c8a6d2 No.33528
Nation Name:
Fluff:
–
Population: 100
Territory: 5
Settlements:
-[Capital Name]
–[Capital Building]
Technology:
-[Basic Tech]
Military:
-1 Basic Army
Roll 2d100
1 is crit fail
below 20 is bad fail
20 to 49 is fail
50 to 80 is success
80 to 99 is good success
100 is crit success
Combat, roll 1d10 per army.
No map for abstraction and rules lightness, will try to keep track with "the north" and shit.
____________________________
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c8a6d2 No.33529
>>33528
Tech level is Medieval Fantasy.
High tech and high magic is allowed if you go for it.
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c8a6d2 No.33530
Nation Name: The Monument Makers
Fluff: A group of dwellers living in the valley of great mountains and boulders, who dream of building grand and monolithic monuments for posterity.
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c8a6d2 No.33531
| Rolled 40, 71 = 111 (2d100) |
>>33528
>Nation Name: Kanonschloss Kaiserdom
>Fluff: A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of
>Population: 100
>Territory: 5
>Settlements:
-[Kaiserholm] (Capital)
–[Imperial Fortress]
>Technology:
>-[Basic Tech]
>Military:
>-1 Basic Army
1: It's time for the rise of our great Kaiserdom! Get the armies out there to conquer the local villages so that we will be able to give more room for the fatherland!
2: Ja, we also need to mine materials. Materials like iron and gold, good materials. How else will we make actually good stuff?
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c8a6d2 No.33532
| Rolled 26, 67 = 93 (2d100) |
>>33530
1. Cut down wood for a lumber mill
2. Use the wood to make stone working tools
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c8a6d2 No.33533
>>33530
+Bonus! You gain knowledge of [Megalithic Construction]! Stonehenge awaits.
>>33532
You manage to cut down some wood before your workers are chased away by wolves.
You do have enough wood to make some good [Stone Working Tools]!
>>33531
+Bonus! Hasty! You tend to work better when rushing, but haste makes waste.
Your army is turned back by some villagers with a pitchfork. Singular. It's kinda embaressing.
But you do construct a Mine! It's mine, mine, all mine! …well, really, yours. Gain an [Iron Mine].
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c8a6d2 No.33534
>>33530
Location: The West
>>33531
Location: The North
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c8a6d2 No.33535
| Rolled 94, 49 = 143 (2d100) |
>>33533
1. Cut some stone to make stone axes
2. Hunt those wolves for wolf pelts!
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c8a6d2 No.33536
| Rolled 17, 49 = 66 (2d100) |
>>33533
>Nation Name: Kanonschloss Kaiserdom
>Fluff: A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of
>Population: 100
>Territory: 5
>Settlements:
-[Kaiserholm] (Capital)
–[Imperial Fortress]
–[Iron Mine]
>Technology:
>-[Basic Tech]
>Military:
>-1 Basic Army
1: They were turned back? How can this be? We were peacefully bringing them into our Kasierdom's fold, so what they did shows that they are evil! Send the army back out there to take the land back!
2: Oh, and make a blacksmith, to make use of this new source of iron, ja?
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c8a6d2 No.33537
>>33536
>Actual Fluff, since I forgot:
A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of fighting people on the field. Their current Kaiser obsesses over hording technology, if only for having the new shiny things that the rest of the world doesn't have.
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c8a6d2 No.33538
>>33535
You gain [Stone Axes]! They help with the wolves, you gain [Some Wolf Pelts].
>>33536
This time, only half of your army returned. They did manage to get the village's pitchfork, though, so you gain [Single Pitchfork, Bloodied], but your Army is now [Wounded]
Also you make a blacksmith! Kinda. You gain a [Shoddy Blacksmithy].
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c8a6d2 No.33539
>>33537
+Bonus: REALLY Doesn't like fieldwork. You don't conquer as well, but you're good at taking and defending fortifications. Pitchforks are considered to be illomens for armies in the field.
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c8a6d2 No.33540
| Rolled 39, 52 = 91 (2d100) |
>>33538
1. Dig a quarry using our new stone tools!
2. Get that lumber mill built
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c8a6d2 No.33541
>>33540
Your people get distracted signing https://www.youtube.com/watch?v=ytWz0qVvBZ0 and don't quite get the quarry made.
You do manage to construct one [Lumbermill]
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c8a6d2 No.33542
| Rolled 23, 100 = 123 (2d100) |
>>33538
>Nation Name: Kanonschloss Kaiserdom
>Fluff: A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of fighting people on the field. Their current Kaiser obsesses over hording technology, if only for having the new shiny things that the rest of the world doesn't have.
>Population: 100
>Territory: 5
>Settlements:
-[Kaiserholm] (Capital)
–[Imperial Fortress]
[Shoddy Blacksmithy]
–[Iron Mine]
>Technology:
-[Basic Tech]
>Military:
-1 Basic Army [Wounded]
>Bonuses:
[REALLY Doesn't like fieldwork] You don't conquer as well, but you're good at taking and defending fortifications. Pitchforks are considered to be illomens for armies in the field
"Commander, can you please explain to me how you FAILED to actually take the village?"
"Well, you see, we only have a single knife between our, thous- no, five-hundred men. We are underarmed an-"
"Shut it, go heal up or something, I'll think of a better plan…"
1: The basic army is BASICALLY WORTHLESS, we need bowmen, men with bows, all that jazz.
2: Send a envoy threatening the villagers that they need to build a fortress, if they expect to survive the next attack! (The joke is that this is ACTUALLY reverse psychology!)
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c8a6d2 No.33543
| Rolled 32, 37 = 69 (2d100) |
>>33541
1-2. QUARRY
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c8a6d2 No.33544
>>33542
People misunderstand and learn how to bow. You gain [Etiquette]! It's mainly useless.
Your envoy's trick worked. The village has surrendered to you! Well, actually, you took their pitchfork, and his talk about big fortresses inspired them. You gain [Settlement: Tiny Village][Minor Fortification], +20 population
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c8a6d2 No.33545
| Rolled 97, 6 = 103 (2d100) |
>>33544
>Nation Name: Kanonschloss Kaiserdom
>Fluff: A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of fighting people on the field. Their current Kaiser obsesses over hording technology, if only for having the new shiny things that the rest of the world doesn't have.
>Population: 120
>Territory: 5
>Settlements:
-[Kaiserholm] (Capital)
–[Imperial Fortress]
–[Shoddy Blacksmithy]
–[Iron Mine]
-[Plebejer] (Tiny Village)
–[Minor Fortification]
>Technology:
-[Basic Tech]
>Military:
-1 Basic Army [Wounded]
>Bonuses:
[REALLY Doesn't like fieldwork] You don't conquer as well, but you're good at taking and defending fortifications. Pitchforks are considered to be illomens for armies in the field
That actually worked! Somehow? Well, new conquest is new conquest, I'm glad our territor-
"Sir, the village was already within our borders. They just accepted to actually be a part of our nation"
-y… Fuck, I thought it would've made our claim in the world more apparent.
1: Expand our borders, send out the army to actually claim /new/ land!
2: And by bow, I mean "shooting people" bow! The one with the arrow? We need men who can use that kind of bow.
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c8a6d2 No.33546
>>33543
Diggy. Diggy. Hole.
…huh. They diggy dug a whole bunch of holes. You gain a [Small Quarry].
>>33545
Your army goes out and conquers some new land! You actually triple in size, gaining 10 territory!
Also you've found a [Major River] to your South.
However, it turns out that you can't find ANYONE who is good with a bow. In fact, you gain the bonus [Bow'ld over: Difficulty with fielding archer units].
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c8a6d2 No.33547
>>33546
And with that we'll stop for a while. Baz is going to sleep and I don't want to play with just one player.
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c8a6d2 No.33548
Nation Name: Dice Gods
Fluff: the dice gods are a nation of chance and luck. They rarely seem to hold any grudges of any kind and don't follow any kind of real logic. They rely primarily on fate and luck magic. Both of which are notoriously unreliable.
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c8a6d2 No.33556
>>33548
Bonus: When thing go strong, they go! Roll an extra die for Luck, the GM will say if anything else happens.
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c8a6d2 No.33557
| Rolled 85, 77 = 162 (2d100) |
>>33546
1. Build a farm, for more food
2. Using the stone, build a granary
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c8a6d2 No.33559
| Rolled 40, 30 = 70 (2d100) |
>>33546
>Nation Name: Kanonschloss Kaiserdom
>Fluff: A Germanic kingdom in the centre of the mainland, with a preference of fortresses and siege warfare, instead of fighting people on the field. Their current Kaiser obsesses over hording technology, if only for having the new shiny things that the rest of the world doesn't have.
>Population: 120
>Territory: 15
>Settlements:
-[Kaiserholm] (Capital)
–[Imperial Fortress]
–[Shoddy Blacksmithy]
–[Iron Mine]
-[Plebejer] (Tiny Village)
–[Minor Fortification]
>Technology:
-[Basic Tech]
>Military:
-1 Basic Army [Wounded]
>Bonuses:
[REALLY Doesn't like fieldwork] You don't conquer as well, but you're good at taking and defending fortifications. Pitchforks are considered to be illomens for armies in the field
[Bow'ld over] Difficulty with fielding archer units
1: What do you mean, 'bows are too difficult'? Are you serious? If you are… Well, in any case, figure out how to use runes, as I have a plan…
2: Oh, and dig up a mine so that we can get the materials needed for such runes.
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c8a6d2 No.33563
>>33528
Nation Name: Great Race of Yith
Fluff: Once nigh-omniscient, this bizarre form of life hails from a plane of existance far, far away from this own, having fled their dying world amidst an invasion of eldrich beings beyond even themselves. Once unimaginably advanced, the paticular group of Yith that has made landfall to this world is composed of the relatively foolish and unintelligent of their kind, taking with them little of what made their kind so great. Nevertheless, their rate of thinking far outpaces mortal man, and their latent psychic abilities remain strong, their eye/s able to subdue lesser beings with a glare, whilst the most talented among them are capable of swaping their minds with other sentient creatures, even across time.
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c8a6d2 No.33571
| Rolled 59, 57, 52 = 168 (3d100) |
>>33556
Nation Name: Dice Gods
Fluff: the dice gods are a nation of chance and luck. They rarely seem to hold any grudges of any kind and don't follow any kind of real logic. They rely primarily on fate and luck magic. Both of which are notoriously unreliable.
–
Population: 100
Territory: 5
Settlements:
-[Las Vegas]
–[The fortress of DICEITUDE]
Technology:
-[Basic Tech]
Military:
-1 Basic Army
Bonus: When thing go strong, they go! Roll an extra die for Luck, the GM will say if anything else happens.
1. A wizards tower is built to progress our study of magic
2.We must gain source materials as well have the dicelings scour our territory for basic resources to be built upon (ie searching for resource I can build harvesters for like iron, quality stone, etc)
3.Lucky Lucky
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