the gods and so they do so with a fervor. In many ways the very fertility of the land would make this new city a living temple to the gods.

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a2429d No.32260

Dice rollRolled 4, 74, 29 = 107 (3d100)

>>32201

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 17 +1/turn

Resources:

[Wood: 5]

[Foliage: 5]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures: [Farm] >The Hive

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1], SL Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Continue work on the egg laying chamber.

2. Expand the farm.

3. Begin sending out hunting parties to gather more food. They will not travel too far away from the hive.

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a2429d No.32262

Dice rollRolled 43, 76, 10 = 129 (3d100)

[U.S.M]

Pop: 19 (Molder I)

Independent Pop: 10 (+1/Turn)

Food: 12 +1/Turn

Resources:

[Wood: 4]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 27] +3 Turn [Salvage Station, Rubbish Pile](-2)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

1. Get me a scientist, and get me one now. Rumor has it Ronnie might have found a sharp one, but we ain't sure. 1/10

2. The President has ordered a renewed focus on railroads, and so I y'all to git to it! We're gonna link up our colonies and that'll make a'transferrin' resources easier. 1/4

[Engineering I][Metallurgy I][Steam II]

3. Git that new settlement under the stairs a goin, there's plenty o' land to claim boys! 3/10

[Engineering I][Metallurgy I]

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a2429d No.32271

Dice rollRolled 45, 19, 62 = 126 (3d100)

[Rat Tribes]

Pop: 29 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 44 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 5] +1/turn

[Sparks: 7] +1/turn (-2)

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn] [Fighting Pit]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 chief Savagehook stands atop the ceiling beam, surveying the world beneath, above him the roof and the portal to a fertile land. ripe for the taking. but there was still much to do. bats lurked up here, and other creatures to be fought and eaten. Savagehook dropped the large thread spool he held on his back, and placed it on an axel he latched onto the wood. other rats did the same. they worked on attaching these sturdily to the beam, so they could be used as winches and elevators to lift things up and down the ceiling.

#2 chief Savagehook knew it would be impossible to travel up and down through climbing the wall that killed some of his rats. he wanted better grappling hooks, so rats could scale up and down with ease. the rats begin on Grappling Hooks III.

+Warrior Brood +5 to weapon tech research

#3 the rat tribes realize they don't have enough spark to sustain their raiders. frustrated with the tarp harvester they scrap it, and get to work on another spark pool on boxcliffe. the rats are not daunted by the heat, having known strife.

+-10 to food/spark gathering construction for next 3 turns

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a2429d No.32272

File: 64b0e2bc94f9550⋯.jpg (9.07 KB,320x272,20:17,860606-skaven_concept_3802.jpg)

[Shimmerwebs]

1. A new unit of revolutionaries is recruited [+1.6][-1f]

2. And another one [+1.6][-1f]

3. Half of the Guard marches out [1 turn arrival]

[U.S.M]

1. The Think Tank is overly stressed as the scramble to find you the best and brightest mind! 3/10

2. [Railroads I] is completed! With more time they promise they can make a working model!

3. The venture stalls as men have heard something large moving in the area!

[Matoran Ecumene]

1. New weapon-crafting techniques are worked upon 1/6

2. [Dara did not reciprocate this trade]

3. The [Foliage Mill]>Mata Nui is completed

[Sprite Sovereignty]

1. The [Nature III] is completed by the priests!

2. A new unit of Archpriests[+2.4 -1f/s] are raised

3. The Archpriests begin their journey [3 turns]

[Fall’s Last Gasp]

1-2. The trap is set and ready, here’s hoping the Toads now what they are doing…

3. A new unit of Spearmen[+2,-1 food/spark] is recruited

[Muckton]

1. The [Spark Collector]>Muckton is completed

2. Stinkwart figures how to make magic bigger and even badder [Magic II]

3. Construction of anew settlement is underway 2/10 -10 wood

[Salam]

1. The third [Farm]>Salaman’s Fortress is done

2. The New Player Named Settlement [Fertile +1 to food production] is a true testament to the agricultural might of the rabbits who have cut away the dense forest to make way for fertile farmland!

3. The God’s Spear [+1][Titanic][Heavy:4] is completed -5 stone - 5 metal -5 spark

[Queendom]

1. A collapse in the egg chamber crushes workers and pushes back progress 0/6 -4 population

2. The new farm is almost half way there 3/6

3. The hunters return with no food but they do bring some leaves that blew down +2 foliage

[Flowerpot]

1. Work continues one the walls 4/8

2. The Woodman’s Yard is slowly coming together 2/6

3. The Shields are almost done 1/4

[Rat Tribes]

1. The rats have set in metal stakes at the top but without more foliage or rope they can’t make a proper way down or up 2/12 -5 metal

2. Progress is slow on the Grappling hooks 1/8

3. The work is slow and hot 2/6

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a2429d No.32273

Dice rollRolled 53, 41, 51 = 145 (3d100)

>>32272

[Beetlebride Nest]

1-3. [Evolve]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 18

Tech: [Carapace II][Claws II]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

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a2429d No.32275

File: 25b6ceeeb963f96⋯.jpg (141.09 KB,862x926,431:463,giant_rhino_beetle_by_cebo….jpg)

Dice rollRolled 8, 3, 6, 8, 6 = 31 (5d10)

Beetlezilla [+16][Armoured][Titanic][Inspiring][Rending][Terrifying]

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Beetlezilla and his retinue charge past the hidden Toads causing the earth to rumble as he relishes the chance to consume those that would hurt his children

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a2429d No.32276

Dice rollRolled 75, 70, 26 = 171 (3d100)

>>32272

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 35+3/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 50+6/turn -2/turn

Resources:

[Wood: 23] +6/turn

[Foliage: 21] +3/turn

[Sparks: 25] +6/turn -2 /Turn

[Stone: 3]

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton 2/10

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

2 Boggart Blighters [+2.6][Rot][Swampy][1f/1s per turn] (1 turn Transit)

Magic: [Rot III]

[Swamp III]

[Magic II]

[Luck I]

Technology: [Boats I]

Issues: Summer heat: [-10 to food/spark gathering construction for next 2 turns]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1-2. Continue to build up Marshton, we need that stone! 2/10

+Swamp Magic III

3.Now Rot magic is our best attack magic, and it can and will mess up anything. We need it to be even stronger in case those autumnkin fail. Start working on it.

+Magic II

+5 from Rotten souls

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a2429d No.32277

>>32276

spend 5 wood on roll 1 = 86

Spend 10 foliage on roll 2 = 86

Spend 6 spark on roll 3 = 40

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a2429d No.32278

Dice rollRolled 48, 66, 23 = 137 (3d100)

>>32272

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 14 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 19 +1/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures: [Farm] >The Hive

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1], SL Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Work begins again on the egg laying chamber, the queen instructs the workers to learn from their mistakes. 0/6

2. The farm addition continues to be worked upon. 3/6

3. Research moss farming for improved farm output.

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a2429d No.32279

Dice rollRolled 85, 89, 32 = 206 (3d100)

>>32272

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 20 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 54 +4/turn [-2 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 14 +2/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

Archpriest on way, 3 turns

1. Begin to research more powerful Regeneration magic. (Regeneration Magic III)

+5 Peaceful Souls

+Temple

2. Begin building a place that the priests may use their holy magic to call heart wood of the holy tree out to be used.

+Construction I

+Nature III

+Harden I

+Tree Worshipers

3. Begin to expand the temple to include a place to store knowledge written on leaves or wood. This will allow our priests to learn and research more.

+Construction I

+Nature III

+Harden I

+Tree Worshipers

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a2429d No.32280

>>32279

+10 on action 2 from Yard.

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a2429d No.32282

File: 268a5b4a7dcf905⋯.jpg (78.37 KB,675x470,135:94,y08xRWbc9TbWgQa30hI7ekxMw2….jpg)

Dice rollRolled 54, 19, 50 = 123 (3d100)

+++++++++

Shimmerweb Syndicalist Federation

+++++++++

Pop: 30 +3/turn [-2]

Food: 73 +6/turn {-3/s} [-3] [-2]

—Resources—

[Wood: 0]

[Foliage: 7+1/t]

[Sparks: 5]

[Web: 15+1/t]

—Settlements—

+The Shimmerhive [Fortified +10 to defense creation]

+Shimmerden (Outpost)][Expansive +1 production to population buildings][+2 population per turn] {Under occupation}

—Structures—

+[Farm:+1/f+1+1] > The Shimmerhive

+[Insect Farm:+1f+1+1] > The Shimmerhive

+[Weaving Mill]: +1w>The Shimmerhive

+[Foliage Chain]>Shimmerden [Occupied]

+[Insect Farm:+1f+1+1] > The Shimmerden [Occupied]

—Defenses—

+Webwall Fortifications: 1

—Military—

+Shimmerweb Revolutionary Guard [+1]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

At Home:

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

+Shimmerweb Revolutionary Guard [+1.6] [-1f]

—Magic—

[Phase I]

—Technology—

[Webs I] [Organization III] [Growth I][+1 pop per blding [Farming II][+2 food/turn per building] [Weapons I] [Division of Labor I] [Draft I]

—Bonuses: [Cellar]—

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

—Bonuses—

[Phase-walkers] The Phase-Spiders can hop through the veil allowing them them to move very quickly [Ignore rough terrain]

[Master Tappers] +5 to farm research

—Penalties—

[Spark-Madness] When spark powered unit roll a 1 in combat they go mad

—Actions—

>>Army Arrival: 1 Turn

1. The revolution has brought a need for new arms, and new arms the army will have! [Weapons II]

2. It looks like the Shimmerweb are trying to organize their production into crude [arms factories]. There's no machines, but production can be increased by raw application of labor methods. [Division of Labor I] [+10: Cellar Bonus]

3. More revolutionaries join the struggle! [Draft I] [Division of Labor I]

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a2429d No.32283

Dice rollRolled 4, 9, 4, 6, 6 = 29 (5d10)

https://www.youtube.com/watch?v=8OkpRK2_gVs

>>32275

A stream of "beetles," black masses of shadow made out to look like actual fleeing insects, runs counter to Beetlezilla's charge, trying to convince the beast that its next meal is much more trouble than it's worth. When, -if-, the insects do charge, the shadows disperse and flicker back, turning into phantasmal fae that flicker in and out of existence, drawing the beetles' attacks offguard and away. These shadows are further augmented with Fear magic, so that, to the beetles' simple minds, there are dozens of Fae units leaping from every blade of grass and skittering away, far too many to reasonably consume in one sitting.

The Autumnkith ready their weapons and their magic, digging in as the beetles charge. When they make contact, they employ their aforementioned shadow magics in full and aim to strike at the creatures' joints and soft underbellies, aiming to maim the biggest beetle first to discourage its entourage, with Scarecrow giving the signal for Froppo's troops to leap from their hiding spots and join the fray, ideally sweeping in behind the beetles in kind. Wood magic is used to reinforce the faeries' weapons to better punch through beetleflesh.

And, if all else fails? The fae are ready to fall back to their stump for a last stand if they must, but only if they must.

Scarecrow [+3][Spooky][inspiring]

Autumnkith Spearmen [+2]

Autumnkith Spearmen [+2]

Autumnkith Fencers [+1.6]

Autumnkith Fencers [+1.6]

[Shadow II][Fear II][Wood I]

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a2429d No.32284

Dice rollRolled 22, 97, 92 = 211 (3d100)

>>32201

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 21 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 44 +2/turn

Resources:

[Wood: 4]

[Foliage: 6]

[Sparks: 5]

[Ceramics: 2]

Settlements:

Patchville[Fertile +1 to food production] [Spark Collector]

Ceramia [Rubbish +1 to scavenging production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

Postponed projects: [Comfy Housing>Ceramia: 5/6]

1. That quarry will be the most valuable piece of infrastructure in the months to come. Ceramia will become a gleaming, white jewel in the attic, unparalleled in all the land. [Ceramic Quarry 4/6]

2. Not only will Ceramia be made of the finest materials, it will be planned from the bottom up by the finest architect known to mousekind. Tromp deserves a place in the council for his work. [Architecture II] [+5] [2/6]

3. The capital will be defended by the finest knights in the world, clad in armor as bright as the city itself. [Recruit elite knights]

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a2429d No.32285

File: 164559d21ea7259⋯.jpg (6.08 KB,184x184,1:1,Nice.jpg)

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a2429d No.32287

File: 6323437bc2357e9⋯.jpg (231.74 KB,600x450,4:3,fantasy art hypnotoad artw….jpg)

Dice rollRolled 3, 9, 5, 3, 10, 3, 4, 8 = 45 (8d10)

>>32283

The Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Skirmishers [+1.8][Fast]

Toad Skirmishers [+1.8][Fast]

The Toads emerge from their hiding place ripping and tearing into the hind legs and joints of Beetlezilla!

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a2429d No.32289

Dice rollRolled 70, 76, 77 = 223 (3d100)

Salamandastron]

Pop: 45 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 62 +9/turn

Resources:

[Sparks: 17]+1 turn

[Metal: 4]+2 turn

[Stone: 1] +1 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry] [Quarry5/6][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1 . the quarry in the fortress is ordered to finally be completed 5/6. We have spent far too long on it already.

2 . The first farm in the carrot temple begins building today. Brother rabbits our time is now. The gods have truly blessed us.

3. We must improve our knowledge of anti-magic. Without it we are doomed to die. 0/6

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a2429d No.32292

File: 9b8e2f0a5ef37c8⋯.jpg (92.77 KB,500x355,100:71,1314259621791.jpg)

>>32275

>>32283

>>32287

[Beetlezilla Victory]

[Beetlezilla]

[61.4] X [1.3] = 79.82

[Rending][Armored][Titanic]

Versus

[Toad-Fae Alliance]

[39.2]X[1.2] = 47.04

[62.6]X[1.2] = 75.12

[Frosty]

[Titanic Application]

[122.16]/[2] = 61.08

[Frosty]

[61.08] VS. [79.82]

The Fey drawn Beetlezilla attacking him tossing their magics at him doing pitiful damage, Scarecrow rallies them leading them to casting a great fear incantation causing even the Great Beetlezilla to pause for a second. With this split second of doubt the Toad Warriors attacked hacking and smashing at Beetlezilla's hind legs and crushing many in his retinue! This jubilant feeling does not last for long as Beetlezilla takes hold of the situation lashing out with his titanic rending claws killing Fey and Toad alike! As losses mount Scarecrow and Froppo order a retreat…. Beetlezilla was hurt but was it enough?

[Casualties:]

[Fae]

- 2 Atumnkith Fencers

-1 Autmnkith Spearmen

[Toads]

-Toad Warriors

-Toad Warriors

-Toad Skirmishers

-Toad Skirmishers

[Beetlezilla]

Revise Beetlezilla [Lightly Injured][Frosted]

-Rhino Beetle

-Rhino Beetle

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a2429d No.32293

File: e9d3f03f5ed46fc⋯.jpg (117.41 KB,500x750,2:3,scarecrow.jpg)

Dice rollRolled 76, 21, 62 = 159 (3d100)

>>32292

[Fall’s Last Gasp]

Pop: 28 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 57 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 2]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: 1 Autumnkith Spearmen [+2, -1 Food/Spark]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. The Autumnkith behold the arrival of Froppo and Scarecrow with much trepidation, and cry out in terror upon hearing that the great beast has beaten them back. Their cries are silenced, however, when Scarecrow slams the pommel of his scythe onto the ground.

"Do not cry. Rally, Autumnkith. Rally your courage. We and the Toads will not let this monster slink away to come again another day."

The Fear Fae leader cast a hand out to the general direction of Beetlezilla. "We default to our original plan."

Use Fear Magic's curiously enraging effects upon the Beetles to lure Beetlezilla and his entourage to the Stump, where us, the toads and the Muckton forces will crush them. Hopefully the wave of fear will scare off his entourage and bring only the beast himsself to our doorstep!

Lure Beetlezilla, try to scare away his entourage. [Fear II]

2. Gather sparks. -10 Summer Heat

3. Recruit another unit of Spearmen to bolster our defenses for the oncoming assault on the Stump!

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a2429d No.32294

Dice rollRolled 28 (1d100)

>>32292

[Beetlezilla: ????]

Higher is worse for everything

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a2429d No.32295

Dice rollRolled 30 (1d100)

>>32294

[Beetlezilla: Fear Reaction]

Lower is lured

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a2429d No.32296

>>32295

And so chanted the Autumnkith from the walls of the stump:

https://www.youtube.com/watch?v=8o3RmU1UHQs

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a2429d No.32297

File: d4dca37be7dbbc7⋯.png (377.42 KB,2168x1160,271:145,1375047782429.png)

>>32284

y-you didn't post makeup actions and tech trade rolls senpai

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a2429d No.32298

File: 43a882c98a782c2⋯.jpg (58.24 KB,1600x1000,8:5,1390705734807.jpg)

Dice rollRolled 5, 7, 34 = 46 (3d100)

>>32272

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 18 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 37 +2/turn

Resources:

[Wood: 5]

[Foliage: 9] +1/turn

[Sparks: 11] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: 3/6

Metalworking 1/6

1. It seems the mice are busy, no matter, we shall discuss more later. However, the more pressing issue of the Barracks remains. It needs to be finished for one.

2. Have our scouts head to the large canvas covering what appears to be a box to the Southeast of us and gather some of the canvas, the elders have a plan.

3. Have the artisans and metalworkers continue to work on our new weapon crafting technology.

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a2429d No.32299

Dice rollRolled 68, 57, 49 = 174 (3d100)

>>32272

Nation Name: Flowerpot King

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

[Flowerpot Kingdom]

Pop: 18 +1

Food: 21 +2

Resources:

[Wood: 3]

[Foliage: 5]

[Spark: 5]

[Dung: 6]

High Home [Fertile +1 food production]

Structures: [Farm] High Home,

Defenses: The Pot: 1

Military:Spore Archers [+1]

Magic:

Technology: [Green Architecture II][Archery II]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

1 Green Walls 4/8

2 Shields 3/4

3 Woodman's Yard 2/6

Life goes on in the Flowerpot Kingdom, rumor of great wars and unlikely alliances are abound but faith in the King is strong. The people nurture the land and food is plentiful despite the recent heat threatening to burn off the moisture in the air. Establishing a flower state on par with other states and eventual colonization movements to reclaim goodly land is the policy most flower people look forward to.

Once the Gods move the High Home to join other places or even protect their from outside and if we could join them together with us they could reveal where the Gods went.

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a2429d No.32320

File: 09c876e4b31e905⋯.jpg (135.03 KB,792x702,44:39,skaven_by_haikai13-d42583h.jpg)

Dice rollRolled 40, 67, 25 = 132 (3d100)

[Rat Tribes]

Pop: 21 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 45 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 1] +1/turn

[Sparks: 6] +1/turn (-2)

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn] [Fighting Pit]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 there is foliage and canvas all around. harvest it, weave it into the rope, and continue the efforts. 2/12

+Hammers I

#2 the better Grappling Hooks will be needed soon 1/8

+Warrior Brood +5 to weapon tech research

#3 the spark pool continues to be dig into the wood by rats, the heat does not sway their efforts 2/6

+-10 to food/spark gathering construction for next 3 turns

>>32298

the rats notice harvesting efforts from their positions on high and are alarmed. patrols speak to the effort "we do not scavenge in the fertile lands of your confederation. it would behoove not to do so in ours."

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a2429d No.32348

Dice rollRolled 42, 92, 48 = 182 (3d100)

>>32201

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 21 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 44 +2/turn

Resources:

[Wood: 4]

[Foliage: 6]

[Sparks: 5]

[Ceramics: 2]

Settlements:

Patchville[Fertile +1 to food production] [Spark Collector]

Ceramia [Rubbish +1 to scavenging production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

Postponed projects: [Comfy Housing>Ceramia: 5/6]

STOP THE BUS! I STILL HAVE A MAKEUP TURN

1/2. Our grandmaster has been researching the manuscripts of lore, trying to discover some ancient technology to give us an edge in battle. Perhaps it is a kind of weapon, or a variety of armor? Who can know for certain? [Research combat tech]

3. Send a few mice, and a couple of Tromp's pupils to the Matoran Ecumene to see if they can impart some of our knowledge of [Fortifications] to them. [Give Matoran some [Fortifications] tech] [Fortifications IV]

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a2429d No.32358

>>32320

>rats finally grow a backbone and stop letting scruffy walk all over them. Fucking finally.

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a2429d No.32359

>>32348

I've been told that people think that by "Combat Tech", I mean all combat tech in general. That's not what I meant, and I should have been clearer. I intended for Cornwallis to pick something for me, since I couldn't decide. But since it's caused a stir, I'm changing it to [Spears]

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a2429d No.32360

>>32359

Dara stop listening to cucks, unless I told you it doesn't need clarification.

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a2429d No.32389

>>32360

Best GM

Abstracted Techs rule.

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a2429d No.32396

Dice rollRolled 84, 26, 58 = 168 (3d100)

[U.S.M]

Pop: 20 (Molder I)

Independent Pop: 11 (+1/Turn)

Food: 13 +1/Turn

Resources:

[Wood: 5]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 28] +3 Turn [Salvage Station, Rubbish Pile](-2)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

1. Let's build our first railroad from Workingshop DC to New Counterdam. Lots of rapid transportation too and fro the settlements will make coordinating resources and building more settlements much easier!

[Steam II][Railroads I][Engineering I]

2. Keep getting that new engineer 3/10

3. Did it kill anyone yet? No?

Then GIT back to work boys! Get that settlement a goin

[Engineering I]

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a2429d No.32638

File: 46ee20801c02572⋯.jpg (16.12 KB,250x269,250:269,250px-Ratfolk_archer.jpg)

[Shimmerwebs]

1. New progress is made on revolutionary weapons! 2/6

2. The progress on the arms factory is slow 1/10

3.A new unit of spider guards are raised Shimmerweb Revolutionary Guard [+1.6] [-1f]

[U.S.M]

1. The tech is still primitive but the lines are starting to be lain 4/12

2. The Think Tank squabbles over who should be put forward 4/10

3. The men nervously get back to work on the settlement 2/10 -10 metal

[Matoran Ecumene]

1. The barracks suffers from faulty foundations and the whole thing collapses 0/6

2. The scouts returned bruised and beaten, they had met with a pack of Rat workers who had claimed the area!

3. New creations are slowly coming together 1/6

[Sprite Sovereignty]

1. Leaps and bounds are made upon the regeneration magic 3/8

2. The Holy Wood Grower is almost done 4/6

3. New wing of the temple is made 1/6

[Fall’s Last Gasp]

1. Scarecrow channels the primal energy of fear creating a screaming wailing magic stream of revulsion, in the distance Beetlezilla shudders, it’s great lumbering moves towards the Stump.

2. No spark is gathered

3. A unit of Autumnkith Spearmen [+2, -1 Food/Spark] is recruited

[Muckton]

1-2. The town is constructed +Player Named Town [Rocky +1 marble production]

3. New avenues of rotting shit are opened up 2/10

[Salam]

1. The [Quarry]>Salam’s Fortress is completed

2. The farm is almost done 3/6

3. Techniques for magic suppression are worked on 3/6

[Queendom]

1. Work on the egg chamber is renewed 2/6

2.The [Farm]>The Hive is completed

3.New harvesting methods are concocted 1/4

>Your current Food production with this farm should be +4 per turn

[Flowerpot]

1. The Green Wall nears completion 7/8

2. The first primitive shields are created [Shields I]

3. The Woodman’s Yard is almost done 4/6

[Rat Tribes]

1. With workers gathering and building work progresses at a crawl 3/12

2. The grapple hooks are steadily improved 4/8

3. The work crawls as the thirsty rats stop often to drink 3/6

[Order]

1. Work stalls as some of the workers are found to be illegals and deported

2. Tromp has finished [Architecture II] and with little time to spare! Illegals have been caught used as workers! THEY TAKING JOBS AWAY FROM HARD WORKING SERFS!

3. A new unit of of Knights are raised [+2.2][1 food per turn]

—-

1-2. As the Grandmaster pours over tomes of ancient lore he comes across a handbook for something called “Muay Thai” and ancient fighting art of the gods [Martial Arts I]

3. The Matoran fail to trade

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a2429d No.32639

Dice rollRolled 74, 43, 99 = 216 (3d100)

>>32638

[Beetlebride Nest]

1-2. [Evolve]

3. Birth [Raider]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 18

Tech: [Carapace II][Claws II][Flight II]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

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a2429d No.32640

File: 25b6ceeeb963f96⋯.jpg (141.09 KB,862x926,431:463,giant_rhino_beetle_by_cebo….jpg)

Dice rollRolled 7 (1d10)

Beetlezilla [+16][Armoured][Titanic][Inspiring][Rending][Terrifying][Lightly Injured][Frosted][Toxic Leakage]

Beetlezill moves on to assault the Stump, it's great rending claws tearing through the defenses like paper as it moves to destroy the source of the Fear!

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a2429d No.32641

File: 7e11f7f7067c36c⋯.jpg (297.11 KB,761x900,761:900,concept___toad_warrior_by_….jpg)

Dice rollRolled 4, 2, 8, 3 = 17 (4d10)

>>32640

Froppo rallies his warriors to defend the Stump, though he can often be seen just staring at the fey as if his mind is somewhere else.

Toad Horde:

Froppo The Barbarian [+3.2][Inspiring][Frosty]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

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a2429d No.32642

Dice rollRolled 89, 62, 49 = 200 (3d100)

>>32638

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 21 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 56 +4/turn [-2 troop upkeep]

Resources:

[Wood: 4]

[Foliage: 7]

[Sparks: 14 +2/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] >SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

Archpriest on way, 3 turns

1. Continue to research more powerful Regeneration magic. (Regeneration Magic III) 3/8

+5 Peaceful Souls

+Temple

2. Continue building a holy wood grower. 4/6

+Construction I

+Nature III

+Harden I

+Tree Worshipers

3. Continue to expand the temple to include a place to store knowledge written on leaves or wood. This will allow our priests to learn and research more. 1/6

+Construction I

+Nature III

+Harden I

+Tree Worshipers

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a2429d No.32643

Dice rollRolled 32, 38, 97 = 167 (3d100)

>>32642

Correction Archpriest is 2 Turns away.

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a2429d No.32645

Dice rollRolled 6, 10, 4 = 20 (3d10)

>>32640

When Beetlezilla inevitably rushes forward, smashing defenses and tearing apart barricades, Wood magic is employed to 'bind' its legs and carapace to the stump, hindering its movement as it vents its destructive fury. That done, its joints and armor gaps are attacked as has been done before, trying to slay the beast through its thick armor. All the while it is drawn towards less vital areas of the stump by fear-charged shadow illusions of Scarecrow, so that its attacks land on nothing but wood and moss. The Autumnkith fight hard: There can be no retreat here.

Scarecrow [+3][Inspiring][Spooky]

Autumnkith Spearmen [+2]

Autumnkith Spearmen [+2]

Wood/Wicker/Leaf Barricades: 3

Wood I

Shadow II

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a2429d No.32646

>>32645

Also Fear II

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a2429d No.32647

Dice rollRolled 1, 2 = 3 (2d10)

>>32640

Rhino Beetle [+3.6][Armoured]

Rhino Beetle [+3.6][Armoured]

Forgot these lil niggas

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a2429d No.32648

Dice rollRolled 4, 7 = 11 (2d10)

>>32640

2 Boggart Blighters [+2.6][Rot][Swampy]

The Boggarts blighters after a long perilous journey arrive at the Stump only to see it besieged by a massive behemoth of a beetle.

"That is a big fuckin bug," Muckdank leader of one of the blighter brigades says.

"Bigger they are, the more rott they have." Says Stinkbutt the other commander.

"Aight, gather round boyos, 'eres the plan. We ain't dyin for the pansy as autumn lovers or their toad buttbuddies. We're 'ere to make sure dat the big ass beetle is dead and stays dead. So take you shots on woudns and weakened foes, and pick off from far off. If they turn on us we leg it til they go aback to the stump. No 'eroes just boggarts, aight?"

"AIght!" the officers chorus in agreement.

So planned the boggarts went off to war.

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a2429d No.32654

File: 2ae8a19934c45a4⋯.jpg (107.35 KB,500x667,500:667,88fad321c68bdeffad9bafe74f….jpg)

>>32640

>>32641

>>32645

[Toad-Fae Alliance Victory]

[33.2] x [1.3] = 43.16

[Rending][Armored][Titanic]

Versus

[32.2] x [1.2] = 38.64

[31.5] x [1.2] = 37.8

[16.2] x [1.1] =17.82

Total after Titanic [47.13]

[47.13] VS. [43.16]

The tiny fae swarm behind the walls and barricades pof the stump bombarding the titanic Beetlezilla with all the magic they can muster, meanwhile the Toad warriors hack away at the great creatures leg’s spilling it’s green putrid blood on the ground. His retinue is finally put down with the arrival of the Muckton forces who come from the rear forcing rot into their wounds causing them to fester and die. As more an more fire draws to Beetlezilla the creature turns and flees, through the Muckton forces crushing and rending apart all of them. The beast has been driven off but at what cost….

[Casualties:]

[Fae]

-2 Autmnkith Spearmen

[Toads]

-Toad Shaman

-Toad Warriors

[Beetlezilla]

Revise Beetlezilla [Moderately Injured][Frosted]

-Rhino Beetle

-Rhino Beetle

[Muckton]

-2 Boggart Blighters

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a2429d No.32655

Dice rollRolled 33 (1d100)

>>32638

[Beetlegeddon: Beetleboy]

How go things for you?

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a2429d No.32656

Dice rollRolled 57 (1d100)

>>32655

[Mr. Whiskers]

Is someone in my house?

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a2429d No.32657

Dice rollRolled 79, 49, 78 = 206 (3d100)

>>32654

[Fall’s Last Gasp]

Pop: 29 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 63 +6/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military:

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. The beetle has been driven off and his retinue has been destroyed, but at a great cost to us. Still, danger lurks ever-present, and though we do mourn our fallen, more must come forward to continue the fight!

Recruit more Spearmen.

2. Build our upgrade to the Stump! Stump Level 2 4/15 [Wood I][Architecture I][-10 Summer Heat?]

3. Give a "sorry your people died" payment of 5 Food to the good people of Muckton and Froppo. All parties involved are too heavily wounded to pursue the beast further, so…

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a2429d No.32658

Dice rollRolled 3, 93, 5 = 101 (3d100)

Salamandastron]

Pop: 49 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 71 +9/turn

Resources:

[Sparks: 18]+1 turn

[Metal: 6]+2 turn

[Stone: 3] +2 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic I] [Spears II]

2.Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic I] [Spears II]

3.Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic I] [Spears II]

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a2429d No.32659

Dice rollRolled 58, 75, 73 = 206 (3d100)

>>32638

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 39+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 56+6/turn

Resources:

[Wood: 24] +6/turn

[Foliage: 14] +3/turn

[Sparks: 25] +6/turn

[Stone: 3]

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot III] (2/10)

[Swamp III]

[Magic II]

[Luck I]

Technology: [Boats I]

Issues: Summer heat: [-10 to food/spark gathering construction for next 1 turns]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Stinkwart continues to lead the Boggarts towards better rot magic. Rotting shit is the best. 2/10

+Magic II

+5 from Rotten souls

2. A marble quarry is started in Marshton. Because Stone and amrble rot les easily and make high quality buildings.

+swamp magic III

+10 from yard

3.Finally we need to get our understanding of magic even better! Keep it you louts. Damplout, good work that at least looks promising.

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a2429d No.32660

>>32658

3 metal on action 1

1 metal on action 3

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a2429d No.32661

>>32642

By order of Cornwallis refunded:

6 Sparks

10 Food

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a2429d No.32696

>>32638

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 18 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 37 +2/turn

Resources:

[Wood: 5]

[Foliage: 9] +1/turn

[Sparks: 11] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: /6

Metalworking 1/6

???????1/6

1. The barracks fall, the barracks shall be built again. Such is the way of the attic.

2. Continue the work on the metalworking

3. The tech trade shall be commenced again, armor for whatever our friends shall give us.

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a2429d No.32697

Dice rollRolled 85, 65, 58 = 208 (3d100)

dice>>32696

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a2429d No.32734

Dice rollRolled 94, 59, 82 = 235 (3d100)

[Rat Tribes]

Pop: 23 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 46 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 2] +1/turn

[Sparks: 5] +1/turn (-2)

Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]>Settlement - Rotwood

Defenses: Player Named Fortifications - Rot Wall: 1

Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [+1 pop per turn] [Fighting Pit]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 Chief Savagehook roars at the rats to keep working, caring little for what they have to gather or harvest, and demands they build the new elevators and rat ladders at once 3/12

+Hammers I

#2 the rats continue to perfect the Grapple Hooks, as they prepare for great movements with them 4/8

+[Warrior Brood] +5 to weapon tech research

#3 the rats dig and shovel mud and water in the blistering heat, fur caked with sweat and dirt, to dig the spark pool. 3/6

+-10 to food/spark gathering construction for next 3 turns

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a2429d No.32780

File: 8e0a9d3d0fec851⋯.jpg (19.45 KB,236x236,1:1,d07a20b5abf1eca73924a63995….jpg)

Dice rollRolled 10, 7, 6, 8, 7, 6 = 44 (6d10)

>>32282

The Spider Revolutionary Guard move to do a probing attack against Len-uns forces. Len-uns forces are ill-trained and equipped but make up for it in mass…

Red Army Spider [+1]

Red Army Spider [+1]

Red Army Spider [+1]

Red Army Spider [+1]

Red Army Spider [+1]

Red Army Spider [+1]

Red Army Spider [+1]

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a2429d No.32782

>>32780

One spider explodes into gory chunks

-1 Red Army Spider [+1]

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a2429d No.32784

Dice rollRolled 96, 2, 37 = 135 (3d100)

>>32638

Nation Name: Flowerpot King

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

[Flowerpot Kingdom]

Pop: 19 +1

Food: 23 +2

Resources:

[Wood: 3]

[Foliage: 5]

[Spark: 5]

[Dung: 6]

High Home [Fertile +1 food production]

Structures: [Farm] High Home,

Defenses: The Pot: 1

Military:Spore Archers [+1]

Magic:

Technology: [Green Architecture II][Archery II][Shields I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

1 The Green Wall 7/8

2 Woodman's Yard 4/6 +10

3 Leaf Tender Shack. Collecting leaves and storing them at its most basic. +10

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a2429d No.32790

Dice rollRolled 3, 28, 6 = 37 (3d100)

>>32638

Nation Name: The Order of the Portal

Type: Major

Race: Mice

Location: Attic

Background: Many generations ago, a mighty prophet tore a portal open in the hardened heavens. From the portal came light and water, and ice. Below the portal, a great farm was built, and by that farm, the Order of the Portal was founded. They are the closest thing that the largely nomadic mice have to a centralized society. They are a monastic, knightly order, sworn to protect the Holy Patch with tooth and nail. Their knights go out on quests for seeds to plant in the garden. The elderly knights and the grandmaster instruct the recruits in tending the fields. The Holy Patch is a pilgrimage site for all of mousekind, and the creatures of that race come from near and far for the protection of the Order, and the bounty of the Patch. The Order has kept Holy Law in the Patch, which dictates that mice not affiliated by the order may stay at the patch for one month out of the year. However, lately, more and more mice are begging to be allowed to stay for a longer period of time, and some have built a village outside of the Monastery of the Order of the Portal, which they have called Patchville. The mice flee a myraid of threats, from predators and famine, to warring states and oppression. The knights are less unhappy with this influx of pilgrims, as they are concerned about the patch's sustainability. The Holy Law of the Patch states that the portal must never be opened further, lest the beasts which roam beyond break through.

Pop: 23 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 46 +1/turn

Resources:

[Wood: 4]

[Foliage: 6]

[Sparks: 5]

[Ceramics: 2]

Settlements:

Patchville[Fertile +1 to food production] [Spark Collector]

Ceramia [Rubbish +1 to scavenging production]

Structures: [Farm]>Portalight, [Farm]>Mycelia

Defenses: THE WALL: 4 [Lightgrasp Castle: 1]

Military: Knights of the Order [+2] Knights of the Order [+2.2]

Magic:

Technology: [Shields I][Agriculture I][Fortifications IV][Architecture II][Martial Arts I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Praise the Sun] +5 to agriculture research

[Defender of the Realm]

All units gain +1 when defending a settlement and are resistant to bombardment.

Hero: Grander Architect Tromp [+10 to fortification research, +5 to architecture research]

Postponed projects: [Comfy Housing>Ceramia: 5/6]

1. We can employ illegal mice, for free, and give them a place to stay while they fill out the necessary documents to become legal. [Ceramic Quarry 4/6]

2/3. Food, while not an immediate concern, could become a problem in the future at this rate. I think that we need to look into agicultural research to improve our monthly food income. [Research Agriculture II] [+5]

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a2429d No.32791

File: fa01e62a7447850⋯.jpg (24.68 KB,184x166,92:83,ISee.jpg)

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a2429d No.32839

Dice rollRolled 37, 52, 16 = 105 (3d100)

[U.S.M]

Pop: 21 (Molder I)

Independent Pop: 12 (+1/Turn)

Food: 14 +1/Turn

Resources:

[Wood: 6]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 29] +3 Turn [Salvage Station, Rubbish Pile](-2)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

Stat post

1. The Metal Men of USM are workin on the railroad. All the live long day. 4/12

[Steam II][Railroads I][Engineering I]

2. Eventually, reason should prevail, and a suitable leader for a new scientific endeavor will be found. 4/10

3. The new settlement beneath the stairs continues to be cosntructed. Metallic pieces put into place by screws and welds. 2/10

[Engineering I]

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a2429d No.32908

File: 7f23b0807c8eb54⋯.jpg (140.43 KB,1024x724,256:181,1477420958024.jpg)

[U.S.M]

1. The railroad crawls along 5/12

2. The Think Tank has erupted into a small brawl as they try and find a ruler 6/10

3. The settlement stalls as the workers watch a spectacular fight in the distance.

[Matoran Ecumene]

1. The barracks is slowly being rebuilt 4/6

2. The [Metalworking I] is completed

3. The trade is not reciprocated

[Sprite Sovereignty]

1. The regeneration magic is almost done as the priests feel on the cusp of something new 7/8

2. The [Wood Grover]>SR is completed

3.Work is done on adding a library to the Temple 4/6

[Fall’s Last Gasp]

1. A unit of spearmen is recruited to fill in loses [+2][-1f/s]

2. The Fey finally get back to improving their homes 6/15

3. The food is sent to the parties who fought

[Muckton]

1. Stinkwart diligently works on rotting things even gooder 5/10

2. The marble quarry is super easy to make 4/6

3. Damplout works on making magic great again, mostly by eating spark till he bursts 3/8

>+5 food

[Salam]

1. An increase in military has caused a growing resentment in the agricultural class who view the military as a bunch of no good lazy bodies that never seem to do anything.

2. One carrot brigade is recruited [+2.6][-1f]

3. A general strike has been called by a group known as the “Farmer’s Union” they demand that the military spending be cut and more resources invested in agriculture! [No Food Production]

[Flowerpot]

1. Revise [The Pot: 1] to [The Pot/Greenwall: 2]

2. The Woodmen seem to have so reservations about harvesting their own kind and flee from the king -6 population

3. The shack is slowly being made 1/6

[Rat Tribes]

1. Work continues on 7/12

2. Soon the grapple hooks will be done and the rats able to climb 7/8

3. The [Spark Pool]>Boxcliffe is completed

[Order]

1. Illegal mice have taken over Ceramia and have declared it the nation of Micexico! [Remove Ceramia bonuses and buildings]

2-3. Improvements on agriculture crawl along 1/6

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a2429d No.32909

File: de877db992b0b58⋯.jpg (431.96 KB,1920x1200,8:5,2Q==.jpg)

Dice rollRolled 6, 76 = 82 (2d100)

>>32908

[Beetleboy Vs. Mr. Whiskers]

The United States of Metallicia is face with an awesome yet terrible spectacle as Beetleboy who has wonderd in with Ronnie Dio from the yard is confronted by the lord and master of the House, Mr. Whiskers!

[Beetleboy: -10]

[Mr. Whiskers: +20]

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a2429d No.32910

File: 28d69c54831531c⋯.jpg (90.14 KB,1024x915,1024:915,insect_thingy_by_quadrilin….jpg)

Dice rollRolled 85, 78, 78 = 241 (3d100)

>>32908

[Beetlebride Nest]

1. Birth [Raider]

2. Birth [Raider]

3. Birth [Raider]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 18

Tech: [Carapace III][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

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a2429d No.32911

Dice rollRolled 84, 37, 67 = 188 (3d100)

>>32908

The Toad Horde:

Froppo The Barbarian [+4.2][Inspiring][Icy]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Food: 17

Spark: 6

—-

Froppo is squatting outside the Stump

1-2. Recruit Warriors

3. [????]

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a2429d No.32912

Dice rollRolled 44, 34, 31 = 109 (3d100)

>>32908

[Fall’s Last Gasp]

Pop: 30 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 58 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. Upgrade our Stump! [6/15][Wood I][Architecture I]

3. Research Warmth Magic. Why? Oh, you know, no -particular- reason. It's just a good thing to have, after all…

[+5 Noble Souls]

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a2429d No.32913

Dice rollRolled 8 (1d100)

>>32908

[Beetlegeddon: Beetlezilla]

Movement: -15 [Frosty][Injured]

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a2429d No.32914

>>32911

"Froppo! Our friend, our dear, loyal friend, we thank you again for the aid in fending off Beetlezilla… but we cannot help but notice your, ah, -shift- in temperature and eye color! Does the cold not bother you? We can come up with something to counteract it!"

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a2429d No.32915

>>32914

Froppo grumbles "I am fine, Hell I feel better then fine! Now get out of my way, I have a horde to rebuild…"

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a2429d No.32916

Dice rollRolled 14, 46, 3 = 63 (3d100)

[U.S.M]

Pop: 22 (Molder I)

Independent Pop: 13 (+1/Turn)

Food: 15 +1/Turn

Resources:

[Wood: 7]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 30] +3 Turn [Salvage Station, Rubbish Pile](-2)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

1-2. Rangers, get your metal hides out there and rescue Ronnie's party from that cat! Get em behind the Prika Strips.

Sound the Bugle's and try to distract the cat with some noise and get its attention away from Ronnie and his friends.

[Prika Strips I][Bugles I]

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

3. Meanwhile, new leadership debates continue 6/10

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a2429d No.32917

Dice rollRolled 27, 52, 8 = 87 (3d100)

>>32908

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 43+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 67+6/turn

Resources:

[Wood: 30] +6/turn

[Foliage: 17] +3/turn

[Sparks: 31] +6/turn

[Stone: 3]

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Quarry 4/6>Marshton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot III] (5/10)

[Swamp III]

[Magic II] 3/8

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Keep working on that Rot magic. Stinkwart has done a lot of work on this, we can finish it! 5/10

+Magic II

+5 from Rotten souls

2. Okay we've nearly got our quarry done. Once that's done we can get lots of stone really easily. 4/6

+swamp magic III

+10 from yard

3.Damplout keep eating that spark, let us know if anything changes for the better! (3/8)

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a2429d No.32918

>>32917

"Holy crap is Damplout hungry! keep feeding him that spark!"

spend 12 spark on action 3 to bring it to meh

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a2429d No.32938

File: 52abe01b7ff89d9⋯.jpg (3.99 MB,3543x3661,3543:3661,TheKnownWorldYard.jpg)

Mupdate

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a2429d No.32941

Dice rollRolled 90, 44, 85 = 219 (3d100)

>>32908

Salamandastron]

Pop: 53 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 71 +8/turn

Resources:

[Sparks: 19]+1 turn

[Metal: 4]+2 turn

[Stone: 5] +2 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1.2. The farmers should know their place. Remind them that we have spent far far far more resources on the farmers than any other faction in salamandstron. The soldiers and farmers are not at odds you exist to support one another the carrot can not exist without the spear and vice versa.

3. research begins to upgrade antimagic to rank II

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a2429d No.32944

Dice rollRolled 83, 64, 31 = 178 (3d100)

>>32908

Nation Name: Flowerpot King

Race: Plant men

Location: Farmhouse

Background: The Flowerpot king was the first to appear in the Awakening, from a single great cradle of clay and dirt the seeds of our people were given new life absent the Gods who once nourished and cherished them. The Last of a great line that was blessed with great beauty the Flowerpot King holds court in the abode of the Gods and secures for his ever growing family water and sure-light land; the places were light holds true for greater parts of the day. We grew the High Home and now its branches stretch and its buds bloom, the time of the Planting is upon us.

Wielding stones bound in iron vine as hammers or spears and Shooting spore arrows at invaders has made the people more militant as defense and reclaiming of sacred land is paramount growing homes must be defended at all costs to protect our seedlings.

[Flowerpot Kingdom]

Pop: 14 +1

Food: 25 +2

Resources:

[Wood: 3]

[Foliage: 5]

[Spark: 5]

[Dung: 6]

High Home [Fertile +1 food production]

Structures: [Farm] High Home,

Defenses: The Pot: 1

Military:Spore Archers [+1]

Magic:

Technology: [Green Architecture II][Archery II][Shields I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[On God's Green Earth] You gain bonuses to building new settlements and growing soldiers!

[Green Thumb] +5 to research green architecture

1 Send some parties out to bring back the woodmen before they get hurt. The woodboys would just have to harvest the wood the Gods left behind and not their own kin, that would be twisted.

2 Woodman's Yard 4/6 +10. God damned

3 Leaf Tender Shack 1/6. Collecting leaves and storing them at its most basic. +10

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a2429d No.32945

Dice rollRolled 10, 55, 1 = 66 (3d100)

>>32944

The Pot/The Green Wall [+2]*

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a2429d No.32951

Dice rollRolled 28, 6, 45 = 79 (3d100)

>>32908

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 21 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 46 +4/turn [-2 troop upkeep]

Resources:

[Wood: 4]+1/turn

[Foliage: 7]

[Sparks: 10 +2/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation II]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

1. Continue to research more powerful Regeneration magic. 7/8 (Regeneration Magic III)

+5 Peaceful Souls

+Temple

2. Send the Archpriests to the outside of the beetle hives and begin to use a large quantity of stored food and sparks to grow food and flowering plants to clam down the beetles. (Beetle Calming ritual)

+20 food

+10 sparks

+2 Archpriests

+[Nature III]

+[Fertility I]

3. Continue to build the library addition to the temple. 4/6

+Construction I

+Nature III

+Harden I

+Tree Worshipers

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a2429d No.32958

Dice rollRolled 58, 51, 18 = 127 (3d100)

[Rat Tribes]

Pop: 25 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 47 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 3] +1/turn

[Sparks: 5] +2/turn (-2)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks II][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the rat tribes work day and night, ferrying up more rope and winches to the ceiling beam, building stronger elevators and ladders, more and more rats will be able to climb to and fro the high places of the attic 7/12

+[Hammers I]

#2 even without the elevators, the new Grapple Hooks will allow the rats to scale back down with great ease Grapple Hooks III 7/8

+[Warrior Brood] +5 to weapon tech research

#3 Chief Savagehook also demands better Bows, for shooting things down.

+[Warrior Brood] +5 to weapon tech research

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a2429d No.33131

Dice rollRolled 17, 20, 16 = 53 (3d100)

>>32638

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 15 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 23 +4/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures: [Farm] >The Hive

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1], SL Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Work continues on the egg laying chamber. 2/6

2. Begin working on an evolution pit, the Chimera ants must adapt the characteristics of their prey, this is where they shall do it.

3. Research on moss farming continues. 1/4

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a2429d No.33422

File: 9f74af2ad1be7a9⋯.webm (1.99 MB,640x360,16:9,xgonnagiveittoyou.webm)

Dice rollRolled 15, 36, 1 = 52 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 18 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 37 +2/turn

Resources:

[Wood: 5]

[Foliage: 9] +1/turn

[Sparks: 11] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: 4/6

???????1/6

1. Barracks are to be built

2. Scouts for scouting shit

3. Some spear throwers are to be drafted

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a2429d No.33423

File: d42843e2d85613b⋯.jpg (32.7 KB,736x441,736:441,18525007d7cabe5d6ba51464ab….jpg)

[U.S.M]

1-2. The Rangers ride out to rescue Beetleboy, they manage to drive off the cat with the use of guns! The Rangers reveal themselves as the Blackfoot gang who had previously murdered Mr. Westerner and stolen his prototype guns. They have sent a message back as they are now holding Beetleboy hostage and demand all of the U.S.M’s metal as payment.

3. A even larger brawl erupts resulting in various deaths and maiming 3/10

[Matoran Ecumene]

1. The Barracks crawls along 5/6

2. Scouts are being drafted

3. While the spear throwers are being trained they are assaulted from above by a massive black bat that seems to have gathered a taste for Bionicle flesh as it gulps them down one by one -8 population

[Sprite Sovereignty]

1. The [Regeneration III] is complete

2. The Archpriests refuse to leave the sacred tree

+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

3. The [Library]>SR is completed

[Fall’s Last Gasp]

1-2. The Stump grow with every passing day 9/15

3. The fey nervously rush forward improving their warmth magic 1/6

[Muckton]

1. Stinkwart rots and rots and rots till things are nothing but mush 6/10

2. The [Quarry]>Marshton is completed

3. Damplout greedily eats without any improvement.

[Salam]

1-2. The farmers are quelled by the speech from the badger lord and return to their farms.

3. Techniques are advanced for countering magic 4/6

[Flowerpot]

1. The woodmen are brought back after it is explained they are to gather wood not harvest each other +6 population

2. The [Woodman’s Yard]>High Home is completed

3. The Leaf tender’s shack is under construction 2/6

[Rat Tribes]

1. The elevator inches along under the watchful eye of Savagehook 9/12

2. The [Grapple Hooks III] are done

3. No progress is made on the bows

[Queendom]

1. No progress is made

2. Work stalls

3. Some research is had 2/4

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a2429d No.33424

File: a2060d12481d574⋯.jpg (78.02 KB,900x628,225:157,monster_bug_concept_2_by_r….jpg)

Dice rollRolled 100, 79, 79 = 258 (3d100)

>>32910

[Beetlebride Nest]

1. Construct [Walls]

2-3. Evolve [Carpace]

Settlements: The Swarm-home

Fortifications: Dirt Walls: 1.2

Population: 18

Tech: [Carapace III][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

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a2429d No.33425

Dice rollRolled 38, 48, 38 = 124 (3d100)

>>32911

The Toad Horde:

Froppo The Barbarian [+4.2][Inspiring][Icy]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Food: 15

Spark: 6

—-

Froppo is squatting outside the Stump

1-2. Recruit Warriors

3. [????] +5

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a2429d No.33426

Dice rollRolled 40 (1d100)

>>33424

[Beetlegeddon: Beetlezilla]

Movement: -15 [Frosty][Injured]

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a2429d No.33427

Dice rollRolled 6, 18, 69 = 93 (3d100)

>>33423

[Fall’s Last Gasp]

Pop: 31 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 63 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1/2. Expand the Stump! [9/15][Wood I][Architecture I]

3. Continue researching warmth magic. Warmth II 1/6

+5 Noble Souls

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a2429d No.33428

File: 4177499a3f694da⋯.webm (3.05 MB,1280x720,16:9,whatislove.webm)

Dice rollRolled 18, 90, 76 = 184 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 12 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 39 +2/turn

Resources:

[Wood: 5]

[Foliage: 10] +1/turn

[Sparks: 12] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: 5/6

???????1/6

1. Barracks boyo

2. Scouts again, look for sharp things to throw

3. A shame, to be sure, but also less mouths to feed. The bat is an issue though, so let us use the harpoons we have to start some sort of spark power machine to launch harpoons at it if it returns

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a2429d No.33429

Dice rollRolled 25, 75, 26 = 126 (3d100)

>>33423

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 47+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 73+6/turn

Resources:

[Wood: 36] +6/turn

[Foliage: 20] +3/turn

[Sparks: 25] +6/turn

[Stone: 4] +1/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Quarry>Marshton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot III] (6/10)

[Swamp III]

[Magic II] 3/8

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Give Stinkwart more things to rot! He's making progress! Come on we're close1

6/10

+Magic II

+5 from Rotten souls

2. Build a spark collector, we need more spark and fast if we're to get our greatness across the Yard.

+swamp magic III

+10 from yard

3.Damplout maybe trying belching out some of those sparks? Or farting? I mean that much in you cannot be healthy.(3/8)

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a2429d No.33430

Dice rollRolled 65, 6, 5 = 76 (3d100)

>>33423

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 22 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 48 +4/turn [-2 troop upkeep]

Resources:

[Wood: 5]+1/turn

[Foliage: 7]

[Sparks: 12 +2/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

1. Begin to research better Nature magic.

+Peaceful Souls +5

+Library

+Temple

+Religion I?

2. The High Priest shall begin reading through all the religious knowledge of all the sects and create a proper Holy Text of all the combined knowledge of the Holy Tree. Begin writing the Deus Arborum.

+Temple?

+Library?

+Religion I?

3. Begin to weave another spark collector from the grasses.

+10 Yard

+Construction I

+Nature III

+Harden I

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a2429d No.33431

>>33429

Spend 6 spark on action 1

Spend 4 spark on action 3

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a2429d No.33433

Dice rollRolled 41, 59, 91 = 191 (3d100)

[Rat Tribes]

Pop: 27 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 48 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 4] +1/turn

[Sparks: 5] +2/turn (-2)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 the great elevator construction continues. 9/12

#2 Chief Savagehook demands better bows

+5 to weapon tech research

#3 Chief Savagehook demands better harpoons

+5 to weapon tech research

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a2429d No.33434

[U.S.M]

Pop: 23 (Molder I)

Independent Pop: 14 (+1/Turn)

Food: 16 +1/Turn

Resources:

[Wood: 8]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 33] +3 Turn [Salvage Station, Rubbish Pile]

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

U.S.M Rangers[+5][???][???][-2f per turn]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

New Leader 3/10

statpost

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a2429d No.33442

Dice rollRolled 42, 92, 91 = 225 (3d100)

Salamandastron]

Pop: 57 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 79 +8/turn

Resources:

[Sparks: 20]+1 turn

[Metal: 6]+2 turn

[Stone: 7] +2 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Magic: [antimagic I]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic I] [Spears II]

2.Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic I] [Spears II]

3 . study continues of the anti-magic 4/6

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a2429d No.33476

File: 31b0208773a8168⋯.jpg (473.78 KB,811x1024,811:1024,ac03297v1.jpg)

File: 6ee32e253653f38⋯.jpg (649.78 KB,1788x1171,1788:1171,union1.jpg)

Dice rollRolled 23, 32, 28 = 83 (3d100)

Note to self

Railroad 5/12

Saber 2/4

>>33434

1-3. "To arms! To arms! Your country needs YOU!"

The call for new rangers and soldiers is called to the tune of military bugles. Not to only fill the gaps left behind by the traitors is called, but also to swell the ranks with more numbers, in the hopes of defeating the stolen technology with the bulk of Metallica Men!

[Metallurgy I][Molder I][Bugles I]

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a2429d No.33477

Dice rollRolled 39, 19, 29 = 87 (3d100)

test

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a2429d No.33504

Dice rollRolled 94, 29, 88 = 211 (3d100)

>>33423

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 16 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 27 +4/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures: [Farm] >The Hive

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1], SL Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker then normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Work continues ever forward the egg laying chamber. 2/6

2. We require more soldiers! For the swarm!

3. Research on moss farming continues. 2/4

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a2429d No.33505

File: 1f1781cd133a9e0⋯.jpg (142.33 KB,1280x626,640:313,alien_nest_by_guang2222-d4….jpg)

[U.S.M]

1-3. You manage to recruit one troop of Rangers [+1.4][-1m/t]

[Matoran Ecumene]

1. The [Barracks]>Mata Nui is done

2. You lack the population to raise another military unit

3. You begin to work on this Harpoon Thrower idea 3/4

[Sprite Sovereignty]

1. The Priests begin unlocking a new level of nature magic 3/12

2. Many arguments are had over what should be in this holy text, this has lead to a schism in the church between the Seeds and the Roots.

3. No grass is tangled and doesn’t seem to want to work.

[Fall’s Last Gasp]

1-2. Progress on the Stump crawls along 10/15

3. The warmth magic is moving along greatly though 4/6

[Muckton]

1. Stinkwart continue to rot wood till it is a edible mush 8/10

2. Work starts on a fetid pool for spark collection 4/6

3. Damplout keeps glutting himself only making slow progress 4/8

[Salam]

1. You raise a new Carrot Brigade [+2.6][-f/t]

2.You raise a new Carrot Brigade [+2.6][-f/t]

3. [Anti-Magic II] is completed

[Rat Tribes]

1. The elevator is so close to being done Savagehook can taste it 11/12

2. Progress is made on better bows 3/6

3. The harpoon progress heads on speedily 4/6

[Queendom]

1. The [Egg Laying Chamber]>The Hive is completed [+1 population per turn]

2. New soldiers are being birthed 1/2

3. The [Moss Farming I] is completed! [+1 production to farms]

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a2429d No.33506

File: 1d952179203e6d7⋯.jpg (330.24 KB,1100x688,275:172,frozen_hive_by_mr__jack-d4….jpg)

Dice rollRolled 75 (1d100)

>>33505

[Beetlemeggedon: The Cathedral]

The workers of Beetlebride work day and night constructing a massive hive to house their Queen. These titanic black walls can be seen from all over the yard and dominate the landscape

[Pheromone Secretion: +5]

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a2429d No.33507

File: 69cc226905c2c95⋯.jpg (76.05 KB,600x413,600:413,cc1c0318496103.562ca6dd232….jpg)

Dice rollRolled 46, 85, 77 = 208 (3d100)

>>33506

[Beetlebride Nest]

1. Construct [Breeding Chamber]

2-3. Evolve [Carapace]

Settlements: The Swarm-home

Fortifications: The Cathedral: 6

Population: 18

Tech: [Carapace IV][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

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a2429d No.33509

File: 879f14c9f9965ac⋯.jpg (729.93 KB,1450x1000,29:20,frost_giant_weapons_concep….jpg)

Dice rollRolled 77, 30, 75 = 182 (3d100)

>>33505

The Toad Horde:

Froppo The Barbarian [+4.2][Inspiring][Icy]

Toad Shaman [+2][Water][Rot]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Toad Warriors [+2.2]

Food: 12

Spark: 6

—-

Froppo is squatting outside the Stump

1. Create Weaponry [Icy]

2. Recruit Warriors

3. [????] -5

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a2429d No.33510

Dice rollRolled 1 (1d6)

[Event]

1 Attic

2 Yard

3 House

4 Attic

5 All

6 Forest

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a2429d No.33512

Dice rollRolled 80 (1d100)

>>33510

[Event: Attic]

Lower is good

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a2429d No.33514

File: 85d9379f86ab2cf⋯.jpg (73.62 KB,1000x800,5:4,skyrim_mod_project__creatu….jpg)

Dice rollRolled 3 (1d3)

>>33512

[Event: Terror of Blackfang]

The massive bat Blackfang has descended from his perch in the rafters to once again wreck havoc upon the citizens of the Attic. Who ever it gazes upon freezes in terror and those who do not are easily eaten.

Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]

[Attack begins next turn]

1- Rat Tribes

2- Matoran Ecumene

3- The Order

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a2429d No.33515

Dice rollRolled 52, 69, 26 = 147 (3d100)

>>33505

[Fall’s Last Gasp]

Pop: 32 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 68 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s]

Hero: Scarecrow [Inspiring][Spooky][+3]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Upgrade the Stump. 10/15 [Architecture I][Wood I]

2. Froppo grows icier and is more and more prone to fits of catatonia… even now, he crafts weapons of ice! The Council is loathe to confront him, but Scarecrow convinces them that they need to sort this problem out, and fast.

We talk to Froppo and try to get him to see that he's not himself: making weapons of ice that will surely melt in the summer heat, or, worse, make his own warriors sluggish and ineffectual! We can help him overcome this sudden icy bout, for our magic is that of warmth and thawing. Don't toads enjoy the warmth of summer air, as opposed to the hibernation-inducing chill of cold?

Subtly try to make sure some of Froppo's subordinates hear us, his erstwhile and concerned allies and food-producers, talk to him on this matter… even if we fail, some of them may take notice…

3. Warmth Magic must be completed. [4/6] (+5 Noble Souls)

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a2429d No.33516

Dice rollRolled 34, 96, 94 = 224 (3d100)

>>33505

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 23 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 50 +4/turn [-2 troop upkeep]

Resources:

[Wood: 6]+1/turn

[Foliage: 7]

[Sparks: 12 +2/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

1. Continue to research better Nature magic. 3/12

+Peaceful Souls +5

+Library

+Temple

+Religion I?

2. Call a summut upon the highest branches of the Holy Tree of all the Archpriests. Both sides may plead their case so that they may sway them. Majority shall decide what is written in the holy text. These debates shall go on until a compromise is reached.

+Temple?

+Library?

+Religion I?

3. Begin to weave another spark collector from the grasses.

+10 Yard

+Construction I

+Nature III

+Harden I

+Tree Worshipers

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a2429d No.33517

Dice rollRolled 89, 93, 40 = 222 (3d100)

>>33505

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 51+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 79+6/turn

Resources:

[Wood: 42] +6/turn

[Foliage: 23] +3/turn

[Sparks: 21] +6/turn

[Stone: 5] +1/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Quarry>Marshton

Spark Pool (4/6)>Marshton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot III] (8/10)

[Swamp III]

[Magic II] 4/8

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Stinkwart has had a lot of fun with all this rotting of stuff. It's also let him see what he can do to make it even more fun! (8/10)

+Magic II

+5 from Rotten souls

2. The spark pool is coming along swimmingly. Not get your asses out of it so we can finish it. (4/6)

+swamp magic III

+10 from yard

3.Damplout, seriously man, step away from the Spark. Take a breath, make a belch, take a shit, you're getting obsessed man. (4/8)

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a2429d No.33518

Dice rollRolled 21, 22, 96 = 139 (3d100)

>>33505

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 18 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 32 +5/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures:

>The Hive

[Farm]

[Egg Laying Chamber](+1 pop)

Defenses: Densely packed tunnels: 1

Military: Soldier Ants [+1], SL Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. We require the evolution pit, the hive needs to grow in more ways than one.

2. The soldiers are nurtured.

3. Research adaptive metabolism for the ants. The queen envisions them taking on the traits of what they eat, although in our case it will currently give them a fuzzy moss coating.

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a2429d No.33519

File: 8e4b1f1839b0517⋯.webm (3.69 MB,468x260,9:5,you'remypresent.webm)

Dice rollRolled 45, 61, 9 = 115 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 41 +2/turn

Resources:

[Wood: 5]

[Foliage: 11] +1/turn

[Sparks: 13] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: 5/6

???????1/6

Harpoon Thrower idea 3/4

1. Our allies are under attack, and we shall answer. Under our [Large Metal Bowl] we shall advance to our allies and aid them in fending off this large beast

2. Meanwhile the Harpoon thrower idea is to be completed and set up post haste, and rub some spark on the bolts

+ 5 Spark

3. Finally, our wisest men are to delve into the secrets of the spark, to understand its uses and what it exactly is.

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a2429d No.33523

Dice rollRolled 9, 22, 97 = 128 (3d100)

[Rat Tribes]

Pop: 29 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 49 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 5] +1/turn

[Sparks: 5] +2/turn (-2)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons I][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 Chief Savagehook watches the bat descend on the pathetic mice, scratching the back of his ears. the mice built their wall and made their alliance, lets see how strong they have become. the rats continue to work away at the elevators, making the finishing touches 11/12

#2 better bows are continued 3/6

+5 to weapon tech research

#3 better harpoons are continued 4/6

+5 to weapon tech research

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a2429d No.33553

Dice rollRolled 71, 82, 8 = 161 (3d100)

>>33505

Salamandastron]

Pop: 61 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 85 +6/turn

Resources:

[Sparks: 21]+1 turn

[Metal: 8]+2 turn

[Stone: 9] +2 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Magic: [antimagic II]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

2. Finish building the farm in the Carrot temple 3/6

3. Research once again begins on on antimagic this time upgrading it to III

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a2429d No.33554

Dice rollRolled 84, 56, 87 = 227 (3d100)

[U.S.M]

Pop: 24 (Molder I)

Independent Pop: 15 (+1/Turn)

Food: 17 +1/Turn

Resources:

[Wood: 9]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 34] +3 Turn [Salvage Station, Rubbish Pile](-1)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

Rangers [+1.4][-1m/t]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

New Leader 3/10

Railroad 5/12

Saber 2/4

statpost

1-3. Continue to raise more Rangers! At least two more

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a2429d No.33644

>>32908

Sorry, Cornwallis. I'm going to have to drop out of this game. There's just so much work, and my computer's no good, so I need to prune a couple things.

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a2429d No.33670

>>33644

Fuck you bitch.

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a2429d No.33694

File: cfdb53bd4a990fe⋯.jpg (230.56 KB,800x965,160:193,Andy-Thomas-Gut-Shot-font-….jpg)

[U.S.M]

1. Recruited Rangers [+1.4][-1m/t]

2. Recruited Rangers [+1.4][-1m/t]

3. Recruited Rangers [+1.4][-1m/t]

[Matoran Ecumene]

1. The army begins to move out under the protective covering of the Bowl.

2. The [Harpoon Thrower I] is completed

3. A large debate is held but it quickly devolves into a shouting match between various factions.

[Sprite Sovereignty]

1. The Priests learn to better control the life around them 5/12

2. Both sides come together to write the holy book from which all followers will live their lives: [Divine Mandate] or [Divine Intervention]

3. The [Spark Collector]>SR is done

[Fall’s Last Gasp]

1. The Stump is nearing the end of it’s renovation 12/15

2. Scarecrow meets with Froppo and his lieutenants in his tent outside of the stump. The fey is worried to see the frost has begun to spread across Froppo’s body giving him an almost crystalline look. Scarecrow’s words reasonate with his followers but seem to only anger the toad warlord. Hefting a massive frost battle axe he says “You are awful talkative for a coward, I have saved you and with this power I will conquer this world. Do you wish to die straw man?” [Froppo is challenging Scarecrow to a duel will you accept?]

3. Progress is slow on the magic 5/6

[Muckton]

1. Stinkwart has successfully finished [Rot IV] soon he shall reach the pinnacle of ROT!

2. The [Spark Pool]>Muckton is completed

3. Damplout is pretty sad he can’t eat more spark but continues to work 5/8

[Salam]

1. A new Carrot Brigade [+2.8][-f/t]

2. the [Farm]>Carrot Temple is completed

3. No progress is made as the researchers realize these are combat techniques not actual magic.

[Rat Tribes]

1. Several rats fall to their deaths causing the elevator to stall -4 population

2. The Bows are improved 4/6

3. The [Harpoons II] are completed

[Queendom]

1. The foundations are made for the evolution pit 1/6

2. The Soldier Ants [+1.4][-1f per turn] are fully grown

3. The [Adaptive I] is completed

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a2429d No.33695

File: 0ef1dccefccd398⋯.jpg (218.35 KB,1600x624,100:39,alien_breeding_pits_by_goo….jpg)

Dice rollRolled 15, 35, 40 = 90 (3d100)

>>33507

[Beetlebride Nest]

1. Construct [Breeding Chamber] 1/2

2. Construct [Settlement]

3. Construct [Settlement]

Settlements: The Swarm-home

Fortifications: The Cathedral: 6

Population: 34

Tech: [Carapace V][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

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a2429d No.33696

File: 0efed1c30794be2⋯.jpg (128.67 KB,1269x711,141:79,0326c4fd87a6dd863f4a837788….jpg)

Dice rollRolled 5 (1d10)

>>33519

Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]

The massive bat has torn into the stronghold of the Order and has begun to slaughter all within as the Matoran arrive. Some pockets hold out but the Matorans must act fast.

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a2429d No.33697

Dice rollRolled 13, 32, 98 = 143 (3d100)

>>33694

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 55+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 85+6/turn

Resources:

[Wood: 48] +6/turn

[Foliage: 26] +3/turn

[Sparks: 28] +7/turn

[Stone: 6] +1/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Quarry>Marshton

Spark Pool>Marshton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot IV]

[Swamp III]

[Magic II] 6/8

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Damplout continues to work on Magic theory as he goes through Spark withdrawal. Should Boggarts be able to vomit up rainbows? Disgusting! (6/8)

2.Stinkwart keeps Advancing on Rot magic. Wow that is a lot rotten cheese. Yum.

+Magic II

+5 from Rotten souls

3.Finally a Farm to sustain the populace of Marshton is built. Seriously lugging food over there is a pain in the ass.

+Swamp Magic III

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a2429d No.33698

>>33697

Yeah, naw Spark withdrawal is fucking nasty. Feed the poor sap some Spark to keep him from croaking. (pay seven spark on action 1)

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a2429d No.33699

Dice rollRolled 3 (1d6)

>>33694

[Beetlezilla]

1-2 Got to Sleep

3-4 Go to Bride

5-6. Evolve

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a2429d No.33700

File: 47b73bb97a29c12⋯.jpg (490.92 KB,1280x1024,5:4,scarecrow wallpaper.jpg)

>>33694

"Brave toads, your leader turns upon his allies, the givers of his food! He has gone mad! He would turn you all into icy monstrosities…"

Scarecrow's burlap sack "face" tore itself into a fearsome leer, and from some flickering shadow he pulled his scythe. "I accept your challenge. I will not see the toads fall to your madness."

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a2429d No.33701

Dice rollRolled 6 (1d10)

>>33700

"Then come straw man, let's see if you bleed"

Froppo hefts his massive ice ace charging at the fey.

Froppo The Barbarian [+4.2][Inspiring][Icy]

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a2429d No.33702

Dice rollRolled 9 (1d10)

>>33701

Scarecrow whirls his scythe around, horrid magic flickering in his "eyes" as he prepares to meet Froppo's charge.

"You will corrupt your people no longer.

Scarecrow [+3][Inspiring][Spooky]

[Warmth I][Fear II][Shadow II]

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a2429d No.33703

Dice rollRolled 13 (1d100)

>>33700

[Vizier Intervention]

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a2429d No.33706

Dice rollRolled 41 (1d100)

>>33702

>>33701

Scarecrow drinks in the fear of all those watching funnelling them deep into his soul. Forcing the power into his legs and arms he struck with blinding speed opening Froppo's throat, blood spilling out on the dirt.

Revise: Scarecrow [+6][Inspiring][Terrifying][Hero-killer]

[Toad Reaction]

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a2429d No.33707

>>33706

Among the remaining toads there is a split as some stay to serve their new Warlord while others head back to the forest.

Gain:

Toad Warriors [+2.2][-1f/t]

Toad Warriors [+2.2][-1f/t]

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a2429d No.33708

Dice rollRolled 63, 100, 15 = 178 (3d100)

>>33694

[Fall’s Last Gasp]

Pop: 33 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 71 +3/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 3]

[Beetle Carapaces: 6]

Settlements: The Stump [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s], 2 Toad Warriors [+2.2][-1f]

Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. The council is astonished at Scarecrow's bravery and prowess, and more than a little concerned at his newfound power.

Regardless, there are more pressing concerns– like disposing of Froppo's corpse and taking the frost token into safekeeping!

Burn Froppo's body and safeguard the Frost Token he once wore.

2. Finish the Stump! 12/15 [Wood I][Architecture I]

3. Finish our Warmth magic! We'll need it to destroy the token! 5/6 [+5 Noble Souls]

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a2429d No.33709

File: f6439d91acfe773⋯.gif (1.77 MB,600x338,300:169,meanwhile_in_my_past.gif)

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a2429d No.33710

Dice rollRolled 67, 30, 79 = 176 (3d100)

>>33694

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 24 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 52 +4/turn [-2 troop upkeep]

Resources:

[Wood: 7]+1/turn

[Foliage: 7]

[Sparks: 14 +4/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

Free: Choose Divine Intervention

1. Continue to research better Nature magic. 5/12

+Peaceful Souls +5

+Library

+Temple

+Religion I?

2. Begin to create a holy complex at the top of the Holy Tree that shall act as the housing and ruling center for the most holy High Priest and their minders. Atop the Holy Tree the High Priest may meditate and hear the will of the Holy Tree, away from distractions and able to observe the known world.

+Construction I

+Nature III

+Harden I

+Tree Worshipers

3. Begin to research better methods of collecting sparks.

-10 yard

+Temple?

+Library?

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a2429d No.33711

File: 89b81f181e814a4⋯.jpg (264.81 KB,530x707,530:707,wild-west-cowboys-digital-….jpg)

Dice rollRolled 96, 63, 15 = 174 (3d100)

[U.S.M]

Pop: 25 (Molder I)

Independent Pop: 16 (+1/Turn)

Food: 18 +1/Turn

Resources:

[Wood: 9]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 33] +3 Turn [Salvage Station, Rubbish Pile](-4)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

New Leader 3/10

Railroad 5/12

Saber 2/4

statpost

1-2. The Rangers and the Home Guard march out to meet the bandits in battle and quell this rebellion!

U.S.M. Home Guard [+1]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

3. Finish up that Railroad 5/12

[Steam II][Railroads I][Engineering I]

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a2429d No.33715

Dice rollRolled 77, 76, 17 = 170 (3d100)

Salamandastron]

Pop: 65 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 110 +11turn

Resources:

[Sparks: 22]+1 turn

[Metal: 10]+2 turn

[Stone: 25] +4 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx2]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:[Farm]

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.8]

Magic: [antimagic II]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

2. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

3. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

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a2429d No.33716

>>33715

+3 stone to turn action three into a meh

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a2429d No.33717

>>33715

Salamandastron]

Pop: 65 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 85 +12turn

Resources:

[Sparks: 22]+1 turn

[Metal: 10]+2 turn

[Stone: 25] +4 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx3]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:[Farm]

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.8]

Magic: [antimagic II]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

Corrected

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a2429d No.33718

Dice rollRolled 1, 10, 10, 3, 7 = 31 (5d10)

>>33696

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 13 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 41 +2/turn

Resources:

[Wood: 5]

[Foliage: 11] +1/turn

[Sparks: 13] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

Barracks: 5/6

???????1/6

Harpoon Thrower idea 3/4

Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

[Harpoon Thrower]

E Tu, Bat?

Then Fall, flyer

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a2429d No.33721

>>33716

Right stone doesn't raise troops food does. So 3 food instead.

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a2429d No.33729

Dice rollRolled 92, 81, 71 = 244 (3d100)

>>33694

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 37 +4/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

The Hive [Fertile +1 to food production]

Structures:

>The Hive

[Farm]

[Egg Laying Chamber](+1 pop)

Defenses: Densely packed tunnels: 1

Military:

Soldier Ants [+1],

2x Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Evolution pit 1/6

2. We require worker ants to scout for food. Small ants scout and find food, large ants secure the food, small ants harvest the food.

3. Continue to develop adaptation.

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a2429d No.33742

Dice rollRolled 1, 3 = 4 (2d10)

>>33718

Mouse Defender [+5]

Mouse Defender [+5]

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a2429d No.33743

File: 63d15db74e370b1⋯.jpg (27.47 KB,240x300,4:5,240px-Mouse_Knight2.jpg)

>>33696

>>33718

>>33742

[Matoran plus Mouse Defenders Versus Blackfang]

[39]x [1.1]=[42.9] +[14] Vs [40]x[1.4] = [56]

[56.9] Vs [56]

Matoran Victory!

With the use of the great Metal Bowl the Matoran are able to fend off Blackfang without any causalities! Truly a miracle! The mouse capital however has been decimated and the few survivors return with the Bionics.

+10 Mouse Population

+Mouse Defender [+3]

+Mouse Defender [+3]

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a2429d No.33744

File: 07019ac26bc9bf3⋯.webm (3.58 MB,640x360,16:9,banefriends.webm)

Dice rollRolled 30, 86, 35 = 151 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 14 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

10 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 43 +2/turn

Resources:

[Wood: 5]

[Foliage: 12] +1/turn

[Sparks: 14] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+8.6][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

[Harpoon Thrower I]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Snek Armor:1/2

1. Truly it is a tragedy that the mouse capital has fallen, but they shall find a welcome home here, with their compatriots. The Vile Blackfang shall rue the day he sought to descend from his roost on high.

With our mouse friends, we shall work on transforming the mighty metal bowl into a mobile harpoon throwing platform, thus protecting our men while also striking at the wicked beast from the sky.

2. The Snek armor is halfway done, finish it.

3. With our new friends comes new mouths to feed, but we lack space in our two towns. Expand Metru Nui into a larger town!

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a2429d No.33745

File: 9f6913e2c05c264⋯.jpg (98.93 KB,864x550,432:275,wyrm2.jpg)

[U.S.M]

1-2. The Rangers set off to rescue the damsel….. er bug in distress and deal with the banditos!

3. The Railroad workers are distracted cheering for the marching Rangers!

[Matoran Ecumene]

1. Work begins but the Matoran find their tech lacking of making anything truly substantial 1/16

2. The new improved Snek armor is done! [Revise Snek [+9.0]]

3.Work begins on improving the town 1/15 -12 foliage -3 wood

[Sprite Sovereignty]

1. The search for greater nature magic continues 8/10

2. Creation of a Holy Complex is started 1/10 -7 wood -3 foliage

3. The new spark pool is coming along well 4/6

[Fall’s Last Gasp]

1. The Frost token is taken from Froppo’s body as they set fire to the corpse, they take the token to the center of the stump and warp it in leaves.

2. The Stump is finally finished with it’s improvements, in the last few days of work the fey worked as if possessed the last touches of the Stump throwing menacing shadows over the landscape! It seems Scarecrows growing powers have influenced the very land and mentality of the fae! +[Upgrade Stump to lvl 2 Add tags [Terrifying][Connected]

3. No progress is made on the warmth magic

[Muckton]

1. Damplout eats all the spark and then vomits it all up again accomplishing nothing

2. Stinkwart continues his quest to rot things the very best 1/12

3. The farm in Marshton is almost done 5/6

[Salam]

1. A new Carrot Brigade [+2.6] is recruited

2. A new Carrot Brigade [+2.6] is recruited

3. Nothing

[Queendom]

1. The Evolution Pit is almost done 5/6

2. The ants come back with some corpses of weird spiders that seem to have been afflicted with some wasting disease! +4 Phase Spider Corpses

3. The next level of adaption is coming together 3/6

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a2429d No.33746

File: 0f053f267a55422⋯.png (214.64 KB,440x327,440:327,egg-silo-ii.png)

Dice rollRolled 82, 22, 45 = 149 (3d100)

>>33745

[Beetlebride Nest]

1. Construct [Breeding Chamber] 1/2

2. Construct [Settlement]

3. Construct [Settlement]

Settlements: The Swarm-home

Fortifications: The Cathedral: 6

Population: 34

Tech: [Carapace V][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

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a2429d No.33747

Dice rollRolled 30 (1d100)

>>33746

Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]

[Mood: -5]

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a2429d No.33748

Dice rollRolled 95, 72 = 167 (2d100)

>>33747

[Beetlezilla: Movement]

+5

[????: Movement]

+15

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a2429d No.33749

File: 7975952badd5fd5⋯.webm (2.22 MB,284x160,71:40,whitedeathatnight.webm)

Dice rollRolled 11, 64, 83 = 158 (3d100)

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 15 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

11 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 45 +2/turn

Resources:

[Wood: 2]

[Foliage: 1] +1/turn

[Sparks: 15] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+9.0][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

[Harpoon Thrower I]

Mouse Defender [+3]

Mouse Defender [+3]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Metru Nui Town 1/15

Bowl Tank 1/16

1. Continue the work on the town, the sooner it is finished the better!

2. When has a Matoran or mouse invented something that hasn't existed previously? Never, say the Elders! If we lack the technology, we shall develop it as we develop the weapons platform!

3. Our limited space to farm necessitates that our farms be more efficient, therefore our best minds and farmers shall work now on revolutionizing our agricultural practices and technology

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a2429d No.33750

Dice rollRolled 19, 44, 55 = 118 (3d100)

>>33745

[Fall’s Last Gasp]

Pop: 34 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 76 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 4]

[Beetle Carapaces: 6]

Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s], 2 Toad Warriors [+2.2][-1f]

Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]

Magic: [Warmth I], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. Finish our Warmth Magic! [Warmth II 5/6][+5 Noble Souls]

2. Our Stump is now upgraded. To that end, we'll start building another Spark Harvester… [Wood I][Architecture I] +10 Yard

3. We won't just build another Spark Harvester! We'll also build a Wood Growery so that we have a reliable source of building material. [Wood I][Architecture I] +10 Yard

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a2429d No.33751

Dice rollRolled 11, 42, 90 = 143 (3d100)

Salamandastron]

Pop: 69 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 94 +12turn

Resources:

[Sparks: 23]+1 turn

[Metal: 12]+2 turn

[Stone: 29] +4 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx3]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:[Farm]

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.8]

Magic: [antimagic II]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

2. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

3. March the army West its time to solve a pending problem. Bring the Spear as well it will be quite useful.

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a2429d No.33752

>>33751

Shit forgot to - 2 for new units

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a2429d No.33754

File: 1fe86f34ea94811⋯.jpg (37.62 KB,500x214,250:107,tumblr_inline_nubcezWZyU1s….jpg)

Dice rollRolled 20, 81, 33, 3, 51, 27 = 215 (6d100)

[Rat Tribes]

Pop: 31 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 51 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 7] +1/turn

[Sparks: 5] +2/turn (-2)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings]

Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

#1 Chief Savagehook furiously commands the completion of the elevator. a few rat deaths will not slow him down. 11/12

#2 the rats require better scimitars

+5 to weapon tech research

#3 the rats improve their bows 4/6

+5 to weapon tech research

#4 the rats improve their harpoons again

+5 to weapon tech research

#5-6 the tribes are furious! they are shocked and angry the mice allowed themselves to be decimated by a giant bat. no one was to do that to the mice but them! angry that their great rival fell and fled their land so easily, they make the best of the situation. if the mice were going to abandon their ancestral home ground, then by all means it is time for the rats to use that which has been thrown away once more. rats scurry into the abandoned mouse capital with metal to make a new settlement, and gnaw on the hollow gains of living under the mice's precious hole in the ceiling.

+hammers I

+5 metal

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a2429d No.33792

Dice rollRolled 43, 27, 36 = 106 (3d100)

>>33745

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 59+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 91+6/turn

Resources:

[Wood: 54] +6/turn

[Foliage: 23] +3/turn

[Sparks: 28] +7/turn

[Stone: 7] +1/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Quarry>Marshton

Spark Pool>Marshton

Farm >Marshton 5/6

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot IV] 2/12

[Swamp III]

[Magic II] 6/8

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Alright guys we've made good progress on the farm in Marshton let's finish it up! 5/6

+Swamp Magic III

2. Damplout continues to work on his magic research, energized by his infusion of spark. 6/8

3. Stinkwart takes a short break from his rot research in order to implement an idea. An Academy to teach boggarts with magic how to fight and win, by any means necessary. It'd be instrumental in proving the boggarts greatness.

+Swamp Magic III

+20 Wood

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a2429d No.33793

Dice rollRolled 22, 39, 15 = 76 (3d100)

>>33792

Damplout in a fit of mad brilliance eats 13 spark. +13 spark on action 2

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a2429d No.33800

Dice rollRolled 20, 75, 77 = 172 (3d100)

>>33745

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 54 +4/turn [-2 troop upkeep]

Resources:

[Wood: 1]+1/turn

[Foliage: 4]

[Sparks: 18 +6/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

[Spark Gathering I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

+Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

1. Prayer and study continues in the search for even greater Nature Magic. 8/10

+Peaceful Souls +5

+Library

+Temple

+Religion I?

2. The Holy Complex continues construction 1/10

+Construction I

+Nature III

+Harden I

+Tree Worshipers

3. Send the Two Archpriests to learn the new magics so as to better put them to use.

+Nature III

+Rejuvenation III

+Harden I

+Fertility I

+Religion I

(I'll add the bonus to the sheet when you tell me it.)

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a2429d No.33827

File: 50c54195fa92644⋯.jpg (89.44 KB,422x700,211:350,s-l1000.jpg)

Dice rollRolled 6, 8 = 14 (2d10)

>>33745

The Rangers manage to get a leg up on the bandits ambushing them while they make camp!

BANDITOS![+5][Shooty][Rapid-Fire]

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a2429d No.33832

File: 0d661cf2a53386a⋯.jpg (64.42 KB,600x372,50:31,e12409f627bd911d2f1fd8c390….jpg)

Dice rollRolled 10, 3, 9, 2, 2 = 26 (5d10)

>>33827

"They can't shoot all of us boys! Surround and spread out, then run up to em from all sides and rip the guns outta their cold, metal hands.

Bugle boy, sound us a charge!"

https://www.youtube.com/watch?v=H_QoF8GA0sY

U.S.M. Home Guard [+1]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

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a2429d No.33834

Dice rollRolled 12, 88, 62 = 162 (3d100)

[U.S.M]

Pop: 25 (Molder I)

Independent Pop: 17 (+1/Turn)

Food: 19 +1/Turn

Resources:

[Wood: 10]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 32] +3 Turn [Salvage Station, Rubbish Pile](-4)

[Crayons: 3]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

U.S.M. Home Guard [+1]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

New Leader 3/10

Railroad 5/12

Saber 2/4

statpost

1. Congress will continue their debate and, ahem, 'heated dissertations' in electing that new leader New Leader 3/10

2. The new railroad will be completed as well, we need this to improve our economy and frontier expansion ability 5/12

[Steam II][Railroads I][Engineering I]

3. Get back to building that new settlement at the bottom of the stairs to the 2nd floor 3/10

[Engineering I]

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a2429d No.33854

Dice rollRolled 89, 38, 79 = 206 (3d100)

>>33745

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 37 +4/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

[4 Phase Spider corpses]

The Hive [Fertile +1 to food production]

Structures:

>The Hive

[Farm]

[Egg Laying Chamber](+1 pop)

Defenses: Densely packed tunnels: 1

Military:

Soldier Ants [+1],

2x Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. With the finishing touches being placed upon the evolution pit, the Queen forsees the adbent of her races ascension. Evolution pit 5/6

2. Analyze two of the spiders corpses, disect them! Use the corpses as a gateway into a greater understanding of life and how it works.

3. Use the last two corpses as fodder for developing Adaptation, fianlly we have material besides moss to test. Take what is useful, discard what is not. Adaptation II 3/6

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a2429d No.33857

File: a4f0b302efbb22d⋯.jpg (176.59 KB,1280x720,16:9,maxresdefault.jpg)

[U.S.M]

1. The violence of the debate spreads into the streets resulting in numerous causalities -3 population

2. The progress on the new railroad speeds ahead 9/12

3. The new settlement is slowly coming together 6/10

[Matoran Ecumene]

1. No progress is made on expanding the town

2. The Matoran begin researching better ways to craft a harpoon thrower 3/6

3. With great ease and help from the mice [Agriculture I] is developed

[Sprite Sovereignty]

1. Nature magic continues at a snails pace 9/10

2. Construction of the Holy Complex continues 4/10

3. ????

+[Divine Intervention] Your god can speak! Do you have anything to say?

(Hello? Is someone there?)

[Fall’s Last Gasp]

1. The [Warmth II] is completed

2. Work begins on a new spark harvester 2/6

3. A new wood growery is also under construction 3/6

[Muckton]

1. The [Swamp Farm]>Marshton is completed

2. Damplout finally explains his ideas as he guzzles spark [Magic III]

3. Stinkwart’s Academy for Krumping shit is under construction! 2/12

[Salam]

1. Men who would be drafted desert -1 population

2. A new Carrot Brigade [+2.8][-f/t] is recruited

3. The army begins their march at a speedy pace towards glory or death!

[Queendom]

1. The [Evolution Pit]>The Hive is completed!

2. A new knowledge of [Anatomy I] is found

3. The next step to [Adaptation II] is completed, the ants feel they are on the cusp of a breakthrough!

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a2429d No.33858

>>33857

[Rat Tribes]

1. The [Great Attic Elevator] is completed in Boxcliffe! You are now able to move troops and materials into the rafters with ease.

2. The rats sharpen their scimitars 4/6

3. The Bows are coming along too 5/6

4. A accident with the harpoons results in a lose of life and metal -5 metal -4 pop

5-6.The rats scramble around the mouse capital adjusting it too their own liking 2/5

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a2429d No.33859

File: d514fc057ab25c6⋯.jpg (57.83 KB,564x749,564:749,5b74bad14e32fda55cedad5b8f….jpg)

Dice rollRolled 91, 15, 48 = 154 (3d100)

>>33746

[Beetlebride Nest]

1. Raid [MT]

2. Raid [SR]

3. Construct [Settlement] 1/2

Settlements: The Swarm-home [Breeding Chamber]

Fortifications: The Cathedral: 6

Population: 40

Tech: [Carapace V][Claws III][Flight III]

Military:

Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]

Guard Beetle [+4][Armoured][Defender]

Guard Beetle [+4][Armoured][Defender]

Beetle Warrior [+2][Armoured]

Beetle Warrior [+2][Armoured]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

Beetle Raider [+2.3][Flying][Slicing]

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a2429d No.33860

Dice rollRolled 27 (1d100)

>>33747

Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]

[Mood: 0]

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a2429d No.33861

Dice rollRolled 22, 31 = 53 (2d100)

>>33748

[Beetlezilla: Movement]

+10

[????: Movement]

+15

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a2429d No.33862

Dice rollRolled 26, 35, 85 = 146 (3d100)

>>33857

Nation Name: Muckton

Type: Major

Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.

Location:[Yard]

Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.

For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!

Pop: 63+4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 98+7/turn

Resources:

[Wood: 40] +6/turn

[Foliage: 26] +3/turn

[Sparks: 22] +7/turn

[Stone: 13] +2/turn

Settlements: Muckton [Swamp +Rough Terrain][City]

Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]

Structures: [Farm] >Muckton

Spark Pool >Muckton

Lumber yard >Muckton

Swamp Farm >Muckton

Foliage Farm >Muckton

Lumber yard >Muckton

Spark Pool >Muckton

Stinkwart's Academy >Muckton (2/12)

Quarry>Marshton

Spark Pool>Marshton

Swamp Farm >Marshton

Defenses: Muck walls: 1

Military: Boggart tricksters[+1]

Magic: [Rot IV] 2/12

[Swamp III]

[Magic III]

[Luck I]

Technology: [Boats I]

Issues:

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.

[Rotten Souls] +5 to combat magic research

1. Create A Boggart Blighter group so we can defend ourselves

[Rot IV]

[Swamp III]

[Magic III]

[Luck I]

2-3. Stinkwart continues to oversee his academy for krumping the shit of the enemies of boggart greatness. 2/12

+Swamp Magic III

+Magic Theory III

+10 Lumber

+10 Foliage

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a2429d No.33863

>>33862

Wow our troops are big eaters! Give em some food so they'll be ready for a fight! (spend 14 food on action 1 to make it 2 ticks and make a unit)

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a2429d No.33864

File: 5d14e53a1f6c588⋯.webm (2.42 MB,1280x720,16:9,righteous war.webm)

Dice rollRolled 70, 46, 91 = 207 (3d100)

>>33857

Nation Name: Matoran Ecumene

Type: Major

Race: Bionicle

Location:[Attic]

Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.

Pop: 16 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

12 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 49 +4/turn

Resources:

[Wood: 2]

[Foliage: 2] +1/turn

[Sparks: 16] +1/turn

China Fragments: 2

Metal: 5

Nails: 5

Large Metal Bowl

Settlements Metru Nui [Fertile +1 to farm production]

Mata Nui [Fertile +1 to food production]

Structures: [Farm] >Metru Nui

[Grub Farm] >Metru Nui

[Spark Pool] > Metru Nui

[Foliage Mill]>Mata Nui

[Barracks]>Mata Nui

Defenses: Protodermis Walls: 2

Military: Matoran Guard [+2]

Harpoon Throwers [+2.2]

[Snek][+9.0][Consume][Climber][-2 food per turn]

[1 Crow][+2.2][Flying]

[Harpoon Thrower I]

Mouse Defender [+3]

Mouse Defender [+3]

Magic:

Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower I]

Bonuses:

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.

[Spark Gifted] +5 to spark gathering research

Ongoing:

Metru Nui Town 1/15

Bowl Tank 1/16

Harpoon Thrower II 3/6

1. Continue work on expanding the town, we've been used to stalls and failures in kind, but we shall not be dissuaded.

2. Continue work on the Bowl tank, focusing on developing any remaining technology that will make progress easier.

3. Have our great elders and researchers work on incorporating spark into superior armor production. Spend 5 spark in this effort

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a2429d No.33868

>>33857

The holy tree speaks to us! All hail the holy tree!

respond: (We are the sprites, oh holy one. We are those who live among your branches and roots and serve you faithfully. We have finally found a way to hear your divine words.)

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a2429d No.33869

Dice rollRolled 2, 62, 47 = 111 (3d100)

>>33857

[Fall’s Last Gasp]

Pop: 35 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 81 +5/turn

Resources:

[Wood: 0]

[Foliage: 0]

[Sparks: 5]

[Beetle Carapaces: 6]

Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]

Structures: [Farm], [Farm], [The Spark Harvester]

Defenses: Wood/Wicker/Leaf Barricades: 3

Military: Autumnkith Spearmen [+2][-1f/s], 2 Toad Warriors [+2.2][-1f]

Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]

Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]

Technology: [Agriculture I], [Architecture I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]

[Noble Souls] +5 to defensive magic research

1. We cannot be entirely sure that the toads will take the mercy slaying of Froppo lying down. To that end, we need more forces to fend off a possible amphibian incursion!

Recruit another unit of Autumnkith Spearmen.

2. Recruit a non-magical unit, to preserve our spark supply! [Shadow II][Fear II][Warmth II]

3. Continue work on the spark Harvester! [2/6] [+10 Yard][Wood I][Architecture I]

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a2429d No.33872

>>33869

Spend 28 food on Action 1 to avoid that being fucked shit. [Shadow II], [Fear II], [Warmth II] should also go on Action 1 instead of Action 2.

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a2429d No.33875

File: 5ed9d0fafb2205e⋯.jpg (2.32 MB,4192x2844,1048:711,Kearny's_Charge,_Battle_of….jpg)

>>33832

>>33827

[U.S.M] vs [Banditos]

[19] x [1.2] = 22.8

[32.6] x [1.1] = 35. 86

[35.86] vs [22.8]

U.S.M Victory!

Armed with primitive sabers and inspired by the sound of crude bugles the Rangers charge, their great numbers and element of surprise lead to them slaughtering the Banditos!

Causalities:

Banditos:

-1 Bandito

U.S.M:

-1 U.S.M Home-guard

Loot:

+1 Prototype Guns

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring]

“Thank you for saving me tiny metal men, I wish to repay my debt to you, is there anything I can help you with?”

[Beetleboy is offering you his services [Scholar] will give you +5 to all research options but he costs -6 food per turn]

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a2429d No.33876

[U.S.M]

Pop: 26 (Molder I)

Independent Pop: 15 (+1/Turn)

Food: 20 -5/Turn (+1 -6/Turn)

Resources:

[Wood: 11]+1/Turn

[Charcoal: 2] (Steam Furnace I)

[Foliage: 0]

[Metal: 31] +3 Turn [Salvage Station, Rubbish Pile](-4)

[Crayons: 3]

[Prototype Guns: 1]

Settlements (Workingshop DC)

Structures:

[Farm]

[Salvage Station]

[Rubbish +1 scavenging production]

Defenses: Workingshop DC Fortifications: 1

>(New Counterdam - Settlement)

Structures:

[Dio's Place]

[Lumber Mill] +1/Turn

[Steam Furnace]

Defenses: Pika Strips: 1

Military:

+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Rangers [+1.4][-1m/t]

Magic:

Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]

Bonuses:

[House]

+10 to scavenging buildings

+10 to tech research

-10 to food buildings

-10 to magic research

[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.

[???]

New Leader 3/10

Railroad 9/12

Saber 2/4

New Settlement 6/10

statpost

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a2429d No.33879

Dice rollRolled 7 (1d10)

>>33869

[How many turns till fall?]

1d10

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a2429d No.33880

>>33868

(Oh hell there little ones, I could only hear you as whispers before but now your are soft but I can make out your voices. I hope you are preparing for winter, fall is soon to come and winter not fare after.)

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a2429d No.33881

>>33880

Oh Hello*

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a2429d No.33882

File: 1e09d72ae700396⋯.jpg (10.52 KB,600x450,4:3,7 turns boy.jpg)

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a2429d No.33885

>>33880

(We will begin preparations for winter soon most holy one.)

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a2429d No.33889

Dice rollRolled 73, 73, 36 = 182 (3d100)

>>33857

Salamandastron]

Pop: 73 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 103 +9turn

Resources:

[Sparks: 23]+1 turn

[Metal: 12]+2 turn

[Stone: 29] +4 turn

>>Settlements:

>Salamandstron lv1 [Forested +1 to resource harvesting sources]

Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]

Defenses: Sala walls: 1

>[Salaman's fortress lv2 [Fortified +10 to defense creation]

Defenses: [Rockfall Traps: 1]

Structures: [Quarry2][farmx3]

>carrot temple lv1 [Fertile +1 to food production]

Defenses:

Structures:[Farm]

Military:

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.2]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.6]

Carrot Brigade [+2.8]

Carrot Brigade [+2.8]

Carrot Brigade [+2.8]

Carrot Brigade [+2.8]

Magic: [antimagic II]

Technology:[Spears II][Agriculture II]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Rank and File] +1 to base unit strength

[Carrots and Spears]

You gain a total army bonus equal to your total food divided by ten

Items:

The God’s Spear [+1][Titanic][Heavy:4]

1. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

2. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

3. Recruit a new carrot brigade

[Rank and File][Carrots and Spears] [antimagic II] [Spears II]

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a2429d No.33890

>>33889

corrected resources and spending

>[Sparks: 24]+1 turn

>[Metal: 14]+2 turn

>[Stone: 33] +4 turn

spend 4 food on action 3

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a2429d No.33892

Dice rollRolled 89, 21, 83 = 193 (3d100)

>>33857

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 56 +4/turn [-2 troop upkeep]

Resources:

[Wood: 2]+1/turn

[Foliage: 4]

[Sparks: 22 +6/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.4 -1f/s]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

[Spark Gathering I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

[Divine Intervention] Your god can speak! Do you have anything to say?

Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

1. Prayer and study continues in the search for even greater Nature Magic. 9/10

+Peaceful Souls +5

+Library

+Temple

+Religion I?

2. The Holy Complex continues construction 4/10

+Construction I

+Nature III

+Harden I

+Tree Worshipers

3. Begin research ways to preserve food for the winter. The Holy Tree demands we prepare!

+God said so

+Peaceful souls?

+Religion I?

+Library

+Temple

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a2429d No.33893

>>33892

also give me those updated archpriest stats you dirty frenchman.

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a2429d No.33894

Dice rollRolled 77, 4, 55 = 136 (3d100)

>>33875

"Greetings Beetle boy. You come to us at an unfortunate time. We ain't got enough vittles to go 'round so for the most part try and help find some food for yourself if'n ya can."

>>33876

1. We are not going to have enough food to feed both the Beetle and our natural populace. . .I'd say we'd have one or two turns at best.

"Ronnie, take you and your lads on another food hunt. Y'all remember how to scavenge fer yerself before right? You can help buy us time to start up more farms if you feed yourselves."

2. Spend 11 Wood and 4 Metal to upgrade Workingshop DC into a town. We need more room for farms.

"Hmm, Beetleboy, think you could help us jury rig a basic steam pulley using our furnace? Would help construction a'plenty"

[Engineering I][Steam Furnace][Steam II]

3. If we're going to get more food, we'll need that new settlement. 6/10

[Engineering I][Steam Furnace][Steam II]

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a2429d No.33897

>>33892

Nation Name: The Sprite Sovereinty

Type: Major

Race: Sprites, small plant men

Location: Yard

Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.

Pop: 25 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 56 +4/turn [-2 troop upkeep]

Resources:

[Wood: 2]+1/turn

[Foliage: 4]

[Sparks: 22 +6/turn] [-2 troop upkeep

[Ancient Lighter]

Settlements: Sovereign Root [Tree +1 spark production]

Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR

Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2

Military: Malitia [+1]

2 Archpriest [+2.8 -1f/s][Regen][Leafy]

Magic: [Nature III]

[Fertility I]

[Harden I]

[Rejuvenation III]

Technology: [Construction I]

[Sharpening I]

[Religion I]

[Spark Gathering I]

Bonuses:

[Yard]

+10 to spark buildings

+10 to resource buildings

-10 to scavenging buildings

-10 to tech research

[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build

[Peaceful Souls] +5 to life magic research

[Divine Intervention] Your god can speak! Do you have anything to say?

Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.

Stats fixed

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a2429d No.34003

File: ed73679a66763c0⋯.jpg (20.29 KB,350x197,350:197,350px-Warband_Skaven.jpg)

Dice rollRolled 50, 64, 46 = 160 (3d100)

[Rat Tribes]

Pop: 29 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 52 +3/turn (-2)

Resources:

[Wood: 3]

[Foliage: 0]

[Metal: 3] +1/turn

[Sparks: 5] +2/turn (-2)

>Settlement - Rotwood [Rubbish +1 to scavenging production]

Structures: [Farm][Hunting Traps][Spark-Pool]

Defenses: Player Named Fortifications - Rot Wall: 1

>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]

Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]

Military:

Rat Tribals [+2] [Trained]

Rat Raiders [+4.4][Trained][Channelers]

Rat Raiders [+4.4][Trained][Channelers]

+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]

Magic:

Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]

Bonuses:

[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population

[Warrior Brood] +5 to weapon tech research

[Attic]

+1 to base unit power

-10 to food buildings

-10 to scavenging buildings

scimitars 4/6

bows 5/6

mouse capital 2/5

#1 Chief Savagehook roars in triumph and the rats rejoice at the elevator. now the tribes can rise up to the rafters to a new and fertile land. a new settlement above is needed, but there are no supplies to build it. Savagehook orders the tribes to scavenge for wood

#2 the tribes also scavenge for foliage, in plenty near the green lands of the mouse capital

#3 Savagehook rappels down the elevator to lead a ceremonial march into the capital building of their ancient rivals, as though it were a triumph, but the rats still deject they walk into the settlement empty and not in triumph over the mice. rats pour into the the mouse capital, they tear down the flag of the mouse and raise the banners of the tribes, broodmothers and alpha males move into the homes to nest, warriors look over the damage defenses, and thralls build up the settlement 2/5

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a2429d No.34067

Dice rollRolled 28, 54, 29 = 111 (3d100)

>>33857

Nation Name: The Queendom

Race: Chimera Ants

Location:[Cellar]

Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.

Pop: 22 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 41 +4/turn

Resources:

[Wood: 5]

[Foliage: 7]

[Sparks: 5]

[4 Phase Spider corpses]

The Hive [Fertile +1 to food production]

Structures:

>The Hive

[Farm]

[Egg Laying Chamber](+1 pop)

[Evolution Pit]

Defenses: Densely packed tunnels: 1

Military:

Soldier Ants [+1],

2x Soldier Ants [+1.4][-1f per turn]

Magic:

Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I]

Bonuses:

[Cellar]

+10 to food buildings

+10 to town building

-10 to outside building

-10 to spark buildings

[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!

[Do the Evolution] +5 research breeding tech

1. Modify our soldiers to have a stronger bite, allowing them to more easily deal with prey. [Weapons II] > [Weapons III]

[Evolution Pit]

2. Consume surplus food to fuel the Queen, allowing up to four new reigments of ant soldiers to be born.

3. With the evolution Pit developing adaptation to new heights has become a much easier process, it is time to begin. [Adaptation II] > [Adaptation III]

[Evolution Pit]

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