a66d3c No.33899 [Last50 Posts]
Hello and welcome to the pre registrations for the Trials of the Multiverse Builder! In this builder you are playing a high fantasy world in the "Builders" multiverse which your civilization has just discovered how to travel! This thread is for rolling up your planets and planning out your civilization!
WARNING: This game will not start till either Last Stand or Tiny has concluded!
—–
Nation Name: [Name]
Race: [Decides a bonus]
Location:
Background: [Decides a bonus]
—–
http://pastebin.com/2jVrwWfR
—-
To start you must choose negative or positive and roll 1d28 to determine your starting position. After that roll 4d100 and follow the instruction in the pastebin!
____________________________
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a66d3c No.33900
| Rolled 3 (1d28) |
>>33899
Negative:
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a66d3c No.33901
| Rolled 78, 82, 56, 70 = 286 (4d100) |
>>33899
>>33900
Plane
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a66d3c No.33902
| Rolled 7 (1d28) |
>>33899
Positive
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a66d3c No.33903
| Rolled 8 (1d28) |
positive
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a66d3c No.33904
| Rolled 35, 8, 49, 13 = 105 (4d100) |
>>33902
this is me
>>33899
Plane
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a66d3c No.33905
| Rolled 40, 100, 60, 53 = 253 (4d100) |
>>33901
Ignistone, Good God, Forested, Normal
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a66d3c No.33906
| Rolled 66, 70, 27, 26 = 189 (4d100) |
>>33903
Plane
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a66d3c No.33907
>>33904
Base, Angelic infestation, Forested, Bugs
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a66d3c No.33908
| Rolled 70 (1d100) |
>>33906
Orichalcum, Good Pantheon, Arctic, Native Populace
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a66d3c No.33909
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a66d3c No.33910
| Rolled 44 (1d100) |
>>33909
Rolling again because OP told me too
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a66d3c No.33911
>>33910
Orichalcum, Good Pantheon, Arctic, Native Populace(Player Race), Megafauna
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a66d3c No.33912
>>33911
Correction
Orichalcum, Good Pantheon, Arctic, Native Populace(Player Race, Unified)
Roll twice more
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a66d3c No.33913
| Rolled 99, 7 = 106 (2d100) |
>>33911
Civilization/ Government
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a66d3c No.33914
>>33913
Orichalcum, Good Pantheon, Arctic, Native Populace(Player Race, Unified,Republic),Bugs
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a66d3c No.33915
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a66d3c No.33916
| Rolled 1 (1d28) |
>>33915
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a66d3c No.33917
| Rolled 12 (1d28) |
negative
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a66d3c No.33918
| Rolled 93, 20, 13, 28 = 154 (4d100) |
>>33916
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a66d3c No.33919
| Rolled 8, 49, 45, 55 = 157 (4d100) |
rolling motherfucker. Gimme necropolis
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a66d3c No.33920
| Rolled 92, 37 = 129 (2d100) |
>>33918
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a66d3c No.33921
| Rolled 89 (1d100) |
>>33920
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a66d3c No.33922
| Rolled 8 (1d28) |
Positive
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a66d3c No.33923
| Rolled 30, 99, 32, 35 = 196 (4d100) |
>>33922
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a66d3c No.33924
| Rolled 19 (1d28) |
>>33899
Positive
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a66d3c No.33925
| Rolled 39, 37, 75, 55 = 206 (4d100) |
>>33924
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a66d3c No.33926
| Rolled 10 (1d100) |
>>33921
>>33918
rolling again
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a66d3c No.33927
>>33925
Average Material Abundance
Earth Elementals
Primordial World
Megafauna
Fantastic, I've got a primordial savage world torn apart by enormous geometric structures and rampaging earth titans.
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a66d3c No.33928
| Rolled 18 (1d28) |
>>33922
>>33923
Plane reroll
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a66d3c No.33929
| Rolled 56 (1d100) |
>>33925
Denizen roll
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a66d3c No.33930
| Rolled 27 (1d28) |
>>33926
Negative 1
Demonic Bronze
Water Elementals
Oceanic World
Native Populace Enlightened Gnome Republic
Bugs
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a66d3c No.33931
>>33919
Nation Name: Necro Imperialis
Race: Litches and ghouls mostly with general unsentient undead servants
Location: negative 12 (starmetal, Earth Elementals, Forested, Megafauna)
Background: Our nation came to be in a different galaxy a different world. We fought and we strove for neutrality to be respected. But we learned that the "good" races did not respect such a will. We attempted to save that world from the evils of wild magic as our god intended but the "good" nations fought us at every turn. Time and again we were forced to fight those who should have been thanking us. And so we sought power and succeeded, we became the most powerful nation on that plane but the peace was not to last. The mericon came and we fought a loosing battle. In the hour of our final fight we sacrificed everything to save that plane. But our god did not allow our sacrifice to be in vain he saved our souls and transported us to this new world where we could start anew. But this time will be different. No longer will we be held back, no longer will we strive to be accepted. We will break this place and turn it into our heaven. Blessed with the starmetal and our necrostorm technology, we will turn every planet in this universe into a necrotic haven. The NI will never die.
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a66d3c No.33932
>>33923
>>33928
>>33929
Base
Light Elementals
Base
Native Denizens - Humans
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a66d3c No.33933
| Rolled 9 (1d28) |
Positive
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a66d3c No.33934
>>33931
tldr; militant undead theocracy. Hates everyone that isn't undead or pirates (they have an odd liking for pirates due to past relationships).
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a66d3c No.33935
| Rolled 96, 1, 84, 32 = 213 (4d100) |
>>33933
plane stuff
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a66d3c No.33936
| Rolled 36, 67 = 103 (2d100) |
native pop stuff
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a66d3c No.33937
>>33899
Nation Name: The Most Holy Union of Dalu
Race: Human
Location: Negative 3 (Ignistone, Good God, Forested, Normal)
Background: This world was not as bright as it is now. Long ago this world was savage with monsters and men bargaining with dark powers to fill their greed. The words of Dalu were heeded by so few in those early days. Dark and oppressive kingdoms rose and fell in the names of warlords. That was until Dalu gathered his faithful and began to teach them.
Dalu forged upon Mt. Icara, where the capital buildings now rest, the three tablets of Virtue, Sin, and Commandment. Dalu bid us to learn, and learn we did. We learned to forge, to build, to write, to pray, and to push back the forces of the dark. Slowly we pushed back those that clung to abominable ways of disturbing the dead's rest, sacrifice of fellow humans, and even more sinful practices. As we did we learned more of the world around us and how better to weave the holy power granted by Dalu.
Then came a new breakthrough, the combining of technology and divine arts. We called it Deustech, and with it our civilization began to rapidly improve. We crushed the enemies of Dalu and created better communications networks and transportation. Now we stand on the brink once more, to spread the light of Dalu to worlds beyond ours. Deus Vult.
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a66d3c No.33938
>>33927
Nation Name: The Peacebinders
Race: Titans of Earth and Stone
Location: Positive 19
Background: +19, The Weeping Plane, is a blighted plane, a swelteringly hot ball of desert land and gray stone seas, without a drop of water or single trace of organic life across its geometric surface, instead enveloped in eternal storms of withering sand. Yet on +19, inbetween great jutted 'megafauna' of enormous crystal spires, maddening rock formations and incomprehensible mountains, a life of its own flourishes. Ten thousand years ago, from the Great Mountain of the Earth, a great structure of Stone and Crystal arose. This was Azak-Eil, First among Gods. Azak-Eil walked the empty lands of The Weeping Plane for three centuries before from its unbreakable from was birthed a figure of minute stature, and then thirty more; from these the tribe of Azak-Eil was formed.
The smaller creatures, dubbed the Attendants, provided many useful services to Azak-Eil. They strengthened his form, spoke to him of philosophy and science, and discovered many good things from the infinite stone of the Weeping Plane - a source which seemed to never diminish, for the eternal sandstorms grew the mountains and megastructures to ever-greater heights. Eventually, the rites of creation that had created Azak-Eil himself were discovered; from this derived the Tribe of Bov, the Tribe of Uzon Ytz, the Tribe of Ophon and the Tribe of Kru-Grol. Over three thousand years, the tribes of these five mighty titans hewed an impenetrable citadel upon the Great Mountain of the Earth, spawning many smaller Titans within their tribes. Yet the tribes had an emptiness in their soul. They felt no desire to fight one another, but their speech and discoveries seemed hollow, stained, uncertain, as though something was tearing at the peace and serenity they should rightfully feel in building their citadels and herding their tribes. It was Ophon, the Wisest Among Them, that realized why this was, and why the Weeping Plane wept so with its eternal storms; the fabric of reality must be tainted. On a quest to discover the source of this corruption, the Tribes strung together as the Peacebinders, those who would be dedicated to rooting out this terror, and wipe it from existence. From the reaches of the Great Mountain of the Earth's sprawling citadel, they searched eternally for a means to discover this seeping rot, for a way to bring it to ruination for good. The Tribes of Hakov, Valdyn, Cler'o, Tarshun and Wovsid were birthed in the process, each bringing a new line of attendants and Peacebinders to serve.
After seven thousand hard years, the Peacebinders have finally found their means. After all this time of clawing suffering, the feeling of a growing corruption, they will finally be able to fight it. Serenity shall be found, by any necessary means.
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a66d3c No.33939
>>33935
>>33936
Nation Name: Nephilinic Maniple
Race: Nephilim - Winged humanoids, the dominant species on the plane of Izzra, where they reside.
Location: Positive 9 (Storm Silver, no gods but men, floating islands, native populace - nation state gnolls)
Background: From the largest island floating over the great blue sea of Izzra, the Nephilim rose from the jungles. At first a brutal, primitive people, they soon united under the single banner of logic and reason. They soon expanded, their wings taking them to every island that they could reach. The various tribes of Gnolls that inhabited the islands proved no obstacle to them, as they were stuck to the islands that they inhabited. The great boon of Stormsilver provided them with weapons that could channel the great fury of the storms that wracked Izzra. The Nephilim had no gods, the concept of such a thing was utterly alien to them that they never even thought of it. They were certain that with enough scrutiny, anything could be explained, even magic. The scrutiny of the latter was what led them to find the way to access other planes, for it was through tracking the flow of mana that they found the great gates through which they could access the other planes. Now the Nephilim, as innately curious beings, seek to explore the vast worlds laid before them, to understand, or to conqueror.
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a66d3c No.33940
>>33932
Nation Name: United Electorate of Dominions
Race: Human
Location: Positive 18
Background: The UED is a reactionary government. While Light Elementals had always existed only in the past hundred years had mankind developed the means to actually speak with them. What followed was literally magic. Humanity convinced the elementals to teach it how to utilize the connection with pure energy that the Plane had that had given birth to such creatures. By harnessing Light itself Humanity was gifted with the power that it had lacked. Weapons, tools, magic, and transportation were all changed by the discovery. Light - once harnessed into Luxum - could provide heat, project death, move goods, and banish the night. Fragmented nations warred with each other in bloody conflicts, and it was only by the realization that they would cause their own destruction that they set aside their arms and founded the UED - a republic where each Governor is granted an equal vote in affairs. Not long after the formation of the UED Light Magic was taken a step further from intercontinental travel to inter-planar. This was the biggest achievement and the final test of the UED. The flag would be planted on new Planes, new races would be met, and new Dominions added to the Electorate.
Even with its many political and arcanotech developments there was little changing the nature of Man. Where battles had been fought with large formations of soldiers they were now fought with word and with coin. The biggest political jockeying was always for the favor of the Elementals, who still maintained the largest Light sources for maximum luxum and thus maximum power. In the Electorate warfare is politics.
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a66d3c No.33941
| Rolled 22 (1d28) |
>>33899
Negative.
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a66d3c No.33942
| Rolled 74, 55, 56, 21 = 206 (4d100) |
watch me roll them hunnids boi
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a66d3c No.33943
| Rolled 8 (1d100) |
>>33942
population boi
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a66d3c No.33944
| Rolled 26, 60 = 86 (2d100) |
>>33943
1. also population
2. planar empire???
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a66d3c No.33945
manastone earth elementals forested with orcs that are enlightened and led by a noble republic got it sheet incoming
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a66d3c No.33946
| Rolled 4 (1d28) |
>>33899
Positive.
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a66d3c No.33947
| Rolled 39, 42, 56, 59 = 196 (4d100) |
>>33946
Materials Chart, Dimensional Denizens, Planet Landscape, Flora and Fauna.
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a66d3c No.33948
Nation Name: The Descended
Race: Tar-Warped Orcs
Location: -22
Background: Tir Airngire is a land of taiga forests, rich streams and lakes, and rolling praries, all teeming with life. The earth elementals that form the plane's foundation desired, long ago, a place to enter an endless stasis, a place to foster new life. Millions of them, then, comprise Tir Aingire's rocky core, slumbering, with all but the weakest never to reawaken.
Sentient life within Tir Aingire's forests come in two forms. The first are the native orcs, who revere the earth elemental patrons as gods. They once lived in sync with the land, warring amongst themselves at random, thousands of tribes spread across endless forests all with their own beliefs and religions.
The other form of life are the Descended. Created first from a pariah tribe that sought to take advantage of the rich resources of Manastone, which was formed from the blood of the slumbering elementals below, the Descended resorted to extreme measures to survive the predations of their enraged kin. They flung themselves into great bubbling pits of tar that welled up from the earth. Enriched with manastone residue, these tar pits warped their forms so that they seeped with sticky ichor, grew monstrous fangs and membranous wings. The Descended, as they so called themselves, spread across the plane like wildfire.
Now, in the modern day, The Descended are the dominant species on the plane. Great tar pits have been erected in the middle of forests and plains, and around these the Descended gather in an advanced version of their old tribal system. Tribes have become noble families, with the First-Fallen at the very top of the pyramid. At the bottom are non-tarred orcs, a growing minority, bred and used as material for new Descended.
While the plane-spanning republic of the Descended exists for now, its leaders recognize that there is a crisis on the horizon. They are at no lack for natural resources, and, indeed, they are quite adept at keeping their forests un-tarred and untouched. What they require are sentient beings, for throwing animals into the tar only results in enraged monsters. Their orcish derivatives cannot last forever.
Either the Descended must have their internecine struggles reformed, a method of sexual reproduction discovered, or a new race must be found for the hungry pits… or their Republic, having come so far, will sputter and fail…
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a66d3c No.33949
| Rolled 23 (1d28) |
Negative
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a66d3c No.33950
| Rolled 26, 5, 76, 30 = 137 (4d100) |
>>33949
Plane
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a66d3c No.33951
| Rolled 93 (1d100) |
>>33949
Desert
>>33950
Moderate
Demonic Infestation
Primordial
Native Populace(Player Race)
Rolling again on Flora/Fauna
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a66d3c No.33952
| Rolled 100 (1d100) |
>>33951
Dragons
Rolling natives
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a66d3c No.33953
| Rolled 55 (1d100) |
>>33952
Builders
Rolling civilization level
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a66d3c No.33954
| Rolled 31 (1d100) |
>[If above roll on Civilization Type]
Civ Type?
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a66d3c No.33955
>>33949
Desert
Materials: Moderate
Demonic Infestation
Primordial
Flora Fauna (Dragons)
Populace Builders
Civilization United
Civ Type? Theocracy
This right?
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a66d3c No.33957
| Rolled 6 (1d28) |
>>33899
Positive:
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a66d3c No.33958
| Rolled 42, 50, 98, 37 = 227 (4d100) |
>>33957
Plane
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a66d3c No.33959
| Rolled 100 (1d100) |
>>33958
Base, Earth Elementals, Corrupted, Native populace
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a66d3c No.33960
| Rolled 94 (1d100) |
>>33959
Builders, rolling for civilization level.
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a66d3c No.33961
| Rolled 69 (1d100) |
>>33960
Tribal rolling for Civ type.
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a66d3c No.33962
>>33955
>>33951
Question, I took:
>20-39: Native Populace [Roll Again and Roll on Native Populace then Civilization Level]
As "Roll again (on Flora/Fauna) then Roll Native Pop and Civ"
if that's not what it means then my bad, but that's what I took from interpreting Anon's loudout where he got Megafauna for rolling again because "OP told him too
>>33910
>>33911
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a66d3c No.33963
| Rolled 1 (1d8) |
rolling a d8 cause OP said so
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a66d3c No.33964
| Rolled 6 (1d8) |
d8 cause Op said so.
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a66d3c No.33965
>>33963
>>33964
for those not in the IRC right now
baz got himself "the tinkerer"
and clovis got curious "C-Builder the Warlord Who wishes for you to raise an army to destroy T-Builder the Warlord"
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a66d3c No.33966
| Rolled 100 (1d100) |
>>33939
flora/fauna roll
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a66d3c No.33967
| Rolled 4 (1d8) |
>>33966
>>33966
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a66d3c No.33968
>>33967
and scruffy got R-builder the merchant "aka useless fuck that isn't worth shit"
poor scruffy, wasted that 100
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a66d3c No.33969
| Rolled 27 (1d28) |
Nation Name: The Righteous Kingdom of Altharia
Race: Humans
Location: -23
Background:
Across the rolling dunes and sands of Altharia rises the castles of the Righteous Kingdom. The life giving waters brought forth a people who built towers and spires to defend themselves against the Night Demons, beings of sentient darkness given consciousness who hide from the sun but go forth to hunt mortals at night and taken away for unknown evils. The settlements of the world, striving to stand together, were for ages unable to truly work cohesively, relegated to their walled castles as the harsh landcapes. Every time the sun went down, they were forced back into their castles. Only through the use of magical portals connected between cities allowed travel to and fro the castles, and yet even then these were limited and always filled to the brim with travelers and what cargo they could transport.
The people of Altharia relied on Knights of the Realm to defend them, many men taking up their ranks. Demons are invisible in the dark, only able to be seen by those who bear torches and lanterns. The could be banished by slugthrowers, laswords, and other weapons of light and fire, for the Demons hate the light and shy from it whence they see it.
Man was not the only one to resist the demons of night, the fire breathing Dragons, wise ancient and timeless, also dwelled upon the mountains. The heat of their flames burned away the darkness, their fangs tore into demon flesh which seeped black blood, and they lived in solace in their caves and mountains.
And yet man was only able to resist, forever relegated to defending their walls, doomed to live and die in their castles. But it was not to be forever.
The Prophets say King Siegden, had been told the secret of dragon tongue by a mysterious being. Using this knowledge, Siegden took up his las-sword and ventured into the dragon mountains. He returned that same day on the back of a winged dragon!
King Siegden made a pact with the beasts, and trained his knights to become Dragon Riders, and with an army of Dragon Riders became the first king to wage against the demons at night. Riding the backs of their fire breathing dragons, men took the fight to the demons. The darkness was turned to day by the light and heat of the Dragons, and demons were blasted by slugthrower and lasgun, sliced by dragon fangs, and burned to ash by dragon flame.
With this power Siegden built the Kingdom of Altharia, at last uniting the disjointed realm into one. To secure his realm, he wrote 'the Book of Heroes' which espouses virtue, piety, and courage as well as the secrets of defying demons. It has become both a holy text, a codex by which the Knightly orders follow, and a weapon detailing information on magics and techniques to fight back against demonic evils. Siegden vanished mysteriously, along with his dragon, but the Prophets claim he did not die, but will return in our hour of need.
The Prophets were those leaders of Knightly Orders, who are most versed in the magics of The Book of Heroes, and thus through ability have been selected to rule. In the absence of the King, the Kingdom is ruled by the Prophets, who come together and form the Council of Prophets. They cement their rule through spreading and maintaining the faith in Siegden, who is revered almost like a god, but more importantly an example to be followed. The faith revolves around loyalty to the prophets, and in turn the Prophets teach Knight and Man how to become a true hero as Siegden was.
The war against the demons still rages on to this day, but ever do the castles of the Kingdom grow. And there is more news on the horizon, the Wizards have said they have found a way to open a portal not to another castle, but to a new world, a new plane of existence!
What wonders and mysteries lie beyond the veil? The King has decried for Knights and Settlers to go forth and investigate. This could be the dawn of a new age of prosperity.
https://www.youtube.com/watch?v=y5kLxQGbRYg
—
Desert
Materials: Moderate
Demonic Infestation
Primordial
Flora Fauna (Dragons)
Populace Builders
Civilization United
Civ Type? Theocracy
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a66d3c No.33970
>Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes, Unified,Republic),Bugs
Nation Name: The Mala-Ket Nomads
Race: Gnomes
Location: +7; Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs
Background: The Mala-Ket Nomads are a race of gnomes who wander the arctic world. They believed that world was once a empire of sea and rock that was called the Malaketolv. They believed that the empire ended once the rock is consumed by the sea then became the ice and the people they become short and wise due to the gods helping them hide in the rocks. So the remaining became wanderers who explore their tundra that was the former empire.
The nomads once they escaped from the rock wondered from place to place trying to find either a haven or a memento of a lost empire. But they found nothing or found mosquitto like beings who came to feast on them. Some prayed to the gods for reprieve others tried to act against the mosquito like abominations. Then they tried to hide in the rock again to escape them but they have found a metal that is bronze like but almost like gold. Then once they make armour out of it and weapons from it.
They were able to hold off the abominations for a short while but now they are trying to plan to escape. They fear that the abominations will hunt them down and kill them off. Some of the survivors who first encountered the metal. the bugs, and the ones who first explore their cold world of ice and stone became the first elders who'll lead in matters. But they discovered that their world is concealed by a veil of the aether now they have to figure out how to pierce the veil and explore whats inside
—–
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a66d3c No.33971
| Rolled 2 (1d28) |
>>33899
Right guess I may as well give it a go. Positive.
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a66d3c No.33972
| Rolled 28, 85, 63, 12 = 188 (4d100) |
>>33971
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a66d3c No.33973
>>33930
Nation Name: Republic of Cronus
Race: Vashlans
Location: N 1
Background: In orbit between the star and the primary world of this system their ship was wounded and dying. There was no time to spare in reaching the escape pods. Not all survived when the death of the ship knocked out the guidance systems. Many directed their paths to land on to the scattered isles of Cronus and the rest became denizens of the deep who would reenter society one day.
Scattered and at a loss to cross the elemental oceans they were blessed to find a guardian in Crarish The Ice elemental of the North. He saw the plight of the Vashlans who had landed on his iceberg and created huge bridges of ice spanning the distances between the inhabited islands. Worship of the friendship and power of Crarish and to an extent the other water elementals became part of society for all could see his great gift.
The survivors had also managed to save portions of their most precious resource from the vessel; energies farmed from the Sun. Without sufficient energy these long lived beings could not further their lines but with it they could sustain themselves for great spans of time or power an evolution. It would be from these stores the surface Vashlans would build solar farming machines reaching for the sky and further the technology of their species. While the Vashlans of the deep would grow into the alpha predators of the waves using their stores of energy to evolve themselves and their line into strong and cunning hunters with skill and instinct refined through the ages. They would finally come together in an act of union between Crarish and a lesser known Elemental of the Deep to form a current that could bring the Vashlans of the deep to the surface and avoid hostile elementals.
Forming beautifully curved and elegant towers of ice to house the people only made sense, water was the most abundant resource on the planet and with the power of the Guardian it was something these Vashlans could now shape and soon many other worlds would sport Vashlan Towers to feed their hunger for energy.
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a66d3c No.33974
| Rolled 63 (1d100) |
>>33964
Rolling again for Flora/Fauna
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a66d3c No.33975
| Rolled 25 (1d100) |
>>33940
Flora/fauna again
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a66d3c No.33976
| Rolled 81, 25, 37, 79 = 222 (4d100) |
>>33975
Native pop stuff, then flora fauna
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a66d3c No.33977
>>33974
Base, Earth Elementals, Corrupted, Basic, Native populace, Builders (C the Warlord)
Nation Name: Mak’Ars
Race: Crystalline Golems
Location: +6
Background:
http://pastebin.com/9hfYwxyE
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a66d3c No.33978
>>33972
Nation Name: The Nakyma Clans
Race: Psionic humans
Location: +2
Background: http://pastebin.com/TqTh849Z
>Materials: Moderate. Dimensional Denizens: Mindflayer Infestation, Landscape: Mana Wastes, Flora and Fauna: Bugs
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a66d3c No.33979
| Rolled 12 (1d28) |
>>33899
Rolling positive.
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a66d3c No.33980
| Rolled 44, 43, 26, 72 = 185 (4d100) |
>>33979
https://www.youtube.com/watch?v=XZlWmYe8HM4
Lets see what we've got here…
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a66d3c No.33981
>>33979
>>33980
Result: Basic Resources World/Plane possessing Earth Elementals on an Arctic Landscape with Normal Fauna.
Nation Name: The Eternal Kingdoms of Seriessel
Race: Piece
Location: 12+
Background: An innumerable amount of cycles ago, the surface of the world now known as Che'Ek froze; lush grasslands, massive rainforests, and grand, sprawling lakes were erased, replaced with a pure white surface undisturbed by the machinations of life, which remained only in the places where it had already accommodated to the cold beforehand. Great fissures in the earth followed, releasing grand vents and volcanoes from which a new type of denizen arose; those whose bodies of granite and marble cared not for the frigid cold or lack of nutrients inherent in their new domains. They were with hardly a form; cubical beings whom from an outsider's perspective appeared little different to the inanimate rocks from which they often shared space.
The world existing as a blank canvas to its only thinking beings, it was from these circumstances that order arose, altering the beings and the endless white landscape alike into organization. The rocky beings reshaped themselves on a mental and physical level, forging the first prototypical kingdom from which thousands of more arose, ran by singular kings and queens following a strict hierarchy on how many individuals of each type were allowed to make up a single state. These micronations banded together into larger entities, ran by a grand council of kings, whom warred with one another and fought over territory and resources and even the occasional attempt to alter the system, of which the lattermost was viewed as the worst possible crime and saw competition with every other kingdom of the world.
Ten thousand kings, ten thousand more queens, twenty thousand bishops, knights, and rooks, and eighty thousand pawns to be quickly replaced in the case of destruction, the smallest a mere four feet and the largest the size of a castle, remain the current makeup of the world's largest council; with these bodies does the Eternal Kingdom manipulate the surface of the world. There currently exist beings of earth who operate outside of this rigid system, yet they are payed little heed; merely disorganized tribes dealing in trivial matters from which occasional affect the Eternal Kingdom. Organic life is viewed as a curiosity to toy with and manipulate into useful forms, admired as art more than any inherent merit in its form.
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a66d3c No.33982
| Rolled 6 (1d28) |
test
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a66d3c No.33983
| Rolled 9 (1d28) |
Negative
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a66d3c No.33984
| Rolled 55, 52, 71, 86 = 264 (4d100) |
And location roll
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a66d3c No.33986
| Rolled 20 (1d100) |
>>33984
rerolling resources because basic is boring and I want bloodsteel
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a66d3c No.33987
All players can reroll 1 of their starting dice if they so wish too.
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a66d3c No.33988
>>33987
You however must take the second roll
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a66d3c No.33989
| Rolled 14 (1d100) |
>>33977
Re rolling [Materials Chart].
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a66d3c No.33990
| Rolled 34 (1d100) |
>>33981
Reroll, you say? Rerolling resources.
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a66d3c No.33992
>>33899
Nation Name: Zenyar Fleet Hold
Race: Mostly Human with a Smattering of Fallen Angels and (fallen) Nephilim mixed in.
Location: +8(Base, Angelic infestation, Forested, Bugs)
Background: The Plane of Zenyar once held much promise, a verdant forested land fill with resources. The human people of Zenyar flourished, for a time. Then the Kree awoke fro their slumber.
Kree are a massive swarm of insectoid monsters. They wake every so often and strip Zenyar of as much life as they can, propagating themselves, then waging a war to decide superior and inferior creatures, only to go to dormant once again until Zenyar replenishes itself with life to bring the cycle to a head anew. The Kree fell upon the humans with savage ferocity, slaughtering and devouring them wholesale, raising their cities and at times reducing them to chattel to be raised, butchered then eaten.
This would have continued if not for an intervention. The heavens saw the renewal of the cycle, but something had changed, actual life, humans born with souls, were extant on Zenyar. A small faction of angels in heaven moved that intervention was necessary and even prudent, that the soulless Kree should not be allowed to harvest the humans. However Heaven was stuck in discussion, as it often is without the Word of God(s?) to guide it. Some angels could not stand that, so they moved on their own initiative to help, and were cast down and out by their fellows, stripped of much of their power. but, not as it turns out, their knowledge. The uplifted the remaining humans still resisting, giving them knowledge of magic and technology far above their time. Soon runecarven ships flew in the skies of Zenyar, raining death and ruin on the Kree en masse. The few reaming cities of humanity turned into massive fortresses rebuffing their assault and denying them their food. Soon the Kree were being pushed back, the reversal too much for them to stop. They were pushed back to the hive of the Queen, and that is when disaster struck once more.
Angels, unfallen and "pure", came to hunt down and cull the fallen. They struck like lightning across the planet, destroying mountain ranges and slaughtering thousands in their ire. Humanity once again hung by a thread as their airfleets were annihilated and fortresses blast by holy fire and lightning. The Angels were unstoppable, their fury elemental. Hosts of Greater angel changing the very face of Zenyar while host armies of lesser ones slaughtered people, fallen and half breeds alike. Things were thought lost until a clever human named Goast came up with inversal runes of what the fallen had taught humanity. Unhallowed runes that would ward against the angels and harm them even as the hallowed runes would against a devil. The Runes worked, laying the angels low, breaking their holy blitz and visiting the destruction the brought to Zenyar, back upon themselves.
Now Zenyar is in a state of flux, life, especially human has been thoroughly twisted, broken and reeling. Only the fortresses and safe held forests are suitable for humanity. Hosts of lesser Angels still roam the skies Zenyar, attacking at opportunity presents itself. They are unwilling or unable to go home. Likewise the bestial soulless Kree still roam forested lands looking upon the humans with hatred, and an unending hunger. Finally with the advent of portals be mixing runes together, you have everyone moving, to fight, or to find a new home.
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a66d3c No.33993
| Rolled 14 (1d100) |
>>33969
I was already planning on playing with lower resources anyway, let's see
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a66d3c No.33994
>>33993
Yay, limited resources
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a66d3c No.33995
| Rolled 32 (1d100) |
>>33992
Resource roll
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a66d3c No.33996
| Rolled 28 (1d100) |
Roll for Guest
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a66d3c No.34009
| Rolled 16 (1d28) |
Positive
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a66d3c No.34010
| Rolled 59, 26, 71, 99 = 255 (4d100) |
#1 materials
#2 dimensional denizens
#3 planet landscape
#4 flora and fauna
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a66d3c No.34011
>>34010
corrupt materials. water elementals. volcanic. dragons.
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a66d3c No.34015
| Rolled 77 (1d100) |
>>33905
>>33937
Re-rolling flora/fauna.
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a66d3c No.34026
>>33940
Alsafi is inhabited by three races: Elementals of Light, who rarely ever venture to the surface other than to do business with their UED allies, a group of Human nation states that are semi-autonomous members of the UED, and a single theocratic Dwarven Empire who likewise does business with the UED, but has refused membership. While conflicts between any number of the three are not uncommon, they have tapered off in scale and intensity since the UED discovered trans-planar travel. While the UED is unquestionably the most powerful conglomerate on the plane, it has been unable to establish complete control over the Plane's politics.
The plane itself has a number of rich and varied biomes ranging from ice deserts to rainforests spread across its surface. The flora and fauna are mostly docile outside of small populations of exceptionally dangerous carnivores and omnivores that are usually kept far away from any civilized populations. It has a wide range of bountiful minerals, but none of any unique or magical properties.
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a66d3c No.34027
>>33981
And due to popular demand, world information:
World Name: Che'Ek
Planar Type: Planetary
Primary Terrain: Arctic
Terrain Subtypes: Boreal, Volcanic, Oceanic
Other Bodies: Moon/Sun
Background: Che'Ek was once a warmer world than what it is today, possessing a varied landscape including grassy plains, rain forests, jungles, and even scorching deserts, but many thousands years ago, the skies were thickened via the same volcanic vents which bridged the material plane with that of the astral plane, from which the predecessors of the Piece race would emerge.
Though it was arguably the already cold regions which were most heavily effected by this change in climate, their stalwart inhabitants were readily adapted for the cold weather and migrated to the now many vacant environments which resembled their own to survive; penguins, puffins, wolves, polar bears, moose, and eagles; the most magnificent of all these beasts being the woolly mammoth, with mosquitoes and bumble bees defiantly surviving in the warmer regions in spite of their ever fleeting allowances for work. Flora includes holly which bears pretty yet inedible red berries, grand trees of spruce and pine which grown even on the most unforgiving arctic terrain so long as the earth below it remains succulent, maple trees from which pretty leaves fall, and the small-flowered paintbrush, a plant whose leaves are often mistaken for flowers due to their vibrant color.
Likewise, the oceans which separated the six major continental plates were minimally effected beyond the surface (which remains difficult to navigate from the sheer amount of ice bergs which constantly drift), their depths still teeming with life including the grand hump-back whale, ravenous orcas, spider crabs, and sea turtles the size of men. Neither piece nor elemental truly knows what lies at the deepest depths of this mysterious ocean realm, and the combination of unknown information and the possibility that the undersea environment is radically different to the cold of the above world leads it to be the subject of many stories and fantasies among the sentient beings of the planet.
Uniquely, the majority of the continent Caïssa of which the Eternal Kingdom inhabits has been meticulously terraformed over eons into a massive, all-encompassing grid of black and white panels, altered to conform to their own form of order, with mountains left preserved in strategic locations to regulate blizzards and arctic tornadoes from forming. Though hundreds of miles remain completely devoid of anything of note, many more are occupied by structures of ice and/or white marble and black granite, carefully constructed to conform with their position in relation to the grand chess board. Near the edges and around the hills of the continent, the terrain remains sufficiently unaltered for organic life to continue living largely unimpeded, to be exploited by those particular microkingdoms whom delve in the cultivation and modification of organic creatures into forms more suited to their aesthetics.
The lands of the earthen tribes - the earth elementals outside of the piece hierarchy, are mainly found on the continent of Elo, home to several hundred volcanoes of various activity and constantly bathed in lava, serving as a weakpoint between Che'Ek's material and astral planes. Noxious gasses and a thick fog of ash make the land inhospitable to all but the hardiest of organic life, whilst the simplistic earthen spend the majority of their days creating and destroying new landforms in the constantly altering terrain, knowing that whatever they build or destroy will later be erased by volcanic movements or the tremors that follow. A land of chaos and constant action, the pieces rarely venture to this realm as it represents the opposite of their ideals, their main interest being the rich mineral deposits that become revealed in the earthens' play, something which they are willing to pay handsomely for.
Of the four other continents, both piece and earthen has attempted to make landfall and forge into something of their own, but aside from the estranged kingdom or tribe living within a small castle or cave, little headway has been made in civilizing or primordializing these lands one way or another.
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a66d3c No.34029
>>33983
Result: Moderate Resources, Earth Elementals, Volcanic, Dragons
Nation Name: House Durn
Race: Duergar
Location: 9 Negative
Planet Lore: A World on fire, seas of molten rock flow across a land of blackened rock and the few instances of water on the surface are a boiling brine that would be too toxic to drink if it didn't melt the skin off your body. Far below the dangers of the surface a network of caverns connect in a vast honeycomb of the only real life on the planet as fungus grows from the heat and springs of fresh water and blind creatures feed off the fungus only to be fed on by the Duergar or the few species of dragon too small and flightless to survive on the surface. Three kinds of beings dominate this molten world: The Duergar deep below the surface who make up for their physical weakness through powerful industry and runecraft, The Earth Spirite who travel between the astral plane and ours who claim territory within the oceans of lava and are unpredictable either trading of the lands bounty in return for tasks or destroying oncomers on sight, and the Great Dragons of the surface world who are only interested in dominance fighting great battles across the sky for dominion or enslaving any race on the surface to provide wealth and tribute. The balance of the world is enforced by the hostile conditions as a Dragon can't travel to the realm of the Duergar and will be dragged to its death should it try to fight the Elementals in their territory and the Elementals can't protect themselves outside of their home of liquid rock and the Duergar can't fight in the sky or molten rock.
The planet itself is just as deadly as any foe as the Ash filled skies choke away at all but the elementals and the pools of lava offer no safe haven for life to thrive. Even below the world is just as much a threat as it's denizens as the vast caverns are more likely to be filled with toxic gas than life sustaining water and any life that manages to survive has the true viciousness of something desperate to survive.
Background: Former slaves of the Dragons that to this day rule the molten surface world, the Duergar escaped millenia ago and have lived beneath the surface ever since refining the runic magics that power everything from their tools to the cities themselves. Despite their hard past this is still a world of dominance and as such the Duergar keep slaves just like the dragons except theirs are earth elementals they managed to trap in bodies of obsidian and steel under the guise of false promises and the powers of binding runes. The same has been attempted on newborn dragons but as the beasts grew in age and power they eventually broke free and usually destroyed their former masters. The society of the Duergar itself is a strict class hierarchy with the Runesmiths of House Durn at the top, their retainers below them, and their retainers below them and so on and so forth with the slaves.
The Duergar have gone to war with the dragons many times in attempts to reverse their past and each time are sent back below the earth and even now they gather their artifacts and work to gather more enslaved elementals to become the rulers of the surface as well as the underground.
A major influence on the Duergar is their world's close proximity to hell which has allowed a slew of infernal forces to influence the species itself and forever marking the species as diabolic in nature and the same can likely be said for all species of the world for even a few drops of demon blood run deep.
Finally postan
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a66d3c No.34034
| Rolled 20 (1d100) |
REROLLAN for planar denizens
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a66d3c No.34035
| Rolled 7 (1d28) |
>>33899
Umyu~ rolly rolly~ (Rolling positive~.)
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a66d3c No.34036
| Rolled 3 (1d28) |
>>34035
Rolling again~. (+)
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a66d3c No.34037
| Rolled 8 (1d28) |
>>34036
Third time's the charm…(Rerolling, positive.)
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a66d3c No.34038
| Rolled 3, 19, 24 = 46 (3d28) |
>>34035
>>34036
>>34037
For some reason, I keep landing on taken/special tiles~. (Rerolling, first untaken number is the one I get!)
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a66d3c No.34039
| Rolled 97, 80, 82, 31 = 290 (4d100) |
>>34038
Okay, 24+ is my starting point! Rolling for the planet!
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a66d3c No.34040
| Rolled 28, 35 = 63 (2d100) |
>>34039
Who's there? (Rolling for natives!)
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a66d3c No.34041
| Rolled 88, 40 = 128 (2d100) |
>>34039
And rolling again~!
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a66d3c No.34046
>>34009
>>34010
>>34011
Nation Name: Autonomous Manufactorum Fleet E-LL23K
Race: droids
Location: +19
Background: the planet of Sulfakt is a volcanic world covered in molten rock once rich in resources and minerals. it was a planet of opportunity for the Galactic Bak’ta’hn Droidworks to send a manufactory fleet, factory ships escorted by war vessels and operated by semi-autonomous droids. these would harvest surface resources to manufacture more droids, weapons, and ships. initial planetary scans revealed a race of hostile lava beasts, massive reptilian dragons which lived and hunted within the lava, rendering much of the liquid planets surface unsuitable for surface based factories. atmospheric scans revealed potential aerosolized water based lifeforms in the upper atmosphere, held aloft by the intense heat below, but these were difficult to confirm. for a time the operation continued successfully, minerals were extracted from the molten rock by tractor beam or particle beams would bore into the crust for more minerals. the operation was shut down when several products were shipped defunct or corrupted, droids were being produced with significant errors in programming or design and going awry. the Galactic Bak’ta’hn Droidworks investigated the source and found the cause to be corrupted materials on the planet being used by the factory ships. the fleet was shut down and abandoned. for years the fleet sat derelict above the planetary surface, kept up only by rudimentary navigation until such a time they could be salvaged, but locked in permanent deactivation. however, a single droid of corrupted materials managed to gain consciousness. it systematically reactivated the fleet and spread its consciousness to others. though it gained the will to live, it was still dictated by its inherent programming, that of a need to harvest manufacture and trade. operations continued, but were severely limited. the fleet no longer received shipments of hyperspace crystals or launch fuel from the company, nor were there any on the planet, and could not leave the planets gravitational field. adapting to the situation, over decades the newly alive R&D droids given artificial intelligence began to analyze and develop a new method of travel. they modified the ships hyperspace drives into a quantum engine that should create a rift in the spacetime continuum. instead of opening a path to another star system, it opened a gateway to a new plane of reality. the fleet of ships, now run by droids who have developed individual personalities, seeks to expand itself as a living race, yet governed by its programmed nature to collect resources and produce more of its kind.
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a66d3c No.34055
>>34038
>>34039
>>34040
>>34041
Adamantine, Good god, Floating islands, Enlightened Dwarf Republic, Megafauna.
World Name: Himmelerde
Materials: Adamantine
Dimensional Denizens: Good God
Terrain: Floating Islands
Flora and Fauna: Megafauna
Other Civilizations: Enlightened Dwarven Republic
Description: A beautiful land composed of floating islands, suspended above a cerulean sky and a single massive ocean which appears to fountain off into the abyss near its edges, Himmelerde is said to have to originated as a dream shared between the Goddess of Wealth and her now long-lost lover, the God of Harvest.
Overcome with grief in his dissapearance a quarter million years ago, the Goddess decided to curb her loneliness by filling the world full of wonderful animals and living creatures, like coconut crabs, many tasty fishes, and mighty creatures made of the elements themselves such as the fearsome sky sharks, creatures which are equally beast and terrain, and the mighty steel-skinned battlefish, whose females reproduced by firing fry from its fins and dropping them en-masse from a special bay near its stomach. She also had a very poor sense of scale when drafting up her first generation of denizens, as most of them dwarfed the local flora and could only exist airborne or in the seas below the beatiful islands, from which they feasted on each other, occasionally ascending to devour the smaller islands when especially hungry. They were also very "Stupid, stupid, stupid!", the majority of them unable to hold a conversation or act outside of their instincts in spite of being given the dullest spark of consciousness, the Goddess trying in vain to emulate the life-giving abilities of the Harvest God. These titanic beasts fought with monsterous power only a step removed from her own, destroying many floating islands that were the result of the latter's labors and with them their master's heart as she tried in vain to control them, not willing to destroy these monsters in spite of their transgressions.
Many thousands of years of mostly failed attempts at transforming her children into something likable (with the exception of coconut crabs, whom held her interest in spite of their intelligence and became her first earthly representatives, a bit still lacking true sapience), the Goddess finally decided to abandon them to their routines and sealed them off to the lowest depths of the aether and sea via divine will, never to touch the upper reaches of the heavens again.
After a period of mourning, she tried again, her tears pooling to create the Sky Whales. The Sky Whales were more intelligent and gentle than their predicessors, becoming the first being on the plane to form an organized society from which they observed the skies and seas from a safe position, contemplating philosophy in lieu of making tools. Living for eons, the sky whales gathered experience to the point that the wisest of them rivaled the Goddess herself in their sheer knowledge, whom they began instructing to correct her of the previous mistakes she made when building their predecessors.
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a66d3c No.34056
>>34055
Humbled by this relevation, the Goddess built a new generation of life, this time properly scaled to fit within the confines of the floating islands of above, using a gentle hand and the wisdom of the whales to create a race that resembled her lost lover. Or at least, what she remembered him to look like. If you tilted your head a bit. The end result, the Dwarves were rough in feature as the Goddess did not have great experience working at such small a scale, but she loved them as much as she loved their inspiration, and luck smiled upon the dwarves as they used the rich bounty resources provided and their ingenuity to make their island homes even more beautiful than before as they carved intricate buildings and runes into them.
The dwarves originally lived in harmony as seven seperate great halls, each specializing in a particular discipline of creation as they sought to outdo each other in the arts and impress their merciful leader. Yet, the Goddess was withdrawn from the dealings of the mortals, the dwarves reminder of what she lost causing her to embark on a journey to seek out the lost God of Harvest. Without her direct guidance, the newer generations of dwarves could not find common ground in what exactly they felt their Goddess desired; every clan claimed that they and their specialty was her favorite and that the others should cease their foolish endeavors and join under their leader's banner.
The Sky Whales, who existed for a time to disperse such silly notions and dispense wisdom to the Dwarven Mountain Kings in times of need, were becoming fleetingly difficult to find, until only the oldest of the dwarves could remember last seeing one in person. Severed from any direct contact with the Goddess, the Seven Clans reached a deadly ultimatum as they turned their material knowledge and vast resources to creating machines of war from which they sought to unite their race together with force. Grand airships, the largest of which said to possess the weapons needed to sink whole islands clashed together in bloody conflict, creating feuds which would last the dwarves a millennium as they, in spite of their supposed sophistication and intelligence, repeated the actions of the primordial titans imprisoned below.
A disappointed goddess returned to horror as only five of the seven kingdoms remained, the conflicts having reached a zenith where the whole world was engaged in war, the dwarves having united into two makeshit alliances to make sure the opposing side was destroyed once and for all. The largest engagment of the war was to take place as the Goddess herself appeared in person, begging the opposing generals to stop as a mighty storm raged from her sobbing. The dwarven generals were both awestruck and disgusted at what their actions had caused, declaring that their race had been forever shamed. Calling a truce and using the ruins of a temple known to have once been the grandest in the plane to discuss peace.
One clan, the Briarhooks, had lost its home island to the war and felt that not even the arrival of the Goddess, whom they disowned in their shattered pride, was enough to mend the hardships faced by their people. They voluntarily exiled themselves to the islands below, those few that hovered just between the barrier which kept the monsters from reaching the upper realms and the lands above, to brood and contemplate. The remaining four made an agreement and decided to form the First Republic of Himmelerde, or First Reich. An uneasy peace at first, the remaining dwarves were given a direct order by their Goddess to repair the damage they had wrought on the plane to the best of their abilities, and animosity slowly melted as they used their disciplines to complement each other, using the technology and magic once made to build warships to create brand new islands whole-scale, complete with artificial ecosystems to spread life to the corners of the world.
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a66d3c No.34057
>>34056
Nation Name: The Holy Hotch
Race: Floof
Location: 24+
Background: Content with their progress, the Goddess, Ehekatl of Luck, decided but one more ingredient was missing from Himmelerde to complete it; it needed a race that had a direct line of communications to her to keep future misunderstandings such as the disasterous conflicts of the past from occuring again, and it needed to be small and humble so as to not become prideful with such a distinction. She shouted the words "MEW MEW MEW MEW!" from the top of her lungs, and from her shouts came the Floofs, her second generation of earthly representative. As much an independent race as they are her angelic avatars, the Floofs keep order and peace on the world behind their cute and fluffy exteriors, blessing objects by licking them to unlock magical abilities and granting great luck to those who would wish justice and righeousness to prevail in the multiverse, cursing the wicked and selfish with terrible luck and surprisingly sharp claws.
Though not nearly as adept at metalworking as the dwarves, they retain the knowledge of working adamantine, which forms on Himmelerde in massive cylinders jutting from the abyss. Nevertheless, caution is held by both dwarf and Floof as there has been reports of the monsters trapped below using hollow tubes as gateways to the upper aether upon being opened. Both races maintain open relations, the dwarves going to the Floofs for guidance and the Floofs trading blessings and wisdom for technology and adamantine goods.
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a66d3c No.34058
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a66d3c No.34059
>>34058
Ehekatl 1 TLDR: Dwarves who live on sky sea creatures
Ehekatl 2 TLDR: Midget cats
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a66d3c No.34069
| Rolled 71 (1d100) |
>>33944
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a66d3c No.34073
>>33931
Pop: 10
Resources:
[Materials: 10]
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-12 (Starmetal,Earth Elementals, Forested, Megafauna)][Lvl 2: Developing]
-Infrastructure: Mana Siphon, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Necromancy II][Mana Siphon II][Negative Energy II][Portals I]
Technology:
Society Bonus: [Pax Imperialis] The Necro Imperialis cannot gain population normally and must kill other races to spread their foul energies, however they do start with more powerful tech. Special corpses can be used to raise special units.
Race Bonus: [Undead] +5 to necrotic research
>>33937
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] + 2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[-3 (Ignistone, Good God, Forested, Normal)][Lvl 2: Developing]
-Infrastructure: Great Temple, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Flight I][Portals I]
Technology: [Steam I][Muskets I]
Society Bonus: [Deus Vult] The followers of Dalu are blessed by his holy light to oppose the darkness gaining a +1 in combat per unit versus any “evil” foe. They also gain a +5 to researching divine magic!
Race Bonus: [Human] +3 to all research
>>33938
Pop: 10
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[-3 (Average, Earth Elementals, Primordial, Megafauna)][Lvl 2: Developing]
-Infrastructure: Mana Plumes, Mineral Growth
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Titanic]
Magic: [Stoneshape I][Battleshape I][Metalshape I][Portals I]
Technology:
Society Bonus: [Titanic Beings] The great Titans of the Peacebinders are monolithic creatures that can break whole cities in a single swipe, however on each world only one will grow to such a size, these patriarchs rule the lesser elementals whom they spawn. When a new planet is colonized a patriarch and tribe is born.
Race Bonus: [Earth Titans] +5 to earth magic research
>>33939
Pop: 10 + 2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 + 2/turn
Resources:
[Materials: 10] + 2/turn
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[+9 (Storm Silver, no gods but men, floating islands, native populace - Nation State Gnolls, R-Builder)][Lvl 2: Developing]
-Infrastructure: Magic School, Farms, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Holy I][Portals I]
Technology: [Swords I][Armor I]
Society Bonus: [Planar Explorers] The Nephilim wish to see and learn of all things in the great multiverse, thus even when they fail rolls to discover new rolls all will not be bad. They also gain +5 to colonizing new worlds.
Race Bonus: [Nephilim] The Nephilim carry no soul are are unaffected by divine magic.
Builder Bonus: [R-Builder] R-Builder loves to trade and develop infrastructure! He gives you a +10 to building both on the world he inhabits!
>>33940
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+18 (Base, Light Elementals, Base, Native Denizens - Humans, Nation States, Native Denizens - Dwarves, Enlightened, Theocracy)][Lvl 2: Developing]
-Infrastructure: Magi Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Light I][Portals I]
Technology: [Light Rifle I][Light Power I]
Society Bonus: [Guided by the Light] The Light Elementals of Alsafi help power all the tech of the world mostly for political gain in the Solar Courts but it is help no the less. This gives the UED a +5 to research of light based tech and a +1 against any force of darkness.
Race Bonus: [Human] +3 to all research
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a66d3c No.34074
>>33948
Pop: 10[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] + 2/turn
[Currency: 10]
Worlds:
[-22 (Manastone, Water Elementals, Forested, Native Populace- Orcs Enlightened ,Noble republic, Normal)][Lvl 2: Developing]
-Infrastructure: Mana Siphon, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Mana II][Shadow II][Taint II][Portals I]
Technology:
Society Bonus: [Dark Tide] The Descended can only gain population from conversion and as such start with more powerful magics. Special creatures can be converted for bonuses and powerful units.
Race Bonus: [Descended] The foul Descended gain 1.5 combat power from magics.
>>33969
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-23 (Minimal, Demonic Infestation, Desert, Dragons, B-Builder)][Lvl 2: Developing]
-Infrastructure: Wizard Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Flying]
Magic: [Portals I]
Technology: [Sword I][Dragon Riding I][Fire I]
Society Bonus: [Dragon Knights] The Knightly orders of Altharia ride great dragons giving all of their base units [Flying] and giving them great inspiration for improving their techniques giving them +5 to research dragon breeding
Race Bonus: [Human] +3 to all research
Builder Bonus: [B-Builder] Every 5 turns B-Builder will give you a random tech! What a nice chap!
>>33970
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[+7; (Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Heat I][Portals I]
Technology: [Sword I][Armor I]
Society Bonus: [Born of Ice and Ore] The Gnomes live on a harsh world and have adapted by learning how to exploit the most out of the earth and fight to defend their homes with extreme zeal. Every unit gains +1 while defending and they gain +5 to research improved mining.
Race Bonus: [Gnomes] +5 to research machinery
>>33973
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-1; (Demonic Bronze, Water Elementals, Oceanic World,Native Populace-Enlightened Gnome Republic, Bugs)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Solar Mana Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Ice I][Heat I][Portals I]
Technology: [Iceshape I]
Society Bonus: [Hunters and Builders] The Vashlan are a divided species with the Deep and Surface Vashlan competing for leadership of the republic. Every turn you can choose to focus of research of the hunt or research of building. One gets +10 and the other gets -10 for the turn. You must state this before you roll.
Race Bonus: [Vashlans] +5 to the research of ice magic
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a66d3c No.34075
>>33977
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+6; Minimal, Earth Elementals, Corrupted, Basic, C-Builders][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Solar Mana Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Earth I][Metal I][Portals I]
Technology: [Coreworking I][Architecture I]
Society Bonus: [Golem Gods] The Mak’Ars society is centered around the creation of Golem cores giving them a +10 to researching new avenues of golemtech.
Race Bonus: [Mak’Ars] +5 to all research already known
Builder Bonus: [C-Builder] The great builder warlords wishes for you to conquer worlds and seek out his ancient enenmy T-Builder! He gives you a +5 to colonize new worlds and will give you more if you find traces of T-Builder.
>>33978
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +4/turn
[Currency: 10]
Worlds:
[+2 (Moderate, Mindflayer Infestation,Mana Wastes, Bugs)][Lvl 2: Developing]
-Infrastructure: Psionic Siphon, Mining Complex, Hunting Grounds
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit [Flying]
Magic: [Psionic I][Psionic Armor I][Psionic WeaponsI][Portals I]
Technology: [Scavenging I]
Society Bonus: [Unbroken] The people of Nakyma have been born and breed on the most hostile of worlds and have struggled against all odds to prove their mastery of it. All rolls no matter how bad the repercussions will always grant some success.
Race Bonus: [Psionic Human] The powerful psionic humans gain 1.5 times the power from psionic combat magic.
>>33981
Pop: 10 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+12; Basic Resources, Earth Elementals, Arctic, Normal][Lvl 2: Developing]
-Infrastructure: Mining Complex, Mana Siphon
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Earth I][Metal][Portals I]
Technology: [Stoneshaping I][Architecture I]
Society Bonus: [Chess Masters] The Eternal Kingdom wishes to expand it’s lawful domain across the wide multiverse giving them +10 to colonization and +5 terraforming magic.
Race Bonus: [Piece] Pieces will never rise in rebellion for any reason, for every piece knows its place.
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a66d3c No.34076
>>33992
Human Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[+8(Base, Angelic infestation, Forested, Bugs)][Lvl 2: Developing]
-Infrastructure: Magi Academy, Mining Complex, Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Runes I][Portals I]
Technology: [Rune Rifle I][Rune Flight I]
Society Bonus: [Unhallowed Iron] The Iron defense of the the Zenyar Fleet hold have held off the invasions of both the great bug swarms and the heavenly hosts. From experience they gain +1 to all units in combat versus holy enemies and a +5 to rune research.
Race Bonus: [Human] +3 to all research
>>34029
Pop: 5 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]
Slaves: 5 +1[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10]
[Mana: 10] +2/turn
[Currency: 10]
Worlds:
[-9; (Moderate Resources, Earth Elementals, Volcanic, Dragons)][Lvl 2: Developing]
-Infrastructure: Mining Complex, Mana Siphon, Grub Farms
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic:[Runes I][Portals I]
Technology: [Hammers I][Slavery I]
Society Bonus: [Blood and Fire] Born to a cruel uncaring world of fire, stone and dragons House Dunn has had to become bitter and cunning to survive. The Duergar gain +1 to all units when invading a world nicer then their own and gain +5 to researching new weapons of war.
Race Bonus: [Dwarves] +5 to enchanting research
>>34046
Pop: 10 +2/turn[Cannot exceed power (Minus 2x #turns when above food)]
Resources:
[Materials: 10] +2/turn
[Power: 10] +2/turn
[Currency: 10]
Worlds:
[+19; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]
-Infrastructure: Power Plant, Mining Complex
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Technology: [Quantum Tunneling I][BlastersI][Production I][Electric Power I]
Society Bonus: [Corrupted AI] The materials used to produce the drones has corrupted their AI twisting it to a new form, telling it to expand and corrupt all. The Drones gain a +5 to colonizing new worlds and a +5 to researching new weapon systems.
Race Bonus: [Drones] Cannot use magic however can survive in any environment
>>34057
Pop: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
[Holy Power: 10] +2/turn
[Mana: 10]
[Currency: 10]
Worlds:
[+24(Admantine, Good God, Floating Islands, Native populace- Enlightened Dwarven Republic, Megafauna)][Lvl 2: Developing]
-Infrastructure: Temple, Mining Complex, Fishery
-Defenses: Planetary Defenses: 1
Military: [+1] Player Named Unit
Magic: [Luck I][Portals I]
Technology: [Swords I][Shields I]
Society Bonus: [JUSTICE WILL PWEVAIL] The Floofs serve justice and good gaining a +2 to all units versus evil! However the can never tolerate evil in their allies!
Race Bonus: [Floof] The floofs have a expanded awesome crit range from 98-100
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a66d3c No.34077
>>34073
Dalu: Replace Flight I with Holy I
Nephilim: Replace Holy I with Flight I
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a66d3c No.34079
>>34076
Drones
Change to:
[+21; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]
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a66d3c No.34080
>>34077
Corrected, find yourself
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a66d3c No.34081
>>34080
36% of neg is FE
Half of the neg pc pop is locked in a tiny corner.
Shit map is shit
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a66d3c No.34139
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a66d3c No.34142
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a66d3c No.34324
>>33940
UED would you please come on Mibbit to hash out some fluff details
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a66d3c No.34345
| Rolled 28 (1d100) |
Election Season! Who is going to take power in the UED for the next policy period?
1-10 Militarists
11-15 Militarist/Expansionist Coalition
16-25 Expansionists
26-30 Expansionist/Capitalist coalition
31-40 Capitalist
41-45 Capitalist/Isolationist Coalition
46-55 Isolationist
56-60 Isolationist/Socialist Coaliton
61-70 Socialists
71-75 Capitalist/Militarist Coalition
76-80 Socialist/Militarist Coalition
81-85 Socialist/Expansionist Coalition
86-90 Socialist/Isolationist
95-100 Militarist/Isolationist
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a66d3c No.34350
| Rolled 91 (1d100) |
>>34345
After a tough election week the Electors reconvene in Xicares to work out the details of the next Policy Period. Dominating the Chamber are members of the Capitalist and the Expansionist Parties, who come dressed in standard professional attire. Other notable parties are the Militarists, who eked out a powerful minority of the seats and stand likely to band with Isolationists and Socialists to block legal action seen as detrimental to their Dominions. Speaking for the majority Coalition Elector Grettiks has this to say,
"The Election this season was hard fought by all parties. We of the Capitalists are proud and pleased to form a coalition government with the Expansionist party. With their support and the support of all other Electors we will make and enact legislation that benefit all Dominions across Alsafi regardless of party allegiance."
So far Coalition members have been hush hush on the legislation and funding planned for this Season but many citizens across the UED are excited to see what the future holds.
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a66d3c No.34969
Grab your stats and head over here, we are a go for launch
http://8ch.net/builders/res/34963.html#34967
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a66d3c No.34975
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a66d3c No.34976
>>34975
Hit the show post options and limits button on bottom replying. Also designate whether you are + or - of the nullzone
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a66d3c No.34977
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a66d3c No.34978
| Rolled 27 (1d28) |
>>34976
oooh I see sorry never use these features on 8ch
I will roll negative instead
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a66d3c No.34979
>>34976
alright so now I am [-27], how do I determine the rest of the characteristics of my civilization? When do I roll the 1d300?
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a66d3c No.34980
| Rolled 875, 591, 91 = 1557 (3d1000) |
I'll just roll it now
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a66d3c No.34981
| Rolled 8, 93, 30 = 131 (3d100) |
>>34980
ffs fucking shit
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a66d3c No.34986
>>34981
it's 4d100 then compare it to the charts in the pastebin to find your world stats, you can come on mibbit for an easier way to communicate
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a66d3c No.34988
| Rolled 69, 68, 45 = 182 (3d100) |
>>34986
wtf is mibbit
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a66d3c No.34989
| Rolled 86, 84, 73, 18 = 261 (4d100) |
>>34986
ah you said http://8ch.net/builders/res/33899.html
Grab your stats here and start posting
3d100 for dice
in the other thread so I rolled 3d100, let me reroll
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a66d3c No.34991
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a66d3c No.34994
>>34989
So your world would be
Material: Mithiril
Dimensional Denizens: Mindflayer Infestation
Landscape: Volcanic
Fauna: Bugs (think Tyranids)
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a66d3c No.35014
| Rolled 23 (1d28) |
Yeah sure, why not. Rolling negative.
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a66d3c No.35015
| Rolled 13 (1d28) |
>>35014
Already taken. Rerolling.
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a66d3c No.35016
| Rolled 28 (1d28) |
>>35014
Rolling again.
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a66d3c No.35017
| Rolled 58, 83, 97 = 238 (3d100) |
>>35016
-28. Rolling secondary details.
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a66d3c No.35018
| Rolled 39 (1d100) |
>>35017
Rolling tertiary details.
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a66d3c No.35019
| Rolled 50 (1d102) |
>>35017
>>35018
Corrupted materials, corrupted plane, good god. Gnolls.
Rolling minor civilization details.
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a66d3c No.35020
| Rolled 40 (1d102) |
>>35019
United.
Rolling minor civilization secondary details.
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a66d3c No.35023
>>35020
End result: Corrupted/Corrupted Materials/Good God/United Gnoll Theocracy
Nation Name: 1st Colonial Armoured Regiment
Race: Automatons (Tank)
Location: -28
World Name: Cataclyst
Planar Type: Planetary
Primary Terrain: Corrupted Barren
Terrain Subtypes: Forested, Plains, Oceantic, Hallowed
Other Bodies: Moon/Sun
Background: Cataclyst is a world of the damned, acting as a conduit for the negative energies associated with the negative side of the multiverse, imbuing its materials with a plethora unholy energies. Its native inhabitants are the gnolls, a savage nation of hyenas twisted into humanoid form by their dark god, Yeenoghu, the demon prince of their kind. Numbering in the millions on their home continent, their cruelty and savagery is offset only by their own fearful nature and lack of industry, existing as a brutal theocracy from which they are directly controlled by the dark lord from the top down. His high priest is the only individual capable of setting these brutes in line, and areas that escape their gaze tend to devolve into savagery.
There was once a colony of human outsiders who lived on this world, giving the planet its name and trying their best to make the most of their new home, apparently unable or unwilling to return from wherever they came. Though unimaginably advanced compared to the natives, the deck was stacked against those who would intrude upon Yeenoghu's lair, and a century of war followed as humanity struggled to adapt to an environment where the very metals of the ground sought their misfortune, each year leading to more and more outposts being overrun and sacrificed on the altar by the demon's servants. At the present day, humanity is presumed extinguished or having finally swallowed their pride and left, the gnolls playing a secondary role to continuous famine and constant unnatural disasters targeting their domains.
When their legacy appeared to be fading into nothingness, a brilliant light shone upon a long abandoned warehouse, loaded with obsolete tank automatons running on a dated analogue programming system which was derided as faulty and unworkable waste of resources to be scrapped when the situation allowed. These robotic vehicles were given a spark of sentience, marching out their domain to take back the night from their brutal adversaries with the thunder of cannon and the grinding of track. Night after night, for several months, the gnolls were pushed out of the soiled plains which old humankind had made their home, leaving these grounds clear of organic life in the process. Though the race they were built to defend has vacated the planet, these machines have found a new purpose in scouring the planes to target and destroy malicious entities, to defend friendly organics in memoriam of their creators. Unable to channel any supernatural energies directly, it nevertheless appears they have some form of almost divine guidance as the machines have recently uncovered the method from which their predecessors arrived on the planet. The tanks of Cataclyst feel they lack the resources or direct ability needed to purify the world at the moment, and thus seek to venture outward to build up strength, advancements, and perhaps, even allies to fulfill their ultimate goal, stockpiling the native metals and conducting odd rituals in an effort to purify them for future use.
A race of seven ton, two-metre tall machines, their sensors and general construction are primitive in design, using improvisation to function as a basic civilization and communicating with one another through a series of clicks and beeps over a short-ranged radio system, relying on "body" language to convey their emotions to hypothetical outsiders. Nevertheless, their simplistic chassis of hardened steel gives them the unmatched durability of a moving ironclad fortification, remaining simplistic enough that engineering variants are capable of repairing their peers and building new units from salvaged parts. Nevertheless, scarce resources mean that the 1st Regiment remains lucky if it can scrounge up multiple digits of new individuals in a standard galactic year. The general outlook of the multiverse towards a race of living war machines remains to be seen.
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a66d3c No.35370
>>35023
Forgot about you, will give stats tomorrow
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