6dbc83 No.34096 [Last50 Posts]
—Setting—
Long ago the gods left this world in a flash of light and thunder which shock the very soul of the world. Emerging from nooks and crannies the new tiny inhabits emerged forming tribes and societies in the wreckage of the God's home. Will you strive to claim the glory of the old world or build new glories for yourselves!
—Misc—
[Spark]
Tiny droplets of light that float through the air during the night. Those with the aptitude for it can capture these droplets in water and use their power to change the nature around them!
[The Forest]
The foreboding woods that surround the known world. Few who enter ever return. Full of nasty critters, beasts and savage tribes!
——
This game is currently closed to new players.
____________________________
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6dbc83 No.34097
>>34096
[U.S.M]
1. Ronnies gathers some bugs and insects to feed his new friend, though he doesn’t quite know if it was the best idea… +4 food
2. The Engineers narrowly avoid a catastrophic collapse through a copious amount of metal -10 metal
3. The New Settlement is almost done 9/10
[Matoran Ecumene]
1. Work on the town continues 4/15
2. Work continues on making a powerful harpoon thrower 2/6
3. Better armor is quickly underway 4/6
[Sprite Sovereignty]
The study of [Nature IV] is completed
2. The temple grows ever slowly 5/10
3. With hard work and the word of god [Food Preservation I] is developed
[Fall’s Last Gasp]
1. The recruitment of a spearmen unit is started 1/2
2. A unit of simple militia is recruited [+2][-1f]
3. The spark harvester is almost done 5/6
[Muckton]
1. A unit of Boggart Blighters [+3.2][Rot][Arcane][Swampy]
2-3. The Stinkwart Academy for Krumping is almost done! 10/12
[Salam]
1. A new unit is recruited [+2.8][-1f]
2. A new unit is recruited [+2.8][-1f]
3. A new unit is recruited [+2.8][-1f]
[Queendom]
1. Research begins into the new evolution 2/8
2. A new Soldier Ant [+1.7][-1f] is recruited
3. Slowly adaption is becoming more evolved 2/8
[Rat Tribes]
1. The rats scramble to avoid beatings and collect wood +3 wood
2. Scraps of tarp and greenery are collected +4 foliage
3. The rats begin to truly settle in as they figure out the workings of the mouse capital 4/5
>Your population should be +3 per turn
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6dbc83 No.34098
| Rolled 73, 75, 50 = 198 (3d100) |
>>34097
[Beetlebride Nest]
1. Build [Evochamber]
2. Build [Biochamber]
3. Construct [Settlement] 1/2
Settlements: The Swarm-home [Breeding Chamber]
Fortifications: The Cathedral: 6
Population: 40
Tech: [Carapace V][Claws III][Flight III]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
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6dbc83 No.34099
| Rolled 25 (1d100) |
>>34097
Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]
[Mood: 0]
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6dbc83 No.34100
| Rolled 10, 3 = 13 (2d10) |
>>34097
Beetlezilla [+16][Armoured][Titanic][Inspiring][Rending][Terrifying]
Versus:
Beetlechad [+52][Armoured][Titanic][Inspiring][Rending][Terrifying]
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6dbc83 No.34101
| Rolled 34, 45, 79 = 158 (3d100) |
>>34097
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 63+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 90+7/turn -1/turn upkeep
Resources:
[Wood: 36] +6/turn
[Foliage: 19] +3/turn
[Sparks: 28] +7/turn -1/turn upkeep
[Stone: 15] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton (10/12)
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Boggart Blighters [+3.2][Rot][Arcane][Swampy]
Magic: [Rot IV] 2/12
[Swamp III]
[Magic III]
[Luck I]
Technology: [Boats I]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
1. Well we're REALLY close to finishing up this academy. Let's keep at it boys!
+Swamp Magic III
+Magic Theory III
2. Let's Get another Blighter up and ready for any enemy that comes our way.
+Rot Magic IV
+Luck magic I
+Swamp Magic III
+Magic Theory III
3.Stinkwart takes a break from overseeing the academy and goes back to studying the magic he had pushed the boundaries on so much. Rot Magic.
+5 Rotten Souls
+Magic Theory III
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6dbc83 No.34102
>>34101
10/12 on action 1 progress already
2/12 on action 3 progress already
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6dbc83 No.34103
| Rolled 72, 87, 70 = 229 (3d100) |
>>34097
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 17 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
13 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 54 +4/turn
Resources:
[Wood: 2]
[Foliage: 3] +1/turn
[Sparks: 12] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor I][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 4/15
Bowl Tank 1/16
Harpoon Thrower II 5/6
1. Finish up the improvements to our armor, it serves to make us stronger
2. In other terms of armor, continue work on the bowl tank
3. Our understanding of the spark is lacking, let our best minds start the rigorous study of it. What it is, what it does, and how we can use it.
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6dbc83 No.34114
| Rolled 24, 42, 97 = 163 (3d100) |
>>34096
[Fall’s Last Gasp]
Pop: 36 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 57 +4/turn
Resources:
[Wood: 0]
[Foliage: 0]
[Sparks: 6]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [The Spark Harvester]
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+2][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Finish our Spark Harvester. [Architecture I][Wood I][+10 Yard]
2. Recruit a new unit of Autumnkith Spearmen. [Warmth II][Shadow II][Fear II]
3. Recruit a new unit of Autumnkith Spearmen. [Warmth II]Shadow II][Fear II]
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6dbc83 No.34115
>>34114
5/6 progress on the Harvester
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6dbc83 No.34117
| Rolled 86, 52, 97 = 235 (3d100) |
>>34097
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 26 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 58 +4/turn [-2 troop upkeep]
Resources:
[Wood: 3]+1/turn
[Foliage: 4]
[Sparks: 26 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Begin researching better Rejuvination magic.
+Peaceful Souls +5
+Library
+Temple
+Religion I?
2. Continue to build the Holy Complex. We can finally hear the words of the Holy Tree, now we require a proper place to speak to the Holy One. 5/10
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
+Divine Intervention?
3. Begin weaving sweet smelling flowers into the grass walls around Sovereign root and empowering them with nature and rejuvenation magic to have a calming effect upon those around the city.
+Construction I
+Nature IV
+Rejuvenation III
+Harden I
+Tree Worshipers
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6dbc83 No.34122
| Rolled 26, 96, 51 = 173 (3d100) |
[Rat Tribes]
Pop: 32 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 53 +3/turn (-2)
Resources:
[Wood: 6]
[Foliage: 4]
[Metal: 4] +1/turn
[Sparks: 5] +2/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
scimitars 4/6
bows 5/6
mouse capital 4/5
#1 more wood, more wood, the tribe rats scurry about as they gather supplies to build a new settlement up in the rafters
#2 foliage continues to be gathered from around the green lands the rats now dwelled in
#3 the rats are nearly finished moving into their newest settlement. Chief Savagehook prepares to climb the tallest spire of the mouse castle and plant the banner of the Savagehook tribe. it shall retain the name Patchville, so rat generations will remember who it once belonged to. 4/5
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6dbc83 No.34128
| Rolled 100, 88, 78 = 266 (3d100) |
>>34096
Salamandastron]
Pop: 77 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 105 +6turn
Resources:
[Sparks: 25]+1 turn
[Metal: 16]+2 turn
[Stone: 37] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
-
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
1.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
2.Build a second farm in the carrot temple 0/6
3. Upgrade the Capital to a lvl 2 city. 0/15
-15 stone
The march progresses on
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6dbc83 No.34129
>>34101
"Dear swampy cousins!
"We thank you again for your past help with the beetles, and write to you as a Salamandastron army marches toward our dear stump.
"Unprovoked!
"But we do not ask you for aid just yet– rather, we noticed that you forded the stream that surrounds our dear home last time with constructed boats, and propose a humble exchange of knowledge. We ask to learn your boat-building skills in exchange for our accumulated knowledge on Architecture or Agriculture.
"Hope to hear from you soon.
"- Fall's Last Gasp"
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6dbc83 No.34130
>>34129
"Dear Stump dwelling Bumpkins Cousins,"
Boats we can provide, although there may be a transit time. However, we must ask what is in it for us? The last time we sons of Muckton went forth, we were slaughtered, the gran beetle unslain, for only a pittance of food that had the bad kind of rot and mold in it by the time we received it. All this being said, it is obvious the carrot eaters are untrustworthy, they worship the false gods of the House and have done nothing to help with the beetle menace.
We children of the greatest City in the world, Muckton, will be more than happy to trade Boats for architecture and some supplies."
A Toadstool "Stinkwart, Lord of Rot, Muckton"
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6dbc83 No.34134
| Rolled 82 (1d100) |
Aye aye dm sama
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6dbc83 No.34135
[U.S.M]
Pop: 26 (Molder I)
Independent Pop: 16 (+1/Turn)
Food: 19 -5/Turn (+1 -6/Turn)
Resources:
[Wood: 12]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 20] +3 Turn [Salvage Station, Rubbish Pile](-4)
[Crayons: 3]
[Prototype Guns: 1]
Settlements (Workingshop DC)
Structures:
[Farm]
[Salvage Station]
[Rubbish +1 scavenging production]
Defenses: Workingshop DC Fortifications: 1
>(New Counterdam - Settlement)
Structures:
[Dio's Place]
[Lumber Mill] +1/Turn
[Steam Furnace]
Defenses: Pika Strips: 1
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
New Settlement 9/10
statpost
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6dbc83 No.34136
| Rolled 51, 83, 83 = 217 (3d100) |
>>34135
1. Another food run Ronnie, just a bit longer and we can set up some farms andnot starve.
2. Never-mind the loss, try using wood this time. Use the furnace to smelt some bolts and nails. Upgrade Workingshop DC!
12 wood 3 Metal
[Engineering I][Steam Furnace][Steam II]
3. Finish up that new settlement under the stairs, we need rooms for farms men. 9/10
[Engineering I][Steam Furnace][Steam II]
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6dbc83 No.34137
>>34130
"Lord of Rot,
"We are pleased to hear that you are as eager as we are to trade information, and as soon as possible we will ferry over some surplus supplies once the immediate threat has passed, to solidfy our working relationship and pay tribute to the boggarts lost against the beetle menace.
"-Fall's Last Gasp"
>>34114
previous progress on recruitment was 1/2 for one of the units if the 97 does cross over
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6dbc83 No.34140
>>34097
> Better armor is quickly underway 4/6
>>34103
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6dbc83 No.34148
[U.S.M]
1. Ronnie comes back with a smattering of food
2. Work begins on upgrading the capital 4/15
3. The Player Named Settlement [Rubbish] is completed!
[Matoran Ecumene]
1. [Armor II] is developed by the Matoran
2. [Harpoon Thrower II] is completed, just one more level to make the tank….
3. The first development into spark theory is had 3/4
[Sprite Sovereignty]
1. The Priests find it a rejuvenating experience 5/10
2. The workers continue their divine task 8/10
3. The growth of the Placid Meadow is coming along well 6/12
[Fall’s Last Gasp]
1. The [Spark Harvester]>The Stump is completed
2. A new Autumnkith Spearmen [+2.2][-1f/s] is recruited
3. A new Autumnkith Spearmen [+2.2][-1f/s] is recruited
[Muckton]
1. The [Academy]>Muckton is finished [ +1 additional unit created for /2]
2. A new Boggart Blighters [+3.2][Rot][Arcane][Swampy] is raised
3. Stinkwart literally throws himself back into research 6/12
[Salam]
1. A great general has risen from with the rabbit ranks
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
2. Construction of a new farm is underway 4/6
3. The capital is slowly being improved 3/15
[Rat Tribes]
1. Resources are scarce in the attic as the rats have scavenged everything near them +1 wood
2. A great amount of foliage is gathered from the new verdant lands +8 foliage
The great city of the mice is claimed!
+Patchville[Fertile +1 to food production]
Structures: [Farm]>Patchville, [Farm]>Patchville [Spark Collector]>Patchville
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
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6dbc83 No.34149
>>34148
[The Second Battle for the Stump]
Using the great God's Spear the massive brigade of Salamandastron march on the Fey's fortified stump, the remnants of battle are still quite fresh in the area. For who will win only the gods know for sure.
[Attacker post first with stats and tactics, defender responds with stats and tactics]
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6dbc83 No.34150
| Rolled 7, 1, 8 = 16 (3d10) |
>>34148
[Raid on Muckton]
The flying terrors of the Beetle raiders striking with lightening quickness and scything talons. They feast upon anyone unlucky enough to fall into their grasps.
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
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6dbc83 No.34151
| Rolled 35, 9, 61 = 105 (3d100) |
>>34148
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 18 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
14 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 58 +4/turn
Resources:
[Wood: 2]
[Foliage: 4] +1/turn
[Sparks: 13] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower II]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 4/15
Bowl Tank 1/16
Spark theory 3/4
1. The research on the harpoon thrower is not to cease, continue on!
2. Begin retrofitting our forces with the new armor designs, starting with the snek and going down the line.
3. Mata Nui has space for one more building, and we lack a constant supply of wood. Let us remedy that with a Mushroom Lumber yard. We shall grow the fungus stalks and cull them when they are grown to provide us with ample lumber.
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6dbc83 No.34152
| Rolled 5, 10, 4 = 19 (3d10) |
>>34150
Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy]
Defenses: Muck walls: 1
The Boggarts defenders of Muckton defend valiantly from against the beetle menace. Their knowledge of magic allowing them to shape rays of rot at the attacking insects and their swamp magic allowing them to entrap the enemy in the muck and swamp when they approach the ground. Civilians move towards the walls and hide or submerge themselves into the swamp they are born from and part off as the defenders fight without fear or reservation their perches on the walls giving them better initial firing solution.
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6dbc83 No.34153
| Rolled 71, 8, 20 = 99 (3d100) |
>>34148
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 26 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 58 +4/turn [-2 troop upkeep]
Resources:
[Wood: 3]+1/turn
[Foliage: 4]
[Sparks: 26 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Continue researching better Rejuvination magic. 5/10
+Peaceful Souls +5
+Library
+Temple
+Religion I?
2. Continue to build the Holy Complex. We can finally hear the words of the Holy Tree, now we require a proper place to speak to the Holy One. 8/10
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
+Divine Intervention?
3. Continue planting and growing the Placid Meadow. 6/12
+Construction I
+Nature IV
+Rejuvenation III
+Harden I
+Tree Worshipers
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6dbc83 No.34154
| Rolled 3, 2, 8, 10, 1, 1 = 25 (6d10) |
>>34149
Carrot Brigade [+2.2]-s
Carrot Brigade [+2.2]-s
Carrot Brigade [+2.2]-s
Carrot Brigade [+2.6]-s
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
The God’s Spear [+1][Titanic][Heavy:4]
[antimagic II]
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
111 food
The rabbits full of zealous vigor marshal before the den of heretics this tribulation will be costly but the gods will is never to be ignored. The Spear will literally lead the way as the rabbits use it to batter and flatten down the stump Defenses. They will smash down the gates in an attempt to keep the heretics from stopping the rabbits superior numbers. The older and less trained units will lead as the younger but better trained can come in to slaughter the heretics tired from fighting the weaker rabbits. And hell if we get the chance gore their hero with the giant Spear.
(alternatively if they don't have a door and its like a an actual stump where you have to fly or some shit the Spear can be used as a ramp to allow the rabbits to pour into the stronghold.)
Take any chance to surround and group up on enemy units there is no honorable combat with heretics.
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6dbc83 No.34155
| Rolled 9, 8, 7, 1, 3, 3, 8 = 39 (7d10) |
>>34114
Atop the besieged fortress, Scarecrow strode into view, pulling his scythe from the shadows as the autumnkith and toads rallied for war.
With an almighty scream that tore through the bones of the Salamandastron besiegers, Scarecrow descended into the fray and leapt from barricade to barricade, and the very structure and atmosphere of the Stump became something out of a living nightmare.
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Defenses: Wood/Wicker/Leaf Barricades: 3
[Shadow II], [Wood I], [Fear II]
Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Autumnkith Spearmen [+2]
Autumnkith Warriors [+2]
2 Toad Warriors [+2.2]
2 Autumnkith Spearmen [+2.2]
The Autumnkith man their stations and strike out at passing rabbits with their spears and their blades. Wood magic is used to reinforce barricades and subtly shift the workings of the outer defenses to confuse the invading rabbit horde; Fear magic is used to amplify the already horrible effects of Scarecrow and the Stump, striking fear into the hearts of oncoming rabbits. This is mixed in with Shadows to protect the autumnkith from missile fire, conceal their movements, and to terrify the enemy, hopefully making them break or, at the very least, making them hesitate to provide excellent targets for well-protected spears or thrown javelins.
The Autumnkith try to terrorize, frustrate, and confuse their foes, killing them from higher, more reinforced ground when their courage wavers and they overextend. Emphasis given to the men holding that spear.
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6dbc83 No.34156
| Rolled 30, 20, 51, 18, 14, 51 = 184 (6d100) |
Salamandastron]
Pop: 77 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 111 +6turn
Resources:
[Sparks: 26]+1 turn
[Metal: 18]+2 turn
[Stone: 26] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.2]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
-
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
1. Build a third farm in the carrot temple
2.continue building a second farm in the carrot temple 4/6
3. Continue upgrading the Capital to a lvl 2 city. 3/15
2. Construction of a new farm is underway 4/6
3. The capital is slowly being improved 3/15
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6dbc83 No.34157
>>34156
Fucked the post all up. Since some players can't read I'll explain it.
Last two actions are the updates from last turn. 6 dice because forgot to change from last roll. Also forgot to increase pop
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6dbc83 No.34179
| Rolled 69, 3, 62 = 134 (3d100) |
[Rat Tribes]
Pop: 35 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 57 +6/turn (-2)
Resources:
[Wood: 7]
[Foliage: 12]
[Metal: 4] +1/turn
[Sparks: 6] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows I][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
scimitars 4/6
bows 5/6
#1-2. the rats rejoice briefly at the takeover of the mice capital. after many generations the ancient rival settlement is now theirs. yet they go back to work quickly to expand the tribes and the nests. Chief Savagehook declares an even greater prize is to establish a settlement on the ceiling beam, a stepping stone to the hole in roof to the land that is fertile and unclaimed. he roars at the rats to start constructing a settlement on the ceiling beams of the attic.
+9 Foliage
+6 Wood
+hammers I
+Great Attic Elevator
#3 there are bats up here, the tribes seek better weapons, and resume crafting better bows. bows II 5/6.
+5 to weapon tech research
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6dbc83 No.34185
| Rolled 43, 32, 4 = 79 (3d100) |
[U.S.M]
Pop: 27 (Molder I)
Independent Pop: 15 (+1/Turn)
Food: 15 -5/Turn (+1 -6/Turn)
Resources:
[Wood: 1]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +4 Turn [Salvage Station, 2 Rubbish Pile](-4)
[Crayons: 3]
[Prototype Guns: 1]
(Workingshop DC - Settlement)
Structures:
[Farm]
[Salvage Station]
[Rubbish +1 scavenging production]
Defenses: Workingshop DC Fortifications: 1
(New Counterdam - Settlement)
Structures:
[Dio's Place]
[Lumber Mill] +1/Turn
[Steam Furnace]
Defenses: Pika Strips: 1
(Stairsville - Settlement)
[Rubbish +1 scavenging production]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
New Settlement 9/10
statpost
"Ronnie, we're awful sorry to say that between Beetleboy and yourselves, there isn't enough food to go around.
But we are going to try our best to fix that.
For now. . .we are forced to ask some of your boys to return to the way you were before, scavenging for food. . .but we are gonna try our damnedest to get things up again and get enough food going for everyone."
1. Build the first farm in Stairsville
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Build a second farm in Stairsville
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. Build a third farm in Stairsville
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
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6dbc83 No.34196
>>34154
>>34155
[Fall’s Last Gasp Victory]
[44.8] x [1.1] = [49.28]
[No tags]
[77.8] x [1.5] = [116.7]
[Terrifying][Inspiring][Connected]
[49.28] VS. [116.7]
The Horde of Rabbits launch their assault on the Stump leading with the great titanic God’s Spear as a battering ram to take the gate. The charge was sounded but much to the rabbit troopers surprise their was no gate but a gaping toothy maw there to greet them. Terrified the rabbits fled leaving the God’s Spear near the base of the Stump, a few loses where taken as the fleeing rabbits where hit with primitives spears and spurts of ill controlled magic. The rabbit commander would then order a retreat to rethink the situation.
[Casualties]
[Salam]
-Carrot Brigade [+2.2]
-Carrot Brigade [+2.2]
-Carrot Brigade [+2.2]
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6dbc83 No.34197
>>34196
[Casualties]
-1 God's Spear
[Loot]
[Fae]
+1 God's Spear
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6dbc83 No.34198
| Rolled 85, 21, 28 = 134 (3d100) |
>>34148
[Fall’s Last Gasp]
Pop: 37 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 59 +2/turn
Resources:
[Wood: 0]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester]
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 2 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Finn Fionn slammed one orange hand down on the makeshift war-table. "Beaten back, and soundly, without it even coming to blows. These lapine zealots will think twice before laying siege to our dear Stump!
"We must dissuade any further action… we must take this spear, threaten to destroy it, and remind them of–"
The gathered councilmembers gasped as Scarecrow turned and, in the span of a breath, crossed from his window to the other side of the table, the eyeholes of his sack-cloth face gleaming green.
"Enemies you threaten make armies. Enemies you kill make graves. They need no reason to march on us, and we will not give them one. Return the spear to the mongrels."
Finn Fionn stared, cowed for a moment, and then scowled, leaning forward. "Scarecrow, the council appreciates your initiative, but we cannot just give them back their weapon!"
"We will. -I- will. What use have we for such a crude device?"
"Scarecrow," said Flicker, rising from her seat, "this must be voted on by the council, first."
"Were it not for me the Stump would have fallen long ago. I see no sign of Finn Fionn or Wicker Tom on our battlefields, at our barricades. I will do this. And you will not stop me."
With that, Scarecrow pushed away from the table and half-walked, half-drifted out of the room, leaving the council of Fall's Last Gasp in uneasy silence.
Return the God's Spear to the Salamandastron forces. And tell them to leave.
2. Trade technology with the Boggarts: give them [Architecture I] in exchange for [Boats I]
3. Finish the recruitment process for Autumnkith Spearmen. 1/2 [Warmth II][Shadow II][Fear II]
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6dbc83 No.34199
>>34197
The rabbits have sunk into a hole of misery and low morale. Never have they suffered such a slaughter. Not a single enemy was slain at the cost of three entire brigades. Inept planning and bad strategy came to a bad bad loss that the people of Salam will never forget. Even the holy relic was lost meaning the troops can not even retreat to Salam and regroup with reinforcements. They are forced to stay here waiting and hoping reinforcements are sent.
The general addresses the men:
"Maybe a crusade based on a simple insult to the gods was not the best idea. Our religion is underdeveloped and based off what feels right to follow the gods. This is a problem the badger Lord needs to address and when we get home I promise you as your leader and as a fellow salamandstronian it will be. Today your leaders failed you. And even with the collapse of our lines and utter failure of us all on this day I blame none of you. This failure rests squarely on the shoulders of us the leadership. For now we must stay here we can not abandon the Spear. We will await reinforcements to finish the job or at least retake our holy relic. Then we will march home and fix the problems our people face"
The troops are not truly motivated by this blunt honesty. But they accept it and set to work entrenching themselves out of javelin line of fire to await reinforcements. One thing is sure the echoes of this disaster will be felt for a long time in salamandstron.
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6dbc83 No.34200
>>34150
[Boggart Victory!]
[22.9] x [1.2] = [27.48]
[29.4] x [1.2] = [35.28]
[27.48] VS. [35.28]
Secure behind their walls the Boggart Blighters hurl balls of rot and puss smash into the delicate beetle flyers with great ease. Though the beetles do shred some blighters but those loses mean nothing as they are simply rebirth later in the swamp.
+2 Beetle Raider Corpses
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6dbc83 No.34202
| Rolled 25, 31, 10 = 66 (3d100) |
>>34148
>>34200
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 67+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 95+7/turn -2/turn upkeep
Resources:
[Wood: 42] +6/turn
[Foliage: 22] +3/turn
[Sparks: 33] +7/turn -2/turn upkeep
[Stone: 17] +2/turn
2 Beetle Raider Corpses
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Magic: [Rot IV] 6/12
[Swamp III]
[Magic III]
[Luck I]
Technology: [Boats I]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
1.Trade boats our bumpkin stump dwelling cousins. Also avoid those stupid carrot eaters.
2-3. Stinkwart with his academy done, pursues the art of Rotting the ever-living shit out of things. To that end he has some volunteered corpses from the beetle raiders he will make use of.
+2 Beetle Corpses
+Magic III
+5 from Rotten Souls
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6dbc83 No.34243
Updating at Cornwallis request
[Muckton]
A magical spell of the gods is cast and you are now forever locked into your swamp unable to leave it expand it or in any way effect the outside world. But people can still come inside your barrier.
[Salam]
Gain hero
badger lord +999999999 [Inspiring][Piercing][Anti-Magic]
Upgrade all settlements to Lvl 3
+50000 to all resources
[Fall’s Last Gasp]
The winter vizier pays you a visit slaughtering most of your population and enslaving the rest.
You are dead but feel free to make a new nation
[Sprite sovereignty]
You are dead. You can not make a new nation. KYS.
[Matoran Ecumene]
Same as sprite sovereignity
[U. S. M.]
Your farms are all completed.
[Rat guy]
You take over the lands of matoran ecumene gain their entire Stat Sheet.
[beetles]
Gain immediate enemy: Muckton
You can't attack anyone but Muckton until Muckton is dead.
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6dbc83 No.34246
[U.S.M]
1. Some progress is made on the farm 2/6
2. A little less on this one 1/6
3. As the farmers begin to plow the field and sow some seeds they are interrupted by a small beetle with a some sort of glowing put, it has left a trail of some sort of glowing slime to the settlement…
[Matoran Ecumene]
1. The Harpoon thrower designs are almost good enough for use 1/8
2. The Snek doesn’t seem to want more armor, it sulks inside the metal bowl.
3. Growth of sustainable mushroom yard is started 3/6
[Sprite Sovereignty]
1. The Priests continue to work towards supreme mastery of rejuvenation. 8/10
2. Work stalls as various priests argue about the right shade of green for the drapes.
3. Growth on the Placid Meadow is slow as many priests are devoted to other tasks 7/12
[Fall’s Last Gasp]
1. Scarecrow rallies the garrison as they leave the safety of the walls to carry the massive spear over to the bunny camp. Scarecrow has them toss the spear into the camp before letting out a soft cackle and leaving.
+[?????: Salam]
2. Failure as both sides fail to understand the other teaching
3. The Spearmen are recruited [+2.2][-1f/s]
[Muckton]
1. Failure as both sides fail to understand the other teaching
2-3. Stinkwart eats the corpses and gives a large belch as he settles down for a nap dreaming of rotten things. 8/12
[Salam]
1. Progress is slow on the new farm 1/6
2. The second farm makes no progress
3. Though the capital is coming along 5/15
[Rat Tribes]
1. Work on the great city in the heavens begins as the elevator constantly carries materials and workers up 3/10
2. The new [Bows II] are completed
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6dbc83 No.34247
| Rolled 30, 43, 88 = 161 (3d100) |
>>34246
[Beetlebride Nest]
1. Build [Warrior]
2. Build [Splicer]
3. Research [Spark I]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 40
Tech: [Carapace V][Claws III][Flight III]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Raider [+2.3][Flying][Slicing]
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6dbc83 No.34248
| Rolled 5 (1d6) |
>>34247
[Event]
1 All
2 Yard
3 House
4 Attic
5 All
6 Forest
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6dbc83 No.34250
| Rolled 16 (1d100) |
>>34248
[Event: ALL]
Low is negative
High is beneficial
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6dbc83 No.34251
| Rolled 54 (1d100) |
1d100
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6dbc83 No.34252
| Rolled 95 (1d100) |
.
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6dbc83 No.34253
>>34251
>>34252
Please vote on preferred number
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6dbc83 No.34254
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6dbc83 No.34255
Vote: 54
Mood: Ready to Yiff
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6dbc83 No.34256
>>34253
54 reeee let me post
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6dbc83 No.34257
>>34251
>>34253
voting for this one
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6dbc83 No.34258
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6dbc83 No.34259
| Rolled 2 (1d10) |
roll
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6dbc83 No.34260
| Rolled 5 (1d10) |
.
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6dbc83 No.34261
>>34260
>>34259
2 or 5 boyios vote again
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6dbc83 No.34262
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6dbc83 No.34263
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6dbc83 No.34264
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6dbc83 No.34265
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6dbc83 No.34266
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6dbc83 No.34267
>>34246
[Event: CRUSADE]
From deep within the forest beat of hundreds of feet can be heard marching accompanied by a great beat of war drums. Emerging from the forest is the great Squirrel Crusade lead by King Bushytail the Second who has come from the next house over to claim this land for his kingdom and destroy any infidels that lay claim to this land. He has entered from the east side of the yard.
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Nutters [+6][Inspiring][Armoured]
Sir Daffodil [+6][Inspiring][Armoured]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
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6dbc83 No.34268
| Rolled 66, 80, 64 = 210 (3d100) |
>>34246
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 71+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 100+7/turn -2/turn upkeep
Resources:
[Wood: 48] +6/turn
[Foliage: 25] +3/turn
[Sparks: 38] +7/turn -2/turn upkeep
[Stone: 19] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Magic: [Rot IV] 8/12
[Swamp III]
[Magic III]
[Luck I]
Technology: [Boats I]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
1.Trade boats our bumpkin stump dwelling cousins. Also avoid those stupid carrot eaters.
2. Stinkwart again work on perfecting the most noxious of magics (8/12)
+Magic III
+5 from Rotten Souls
3.Damplout commission the building of an academy to study magic in all it's glory.
+Magic III
+Swamp Magic III
+20 Wood
+10 Foliage
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6dbc83 No.34269
| Rolled 100, 68, 48 = 216 (3d100) |
>>34246
[Fall’s Last Gasp]
Pop: 38 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 60 +1/turn
Resources:
[Wood: 0]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester]
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6]
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Trade [Architecture I] for [Boats I] with the Boggarts.
2. Finish our Wood Growery! 3/6 [Wood I][Architecture I][+10 Yard]
3. Research Warmth magic. Winter is coming, after all… Warmth II [+5 Noble Souls]
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6dbc83 No.34270
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6dbc83 No.34271
| Rolled 35, 44, 43 = 122 (3d100) |
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 18 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
14 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 58 +4/turn
Resources:
[Wood: 2]
[Foliage: 4] +1/turn
[Sparks: 13] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower II]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 4/15
Bowl Tank 1/16
Spark theory 3/4
Harpoon Thrower III 1/8
Mushroom Yard 3/6
1. The Snek is sad, no more armor, Instead we shall fit him with a big ass harpoon thrower so he can get baddies closer to him for hugs! Snek loves hugs!
2. Continue work on the Mushroom yards!
3. The Snek doesn't want armor, that is fine, begin retrofitting the rest of our forces with the better armor!
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6dbc83 No.34272
>>34268
Wow This magic library is Really coming along! Let's make some more foliage available to finish it! +6 Foliage on action 3
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6dbc83 No.34273
| Rolled 5, 43, 68 = 116 (3d100) |
>>34271
cough change action 1&3 to developing armor and harpoon thrower 3 cough
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6dbc83 No.34274
| Rolled 11, 85, 27 = 123 (3d100) |
Salamandastron]
Pop: 85 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 120 +9turn
Resources:
[Sparks: 27]+1 turn
[Metal: 20]+2 turn
[Stone: 30] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
-
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Capital 5/15
Farm 1/6
With the sighting of this new army of savages from the forest Salamandstron enters emergency preparations
1.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
2.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
3.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
A messenger is sent to the troops near FLG to recall the troops only to find the troops already coming home carrying the Spear.
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6dbc83 No.34275
>>34274
+9 food on action 1
And 13 food on action 3
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6dbc83 No.34276
>>34271
gotta edit stats, forgot
Pop: 19 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
15 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 62 +4/turn
Resources:
[Wood: 2]
[Foliage: 5] +1/turn
[Sparks: 14] +1/turn
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6dbc83 No.34281
>>34269
Not listed:
+[????] - Salamandastron
also:
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6dbc83 No.34291
| Rolled 97, 58, 7 = 162 (3d100) |
>>34246
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 27 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 60 +4/turn [-2 troop upkeep]
Resources:
[Wood: 4]+1/turn
[Foliage: 4]
[Sparks: 30 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation III]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Continue researching better Rejuvination magic. 8/10
+Peaceful Souls +5
+Library
+Temple
+Religion I?
2. Continue to build the Holy Complex. We can finally hear the words of the Holy Tree, now we require a proper place to speak to the Holy One. 8/10
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
+Divine Intervention?
3. Continue planting and growing the Placid Meadow. 7/12
+Construction I
+Nature IV
+Rejuvenation III
+Harden I
+Tree Worshipers
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6dbc83 No.34297
| Rolled 42, 33, 83 = 158 (3d100) |
[Rat Tribes]
Pop: 38 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 61 +6/turn (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 5] +1/turn
[Sparks:7] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows II][Scimitars I][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
scimitars 4/6
#1-2 Chief Savagehook roars and at the rats with the same enthusiasm he used to finish the elevator, now the chief is demanding a settlement in the sky. the rats scurry up and down the elevator building the new settlement. 3/10
+hammers I
#3 the rats resume sharpening their swords, and crafting better scimitars 4/6
+5 to weapon tech research
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6dbc83 No.34311
| Rolled 93, 64, 93 = 250 (3d100) |
[U.S.M]
Pop: 28 (Molder I)
Independent Pop: 11 (+1/Turn)
Food: 10 -5/Turn (+1 -6/Turn)
Resources:
[Wood: 2]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +4 Turn [Salvage Station, 2 Rubbish Pile](-4)
[Crayons: 3]
[Prototype Guns: 1]
(Workingshop DC - Settlement)
Structures:
[Farm]
[Salvage Station]
[Rubbish +1 scavenging production]
Defenses: Workingshop DC Fortifications: 1
(New Counterdam - Settlement)
Structures:
[Dio's Place]
[Lumber Mill] +1/Turn
[Steam Furnace]
Defenses: Pika Strips: 1
(Stairsville - Settlement)
[Rubbish +1 scavenging production]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Build the first farm in Stairsville 2/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Build a second farm in Stairsville 1/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. "Clean up that glowing slime!
It might be trying to lead dem beeltes outside in here.
Get some shovels and start moving it anywhere but here!"
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6dbc83 No.34394
[U.S.M]
1. The [Farm]>Stairsville is complete
2. The second farm is coming along 3/6
3. The workers get to quickly gathering the goop, they seem to have got it contained before any beetles had come to investigate +[Beetle Goop]
[Matoran Ecumene]
1. The Matoran are hard at work improving their siege weapon 6/8
[Sprite Sovereignty]
1. The next level of rejuvenation magic is reached [Rejuvenation IV]
2.The [Holy Complex]>SR is completed, now you can easily talk to your god! Not that it has much to say.
3. The [Placid Meadow]>SR is completed but some citizens are beginning to complain about the smell and some even say they thing the flowers are watching them.
[Fall’s Last Gasp]
1. As it turns out, Finn Fionn is half Boggart, understanding their language and customs with ease. With him acting as a middle man both nations are able to easily swap techs and even improve on them with new ideas! +[Boats II]
+Hero: Finn Fionn: All trade’s with Muckton cannot fail +5 to research trading
2. The new [Wood Grower]>The Stump is completed
3. Progress is made on the next level of warmth magic 2/6
[Muckton]
1. The trade is a great success +[Architecture II]
2. Stinkwart has done it, he has crafted the perfect rot! [Rot V]
3. The [Library]>Muckton is completed
[Salam]
1. A small tussle on the training field turns bloody -4 population
2. A new Carrot Brigade [+2.8] is recruited
3. No progress is made as the recruits drag bodies off the training field
[Rat Tribes]
1. Progress continues on the new settlement 6/10
2. The new [Scimitars II] are done
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6dbc83 No.34395
| Rolled 9 (1d100) |
>>34394
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Nutters [+6][Inspiring][Armoured]
Sir Daffodil [+6][Inspiring][Armoured]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
[Movement: +10 ]
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6dbc83 No.34396
| Rolled 69, 32, 55 = 156 (3d100) |
>>34395
[Beetlebride Nest]
1. Spawn [Warrior] 1/2
2. Spawn [Splicer] 1/2
3. Research [Spark II]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 40
Tech: [Carapace V][Claws III][Flight III][Spark I]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Raider [+2.3][Flying][Slicing]
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6dbc83 No.34398
| Rolled 84, 52, 84 = 220 (3d100) |
>>34394
[Fall’s Last Gasp]
Pop: 39 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 61 +1/turn
Resources:
[Wood: 3]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Begin developing our Fear magic further. We need to be able to shut our foes down with minimal conflict. [Fear II]
2. Begin developing our Harvest magic further. We need more food!. [Harvest II] +5 Noble Souls
3. Continue developing our Warmth Magic. [Warmth 2/6][+5 Noble Souls]
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6dbc83 No.34399
>>34398
third roll should read 2/8
all magic research this turn is done to get level 3
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6dbc83 No.34400
| Rolled 100, 79, 17 = 196 (3d100) |
>>34394
http://pastebin.com/K2ADQz6J
1. Begin researching better Swamp magic. We need swamp magic in order to work our home to it's utmost.
+Magic III
+Library
2.Begin working on a magic that would allow our farmers to grow thing s bigger and more quickly. We will call it growth magic.
+Magic III
+Library
3. Begin construction of a workshop to create and improve our technology.
+swamp Magic III
+Architecture II
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6dbc83 No.34401
| Rolled 25, 25, 68 = 118 (3d100) |
>>34394
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 28 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 62 +4/turn [-2 troop upkeep]
Resources:
[Wood: 5]+1/turn
[Foliage: 4]
[Sparks: 34 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation IV]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Check out the Placid Meadow and see what is going on.
2. Begin to research the pinnacle of Nature Magic.
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Begin researching the pinnacle of Rejuvenation magic
+Peaceful Souls +5
+Library
+Temple
+Religion I?
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6dbc83 No.34402
| Rolled 21, 71, 16 = 108 (3d100) |
[U.S.M]
Pop: 29 (Molder I)
Independent Pop: 9 (+1/Turn)
Food: 6 -4/Turn (+2 (x2 Farms) -6/Turn)
Resources:
[Wood: 3]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Empty]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Dio's Place]
2.[Lumber Mill] +1/Turn
3.[Steam Furnace]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.3/6 Farm
3.[Empty]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Get back to work on that second farm in Stairsville 3/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Work on a Third Farm in Stairsville
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. We've got another open slot at the Capital. Build a farm at Workingshop DC
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
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6dbc83 No.34403
| Rolled 9 (1d12) |
>>34394
Turns to Winter: +2
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6dbc83 No.34407
>>34271
http://pastebin.com/px6SRB80
1. The Attic has filled up as of late, as the rats move to take what the mice have left behind. In the wake of this the elders decide that the expansion of our towns is to resume.
2. In addition, our research towards the siege weaponry that will be fitted on the eventual armored weapons we shall produce is to continue as well.
3. It has been long since our scouts have scoured the attic in search of boons for our people, let them do this once more
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6dbc83 No.34408
| Rolled 66, 99, 72 = 237 (3d100) |
>>34407
dice
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6dbc83 No.34413
| Rolled 17, 22, 33 = 72 (3d100) |
Salamandastron]
Pop: 85 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 128 +8turn
Resources:
[Sparks: 28]+1 turn
[Metal: 22]+2 turn
[Stone: 34] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Capital 5/15
Farm 1/6
1.2. With the enemies coming from the east they will be hitting the fortress first. Much to the rabbits link. The rabbits rush to construct as many Defenses and fortifications as they can at the fortress
[Fortified +10 to defense creation]
3.continue building a second farm in the carrot temple 4/6
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6dbc83 No.34414
| Rolled 8, 87, 85 = 180 (3d100) |
[Rat Tribes]
Pop: 41 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 65 +6/turn (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 6] +1/turn
[Sparks:8] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows II][Scimitars II][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 the tribes put many of their thralls and laborers to work on the elevator. their settlement above continues to be built with haste 6/10
+hammers I
#2 the clans are always fighting, in war or in peace against each other. chiefs send their best warriors to the fighting pits or hire assassins against each other. they are are always looking for better swords and sharper blades. the rats improve their skills as swordsmen and knifework with better scimitars
+5 to weapon tech research
#3 the rats sharpen the tips of their arrows and increase the length of their bows. the rats seek to amass stronger bows while the bats lie in slumber beneath the attic
+5 to weapon tech research
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6dbc83 No.34490
[U.S.M]
1. The land is found to be poisoned with some metal and the whole farm must be rebuilt elsewhere 0/6
2. The other farm is almost done
3. The relaxed capital population doesn’t want to waste time making farm’s for no “Fleshies!”
[Matoran Ecumene]
1. The expansion picks back up 7/15
2. The [Harpoon Thrower III] is completed! You can now build siege weapons or mount said thrower on things!
3. The Scouts return with an odd see through green sword +[Odd Green Sword]
[Sprite Sovereignty]
1. No one sent to the Placid Meadows return -2 population
2. Slow progress is made as the Priests are on edge about the Placid Meadow 1/12
3. Repairing broken roots and limbs speeds along the magic 3/12
[Fall’s Last Gasp]
1. Scarecrow is nearly done instructing the fey on the next level of fear magic 4/8
2. The Gnomes begin working on their next level of harvest magic 3/6
3. The warmth magic is almost done 6/8
[Muckton]
1. A great breakthrough is made in the use of Swamp Magic! One lowly boggart had the idea of infusing the swamp with spark to animate it! His first creation is amazing but he has a harder time recreating it +[Swamp IV] +[Animate I] +Swamp Golem [+6][Titanic][Rot][Swampy][-2s/t]
2. Work on fertility magic is underway 3/4
3. No progress is made on the workshop
[Salam]
1. Apparently rushing the rabbits has resulted in sloppy work and the whole thing needs to be torn down and rebuilt.
2. The Second Farm is almost done 5/6
[Rat Tribes]
1. A collapse in a support results in a major loss of progress 2/10
2. The Rat’s work on their skills training with their scimitars 4/8
3. With each day the rat’s come closer and closer to perfecting their weapons of war 4/8
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6dbc83 No.34491
| Rolled 39, 46 = 85 (2d100) |
>>34490
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Nutters [+6][Inspiring][Armoured]
Sir Daffodil [+6][Inspiring][Armoured]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
[Movement: 0]
[Duel: High Nutters Low Daffodil]
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6dbc83 No.34492
>>34490
[Beetlebride Nest]
1. Spawn [Warrior]
2.Research [Spore I]
3. Research [Spark II]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 40
Tech: [Carapace V][Claws III][Flight III][Spark I]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.34493
| Rolled 91, 57, 30 = 178 (3d100) |
>>34492
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6dbc83 No.34494
>>34491
Slain: Sir Nutters [+6][Inspiring][Armoured]
Leve Up: Sir Daffodil [+12][Inspiring][Armoured][Hero-Killer]
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6dbc83 No.34495
| Rolled 2, 90, 24 = 116 (3d100) |
Salamandastron]
Pop: 89 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 136 +8turn
Resources:
[Sparks: 29]+1 turn
[Metal: 24]+2 turn
[Stone: 38] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 1]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Capital 5/15
Farm 1/6
1.2.3. With the enemies coming from the east they will be hitting the fortress first. Much to the rabbits link. The rabbits rush to construct as many Defenses and fortifications as they can at the fortress
[Fortified +10 to defense creation]
Spend 20 metal and 20 stone
1/8
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6dbc83 No.34501
| Rolled 23, 74, 60 = 157 (3d100) |
>>34490
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 75+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 112+7/turn -2/turn upkeep
Resources:
[Wood: 40] +6/turn
[Foliage: 15] +3/turn
[Sparks: 47] +7/turn -4/turn upkeep
[Stone: 23] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Magic: [Rot v]
[Swamp IV]
[Magic III]
[Luck I]
[Animate I]
Growth 3/4
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
1. The Boggart who made the great swamp golem, named Snotrot continues to refine and improve the art of swamp magic. Improving it would surely make his work easier.
+Magic III
+Library
2.Gorwth magic is nearly done and pushed towards completion. 3/4
+Magic III
+Library
3. Boggarts begin working on upgrading and improving Marshton into a proper town.
+Swamp Magic IV
+Architecture II
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6dbc83 No.34508
| Rolled 77, 58, 9 = 144 (3d100) |
>>34490
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 20 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
16 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 68 +4/turn
Resources:
[Wood: 4]+1/turn
[Foliage: 6] +1/turn
[Sparks: 15] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Sword
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 7/15
Bowl Tank 1/16
Spark theory 3/4
Armor III 1/8
1. Excellent, we have to make use of this technology as soon as possible, and the best use of that would be to mount harpoon throwers on the walls surrounding Metru Nui! Begin this at once!
2. Armor is the next concern, we've started research into progressing the field to a point to make it of much use to us, now let us finish it.
Armor III 1/8
3. This sword is intriguing, but its properties unknown. Have our best minds delve into its mysteries, see if it has any unusual properties, and if it reacts to the spark.
+3 Spark
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6dbc83 No.34511
| Rolled 13, 56, 45 = 114 (3d100) |
>>34490
[Fall’s Last Gasp]
Pop: 40 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 62 +1/turn
Resources:
[Wood: 6]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth II], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Research Fear Magic. Fear III 4/8.
2. Research Harvest Magic. Harvest III 3/8. +5 Noble Souls
3. Research Warmth Magic. Winter's on its way… Warmth III 6/8. +5 Noble Souls
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6dbc83 No.34512
| Rolled 67, 59, 19 = 145 (3d100) |
[Rat Tribes]
Pop: 44 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 71 +6/turn (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 7] +1/turn
[Sparks:9] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows II][Scimitars II][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 Chief Savagehook orders the dead rats cleared away, and new rats take their place. the ceiling settlement will be built 2/10
+hammers I
#2 rat smiths compete against each other to craft better blades, sometimes putting them to the test. smiths fight against other smiths to show the superiority of their sword 4/8
+5 to weapon tech research
#3 the tribes fill their quivers, and the tribes perfect their bows. even before they grow fur, ratlings are trained how to pull and draw a string 4/8
+5 to weapon tech research
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6dbc83 No.34531
| Rolled 54, 42, 100 = 196 (3d100) |
>>34490
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 27 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 64 +4/turn [-2 troop upkeep]
Resources:
[Wood: 6]+1/turn
[Foliage: 4]
[Sparks: 38 +6/turn] [-2 troop upkeep
[Ancient Lighter]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation IV]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Send priests to check out the Placid Meadow and see what is going on.
2. Continue to research the pinnacle of Nature Magic. 1/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Continue researching the pinnacle of Rejuvenation magic 3/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
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6dbc83 No.34633
| Rolled 22, 32, 18 = 72 (3d100) |
[U.S.M]
Pop: 30 (Molder I)
Independent Pop: 3 (+1/Turn)
Food: 2 -4/Turn (+2 (x2 Farms) -6/Turn)
Resources:
[Wood: 4]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Empty]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Dio's Place]
2.[Lumber Mill] +1/Turn
3.[Steam Furnace]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.0/6 Farm
3.[Empty]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Restart the 2nd farm in Stairsville 0/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Continue the third farm in Stairsville (?/6)
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3.
"Alright, now listen here and you listen good.
These 'fleshies' represent weeks, months of hard work and investment by the government, as well as you.
Many metal men have toiled and some have died to rescue this bright beetlebug and his brain, he's a smart cookie, and he's exactly what we need to get us back on our feet.
Now we have to make sure all of that hard work pays off, and to do that, we have to build this danged farm!"
Start that farm in Workingshop DC
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
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6dbc83 No.34734
[U.S.M]
1. No progress is made as the men rut around trying to find better arable land
2. The third farm is slow to develop 4/6
3. The workers of the capital have started protesting and various other business’s join suit. The protests are lead by the Metalhead Union which avow to stop the governments frivolous use of funds and fleshy entitlement! +[Metalhead Strikes]
[Matoran Ecumene]
1. Mounting Harpoon throwers on the walls start 3/8
2. Work continues on the armor 3/8
3. The sword melts into goop we probed with spark, now you are left with nothing but +[Green Goop]
[Sprite Sovereignty]
1. In the Placid Meadow the Priests find all of the missing Sprites gathered in a large pile with the roots of the floors pushed through their bodies seeming to drain then of nutrients, the longer the Priests stay the drowsier they seem to get…
2. The Priests push forward with their research 3/12
3. The Priests have been blessed with an epiphany, working day and night to reach the pinnacle of rejuvenation magic. On their final day one priests climbs to the top of the tree. He is returned reborn as a small sapling, a child of the god to be planted and grow anew. +[Godly Sapling] +[Rejuvenation V]
[Fall’s Last Gasp]
1. No progress is made of fear magic as Scarecrow is busy keeping the council in order.
2. Work on better harvest magic continues 6/8
3. The next level of [Warmth III] is unlocked
[Muckton]
1. Snotrot begins once again toiling away at the swamp magic 1/12
2. [Growth I] is completed by the foul mages
3. The boggarts begin to work on upgrading the town 3/15 -15 stone
[Salam]
1. The fortifications are rushed to completion Revise: [Rockfall Traps: 2]
[Rat Tribes]
1. The sting of Savagehook’s whip speeds up the progress 5/10
2. Soon the Scimitars will be truly ready for war 7/8
3. Little progress is made
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6dbc83 No.34735
| Rolled 47 (1d100) |
>>34734
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Daffodil [+12][Inspiring][Armoured][Hero-Killer]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
[Movement: +5]
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6dbc83 No.34736
| Rolled 72, 3, 11 = 86 (3d100) |
>>34492
[Beetlebride Nest]
1-2. Research [Spore II]
3. Research [Spark II]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 50
Tech: [Carapace V][Claws III][Flight III][Spark I]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.34765
| Rolled 67, 50, 95 = 212 (3d100) |
>>34734
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 21 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
17 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 72 +4/turn
Resources:
[Wood: 5]+1/turn
[Foliage: 7] +1/turn
[Sparks: 16] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 7/15
Bowl Tank 1/16
Spark theory 3/4
Armor III 3/8
Wall mounted Harpoons 3/8
1. Continue progress on the harpoon defenses for our walls
Wall mounted Harpoons 3/8
2. And the Armor research as well.
Armor III 3/8
3. And our research on spark theory.
Spark theory 3/4
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6dbc83 No.34768
| Rolled 86, 10, 30 = 126 (3d100) |
>>34734
[Fall’s Last Gasp]
Pop: 41 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 63 +1/turn
Resources:
[Wood: 9]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth III], [Harvest II], [Shadow II], [Wood I], [Fear II]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. Research Fear Magic. Fear III 4/8
2. Finish researching Harvest Magic. Harvest III 6/8. +5 Noble Souls
3. As our progress in the magical arts marches on we seek to trade with the northern Boggarts– Winter is on its way, and, surely, there is something that they'll be wanting to have…
Trade [Warmth III] for [Magic III] with Muckton. + Finn Fionn, trading cannot fail.
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6dbc83 No.34769
| Rolled 23, 50, 19 = 92 (3d100) |
>>34734
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 28 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 66 +4/turn [-2 troop upkeep]
Resources:
[Wood: 7]+1/turn
[Foliage: 4]
[Sparks: 42 +6/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Begin creating a path through the garden of eternal rest with magic so that our people may leave safely.
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
2. Continue researching the pinnacle of Nature magic. Nature V 3/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Send out scouts to search for a safe place that receives lots of light that would be a good place to plant the holy sapling, but do not plant it yet. That must wait until spring.
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6dbc83 No.34770
| Rolled 76, 76, 76 = 228 (3d100) |
>>34734
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 79+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 120+10/turn -2/turn upkeep
Resources:
[Wood: 46] +6/turn
[Foliage: 18] +3/turn
[Sparks: 50] +7/turn -4/turn upkeep
[Stone: 10] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost](3/15)
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Magic: [Rot V]
[Swamp IV]
[Magic III]
[Luck I]
[Animate I]
[Growth I]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
1. Trade Magic theory III for Warmth III to our bumpkin stump dwelling cousins. That Finn Fionn will make sure everything goes smoothly.
2-3. Marston needs to be expanded to keep pace with the demands of Stone, and food and spark. Muckton needs the supplies and so Marshton grows. 3/15
+Swamp Magic IV
+Architecture II
+15 Lumber
+15 Foliage
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6dbc83 No.34771
>>34770
Swamp magic progress to V is 1/12
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6dbc83 No.34779
| Rolled 98, 38, 70 = 206 (3d100) |
[Rat Tribes]
Pop: 47 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 75 +6/turn (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 8] +1/turn
[Sparks:10] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows II][Scimitars II][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 rats work feverishly, under the chastisement of Savagehook, moving with haste and speed as they do upon all things, continuing to build the settlement above 5/10
+hammers
#2 Chief Savagehook inspects one of the new blades himself, ordering a larger pair built for his size. he uses these hooked knives to carve into wood as he clambers up and down his precious ceiling territory, and to cut into foes. 7/8
+5 to weapon tech research
#3 the tribes continue to stock on larger and better bows and churn forth more arrows to fill quivers 4/8
+5 to weapon tech research
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6dbc83 No.34787
| Rolled 83, 69, 97 = 249 (3d100) |
[U.S.M]
Pop: 31 (Molder I)
Independent Pop: 0 (+1/Turn)
Food: 0 -4/Turn (+2 (x2 Farms) -6/Turn)
Resources:
[Wood: 5]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Empty]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Dio's Place]
2.[Lumber Mill] +1/Turn
3.[Steam Furnace]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.0/6 Farm
3.[Empty]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Restart the 2nd farm in Stairsville 0/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Continue the third farm in Stairsville (4/6)
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. Rebrand one of our Rangers. Arm them with our stock of prototype guns. We will create a unit of government peace keepers and strike breakers.
They shall be called the Tinkertons, because they will be used to fine tune the machine of our government will.
Rangers [+1.4][-1m/t]
[Gunpowder I]
[Prototype Guns: 1]
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6dbc83 No.34788
1. Super fucked Shit
4-5: Fucked shit
6-19: Bad Shit
20-29: Meh
30-39: +1
40-59: +2
60-85: +3
86-99: +4
100: Awesome shit
[U.S.M]
1. Work begins on the farm but scabs have to be hired to do the work 4/6
2. Scabs don’t come cheap but they do get work done 3/6
3. The new unit of Tinkertons [+4.4][Shooty] -1m/t is completed
[Matoran Ecumene]
1. The mounting of the Harpoon throwers is almost done 6/8
2. The armor research is coming along quite handily 5/8
3. The first level in [Spark Theory I] is completed!
[Sprite Sovereignty]
1. The clearing of a path through the Placid meadow proves a slow endeavor 1/12
2. Nature magic crawls along 6/12
3. How would the make their way through the Placid Meadow without a path?
[Fall’s Last Gasp]
1. Scarecrow has distilled a new essence of [Fear III]
2. Rumors of sedition have spread from within the circles of the Harvest Council…. +[Harvest Council Sedition]
3. Finn Fionn completes the trade +[Magic III]
[Muckton]
A mysterious boggart has come to town, he calls himself Boggart 76, a soldier of fortune who constantly mumbles to himself.
+Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
1. The trade is completed by Finn Fionn +[Warmth III]
2. The great growth of Marshton is underway by order of Stinkwart 11/15
[Rat Tribes]
1.The Settlement in the rafters is almost done 9/10
2. The Chief smiles as he admires his new [Scimitar III]
3. Soon nothing will stop the arsenal of the rats 7/8
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6dbc83 No.34789
| Rolled 39 (1d100) |
>>34788
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Daffodil [+12][Inspiring][Armoured][Hero-Killer]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
[Movement: +10]
1 turn to Carrot Temple
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6dbc83 No.34790
| Rolled 39, 11, 21 = 71 (3d100) |
>>34736
[Beetlebride Nest]
1-2. Research [Spore III]
3. Research [Spark II]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 50
Tech: [Carapace V][Claws III][Flight III][Spark I][Spore II]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.34791
| Rolled 84, 49, 43 = 176 (3d100) |
[U.S.M]
Pop: 32 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -4/Turn (+2 (x2 Farms) -6/Turn)
Resources:
[Wood: 6]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Empty]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Dio's Place]
2.[Lumber Mill] +1/Turn
3.[Steam Furnace]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.0/6 Farm
3.[Empty]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Continue the 2nd farm in Stairsville 5/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Continue the third farm in Stairsville 3/6)
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. Break up that strike and get right back to work on that farm in the capitol. 0/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
Tinkertons [+4.4][Shooty] -1m/t
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6dbc83 No.34792
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6dbc83 No.34793
| Rolled 51, 44, 81 = 176 (3d100) |
>>34788
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 22 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
18 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 76 +4/turn
Resources:
[Wood: 6]+1/turn
[Foliage: 8] +1/turn
[Sparks: 17] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: Protodermis Walls: 2
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic:
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 7/15
Bowl Tank 1/16
Armor III 5/8
Wall mounted Harpoons 6/8
1. Continue the work on the Wall Harpoons!
Wall mounted Harpoons 6/8
2. And the Armor tech as well!
Armor III 5/8
3. Now that we have a understanding of spark theory, let us work on spark application. It can create wonderful things, so let us create a wonderful magic with it!
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6dbc83 No.34795
| Rolled 93, 57, 26 = 176 (3d100) |
>>34788
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 83+4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 126+10/turn -4/turn upkeep
Resources:
[Wood: 37] +6/turn
[Foliage: 6] +3/turn
[Sparks: 53] +7/turn -4/turn upkeep
[Stone: 12] +2/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Outpost](13/15)
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp IV] (1/12)
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth I]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1.Marshton has grown considerably. We've almost made it a proper town! Let's finish it up boys! 13/15
+Swamp Magic IV
+Architecture II
2. With Marshton becoming a proper town soon, the boggarts turned to a new major issue. Food. To that end then further researched the mysteries of Growth magic in order to make the crops bigger, faster.
+Library
+Magic III
3. Snotrot continues to work on Swamp magic. For it will give a mastery of home, and thus make it truly theirs. 1/12
+Library
+Magic III
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6dbc83 No.34797
| Rolled 36, 62, 58, 21, 33, 20 = 230 (6d100) |
>>34734
>[Rockfall Traps: 2]
Salamandastron]
Pop: 97 +4/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 152 +8turn
Resources:
[Sparks: 31]+1 turn
[Metal: 8]+2 turn
[Stone: 26] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1 [Rockfall Traps: 2]
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 2]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Capital 5/15
Farm 1/6
Second farm 5/6
1.2.3. It seems they won't hit the fortress. They will bypass it with no regards to it and hit our Carrot temple. Go figure. So build up Defenses at the carrot temple
4.5.6 build more Defenses at the carrot temple.
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6dbc83 No.34800
| Rolled 21, 6, 77 = 104 (3d100) |
>>34788
[Fall’s Last Gasp]
Pop: 42 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 64 +1/turn
Resources:
[Wood: 12]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth III], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
[Harvest Council Sedition]
1/2. Sedition? Secession? Rebellion? The Council– sans Hilda Horngood– can scarcely believe such things. Scarecrow, least of all. Having little knowledge of how the Harvest Council operates, and not really caring, the fearsome Fear Fae lets Finn Fionn take the lead on this one.
Finn, Wicker Tom and Flicker, the representatives of the Fall Faeries, Wickermen and Shadowkinder respectively, meet with the Harvest Council to provide an ear for their grievances. Why do they seek to break away? Fall is approaching, and that means Winter is approaching too– we must be united as one in the face of an inevitable assault from the Winter Vizier. Can they not see that such dangerous talk may only weaken the Stump's chances of survival?
Attempt to reason with the Harvest Council and end these murmurs of sedition. +Finn Fionn
3. Continue honing our skill at Warmth Magic. Research Warmth IV. +5 Noble Souls, +[Magic III]
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6dbc83 No.34801
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6dbc83 No.34804
| Rolled 56, 89, 18 = 163 (3d100) |
[Rat Tribes]
Pop: 50 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 83 +8/turn (+5 thrall lord, +4 farm/hunt, +1 fertile) (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 9] +1/turn
[Sparks:11] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
+Patchville[Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
>Settlement
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows II][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 Chief Savagehook holds the great banner of the Savagehook tribe in his paws, to stamp it upon the new settlement that all the attic might see. he dubs the new ceiling settlement in honor of himself and his tribe, and shall call it Savagehook Point. 9/10
+hammers
#2 the last of the new line of bows are made by rat workers, ready to serve the tribes against their foes, and against each other 7/8
+5 to weapon tech research
#3 Chief Savagehook orders his best scouts to search for a relic of the dead humans he needs. he gives them the description, it is made of iron, shaped in a pointed fashion, and is probably near where they stored clothes. they are to find it and tell of its location to him.
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6dbc83 No.34805
| Rolled 91, 33, 49 = 173 (3d100) |
>>34788
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 29 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 68 +4/turn [-2 troop upkeep]
Resources:
[Wood: 0]+1/turn
[Foliage: 0]
[Sparks: 46 +6/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Continue creating a path through the garden of eternal rest with magic so that our people may leave safely. 1/12
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
2. Continue researching the pinnacle of Nature magic. Nature V 6/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. The eccentric priest Shaded Leaf has claimed to be able to gift intelligence and powers to plants. He has demonstrated this ability with local flowers. The end result is less intelligent than what one would expect, and more aggressive than one would expect. Either way Shaded Leaf has been given a plot of land to build a plantation to continuously grow these 'Needle Flowers'. Just make sure they require aid in reproduction so they do not spread out of control.
-8 wood
-4 foliage
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
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6dbc83 No.34867
1. Super fucked Shit
4-5: Fucked shit
6-19: Bad Shit
20-29: Meh
30-39: +1
40-59: +2
60-85: +3
86-99: +4
100: Awesome shit
[U.S.M]
1. The [Farm]>Stairsville is completed
2. The other farm is almost done 5/6
3. The Tinkertons are able to easily break the strike with their guns, but resentment has been built towards the ruling class and their love of fleshies +[Metalheads Support]
[Matoran Ecumene]
1. The mounting of the harpoons is completed! Revise: [Protodermis Walls: 2[Bombardment]]
2. The new armor designs are almost done 7/8
3. With the new understanding of Spark magic, which theorized by the elders to be fragments of reality somehow torn from the barrier of the world. With this discovery they theorize changing natural laws should be easier then just manipulating matter [Gravity I]
[Sprite Sovereignty]
1. Great progress is made as it’s found they can subtly change the flowers growth 5/12
2. Nature magic crawls along 8/12
3. This new development by Shaded Leaf is greeted with skepticism by some and disgust by others, he has however been allowed to do so by the other priests 2/12
[Fall’s Last Gasp]
1. The Harvest Council is a lesser council in charge of running the farms around the Stump. They are lead by a fall fey named Smiling Jam. The Harvest council denies any accusations of treachery and suggest that the Builder Council spread such vile rumors!
2. With the chill of fall some coming warmth magic is rushed along 4/10
[Muckton]
1. Marshton has been upgraded to a town! A day of celebration is had!
2. The next level of growth magic is quickly underway 3/6
3. The swamp revolts at his touch churning the putrid sludge 3/12
[Salam]
1. Crude defenses are set up in the Carrot Temple +[Defenses: 1]
2. Though little progress is made on improving them past that 1/8
[Rat Tribes]
1. Savegehook Point [Lvl.1][Lofty] is completed!
2. The new [Bows III] are completed, soon the rats shall rain death upon thier opponents!
3. No such relic is located and some scouts report that any metal has long since been scavenged for various projects…
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6dbc83 No.34868
| Rolled 79, 32, 76 = 187 (3d100) |
>>34867
[Beetlebride Nest]
1-2. Research [Spore III]
3. Research [Spark II]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 50
Tech: [Carapace V][Claws III][Flight III][Spark I][Spore II]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.34869
| Rolled 21 (1d100) |
>>34789
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Daffodil [+12][Inspiring][Armoured][Hero-Killer]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
[General Looting: +15]
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6dbc83 No.34872
| Rolled 54, 98, 21 = 173 (3d100) |
[U.S.M]
Pop: 33 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -3/Turn (+3 (x3 Farms) -6/Turn)
Resources:
[Wood: 7]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Empty]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Dio's Place]
2.[Lumber Mill] +1/Turn
3.[Steam Furnace]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Empty] 5/6 Farm
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Finish the 3rd farm in stairsville 5/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Get back to work on that farm in the Capitol
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. We still need more room. . .and food. Perhaps the time has come to consider taking over the old plant folk's settlement. We haven't heard a word from them in ages, do they still live? Go out and check if there are any survivors and if there aren't start rebuilding it.
[Engineering I]
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6dbc83 No.34873
| Rolled 38, 64, 39 = 141 (3d100) |
>>34867
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 23 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
19 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 80 +4/turn
Resources:
[Wood: 7]+1/turn
[Foliage: 9] +1/turn
[Sparks: 18] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic: [Gravity I]
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 7/15
Bowl Tank 1/16
Armor III 7/8
1. Finish Up that Armor Research.
III 7/8
2. The expansion of our town shall continue as well.
Metru Nui Town 7/15
3. Spark Theory is a valuable technology indeed, as we understand the fundamental nature of the spark further we shall unlock many more "magics". So we shall research away.
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6dbc83 No.34874
| Rolled 46, 43, 94 = 183 (3d100) |
>>34867
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 88+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 133+11/turn -4/turn upkeep
Resources:
[Wood: 43] +6/turn
[Foliage: 9] +3/turn
[Sparks: 57] +8/turn -4/turn upkeep
[Stone: 15] +3/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp IV] (3/12)
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth I] (3/6)
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1. Well with Muckton now a proper town we need to get another spark pool up and running quickly. We're using a lot of it pretty fast.
+Swamp Magic IV
+Architecture II
+10 from Yard
2. Likewise Muckton as a whole was established for it's sources of stone. We need to get another stone quarry established to take advantage of it wealth.
+Swamp Magic IV
+Architecture II
+10 from Yard
3.Snotrot continues his slow painstaking research into the final mysteries of Swamp Magic. What he's looking for has to be here. 3/12
+Library
+Magic III
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6dbc83 No.34876
| Rolled 5, 93, 88 = 186 (3d100) |
>>34867
[Fall’s Last Gasp]
Pop: 43 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 65 +1/turn
Resources:
[Wood: 15]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth III], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
[Harvest Council Sedition]
1. What nonsense! The High Council, not taking their eyes off of the Harvest Council, investigates the lesser Builder's Council, composed primarily of wickermen. Wicker Tom used to run the joint, and he is thoroughly aghast that they might spread such nasty rumors!
If it comes down to it, the Autumnkith will have to renew their Pledge of the Compact– the nigh-supernaturally binding pact to work together in survival against the Winter Vizier. But hopefully it won't have to come to that…
[Get to the root of these rumors and nonsense, remind the autumnkith that the Stump as a whole cannot afford to be distracted with such pettiness.]
2/3. Research Warmth IV. 4/10 +5 Noble Souls, [Magic III], [Warmth III]
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6dbc83 No.34877
>>34874
Snotrot start making progress in leaps and bounds, and for his work to continue apace he needs more resources. He sends a draft to the council of elders of Muckton from his lab and requisitions 10 spark. The elders after a short discussion give it to him readily.
>10 spark on action 3
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6dbc83 No.34878
>>34874
Also player note the settlement in actions 1 and 2 were to be Marshton, I just had a brain fart.
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6dbc83 No.34879
| Rolled 56, 6, 34 = 96 (3d100) |
>>34867
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 30 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 70 +4/turn [-2 troop upkeep]
Resources:
[Wood: 1]+1/turn
[Foliage: 0]
[Sparks: 50 +6/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Continue creating a path through the garden of eternal rest with magic so that our people may leave safely. 5/12
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
2. Continue researching the pinnacle of Nature magic. Nature V 8/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Construction of the Needle Flower nursery continues. 2/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
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6dbc83 No.34880
| Rolled 69, 82, 81 = 232 (3d100) |
>>34876
Spend 5 food to make sure that this stays within the realm of bad shit and stays out of the realm of fucked shit
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6dbc83 No.34891
| Rolled 55, 42, 21 = 118 (3d100) |
Salamandastron
Pop: 101 +4/turn[Cannot exceed food (Minus 2x #turns when above food)]
Food: 160 +8turnResources:
[Sparks: 32]+1 turn
[Metal: 10]+2 turn
[Stone: 30] +4 turn
>>Settlements:
>Salamandstron lv1 [Forested +1 to resource harvesting sources]
Structures:[Scarpyard][Spark-Collector][Farm]>[Salamandastron]
Defenses: Sala walls: 1 [Rockfall Traps: 2]
>[Salaman's fortress lv2 [Fortified +10 to defense creation]
Defenses: [Rockfall Traps: 2]
Structures: [Quarry2][farmx3]
>carrot temple lv1 [Fertile +1 to food production]
Defenses:
Structures:[Farm]
Military:
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.6]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
+Hero: General Flurry Flackbuth [+8][Inspiring][Piercing][Anti-Magic]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Carrot Brigade [+2.8]
Magic: [antimagic II]
Technology:[Spears II][Agriculture II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Rank and File] +1 to base unit strength
[Carrots and Spears]
You gain a total army bonus equal to your total food divided by ten
Items:
The God’s Spear [+1][Titanic][Heavy:4]
Capital 5/15
Farm 1/6
Second farm 5/6
I dunno guess they magically conquered a city already and don't need to fight to loot the city. dmpc magic I guess
1.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
2.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
3.Recruit a new carrot brigade
[Rank and File][Carrots and Spears] [antimagic II] [Spears II]
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6dbc83 No.34893
>>34891
They are looting the countryside around your city and are in the area, cut the fucking attitude man.
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6dbc83 No.34898
| Rolled 100, 3, 47 = 150 (3d100) |
[Rat Tribes]
Pop: 53 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 92 +8/turn (+5 thrall lord, +4 farm/hunt, +1 fertile) (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 10] +1/turn
[Sparks:11] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
>Settlement - Patchville [Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Structures:
Defenses:
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero: Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 Chief Savagehook stands on the settlement, bristling with pride. it is his achievement, it is his name and his clans name on the settlement in the sky. rain, sunlight, and beasts of prey were now open to the tribes. he looked down at the attic below, and all the settlements of the tribe, and like a true rat, was compelled by need for more. "the tribes will grow and fill this attic with rats such that our ancestors once did." Savagehook looks below and sees two empty settlements on the corner. the cookie people were long since gone, and there was a toy house with no signs of life below. Chief Savagehook demands it for the tribes, he orders rats to go and take the toy house and build it up as a settlement
+hammers
#2 rat tribals march to the cookie collective. no longer concerned with eating the vanished populace , they now will take it over as a new nest.
+hammers
#3 the rats are unable to find the the first relic, and search for a different one. this was a large ball of hard material like stone with three holes. the human once used it in his games, and would place his fingers in the holes to throw the ball at wooden pins. when he grew old, he stored this sphere in the attic. the rats sent out to find it.
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6dbc83 No.35044
[U.S.M]
1. The [Farm]>Stairsville is completed
2. The capital farm is put back under construction 5/6
3. Unfortunately there is nothing there but a big old wilted flower of what was once their kingdom.
[Matoran Ecumene]
1. The [Armor III] is complete and now the Matoran can truly protect themselves from any threat!
2. The expansion of Metru Nui is coming along quickly 10/15
3. The spark theorists get back to work on their newest theories 1/6
[Sprite Sovereignty]
1. The Path of Tranquility is almost completed 8/12
2. A minor spat stalls work as two priests both argue over the definition of “Nature”.
3. The Needle Nursery is slowly planted by the lone priest 4/24
[Fall’s Last Gasp]
1. The Builder’s Council is in a uproar! How dare those harvest cretins suggest that the Builder’s Council was not loyal! Some of the builders have good mind to give those Harvest pansies a good thrashing! A brawl ends up happening in the common area and tensions are high as the other minor councils are being drawn into supporting either side, not to mention you still have yet to find the source of these rumors!
2. [Warmth IV] is achieved whilst tensions run high within the Stump, one mage however mentions a peculiar feeling when casting, like warmth was somehow being slowly leeched by something…
[Muckton]
1. A new pool is starting to be cleared and focused 3/6
2. Swamp is cleared, dikes reinforced soon the new quarry will be ready 3/6
3. Snotrot is slowly grasping the pinnacle of the Swamp, he can feel something lurking down there, something large, something rotten.. 7/12
[Salam]
1. A new Carrot Brigade [+2.8]is recruited
2. A new Carrot Brigade [+2.8]is recruited
3. Training begins 1/2
[Rat Tribes]
1. The rats quickly and easily refurbish the old dollhouse to their likings, deep within it they find the lone survivor of the Doll Dynasty. This doll calling itself “The General” has clearly lost it’s mind referring to the rats as his soldiers and instructing them in the ways of war!
+The Dollhouse[Rubble +1 to scavenging production]
Structures: [Farm] >Dollhouse
Defenses: Fence: 1
+Hero: The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
2. The scouts do not return from the Cookie Collective ruins -5 population +[???:Rat Taste]
3. The rats begin their search through the rubble of the attic 2/12
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6dbc83 No.35045
| Rolled 84, 23, 32 = 139 (3d100) |
>>34868
[Beetlebride Nest]
1-2. Research [Spore IV]
3. Research [Spark III]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 50
Tech: [Carapace V][Claws III][Flight III][Spark II][Spore III]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.35046
| Rolled 63 (1d100) |
>>35044
[The Crusaders]
King Bushytail II [+12][Inspiring][Armoured][Enchanted][Herokiller]
Sir Daffodil [+12][Inspiring][Armoured][Hero-Killer]
Sir Hides [+6][Inspiring][Armoured]
Sir Ripper [+6][Inspiring][Armoured]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Squirrel Knights [+3]
Having gathered foodstuffs from the surrounding farmland, the Squirrels demand the surrender of the Carrot Temple.
[Siege Preparations]
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6dbc83 No.35050
| Rolled 48, 48, 4 = 100 (3d100) |
>>35044
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 93+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 140+11/turn -4/turn upkeep
Resources:
[Wood: 49] +6/turn
[Foliage: 12] +3/turn
[Sparks: 41] +8/turn -4/turn upkeep
[Stone: 18] +3/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton 3/6
Spark Pool> Marshton 3/6
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp IV] (9/12)
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth I] (3/6)
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1.The Spark Pool of Marshton, the new one anyways is half done. Finish it. We need more spark. 3/6
+Swamp Magic IV
+Architecture II
+10 from Yard
2. Likewise the new quarry is nearly finished in Marshton. Keep working at it. 3/6
+Swamp Magic IV
+Architecture II
+10 from Yard
3.Snotrot can feel the depths of the swamp roil in his grasp. He is SOOOOOO close. he works on solidifying his grasp and mastery of swamp magic. 9/12
+Library
+Magic III
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6dbc83 No.35052
>>35050
Snotrot feels his grip failing. He spends 10 more spark to reinforce it. He amy not go forward, but he will NOT go back
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6dbc83 No.35057
| Rolled 12, 70, 20 = 102 (3d100) |
>>35044
[Fall’s Last Gasp]
Pop: 44 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 66 +1/turn
Resources:
[Wood: 18]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 6]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
[Harvest Council Sedition]
1/2. "How dare they accuse us!" "You were the last to sign the Pact, it must be you!" "Remember the old accords! Remember our -Pact-!"
The Council grimaced at the utter uproar that spread throughout the spark-lit, masterfully carved common hall. Hilda Horngood glared at her fellow Councilmen, Wicker Tom glowered from the rest, and Finn Fionn sat with a chin on a fist and an irked look in his glittering black eyes. Another tossed mug of sap and the Autumn Prince pushed himself upright, casting his booming voice across his angered constituents.
"CEASE THIS PRATTLE! THESE RUMORS STEM FROM -ELSEWHERE-! MUST WE TEAR OURSELVES APART, AND FORGET OUR PACT?"
"Our -pact-?" asked one of the Shadowkinder, tossing away her mane of weaved reeds. "How well does this pact fair with a Boggart-kin having laid it?"
"Mighty well! For there is no way that such nonsense should prevail if it came from our own ranks!"
"Then let us exhaust one possibility." The crowd froze as Scarecrow strode through the still-closed door, his eyes flickering with anger. "Let us scour the Stump."
"Scour it -how-, Scarecrow?" barked Finn, and even his own council looked to him in surprise. "Are we to -torture- our own kinsmen?"
"No. With magic, Finn Fionn. You would do well to refrain from making such bold accusations."
"You would do -well- to attend such functions like these on -time-, like the -rest- of us, Scarecrow. Rally your Fear Fae. We strike for the center of town."
[The Frost Token drains our magic, influences our thoughts and may have let an agent of Winter through. We must stop this. Begin cleansing the Frost Token of its Frost magic and replace it with the power of Fall.]
[Warmth IV][Magic III]
3. Expend 18 Wood and 2 Carapaces to begin expanding the Stump to its maximum size and capacity.
[18 Wood][2 Carapaces][Magic III][Fear III][Architecture I][Wood I]
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6dbc83 No.35058
| Rolled 83, 16, 56 = 155 (3d100) |
>>35044
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 24 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
20 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 84 +4/turn
Resources:
[Wood: 8]+1/turn
[Foliage: 10] +1/turn
[Sparks: 19] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic: [Gravity I]
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 10/15
Bowl Tank 1/16
1. Excellent, now that we possess the necessary technology, continue construction on the bowel tank at once.
2. And with the new armor and harpoon technology, we shall begin retrofitting our units.
3. Finally, we shall find a way to grow our crops in weather most foul, as winter approaches soon.
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6dbc83 No.35059
>>35058
Spark Theory II 1/6
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6dbc83 No.35064
| Rolled 86, 73, 16 = 175 (3d100) |
[Rat Tribes]
Pop: 56 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 101 +10/turn (+5 thrall lord, +5 farm/hunt, +1 fertile) (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 12] +2/turn
[Sparks:12] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
>Settlement - Patchville [Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Structures: [Farm]
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
#1 this general is an architect? he will be put to use designing war machines. a new Ballista design is wanted
+Architect
+5 to weapon tech research
#2 whatever thing had eaten the scouts, it was probably big. the rats were not afraid but excited at the thought of great prey, many already looked up above at the bats and licked their snouts in hunger and envy. the general is tasked with building a Beast Den in the Dollhouse where giant prey can be held for taming, breeding, or eating.
+hammer
+[Architect]
#3 Savagehook himself along with his raiders gather bows, ropes, harpoons and hooks. they skit along the ceiling beams, intent on capturing a single bats. Savagehook hushed the rats as they stood beneath one, as he spun his grapple hook, ready to throw. the Thrall lords sought to learn how to tame beasts for their use.
[Bows III][Harpoons II][Hunting I][Grappling Hooks III]
Chieftan Savagehook [+4.4][Inspiring][Grappler]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
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6dbc83 No.35070
| Rolled 1, 5, 70 = 76 (3d100) |
>>35044
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 31 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 72 +4/turn [-2 troop upkeep]
Resources:
[Wood: 2]+1/turn
[Foliage: 0]
[Sparks: 54 +6/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
1. Continue creating a path through the garden of eternal rest with magic so that our people may leave safely. 8/12
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
2. An elderly priest approaches the two younger priests. "Can you not see it, feel it young ones? Close your eyes and channel. Feel the life that flows through this building, through the people, through everything. Feel the wind flow, the full moon on a summer day, the noon sun on a cold winter day. Just close your eyes and feel Nature all around you, feel it flow from the Holy Tree." (Continue researching the pinnacle of Nature magic. Nature V) 8/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Construction of the Needle Flower nursery continues. 4/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
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6dbc83 No.35071
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6dbc83 No.35074
[U.S.M]
Pop: 33 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -2/Turn (+4 (x4 Farms) -6/Turn)
Resources:
[Wood: 7]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm] 5/6
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3. [Empty]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. There is room for one last resource producing building in New Counterdam. Build another farm!
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Finish up the farm in the capital 5/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. This place is of little use to us. Head further south, we shall build a settlement inside the television. There'll be plenty of parts there for inventions!
[Engineering I][Steam Furnace][Steam II]
Spend 7 Wood and 8 Metal
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6dbc83 No.35075
| Rolled 35, 12, 87 = 134 (3d100) |
>>35074
Dice
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6dbc83 No.35189
[U.S.M]
1. Slow farm expansion continues 1/6
2. SABOTAGE! The Metalheads have planted lead shavings all over the farmland ruining weeks of work! 2/6
3. The new settlement is underway 4/10
[Matoran Ecumene]
1. With all these new advancements the Bowl Tank shall be done in no time 6/8
2. As most me are focused on the Bowl Tank little work is done as far as retrofits go
3. The Elders of the Matoran Ecumeme have begun to craft a magic that will help them farm all year long 3/4
[Sprite Sovereignty]
1. Not a single worker returns from the Placid Meadow -10 population
2. The heated debates of the young priests has resulted in a huge schism in the brotherhood! One faction the “Lifers” believe nature is all living things while the other faction the “Planters” believe only planets are truly nature! Now both factions refuse to cooperate on the next stage in magic!
+[Planters Nature Magic V] 0/12
+[Lifers Nature Magic V] 0/12
3. The Brotherhood of the Shaded Leaf stay out of the squabbles and continue their great task 7/24
[Fall’s Last Gasp]
1. The fey gather together in the center of town with the frost token placed upon an alter of brown leaves. The Council gathered as the first circle holding hands letting the power of fall flow through their bodies whilst the outer circles channeled warmth through them. However something was wrong, no matter how much magic and warmth they poured into the token it seemed to have the opposite effect as tendrils of frost poured out from the token. Was there nothing the Autumnkith could do to stop the dread march of winter! Fear was ripening in the Stump, like a succulent fat fruit.
2. Construction begins on expanding the Stump 1/20
[Muckton]
1. The [Spark Pool]>Marshton is completed
2. Also the [Quarry]>Marshton is completed
3. Snotrot is his attempts to gain mastery of the swamp has vanished into the depths of the swamp along with a large catch of sparks. Any attempts to locate him so far have left with failure -30 spark 10/12
[Rat Tribes]
1. The General is elated to help work on your ballista designs 5/6
2. Work begins on the Beast den 4/12
3. [See Battle post]
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6dbc83 No.35190
| Rolled 88, 92, 32 = 212 (3d100) |
>>35045
[Beetlebride Nest]
1-2. Research [Spore V]
3. Research [Spark III]
Settlements: The Swarm-home [Breeding Chamber][Evo-Chamber][Bio-Chamber]
The Far-Home
Fortifications: The Cathedral: 6
Population: 50
Tech: [Carapace V][Claws III][Flight III][Spark II][Spore IV]
Military:
Beetlebride [+8][Spawner][Titanic][Noxious][Armoured]
Guard Beetle [+4][Armoured][Defender]
Guard Beetle [+4][Armoured][Defender]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2][Armoured]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Warrior [+2.8][Impenetrable][Slicing]
Beetle Raider [+2.3][Flying][Slicing]
Beetle Splicer [+2][Splicer][Spark]
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6dbc83 No.35191
>>35189
Would Tansen please respond if he is dropping our not so I can advance the Squirrel Event.
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6dbc83 No.35192
| Rolled 3 (1d10) |
>>35064
[Bat Hunt]
The Rats attempt to capture and tame bats has place them at the ire of the great and terrible BLACKFANG!
Blackfang [+35][Terrifying][Flying][Vampiric][Necromantic]
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6dbc83 No.35193
| Rolled 32, 77, 52 = 161 (3d100) |
>>35189
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 22 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 74 +4/turn [-2 troop upkeep]
Resources:
[Wood: 3]+1/turn
[Foliage: 0]
[Sparks: 58 +6/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1. Find out what the fuck happened to those people, also why did we have so many people working on that?
2. Most of the elderly priests side with the Lifers and as such their magic is focused on.
Lifer's Nature magic 0/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Construction of the Needle Flower nursery continues. 7/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
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6dbc83 No.35195
| Rolled 17, 80, 43 = 140 (3d100) |
>>35189
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 98+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 147+11/turn -4/turn upkeep
Resources:
[Wood: 55] +6/turn
[Foliage: 15] +3/turn
[Sparks: 37] +10/turn -4/turn upkeep
[Stone: 24] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+3.2][Rot][Arcane][Swampy] -1f/s turn
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp IV] (9/12)
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth I] (3/6)
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1. Snotrot continues to delve into the swamp with his magic, he can feel it now. It's close, so close. 9/12
+Library
+Magic III
2.Growth magic research is resumed as well, as it was halted prior in order to bring Marshton up to snuff. 3/6
+Library
+Magic III
3. A new settlement is required. Begin construction of Rot-ton near to the Tree that the sprites call home. It will serve as a buffer against their kind.
+Swamp Magic IV
+Architecture II
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6dbc83 No.35196
>>35193
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 32 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 84 +5/turn [-2 troop upkeep]
Resources:
[Wood: 13]+2/turn
[Foliage: 0]
[Sparks: 68 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
stats fixed
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6dbc83 No.35197
>>35195
Snotrot is Annoyed. The swamp, no matter how he cajoles it will not give up it's final secrets. Enough. He is tired of this foolishness, if subtlety and compassion will not work, then perhaps, brute force will. He gathers a truly massive quantity of sparks together, and uses it all to compel his home and cradle to bend to his will.
(spend 37 spark on action 1)
Stinkwart looks over Rot-ton and see things are progressing, if slowly. Then he notices that some wooden supports place prudently would accelerate things. He acquires the wood and uses it appropriately.
(spend 5 Wood on action 3)
(10 stone for the initial resource cost of Rot-ton)
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6dbc83 No.35198
| Rolled 85, 48, 39 = 172 (3d100) |
>>35189
[Fall’s Last Gasp]
Pop: 45 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 67 +1/turn
Resources:
[Wood: 3]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
[Harvest Council Sedition]
1/2. Scarecrow slipped from the shadows, laying a burlap hand on the shoulder of Finn Fionn, who turned to him with a look of scorn.
"You need not tell us that it isn't working, Scarecrow. We know. We can see."
"Do you see? The magic is tainted. It flows in rivulets of frost. We have traitors."
"We have no traitors! The pact prevents such things!"
"You are -blind-, Finn Fionn. You hope for the best when before you is the bare -worst-. This cannot continue."
"No." Finn Fionn's features shifted, and even as the Autumnkith around him drew back in fear, realization sparked in his eyes.
"No. No it cannot go on. This fearful paranoia. This… weakness. It was not like this! In the homelands, all aspects of Fall lived in harmony."
Scarecrow simply tilted his head, and the other council members gave Finn a puzzled look as he continued to speak.
"This is a failing of ourselves. We fear our neighbors. We fear reprisal. We fear the Vizier! We distract ourselves from who we are! Even now, just throwing warmth at the token, we lose ourselves to emotion! We are not all tied to something so ephemeral. We are not just fae of harvest, fae of fear! We are fae of Autumn!"
Finn Fionn turned to Scarecrow, clamping one spindly orange hand onto his chest. "Scarecrow and I shall seek Autumn's ear. We will renew our ancient Pledge. We will become one."
To end this imbalance, and strengthen themselves against the Winter Vizier's predations, the Autumnkith seek to strike another Pledge with Autumn itself, one that will bind them all under a single conceptual banner and, hopefully, eliminate the paranoia and terror that shoots through the Stump.
[Magic III][Warmth IV][Fear III][Shadow II][Harvest II][Wood I]
3. Continue expanding the Stump. [Wood I][Architecture I][Fear III]
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6dbc83 No.35199
| Rolled 12 (1d100) |
>>35198
[??? Sabotage: +15]
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6dbc83 No.35201
| Rolled 65, 4, 90 = 159 (3d100) |
[U.S.M]
Pop: 34 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -2/Turn (+4 (x4 Farms) -6/Turn)
Resources:
[Wood: 8]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm] 2/6
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3. [Empty]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Keep up that farm in the New Counterdam 1/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Clean up that mess and get right back to work on the Capital Farm 2/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. Continue construction of the new settlement 4/10
[Engineering I][Steam Furnace][Steam II]
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6dbc83 No.35209
| Rolled 47, 99, 81 = 227 (3d100) |
>>35189
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 25 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
21 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 88 +4/turn
Resources:
[Wood: 9]+1/turn
[Foliage: 11] +1/turn
[Sparks: 20] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+2]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
[Harpoon Thrower I]
Mouse Defender [+3]
Mouse Defender [+3]
Magic: [Gravity I]
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 10/15
Bowl Tank 6/8
Year long growth magic 3/4
1. Finish the growth magic before winter comes knocking at our door.
3/4
2. The Bowl tank nears completion, so lets complete it.
6/8
3. Continue with the refit of our units with our new armor technology.
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6dbc83 No.35210
| Rolled 3, 2, 2 = 7 (3d10) |
>>35192
Chieftan Savagehook [+4.4][Inspiring][Grappler]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
Blackfang flies over the heads of the rats, unleashing a terrible shriek. Savagehook stands tall, and roars back into the sky, to inspire his rats to warand channeler shamans call upon the ancient ancestors to grant courage to their hearts. Savagehook and his rats take one hooked end of their grapple ropes and stick them into the floor like anchors. then they swing the other end above their heads, or hold harpoons ready to launch once the beast came near. they would throw hooks, launch harpoons, and try to bring the beast to the ground or tear at its wings. Savagehook himself sought to leap onto the beast and attack it up close.
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6dbc83 No.35211
| Rolled 89, 66, 61 = 216 (3d100) |
[Rat Tribes]
Pop: 59 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 111 +10/turn (+5 thrall lord, +5 farm/hunt, +1 fertile) (-2)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 14] +2/turn
[Sparks:13] +3/turn (-2)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Structures: [Farm][Hunting Traps][Spark-Pool]
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Structures:[Breeding Warren] [Fighting Pit][Spark-Pool]
>Settlement - Patchville [Fertile +1 to food production]
Structures: [Farm][Farm][Spark-Pool]
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Structures: [Farm]
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Raiders [+4.4][Trained][Channelers]
Rat Raiders [+4.4][Trained][Channelers]
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Blackfang has been found. the Chief and his warriors already meet it in battle. the Tribes summon their warriors and braves to the hordes with shouts and yells. from the fighting pits, from the nests, from the settlements rats stream forth to the armories to gather weapons. bows, swords, harpoons, grapples. the prey has been found.
#1 raise a Rat Horde.
+[Bows III]
+[Scimitars III]
+[Harpoons II]
+[Hunting I][+1 food to hunting buildings]
+[Hammers I]
+[Selective Breeding II]
+[Grappling Hooks III]
#2 raise another Rat Horde.
+[Bows III]
+[Scimitars III]
+[Harpoons II]
+[Hunting I][+1 food to hunting buildings]
+[Hammers I]
+[Selective Breeding II]
+[Grappling Hooks III]
#3 raise another Rat Horde.
+[Bows III]
+[Scimitars III]
+[Harpoons II]
+[Hunting I][+1 food to hunting buildings]
+[Hammers I]
+[Selective Breeding II]
+[Grappling Hooks III]
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6dbc83 No.35212
>>35211
+[Fighting Pit] [Adds tag [Trained]]
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6dbc83 No.35258
| Rolled 16, 93, 2 = 111 (3d100) |
>>34097
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 24 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 45 +3/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f]
1x Soldier Ant 1.7 [-1F]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Work continues on evolving stronger mandibles. [Weapons III 2/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
2. The ants begin researching auto hunting for the soldiers, to mitigate food consumption, the Soldiers will be expected to hunt. Efficient hunting patterns are devised and taught to all soldiers. [Research auto hunting for soldiers]
3. Work continues on attempting to manifest greater adaptation. [Adaptation III 2/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
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6dbc83 No.35450
>>35210
>>35192
It is a complete slaughter as the great and terrible Blackfang descends on the hapless rats their weapons doing little to pierce the necromantic mists that swirl around the bat. He destroys the two raider groups with ease. Savagehook escapes only using his grappling hook to swing down under a beam and hide.
Rats:
-2 Rat Raiders
Blackfang:
+2 Rat Raiders [Undead]
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6dbc83 No.35490
[U.S.M]
1. The farm is almost done in New Counterdam 4/6
2. This time the Metalheads brazenly attack the farmers breaking them to pieces and sowing their parts into the field 0/6 -4 pop
3. Work on the new settlement continues 5/10
[Matoran Ecumene]
1. The [Growth I] is completed
2. The Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
3. The Matoran Guard [+3.4]][Armored] is retrofitted
[Sprite Sovereignty]
1. It seems the permeating aura of the flowers has grown in both power and area. Another startling realization as the flowers now seem to be naturally absorbing spark and have adapted to counter nature magic..
2. Work continues of the Lifer’s Nature Magic 4/12
3. Shaded leaves, shaded thoughts, shaded deeds 10/24
[Fall’s Last Gasp]
1-2. While preparing for the autumn ritual the Council finds themselves approached by an angry mob dragging with them a battered fear fey. They claim they caught him spreading rumors and glutting himself on the fear he has created, you have found the route of this problem do you wish to continue with the ritual? [This is a game changing decisions, turns game from hard mode to nightmare mode]
3. Work starts on improving the stump 3/20
[Muckton]
1. Snotrot has done it, with gluttonous vigor he has reached the pinnacle of [Swamp V]
2. The next level of [Growth II] is completed
3. Progress is slow on this new town 2/10 -5 wood -5 stone
[Rat Tribes]
1. A Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
2. A Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
3. A Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
[Queendom]
Evolution continues slowly 4/8
2. Research begins on evolving [Scavenging I][Every other turn military units collect one food each]
3. [Adaption II] is completed but at some fault, it seems those with the high adaption have low tolerance to spark magic.
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6dbc83 No.35491
>>35490
[Event: First day of Fall]
Cool autumn wind drifts through the yard chilling workers, travellers and rulers alike. The leaves begin to turn, the nights grow longer and all folks off the tiny world begin to prepare for the winter
[Autumnkith count as double in combat, food output is doubled and winter arrives in 7 turns]
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6dbc83 No.35492
| Rolled 61, 53, 97 = 211 (3d100) |
>>35490
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 103+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 173+14/turn*2for fall -2/turn upkeep
Resources:
[Wood: 56] +6/turn
[Foliage: 18] +3/turn
[Sparks: 8] +10/turn -2/turn upkeep
[Stone: 20] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
RotTon 3/10
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
Free action: Disbands my two blighters
1. Train two new blighters with the improved curriculum.
+Rot V
+Swamp V
+Magic III
+Warmth III
+Luck I
+Animate I
+Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
2.With Autumn advent the boggarts realize they are under a crunch for time to lay their plans. The keep construction of Rotton going, the improvement on Swamp magic is timely and fortuitous. 3/10
+Architecture II
+Swamp Magic V
3.Likewise since the know they are under the gun time wise a fourth settlement is planned. This time in the northern part of the swamp towards the west. It will be named Stinkton.
+Architecture II
+Swamp Magic V
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6dbc83 No.35493
| Rolled 29, 81, 85 = 195 (3d100) |
[U.S.M]
Pop: 31 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -2/Turn (+4 (x4 Farms) -6/Turn)
Resources:
[Wood: 8]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm] 2/6
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3. [Empty]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Keep up that farm in the New Counterdam 4/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Fuck those guys. Send in the next crew. Work on the Capital Farm 0/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. Continue construction of the new settlement 5/10
[Engineering I][Steam Furnace][Steam II]
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6dbc83 No.35494
[U.S.M]
Pop: 31 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -2/Turn (+4 (x4 Farms) -6/Turn)
Resources:
[Wood: 9]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm] 2/6
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3. [Empty]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
Corrected Stats
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6dbc83 No.35498
| Rolled 14, 1, 9 = 24 (3d100) |
>>35490
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 34 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 92 +5/turn [-2 troop upkeep]
Resources:
[Wood: 15]+2/turn
[Foliage: 0]
[Sparks: 75 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1. The priests are at a loss of what to do, and as such they turn to the Holy Tree. The communion begins and the question is asked of what should be done about these Sleeping death flowers.
2. Research continues.
Lifer's Nature magic 4/12
+Peaceful Souls +5
+Library
+Temple
+Religion I?
3. Construction of the Needle Flower nursery continues. 10/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
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6dbc83 No.35499
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6dbc83 No.35500
| Rolled 3, 48, 65 = 116 (3d100) |
[Rat Tribes]
Pop: 62 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 117 +6/turn (+6 thrall lord, +5 farm/hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 16] +2/turn
[Sparks:10] +3/turn (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
Chief Savagehook is displeased with his shamans. the raider's channeling did nothing. he threatens to throw them off the ceiling beam if they cannot earn favor of the Rat Spirits and give him a magic to combat this necromantic monster. but first he realizes they will need more spark to fuel their new hordes.
#1 construct a Spark Pool in Savagehook Point
+hammer
+[Architect]
#2 construct a Spark Pool in the Dollhouse
+hammer
+[Architect]
#3 construct a Spark Pool in Boxcliffe
+hammer
+[Architect]
Barren +5 to create buildings
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6dbc83 No.35501
| Rolled 84, 91, 71 = 246 (3d100) |
>>35491
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 26 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
22 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 100 +8/turn (x2 for next 7 turns)
Resources:
[Wood: 10]+1/turn
[Foliage: 12] +1/turn
[Sparks: 21] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+3.4][Armored]
Harpoon Throwers [+2.2]
[Snek][+9.0][Consume][Climber][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Growth I]
Technology: [Hammers I][Armor II][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 10/15
1. Continue with the retrofitting of our units, now onto the pride of our army, the Snek.
2. Autum is here, and winter soon to follow. We'd be wise to finish the expansion of Metru Nui before the first flakes fall.
3. Harpoons are fearsome weapons, but they are also large and unwieldy. Let us begin work on a means to miniturize them and launch them from a much more agile, and perhaps more power, harness then the Matoran arm.
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6dbc83 No.35521
>>35498
HAHAHAHAHAHAHA! Try to keep up you peace loving wimps!
t. Boggarts
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6dbc83 No.35583
>>35490
[Fall’s Last Gasp]
Pop: 46 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 76 +9/turn
Resources:
[Wood: 3]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6], Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
[Harvest Council Sedition]
1/2. Finn Fionn and Scarecrow stood awkwardly in the middle of an absolutely deafening silence. The fear fey before them just stared flatly at his angry kin. All eyes were on the two leaders, but especially on Fionn, who, only hours ago, had been so dead set on communing with Autumn itsself.
"Are we still doing this, Finn Fionn?" asked Scarecrow, leaning down slightly. Finn merely pursed his lips, casting his eyes up to the leafy sky.
Many more moments of awkward silence followed before Finn Fionn spoke once more.
Yes.
[Continue with the Autumn Ritual.][Warmth IV][Fear III][Magic III][Shadow II][Wood I][Harvest II]
3. Continue work on the Stump. 3/20 [Architecture I][Wood I]
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6dbc83 No.35584
| Rolled 39, 78, 59 = 176 (3d100) |
>>35583
haha dice
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6dbc83 No.35590
| Rolled 17, 24, 68 = 109 (3d100) |
>>35490
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 26 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 48 +3/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f]
1x Soldier Ant 1.7 [-1F]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I] [Scavenging I][Every other turn military units collect one food each]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Continue the evolving the stronger mandibles. [Weapons III 4/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
2. begin researching a denser exoskeleton for the soldiers. [Armor II > III] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
3. Continue to research adaptation regardless, the swarm shall cast aside spark in exchange for genetic mastery. [Adaptation III 2/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
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6dbc83 No.35601
>>35501
edit: Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
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6dbc83 No.35860
[U.S.M]
1. The progress is slow as various acts of sabotage and sedition happen, unrest seems to be leaking out of the capital 5/6
2. The next crew is set in and get hard to work hoping to not end up like the last lot 4/6
3. The new settlement is almost done though tensions are high among workers many are happy to simply be outside the capital. 9/10
[Matoran Ecumene]
1. The Snek [+9.6][Consume][Climber][Armored] is now the pride of your military
2. The expansion of Metru Nui is almost complete 14/15
3. The harpoon tech is under miniaturization and repurposed for personal use 3/6
[Sprite Sovereignty]
1. The communion is interrupted by other events within the city
2. A priest by the name of Fallen Leaf has fled into the Placid Meadows, he had been one of the major Planters supported and had received various death threats along with other harassment. His last words were “You’ll all regret this, I WILL RETURN AND I WILL FREE HIM FROM YOUR HERESY!”. Every day after reports have come in of the flowers growing taller and stronger, contact with the outside has all but vanished.
3. Shaded Leaf has continued to tend his gardens headless of the turmoil within the city, he worked long and he worked hard. Left alone to his devices he could accomplish anything 16/24
[Fall’s Last Gasp]
1-2. A unnatural silence settled over the gathered fey, with singular purpose one leaf drifted down from the sky landing directly in-front of Finn Fionn. As he blinked a mass of black shadows formed over the leaf.In a voice eerily reminiscent of Finn’s own it began to speak, each word rolling across it’s mouth unnatural grace,
[So look who has come crawling back……the Human world not all you expected?]
3. Work continues of the Stump 6/20
[Muckton]
1. Two new units of Blighers [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
2. Work continues along on the new city 6/10
3. Good work in had on the latest new settlement 5/10
[Rat Tribes]
1. Blackfang attacks Savagehook point slaughtering countless rats gorging himself on their succulent flesh -15 population
2. Construction begins on the new spark pool 2/6
3. And another 3/6
[Queendom]
1. Weapons evolutions are slow to mutate 5/8
2. As is the armor 2/8
3. Great bounds are however made in adaption 5/8
[I'm no longer gonna track stats for beetles till relevant due to tediousness, I would suggest not posting till Jaundice is done with his event.]
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6dbc83 No.35861
| Rolled 27, 39, 90 = 156 (3d100) |
[U.S.M]
Pop: 32 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -2/Turn (+4 (x4 Farms) -6/Turn)
Resources:
[Wood: 10]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm] 5/6
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3. [Empty]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
1. Farm in New Counterdam 5/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Capital Farm 4/6
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
3. New settlement 9/10
[Engineering I][Steam Furnace][Steam II]
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6dbc83 No.35863
| Rolled 23, 31, 3 = 57 (3d100) |
>>35860
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 36 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 95 +5/turn [-2 troop upkeep]
Resources:
[Wood: 17]+2/turn
[Foliage: 0]
[Sparks: 0 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
Shaded Leaf's Needle Flower Nursery 16/24
1-3. All the loyal priests gather in the Holy Complex and link their hearts in prayer. All the sparks that have been gathered by the sprites are pooled in the sacrificial basin until the light of the combined magic illuminates far beyond the complex. The High Priest Green Sprig leads the prayer. "Oh Holy One, our people are set by misfortune after misfortune. The beetles grow ever stronger to our south. Our people are divided upon a simple technicality. The Placid Meadow eats away at our people and the holy magics and grows ever stronger with the aid of our own. We pray to you for a miracle, guidance, anything oh Holy One. Please, in our darkest hour we ask for your aid."
+Divine Intervention.
+Religion I
-80 sparks
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6dbc83 No.35892
>>35860
"Noblest Autumn," said Finn Fionn, taking a knee, "the human world is full of wonder and bounty. But the human world faces the march of seasons, it is filled also with strange and vicious creatures, and even now, as Winter looms forward in this land of banality, the Winter Vizier prepares to besiege us. To return us, and unmake us entirely.
"Without the power of our Pact, we are weakened. I fear… we fear, that we cannot withstand the coming trials ahead."
Scarecrow stepped forward, flickering yellow eyes raised to the shadowy form of autumn. "My people are not autumnkith. But neither will we see ourselves or this stump fall to the power of the Vizier. The fear that grips the autumnkith drives my people to -gluttony- and -sloth-. Without your power, they are scattered. Disharmonious."
"Without your power, Autumn," said Finn, dipping his head. "We are weak. We come to you now as we are marched towards Winter, towards the point of complete and utter carnage… we come to you before we are at our lowest point, while you are at your strongest. We ask for your power once more. We beseech you, Autumn, for your guidance and aid."
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6dbc83 No.35893
| Rolled 37, 67, 79 = 183 (3d100) |
[Rat Tribes]
Pop: 50 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 122 +5/turn (+5 thrall lord, +5 farm/hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 18] +2/turn
[Sparks:7] +3/turn (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
Savagehook sneers and shakes his paw at Blackfang, swearing and cursing and vowing that he will tame it. he orders rats to lay low beneath Savagehook Point. for now
#1-2 finish the Spark Pool in Boxcliffe 3/6
+hammer
+[Architect]
Barren +5 to create buildings
#2 the rats continue to work at the Spark Pool in the Dollhouse 2/6
+hammer
+[Architect]
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6dbc83 No.35924
>>35892
[Noble Autumn ey? I will say I have missed your scraping and grovelling, however you did break the pact and the cycle. My little prince those are very serious crimes. Yet you come to me begging for power to fight the cycle! Why should I help you?]
[As for you little fear fey, you claim to not be my kith but you are sorely mistaken. Autumn is a time of creeping terror, sown with death and decay. Fear is strongest in fall and preys on all others, your people are simply doing what is natural.]
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6dbc83 No.35927
>>35924
Finn grimaced. "We broke the cycle, this much is true. But we did so to escape tyranny and oppression… we did not anticipate the fracture to harm us so. Perhaps it would be amenable to return to the cycle. On our terms. In a different way, that will not beholden us to the Vizier's oppressive rule…. a way that will allow us to persevere for some time yet…"
Scarecrow, irked at the comparison, spoke up as well. "Why do you so eagerly support the march of the seasons, Autumn? Would it not empower you to let the cycle stall?"
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6dbc83 No.35928
>>35927
[The wheel turns no matter how we will it, Autumn turn to Winter, Winter turns to Spring, Spring turns to Summer and then Summer back to Autumn. It is the way things work, the humans fought against this and now they are nothing but ash and dead dreams. However I have grown rather bored of late and you might just amuse me for long enough to make it worth it.]
Noble Autumn offers you his hand
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6dbc83 No.35929
>>35928
Finn Fionn looked at Scarecrow, and Scarecrow looked at Finn Fionn, and then both of them looked back to Autumn. What choice had they? They would likely not last the winter. Damned if they did, and damned if they didn't, the Autumnkith bowed their heads as one, giving their reluctant permission to both figureheads.
In unison, the king of the fear fae and the Autumn Prince reached out and clasped Autumn's hand.
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6dbc83 No.35930
>>35929
Noble Autumn grinned
[The Pact is made I hope you live to regret it]
The two figures are then engulfed in a tornado of brown leaves and shadow, after several minutes a single figure emerges.
[ALL HAIL THE ETERNAL KING OF AUTUMN, THE FEARMONGER!]
Remove: Hero: Scarecrow [Inspiring][Terrifying][Hero-killer][+6],
Finn Fionn - Trade with Muckton cannot fail, +5 to research Trading
Gain: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Elsewhere in time, space and reality a lone figure stares through a frosty orb, soon would be his time….
[6 turns to winter]
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6dbc83 No.35931
| Rolled 6, 47, 95 = 148 (3d100) |
>>35930
[Fall’s Last Gasp]
Pop: 47 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 85 +9/turn
Resources:
[Wood: 9]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1/2. WE ARE THE FEARMONGER. WE ARE AUTUMN. THERE WILL BE NO WINTER. THERE WILL BE NO SPRING. THERE WILL BE NO SUMMER.
THE VIZIER WILL COME. AND THE VIZIER WILL DIE.
HE WILL BREAK HIMSELF UPON OUR STUMP.
Upgrade the Stump: 3/20 [Wood I][Architecture I][Fear III]
3. WE ARE A BULWARK AGAINST THE COLD. WE ARE A REDOUBT AGAINST THE RIMEFROST. WE ARE WARMTH. WE ARE AUTUMN.
Upgrade our Warmth Magic to Warmth V. +[Magic III] +[Warmth IV] [+5 Noble Souls]
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6dbc83 No.35932
| Rolled 11, 13, 12 = 36 (3d100) |
>>35860
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 108+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 197+14/turn*2for fall -4/turn upkeep
Resources:
[Wood: 62] +6/turn
[Foliage: 21] +3/turn
[Sparks: 16] +10/turn -4/turn upkeep
[Stone: 14] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
RotTon 6/10
Stinkton 6/10
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1.Stinkwart feels something. A change in the weft and weave of the world. Autumn suddenly feel more tangible and real. This must have been the work on the Autunkith, he can feel his fear spike even now. Winter will be harsh this year, brutal and cold. Ah but what could he do to defend Muckton? Then it hit him. Rot and swamp magic had made great strides since the gods fell and Muckton's ascendancy, but a third facet of Boggart magic had largely been ignored. Luck magic, specifically bad luck was something even the simplest of boggarts could do. However, the could seldom do it well. That needs to be changed, and with Rot magic mastered by most, he need another way to spread woe to his enemies.
+Library
+Magic III
2. Despite Rotton being started before Stink their progression is nearly matched. This is unacceptable as the boggart bring in more architects to finish the settlement.6/10
+Architecture II
+Swamp Magic V
3.Great Strides have been made in building Stinkton. The boggarts push to finish it in time for Winter. 6/10
+Architecture II
+Swamp Magic V
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6dbc83 No.35933
>>35932
Stinkwart's experiments with the mainstay of boggart magic go poorly. Several stumped toes, ripped plans and dropped sticks later the boggarts are at a loss of how to continue. They decide to replace the sticks until something works.
+ 3 wood to action 2
+ 4 wood to action 3
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6dbc83 No.35940
| Rolled 16, 31, 56 = 103 (3d100) |
>>35860
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 27 Matoran +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
21 Mouse +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 108 +8/turn (x2 for next 6 turns)
Resources:
[Wood: 11]+1/turn
[Foliage: 13] +1/turn
[Sparks: 22] +1/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements Metru Nui [Fertile +1 to farm production]
Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+3.4][Armored]
Harpoon Throwers [+2.2]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Growth I]
Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Metru Nui Town 14/15
Archery 3/6
1. We shall continue work on our new harpoon based technology!
2. And one final push to finish the expansion of the town!
3 .Finally, we shall work harp on upgrading our harpoon technology.
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6dbc83 No.35981
| Rolled 66, 19, 5 = 90 (3d100) |
>>35860
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 26 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 48 +3/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f]
1x Soldier Ant 1.7 [-1F]
Magic:
Technology: [Armour II][Weapons II] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I] [Scavenging I][Every other turn military units collect one food each]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Progress continues on the stronger mandibles [Weapons III 5/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
2. Continue evolving a stronger exoskeleton. [Armor III 2/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
3Research continues upon genetic mastery. [Adaptation III 5/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
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6dbc83 No.36692
[U.S.M]
1. The [Farm]>New Counterdam is completed
2. The [Farm]>Workingshop DC is completed
3. The new Player Named Settlement [Technical +5 to tech research]
[Matoran Ecumene]
1. Harpoon technology crawls along, smiths made this batch way to small… 5/6
2. Metru Nui is now a LVL 2 settlement! Good job! All production is now +2 including population gain.
3. Work begins on improving the Harpoon throwers 2/10
[Sprite Sovereignty]
1. The god is slow to answer, great tiredness in his voice (Little ones to struggle is to live. Obstacles are made to overcome, fey’s hearts are to change and great discussion are to be had. However my little ones if you feel this is all to much, simply last till Winter and you may join me in my slumber and we will be reborn in Spring to a new world of opportunity.]
[Fall’s Last Gasp]
1. In a fearful fervor work continues on the stump 5/20
2. The warmth of autumn is a subtle thing more an invention of civilized beings then those of primal familiarity 5/12
[Muckton]
1. Luck is a coin with two sides, good and bad, when tampering with it one must always be careful of the consciences 1/6
2. Some sort of magical interference has set the workers abuzz causing a minor brawl and a stall in work 7/10
3. Another new city? Some Boggarts wonder why so many are needed 7/10
[Rat Tribes]
1. The new [Spark Pool]>Boxcliffe is completed
2. The new [Spark Pool]>Boxcilffe is completed
[Queendom]
1. Sharpness of Claws and Teeth, want more do you need in the world [Weapons III]
2. Carapace like stone but remeber, even stone can break 3/8
3. Adaption in small amounts is good, however some ants are now adapting out of control.
+[Ultra Adaptive Ants]
Every soldier you make has a 1 in 10 chance of being Ultra Adaptive, which can be good or bad thing depending on your persuasion to randomness.
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6dbc83 No.36693
>>36692
[Far away through time, space and reality in a land of death and Ice]
O Winter! bar thine adamantine doors:
The north is thine; there hast thou built thy dark
Deep-founded habitation. Shake not thy roofs,
Nor bend thy pillars with thine iron car.'
He hears me not, but o'er the yawning deep
Rides heavy; his storms are unchain'd, sheathèd
In ribbèd steel; I dare not lift mine eyes,
For he hath rear'd his sceptre o'er the world.
Lo! now the direful monster, whose 1000 skin clings
To his strong bones, strides o'er the groaning rocks:
He withers all in silence, and in his hand
Unclothes the earth, and freezes up frail life.
He takes his seat upon the cliffs,–the mariner
Cries in vain. Poor little wretch, that deal'st
With storms!–till heaven smiles, and the monster
Is driv'n yelling to his caves beneath mount Hecla.
——
{Can you feel it}
{That bastard Autumn and his tricks}
{Prepare the riders}
{Winter is coming early this year}
The Vizier pulls his cloak close snarling into his crystal ball watching the preparations of the Autumnkith, they would break before him and the cycle would resume.
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6dbc83 No.36694
| Rolled 59, 57, 9 = 125 (3d100) |
>>36692
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 29 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
23 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 118 +10/turn (x2 for next 6 turns)
Resources:
[Wood: 13]+2/turn
[Foliage: 15] +2/turn
[Sparks: 24] +2/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements:
>Metru Nui [Lvl2] [Fertile +1 to farm production]
>Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military: Matoran Guard [+3.4][Armored]
Harpoon Throwers [+2.2]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Growth I]
Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Archery 5/6
Harpoon Thrower IV 2/10
1. Continue the retrofitting of our units, now unto the guard!
2. Finish the new harpoon tech!
Archery 5/6
3. Finally begin work on a new farm using our new all year farming tech in our brand new city.
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6dbc83 No.36696
| Rolled 36, 85, 78 = 199 (3d100) |
[U.S.M]
Pop: 33 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -0/Turn (+6 (x6 Farms) -6/Turn)
Resources:
[Wood: 11]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3.[Farm]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
(TV-Ton - Settlement >Technical +5 to tech research)
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
"Winter's coming boys, we've been able to stop our genius brainbug from starving but not for long if we don't match up our winter food output. More farms won't do, but I gots a plan.
We're gonna need some cowboys, some pistols, and the critters of the house."
1. Build a Hunting Ranch in TV-Ton. It'll have stables for some of the horses and a place our Cowboys can gather the stuff they hunt in the winter.
[Engineering I][Steam Furnace][Steam II]
-10 to food buildings
2. Build an Arms Manufacturer in TV-Ton. We'll need to arm our cowboys with the newfangled weapons.
[Engineering I][Steam Furnace][Steam II][Gunpowder I]
3. Study Hunting
>Technical +5 to tech research
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6dbc83 No.36697
| Rolled 18, 15, 7 = 40 (3d100) |
>>36692
[Fall’s Last Gasp]
Pop: 48 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 94 +9/turn
Resources:
[Wood: 12]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1/2. THE STUMP WILL RISE ABOVE THE WINTRY FIELDS. UNBROKEN. UNYIELDING.
Upgrade the Stump. 5/20 +[Wood I] +[Architecture I] +[Fear III]?
3. WE WILL NOT FALL TO THE FROST.
Research Warmth V. +[Magic III] +5 Noble Souls
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6dbc83 No.36698
| Rolled 12, 22, 38 = 72 (3d100) |
>>36697
To fuel the kindling fires of our own research, spend 6 Wood on actions 1 and 6 wood on Action 3.
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6dbc83 No.36699
| Rolled 21, 84, 38 = 143 (3d100) |
>>36692
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 113+5/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 221+14/turn*2for fall -4/turn upkeep
Resources:
[Wood: 61] +6/turn
[Foliage: 24] +3/turn
[Sparks: 22] +10/turn -4/turn upkeep
[Stone: 20] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
RotTon 7/10
Stinkton 7/10
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I] 1/6
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1. Winter will be here soon. We've almost got Rot-TOn finished. Let's wrap it up, unless you snots want to get caught out in the cold? (7/10)
+Architecture II
+Swamp Magic V
2. Yeah just cause the flower lovers and those autumn bumpkins just blew a fuck load of magic, doesn't mean we can stop building. Let's get Stinkton finished fore the frost hits! (7/10)
+Architecture II
+Swamp Magic V
3.Holy Arcadia, all that spark spent on one act of magic. Too long have the looked down on us from the lofty heights of their tree, too long have the judged us as unworthy because they deem our magic an aberration, too long have they gathered strength and magic to strike at us for making our home our home. Now they make to strike at us. It will not be allowed. We march, to stop whatever foul working they have wrought before they strike at us with it.
2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
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6dbc83 No.36700
>>36699
The boggarts in a frenzy to not get caught out in the frigid winter coming throw together all they can in order to finish the city of Rot Ton
Spend 24 Foliage and 1 wood on action 1
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6dbc83 No.36702
| Rolled 3, 86, 10 = 99 (3d100) |
>>36692
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 38 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 98 +5/turn [-2 troop upkeep]
Resources:
[Wood: 19]+2/turn
[Foliage: 0]
[Sparks: 45 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1. Shaded Leaf, continue your Nursery if you want. Shaded Leaf's Needle Flower Nursery 16/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
2&3. Someone call Fallen Leaf back here. This Planter/Lifer split can be resolved in the spring, for now he must hear the words of the Tree and plans must be made for the winter and the hibernation until spring.
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6dbc83 No.36720
| Rolled 7, 46, 90 = 143 (3d100) |
[Rat Tribes]
Pop: 50 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 128 +6/turn (+6 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 20] +2/turn
[Sparks:6] +5/turn (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:[Spark-Pool]
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm][Spark-Pool]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
[Beast Den] 4/12
#1 greatly displeased at the Rat Tribes lack of magical ability to fight the great bat's necromancy, Savagehook demands the Shamans to advance the rats knowledge of Magic Theory
#2 he also demands more spark be made, his channelers eat spark like a pit in the earth. the rats start to advance their knowledge of Spark Theory
#3 to further the shamans efforts, a great Shrine to the Rat Spirits is constructed in Boxcliffe. this will aid the rats in studying the magical arts.
+hammers I
+Spirit Magic III
+Architect
+Barren +5 to create buildings
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6dbc83 No.36854
| Rolled 25, 15, 65 = 105 (3d100) |
>>36692
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 30 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 57 +3/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f]
1x Soldier Ant 1.7 [-1F]
Magic:
Technology: [Armour II][Weapons III] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I] [Scavenging I][Every other turn military units collect one food each] [Ultra Adaptive Ants]
Bonuses:
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Lay more eggs, expend 7 excess food to produce more soldiers!
[Evolution Pit]
2. A single stone may be easily cast away, but endless stones are an unstoppable landslide. [Armor III 3/8] [Do the Evolution] +5 research breeding tech
[Evolution Pit]
3. Not good enough, make it so that every new ant born will be ultra-adaptive! Consequences be damned, the ants genetic future shall be radiant. [Do the Evolution] +5 research breeding tech
[Evolution Pit]
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6dbc83 No.36982
1. Super fucked Shit
4-5: Fucked shit
6-19: Bad Shit
20-29: Meh
30-39: +1
40-59: +2
60-85: +3
86-99: +4
100: Awesome shit
[U.S.M]
1. Progress begins on the Hunting Ranch 2/6
2. Unfortunately work on a factory would be pretty much useless as none of the weapons are perfected for mass production yet. So the think tank works on [Firearms I] designs.
3. [Hunting I] is easy enough to work out, just kill the bugs and drag them back.
[Matoran Ecumene]
1. The Harpoon Throwers are retrofitted to Matoran Guard [+3.4][Armored][-1f/t]
2. The new almost handheld easy to fire harpoon apparatus is done [Archery II]
3. Hungry workers break into and gorge themselves on your food stores -10 food
[Sprite Sovereignty]
1. Winter is coming and fear permeates the Stump more then ever, not all fey are fond of this new change 6/20
2. Warmth is needed in the coming times, even the smallest spark can set the world aflame 1/12
[Fall’s Last Gasp]
1. Shaded in Fall, Fallen in Winter, Things come apart…. 20/24
2-3. The Priests are unable to locate Fallen Leaf within the Placid Meadow. It seems that the flowers have grown in size engorged with nature magic and pumped full of spark. The flowers seem to glower at the Sprites with the sounds of screams and rot blossoms in the background.
[Muckton]
1. The foundations of Rot-Ton [Wooded][Swampy] is completed
2. Stinkton [Barren][Swampy] is completed
3. The army departs, to defile nature and destroy the hard work of others!
[Rat Tribes]
1. A savage spark fueled explosions rocks the land -10 population
2. Better spark refining process are made 2/4
3. Creation of a Great Shrine is underway 5/12 -12 metal
[Queendom]
1. A new Soldier Ant [+1.8][Savage][-1f/t] is born
2. Strength of carapace, white like death and glistening like a glow grub 4/8
3. Add new Bonus:
+[Ultra Adaptive Ants]
Every soldier is born Ultra Adaptive, wether this will be a blessing or boon it has yet to be seen.
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6dbc83 No.36983
| Rolled 29, 54, 48 = 131 (3d100) |
>>36694
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 31 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
25 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 120 +11/turn (x2 for next 4 turns)
Resources:
[Wood: 15]+2/turn
[Foliage: 17] +2/turn
[Sparks: 26] +2/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Settlements:
>Metru Nui [Lvl2] [Fertile +1 to farm production]
>Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military:
2 Matoran Guard [+3.4][Armored]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Growth I]
Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I][Archery II]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Harpoon Thrower IV 2/10
1. Damn hunger, when will you live this cruel world? No matter, we shall resume our attempt of constructing a new farms using our new all year round grow tech in our new city. New.
2. Continue the research on our new method of micro-harpoon throwing, which we have dubbed Archery.
3. Finally, we shall search the attic once more for "fun shit"
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6dbc83 No.36984
| Rolled 8, 64, 41 = 113 (3d100) |
>>36982
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 40 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 101 +5/turn [-2 troop upkeep]
Resources:
[Wood: 21]+2/turn
[Foliage: 0]
[Sparks: 50 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1. Shaded Leaf, continue your Nursery if you want. Shaded Leaf's Needle Flower Nursery 20/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
2&3. All priests chime in. We must begin preparations for winter and the coming hibernation. Some of us will have to stay awake at some points so that we may survive and we need to work out who. That means you too Shaded/Fallen leaf, revenge or whatever can wait for a point where we can survive.
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6dbc83 No.36985
| Rolled 16, 58, 83 = 157 (3d100) |
>>36982
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 120+7/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 245+14/turn*2for fall -4/turn upkeep
Resources:
[Wood: 66] +6/turn
[Foliage: 3] +3/turn
[Sparks: 28] +10/turn -4/turn upkeep
[Stone: 26] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Rot-Ton [Wooded +1 to Wood Gathering][Swampy +Rough Terrain]
Stinkton [Barren+5 to making Buildings][Swampy +Rough Terrain]
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Marching:2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I] 1/6
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1.Begin building our Final Settlement Blightown to fill the gap in our design.
+Architecture II
+Swamp Magic V
2. Stinkwart goes back to researching Luck magic. SO much is possible, so much to be learned.
+Library
+Magic III
3.Finally with winter coming fast and furious, the boggarts prepare. A structure to warm and keep the farms active, even when winter is at it's coldest. The boggarts have enough wood and magic to survive, but the farms and food must continue, lest the starve.
[Swamp V]
[Magic III]
[Warmth III]
[Architecture II]
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6dbc83 No.36986
| Rolled 23, 19, 40 = 82 (3d100) |
>>36985
The boggarts, hurried once more will spend 10 Stone for the base of the settlement, and use sledges and ramps made of wood to move them into place quickly. This takes 10 Wood
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6dbc83 No.36987
>>36985
1/6 on action 2 as well
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6dbc83 No.36989
| Rolled 63, 40, 3 = 106 (3d100) |
>>36982
[Fall’s Last Gasp]
Pop: 49 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 103 +9/turn
Resources:
[Wood: 3]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1/2/3. FOCUS ON BUILDING OUR STUMP. THIS IS HIGHEST PRIORITY. 6/20 +[Architecture I] +[Wood I]
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6dbc83 No.37002
| Rolled 73, 15, 65 = 153 (3d100) |
[Rat Tribes]
Pop: 46 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 133 +5/turn (+4 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 10] +2/turn
[Sparks:5] +5/turn (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:[Spark-Pool]
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm][Spark-Pool]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
[Beast Den] 4/12
#1 "how did you do that." Savagehoook demands of his shamans. whatever that explosion was killed 10 rat braves just like that. rather than be irritated, he demands they replicate it as a weapon. the Shamans are now told to develop Explosion Magic. they are told to do it far away from any town.
#2 the rats also refine their Spark Collection 2/4
#3 the great Shrine to the Rat Spirits rises higher each day, as the General supervises its construction 5/12
+hammers I
+Spirit Magic III
+Architect
+Barren +5 to create buildings
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6dbc83 No.37160
| Rolled 77, 6, 72 = 155 (3d100) |
[U.S.M]
Pop: 34 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -0/Turn (+6 (x6 Farms) -6/Turn)
Resources:
[Wood: 12]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3.[Farm]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
(TV-Ton - Settlement >Technical +5 to tech research)
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I][Firearms I] [Hunting I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
Hunting Range 2/6
1. Continue the Hunting Range in TV-Ton
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
2. Build a 2nd Hunting Ranch in TV-Ton
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
3. Build a 3rd Hunting Ranch in TV-Ton
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
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6dbc83 No.37338
[U.S.M]
1. Work begins 3/6
2. A rouge snail drips all over some hunters with acidic slime -4 population
3. Work also beginners 3/6
[Matoran Ecumene]
1. Construction begins on a new farm 1/6
2. Work begins on improving the function of “bows” 2/8
[Sprite Sovereignty]
3. It seems the scouts return with a sack of clear gems the seem to have odd shapes inside of the +3 “Gems”
+Change [Growth I] to [Spring I]
[Fall’s Last Gasp]
1. Will you be able to build enough? Will you be able to stand against the everlasting horde of winter? Will you brunt the frost, snow and wind? 13/20
[Muckton]
1. Construction begins on the final settlement to complete the symmetry 3/10 -10 wood
2. Luck can be bent but never broken, though it does bend both ways 4/6
3. The construction of the [Unnamed Warmth Tower]>Central Swamp starts 4/24 -24 wood
[Rat Tribes]
1. The Rat Shamans have an easy time replicating the crude magic [Explosions I]
2. Seems the last researcher died in said explosion so work is slow to pick up again
3. The Shrine sours higher crafted from the bones of the fallen, both warriors and cowards 8/12
[Sprite Sovereignty]
1. Dead in Winter, Reborn in Spring, Vibrant in Summer and Sickly in Autumn the cycle endlessly moves on… 22/24
2. It seems Fallen Leaf heeds little of your call engrossed in some sort of battle with outside forces, maybe he shall be your martyr of winter…..
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6dbc83 No.37339
| Rolled 1 (1d6) |
>>37338
[Winter Vanguard]
1-2 Arrival Now
3-6 Arrival Next Turn
[THE ETERNAL MARCH OF WINTER CANNOT BE STOPPED ONLY SLOWED]
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6dbc83 No.37340
| Rolled 6, 5, 5 = 16 (3d6) |
>>37339
[Winter Vanguard]
I AM THE NORTH WIND, HARBINGER OF WINTER!
I HUNT THE PACTBREAKERS!
I HUNT THE HEATMAKERS!
I HUNT THE FEARMONGER!
LET LOSE THE WOLVES OF WINTER!
YOU CANNOT HIDE FROM THE CYCLE!
North Wind [+20][Terrifying][Frozen][Flying][Unbreakable][Inspiring][Herokiller][Feyhunter]
[3d6 Hounds]
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6dbc83 No.37341
| Rolled 2, 1, 1, 6, 2, 6, 3, 6, 3, 6, 6, 2, 5, 4, 1, 1 = 55 (16d6) |
>>37340
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
1. Fall's Last Grasp
2. U.S.M
3. Matoran
4. Muckton
5. Sprite Sovereignty
6. Rat Tribes
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6dbc83 No.37342
| Rolled 65, 31, 48 = 144 (3d100) |
>>37338
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 127+7/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 269+14/turn*2for fall -4/turn upkeep
Resources:
[Wood: 38] +6/turn
[Foliage: 6] +3/turn
[Sparks: 34] +10/turn -4/turn upkeep
[Stone:22] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Rot-Ton [Wooded +1 to Wood Gathering][Swampy +Rough Terrain]
Stinkton [Barren+5 to making Buildings][Swampy +Rough Terrain]
Blightton 3/10
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
[Beacon Tower]>Central Swamp 4/24
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Marching:2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I] 4/6
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1-2.Winter comes, Finish Blight-ton Now! 3/10
+Architecture II
+Swamp Magic V
3. Continue building the Beacon, we need it done before winter's fury this in earnest. 4/24
[Swamp V]
[Magic III]
[Warmth III]
[Architecture II]
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6dbc83 No.37343
| Rolled 62, 78, 14 = 154 (3d100) |
>>37338
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 33 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
27 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 132 +11/turn (x2 for next 2 turns)
Resources:
[Wood: 17]+2/turn
[Foliage: 19] +2/turn
[Sparks: 28] +2/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Gems with shit inside: 3
Settlements:
>Metru Nui [Lvl2] [Fertile +1 to farm production]
>Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military:
2 Matoran Guard [+3.4][Armored]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Spring I]
Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I][Archery II]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Harpoon Thrower IV 2/10
Metru Nui Farm 1/6
Archery III 2/8
1. Continue work on the new farms, we shall imbue them with (6) Spark and (5) Wood to bolster the speed of their construction.
2. At the same rate, retrofit our mouse guard with our researched armor, they shall surely need it when war inevitably comes to us.
3. Finally, our great scholars and mages shall examine these new orbs, test them with spark to see if they hold any special properties. And do be careful with them.
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6dbc83 No.37344
>>37342
In a rush the boggarts spend 6 Foliage and 15 wood to serve and scaffolding, ramps and cover in order to finish Blight ton immediately. +21 resources on action 1 bringing it to 100 and +5 ticks. (if it needs to be over by one make it 16 wood. I want my plan up ASAP)
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6dbc83 No.37348
| Rolled 93, 54, 19 = 166 (3d100) |
[U.S.M]
Pop: 31 (Molder I)
Independent Pop: 0 (DEAD)
Food: 0 -0/Turn (+6 (x6 Farms) -6/Turn)
Resources:
[Wood: 13]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 17] +0/Turn [+1 Salvage Station, +3 Rubbish](-4/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3.[Farm]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
(TV-Ton - Settlement >Technical +5 to tech research)
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I][Firearms I] [Hunting I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
Hunting Range 2/6
1. Continue the Hunting Range in TV-Ton 3/6
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
2. We'll hunt those snails later. Build a 2nd Hunting Ranch in TV-Ton
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
3. Build a 3rd Hunting Ranch in TV-Ton 3/6
[Engineering I][Steam Furnace][Steam II][Firearms I] [Hunting I]
-10 to food buildings
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6dbc83 No.37349
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6dbc83 No.37352
| Rolled 40, 51, 67 = 158 (3d100) |
Nation Name: The Queendom
Race: Chimera Ants
Location:[Cellar]
Background: Ravenous, numerous, adaptable these are the core characteristics of the Chimera Ant. These ants devour all that they can and take aspects of what they eat to improve the next generation. If a bee is eaten, they can get venom or wings, if a crab is eaten, they can get claws or stronger armor. The entire colony revolves around the Queen, feeding her, caring for her, and following her hivemind. Their goal is but one, expand, consume, grow.
Pop: 32 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 57 +2/turn
Resources:
[Wood: 5]
[Foliage: 7]
[Sparks: 5]
The Hive [Fertile +1 to food production]
Structures:
>The Hive
[Farm]
[Egg Laying Chamber](+1 pop)
[Evolution Pit]
Defenses: Densely packed tunnels: 1
Military:
1x Soldier Ants [+1],
2x Soldier Ants [+1.4][-1f/t]
1x Soldier Ant 1.7 [-1F/t]
1x Soldier Ant 1.8 [Savage] [-1F/t]
Magic:
Technology: [Armour II][Weapons III] [Moss Farming(+1 to farms)] [Adaptation II] [Anatomy I] [Scavenging I][Every other turn military units collect one food each] [Ultra Adaptive Ants]
Bonuses:
[Ultra Adaptive Ants]
[Cellar]
+10 to food buildings
+10 to town building
-10 to outside building
-10 to spark buildings
[Swarm Host] The units of the of the Queendom are weaker than normal but it's max unit cap is half of it's population!
[Do the Evolution] +5 research breeding tech
1. Implement a new breeding regimen to produce soldiers per turn, scavenging shall keep them fed before starvation sets it. We shall begin to adopt an expansionist economy, relying upon our plunder from others to keep the army fed. [Ultra Adaptive Ants]
2. This new carapace will be a wonderful addition. [Armor III 4/8] [Do the Evolution] +5 research breeding tech [Ultra Adaptive Ants]
[Evolution Pit]
3. Expand! Lay claim to new territories and new sources of food! Adapt their natural defenses to augment our weaponry! [Ultra Adaptive Ants]
>>36982
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6dbc83 No.37363
| Rolled 40, 14, 65 = 119 (3d100) |
>>37338
[Fall’s Last Gasp]
Pop: 50 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 112 +9/turn
Resources:
[Wood: 6]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1/2/3. FINISH.
THE.
STUMP.
[Architecture I] [Wood I]
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6dbc83 No.37387
| Rolled 57, 39, 91 = 187 (3d100) |
>>37338
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 42 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 104 +5/turn [-2 troop upkeep]
Resources:
[Wood: 23]+2/turn
[Foliage: 0]
[Sparks: 55 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1. Shaded Leaf, continue your Nursery if you want. Shaded Leaf's Needle Flower Nursery 22/24
+Construction I
+Nature IV
+Harden I
+Fertility I
+Tree Worshipers
For Troops:
+Nature IV
+Regeneration V
+Harden I
+Sharpening I
+Fertility I
2&3. Begin construction of a sealed chamber under the roots of the Holy Tree so that our people may be safe during the winter hibernation.
+Construction I
+Nature IV
+Harden I
+Tree Worshipers
https://www.youtube.com/watch?v=ZDt3jeXGfDU
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6dbc83 No.37468
| Rolled 99, 54, 28 = 181 (3d100) |
[Rat Tribes]
Pop: 49 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 138 +5/turn (+4 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 12] +2/turn
[Sparks:4] +5/turn (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:[Spark-Pool]
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm][Spark-Pool]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I][Explosion Magic]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
[Beast Den] 4/12
Spark Collection 2/4
#1 satied by gained knowledge of explosive magic, Chief Savagehook knows the supply of spark is decreasing. the rats return again to study Magic itself
#2 the rat shamans continue to improve the tribes ability to harvest spark. 2/4
#3 the rats pound away at the shrine, feverishly working to gain favor of the ancestor rat spirits and so gain magical prowess 8/12
+hammers I
+Spirit Magic III
+Architect
+Barren +5 to create buildings
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6dbc83 No.37802
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6dbc83 No.37805
| Rolled 5, 4, 10, 9, 9, 8, 7, 7, 7, 2, 8, 4, 5, 6, 7, 4 = 102 (16d10) |
>>37342
Howling in on bursts of frozen wind a singular wolf descends on Muckton tearing into all in it's grasp.
Winter Wolf [+1][Feykiller][Tracker][Flying]
>>37343
Cold wind tears into the attic a fierce pair of winter wolves descend with fury and frost.
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
>>37348
Even the warmth of the house is not free from the winds of winter who tear even into the metal forms of the Metallicains…
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
>>37363
A shiver runs through the Autumn fey, the harbinger of winter had arrived there would be no more running.
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
>>37387
A singular wolf descends looking for easy soft prey.
Winter Wolf [+1][Feykiller][Tracker][Flying]
>>37468
A great pack of wolves descend into Savagehook point attacking it's defenders.
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
Winter Wolf [+1][Feykiller][Tracker][Flying]
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6dbc83 No.37806
| Rolled 4, 6, 10, 10, 2, 10, 3, 8 = 53 (8d10) |
>>37805
The Fearmonger strides forward with his ethereal scythe held high, leading the charge with the Frogs as the other fae back them up.
1. Fearmonger [+22][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
2/3. 2 Toad Warriors [+2.2]
4. Autumnkith Warriors [+1]
5. Autumnkith Spearmen [+2]
6/7/8. Autumnkith Spearmen [+2.2]
[Warmth IV], [Harvest II], [Shadow II], [Fear III], [Magic III]
Defenses: 3
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6dbc83 No.37807
| Rolled 8, 9, 1, 1, 3, 5, 10 = 37 (7d10) |
>>37805
2 Matoran Guard [+3.4][Armored]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
The Troops gather into a defensive position around the Bowl Tank and within sight of the walls, the full fury of the bombardment being flung at them.
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6dbc83 No.37809
>>37806
Also: THE STUMP has [Connected] and [Terrifying]
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6dbc83 No.37810
| Rolled 3 (1d10) |
>>37807
[Protodermis Walls: 2[Bombardment]]
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6dbc83 No.37811
| Rolled 2, 2 = 4 (2d10) |
>>37805
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
The Boggarts see and feel the hound of winter approaching well before it reaches Muckton proper. It offends their swamp, even though the bulk of the army is away. Still the Tricksters remain, as does the famed Boggart 76. The tricksters gather around him in a panic, it has been some time since Muckton was attacked and they are unsure about what to do. The wizen boggart climbs the walls with his unique weapon, saying simply "We're all soldiers now." Before drawing a beed on the winter spirit and opening fire with prejudice.
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6dbc83 No.37820
>>37811
Revised numbers
Muckton fight
Wolf =16.8
Muckton defenders 20.44
Ecumene Fight
Wolves =20.8
Scruffy = a LOT more 61.6 before modsand defenses
Metalica
Wolves = 37.7
Autmnkith
Wolves = 75.6
Jaundice = 192.1
Sprites
Wolf = 25.2
Rats
Wolves= 40.3
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6dbc83 No.37844
| Rolled 4, 3, 10 = 17 (3d10) |
>>37805
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV] [Harden I] [Rejuvenation V]
The archpriests try to wrap it in plants and drag it into the murder meadow, let them deal with it.
1. Militia
2&3. Archpiests
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6dbc83 No.37845
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6dbc83 No.37867
| Rolled 8, 8, 10, 7, 4 = 37 (5d10) |
>>37805
The rangers surround Beetleboy, as the Tinkertons sit atop him firing their weapons up at the flying wolves.
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
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6dbc83 No.37869
>>37867
56.2 before tag mods and not counting Titanic halving the wolf total in general. It's a slaughter.
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6dbc83 No.37923
| Rolled 5, 4, 10, 10, 4, 4 = 37 (6d10) |
>>37820
the attic roars with shrill shrieks and chittering claws as rats by the hundreds pour out from the nests, launchin arrows, casting magic and shouting angrily at the wolves. Savagehook himself takes the front throwing his great hook to bring the wovlves down to slaughter them, while the general leads from inside a building organizing troop movements and firing arcs.
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
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6dbc83 No.37927
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6dbc83 No.37935
| Rolled 2, 10, 1, 2, 3, 1 = 19 (6d10) |
>>37387
>>37342
The Battle of the Placid Meadow
As the Boggarts approach toward the tree with hatred and malice, their open sores oozing blighted swamp water on the earth with each step. However as they grew closer and closer to the tree something started to change, all around them the foliage grew dense with flowers all sending out a pervasive sickly sweet scent. Not long after entering this field do the boggarts begin to hear movement within the flowers, they were not alone. As the Boggarts formed ranks many were having trouble keeping their eyes open, there was something about this place….
Fallen Leaf[+8][Reborn][Leafy][Inspiring][Placid]
Placid Zombie [+1][Regen][Placid]
Placid Zombie [+1][Regen][Placid]
Placid Zombie [+1][Regen][Placid]
Placid Zombie [+1][Regen][Placid]
[Placid Meadow: +3][Placid][Engorged]
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6dbc83 No.37936
| Rolled 7, 10, 9 = 26 (3d10) |
>>37935
2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
ROT IT ALL BOYOS!, IF IT AIN'T A BOGGART OR THE GOLEM MAKE IT DEAD! Shouted a Blighter Comamnder, rallying himself and attempting to do the same with his men, as the miasmic rot magic of the boggarts went to work. The golem lead the way trampling all in it's path.
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6dbc83 No.37937
| Rolled 2 (1d4) |
>>37936
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6dbc83 No.37938
>>37936
>>37935
36 x [1.4] = 50.4
41.2 x [1.6] = 65.92
Boggart Victory
The Boggarts blast away with a torrent of Rot magic and swamp sludge quickly eroding a multitude of Zombies in an instant as Swamp Golem crashes into Fallen Leaf throwing him back. It seems the think plant magic here has had little effect on the Boggarts. Fallen Leaf commands the Zombies to hold as he retreats deeper into the Meadow. The Boggart forces have two choices either follow Fallen Leaf deeper into the heart of the Placid Meadow or attempt to cut through into Sovereign Root.
Meadow Casualties:
-4 Placid Zombies [Regrowing]
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6dbc83 No.37939
>>37938
The boggarts continue to follow the Strange sprite deeper into the meadow. They would ruin this place and have the swamp follow in their wake.
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6dbc83 No.38101
>>37806
The FEARMONGER leads his warriors in utterly crushing the wolves that would dare attack the Stump.
+[+0.8] Power for FEARMONGER.
>>37807
The Matoran Guard rally the defenders taking strong defensive positions with the power of the Harpoon Throwers smashing into the eager wolves, in the corpses of the fallen they find peculiar orbs that seem to throb with strange power.
+2 Fey Hearts
>>37811
Boggart 76 leads a valiant defense ushering civilians to safety as he guns down the wolves unfortunately the Boggart Tricksters are torn to pieces but they do reform the next day so little is lost.
>>37844
Throwing up great vines of grass the wolf is dragged down into the Placid Meadow with a sad yelp…
>>37867
Beetleboy easily snatches a wolf out of the air breaking it in his hand as the Tinkertons lay a suppressing fire as the Rangers wade into the thick of it hacking with primitive sabers. When examining the bodies they find strange blue crystalline orbs…
+ 3 Blue Orbs
-1 Rangers
>>37923
The wolves are not match for the might of the Rat Horde lead by Chieftain Savagehook! Using bows to snipe them out of the air whilst others pull them to earth with grappling hooks to be hacked to pieces by scimitars. After the battles the warriors harness the spirits of their fallen foes whilst looters find strange orbs throbbing with strange power
+All Channellers gain +[+0.5] Power
+5 Fey Hearts
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6dbc83 No.38188
[U.S.M]
1. The [Hunting Range]>TV-Ton is completed
2. The second one begins construction 2/6
3. A stall in construction as workers are exhausted
[Matoran Ecumene]
1. The new [Grub Farm]>Metru Nui is completed
2. The first Mouse Defender [+3.6][Armored] is retrofitted
3. Seems a couple researchers explode from fiddling with the orbs -2 pop
[Fall’s Last Gasp]
1. Harsh winds and harsh work 18/20
[Muckton]
1. Blight-ton [Swampy] is completed in the nick of time!
2. Work the beacon is slow as the air begins to chill and the world seems to grow more and more lifeless 7/24
[Rat Tribes]
1. The study of magic and how it works, [Magic I] is completed letting the Shamans tell you of how the spark seems to be attracted to life, drifting close when rats walk near them.
2. The shamans eager to show their worth make a new way to collect spark [Spark I][+1 spark per production]
3. Slowly but surely work continues 9/12
[Sprite Sovereignty]
1. The [Shaded Nursery]>Sr is completed, soon the first crop will be cultivated….
2. A great [Hibernation Chamber]>SR is built for your people to sleep the winter away.
[Queendom]
1. Construction of a warrior breeding pit begins 2/12 -5 wood -7 foliage
2. Evolution continues on the armor 6/8
3. It seems you lack materials to build another settle so your workers gather some.
2 Turns till Winter
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6dbc83 No.38189
| Rolled 2, 5, 3, 2, 1, 4, 5, 3 = 25 (8d6) |
>>38188
[Winter Vanguard]
GOOD GOOD!
FIGHT!
STRUGGLE!
MAKE THIS A BATTLE TO REMEBER!
8d6 Frost Horrors
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6dbc83 No.38190
| Rolled 4, 5, 5, 3, 4, 5, 5, 5, 2, 6, 6, 1, 6, 5, 3, 2, 2, 4, 4, 4, 3, 6, 3, 6, 1 = 100 (25d6) |
>>38189
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
1. Fall's Last Grasp
2. U.S.M
3. Matoran
4. Muckton
5. Sprite Sovereignty
6. Rat Tribes
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6dbc83 No.38191
| Rolled 70 (1d100) |
>>38188
[Arrival of the Hoarfrost Legion]
Low arrives soon
High arrives later
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6dbc83 No.38192
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6dbc83 No.38193
| Rolled 5, 7, 2, 10 = 24 (4d10) |
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Less one ranger but full of the same courage, the Rangers hold the line again surrounding BeetleBoy who was the rock of their defense as Tinkertons continued to fire at the flying monsters.
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6dbc83 No.38194
| Rolled 68, 7, 92 = 167 (3d100) |
[U.S.M]
Pop: 32 (Molder I)
Independent Pop: 0 (DEAD)
Food: 1 +1/Turn (+6 (x6 Farms, x1 Hunting Range) -6/Turn)
Resources:
[Wood: 13]+1/Turn
[Charcoal: 2] (Steam Furnace I)
[Foliage: 0]
[Metal: 18] +1/Turn [+1 Salvage Station, +3 Rubbish](-3/turn)
[Crayons: 3]
[Prototype Guns: 1]
+[Beetle Goop]
(Workingshop DC - Settlement >Rubbish +1 scavenging production)
Structures:
1.[Farm]
2.[Salvage Station]
3.[Farm]
Defenses: Fortifications 1
(New Counterdam - Settlement >Rubbish +1 scavenging production)
Structures: Non-Resource: [Dio's Place]
1.[Lumber Mill] +1/Turn
2.[Steam Furnace]
3.[Farm]
Defenses: Pika Strips 1
(Stairsville - Settlement >Rubbish +1 scavenging production)
[Rubbish +1 scavenging production]
Structures:
1.[Farm]
2.[Farm]
3.[Farm]
Defenses: [None]
(TV-Ton - Settlement >Technical +5 to tech research)
Structures:
1. [Hunting Range]
2. 2/6 Hunting Range
3. [Empty]
Military:
+Hero: [Beetleboy [+6][Titanic][Scholar][Inspiring] (-6 Food) +5 to all research options
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Rangers [+1.4][-1m/t]
Tinkertons [+4.4][Shooty] -1m/t
Magic:
Technology: [Scavenging I][Metallurgy I][Molder I][Prika Strips I][Engineering I][Music II][Dancing I][Bugles I][Steam II][Railroads I][Gunpowder I][Firearms I] [Hunting I]
Bonuses:
[House]
+10 to scavenging buildings
+10 to tech research
-10 to food buildings
-10 to magic research
[Metal Men] The men and woman of Metallica are well made of metal and do not require food, however this also stops them from ingesting sparks for use of magic and they must build more of their kind out of metal.
[???]
New Leader 3/10
Railroad 9/12
Saber 2/4
Hunting Range 2/6
1. Raise more Rangers
2. Raise another more Rangers
3. Raise a third more Rangers
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6dbc83 No.38195
| Rolled 9, 7, 6 = 22 (3d10) |
>>38193
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Frost Terror [+8][Feykiller][Frosty][Flying]
Descending from the skies shrieking of rage and hate the Frost Terrors attack the defenders of USM!
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6dbc83 No.38196
| Rolled 3, 2, 9 = 14 (3d10) |
>>38190
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV] [Harden I] [Rejuvenation V]
Protect the civilians.
1. Militia
2&3. Archpiests
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6dbc83 No.38197
| Rolled 82, 15, 43 = 140 (3d100) |
>>38190
[Fall’s Last Gasp]
Pop: 51 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 121 +9/turn
Resources:
[Wood: 9]
[Foliage: 0]
[Sparks: 7]
[Beetle Carapaces: 4]
Settlements: The Stump [Lv 2] [Terrifying][Connected] [Fortified +10 to defense creation]
Structures: [Farm], [Farm], [Spark Harvester], [Spark Harvester], Wood Growery
Defenses: Wood/Wicker/Leaf Barricades: 3
Military: 3 Autumnkith Spearmen [2.2][-1f/s], Autumnkith Spearmen [+2][-1f/s], Autumnkith Warriors [+1][-1f], 2 Toad Warriors [+2.2][-1f]
Hero: Fearmonger [+22.8][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
Magic: [Warmth IV], [Harvest II], [Shadow II], [Wood I], [Fear III], [Magic III]
Technology: [Agriculture I], [Architecture I], [Boats II]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Winter’s Refuge] The Autumnkith will not let their new home fall to the grasp of the Winter Vizier or any other would be tyrant [In defensive combat the Autumnkith can choose to take a 5/10 on all rolls]
[Noble Souls] +5 to defensive magic research
1. ARM YOURSELVES. BOLSTER YOUR MAGIC. WAR IS UPON US.
Retrofit our Autumnkith Spearmen [+2] into Autumn Vanguard. +[Fear III][Warmth IV][Magic III][Shadow II][Wood I]
2. Retrofit our Autumnkith Warriors [+1] into Autumn Vanguard. +[Fear III][Warmth IV][Magic III][Shadow II][Wood I]
3. FINISH THE STUMP.
IMMEDIATELY.
18/20 +[Wood I][Architecture I]
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6dbc83 No.38198
| Rolled 77, 67, 72 = 216 (3d100) |
>>38188
Nation Name: The Sprite Sovereinty
Type: Major
Race: Sprites, small plant men
Location: Yard
Background: The sprites are tiny humanoid plant creatures. They used to wander the forests until they came across the great living pillar. They believe the great pillar touches the sky and at the top shall be a place to commune with the sun god. They set up a town at the base of the living pillar and began to weave the grass to be their homes.
Pop: 44 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 107 +5/turn [-2 troop upkeep]
Resources:
[Wood: 25]+2/turn
[Foliage: 0]
[Sparks: 60 +7/turn] [-2 troop upkeep
[Ancient Lighter]
[Godly Sapling]
Settlements: Sovereign Root [Tree +1 spark production]
Structures: [Farm][Spark Collector][Berry Farm][Temple] [Wood Grover] [Library] [Spark Collector] [Holy Complex] [Placid Meadow] [Shaded Nursery] [Hibernation Chamber]>SR
Defenses: Grass walls,[Ancient Metal Fortress (Watering-can)]: 2
Military: Malitia [+1]
2 Archpriest [+2.8 -1f/s][Regen][Leafy]
Magic: [Nature IV]
[Fertility I]
[Harden I]
[Rejuvenation V]
Technology: [Construction I]
[Sharpening I]
[Religion I]
[Spark Gathering I]
[Food Preservation I]
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Tree Worshippers] The village is ever growing at the foot of the tree making expansions of it easier but the father from the tree your people move the harder it is to build
[Peaceful Souls] +5 to life magic research
[Divine Intervention] Your god can speak! Do you have anything to say?
Negative: [Treebound] Spark users of the Sprite Sovereignty cannot leave their blessed tree.
Other things likely to blow up in my face: +[Planters Nature Magic V] 0/12
1-3. Get everyone into the Chamber while the priests hold off the Frost Terrors. Seal it, and let the sleep of winter come. Let the hibernation until spring begin.
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6dbc83 No.38199
>>38193
>>38195
[Slight USM Victory]
33 x [1.4] = 46.2
37.2 + [SHOOTY CRIT +10] = 47.2
In an expect stand the Tinkertons, Rangers and Beetleboy make a stand against a far superior force of horrible whistling ice monsters. Attempting to swat them out of the air and help the Rangers fight leads to Beetleboy being pelted with ice missiles along which proceed to decimate the Rangers. Only the Tinkertons armed with the deceased Mr'Westerners prototype guns through quick thinking are able to win the day blowing the monsters out of the skies!
Casualties :
- 2 Rangers
-3 Ice Horrors
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6dbc83 No.38200
| Rolled 6, 53, 91 = 150 (3d100) |
>>38188
Nation Name: Muckton
Type: Major
Race: Boggarts, ugly semi-bestial dwellers of swamps, marshes and other unpleasant terrain. Crass, uncouth, disagreeable and ugly.
Location:[Yard]
Background: Boggarts reflect the land they are born from. Fetid, wretched, intemperate and nasty they inflict bad luck and minor atrocities on others. They spoiled milk, rotred eggs, muddied clean water, and tracked dirt on clean floors. They arranged the doors just the proper way to result in a stubbed toe, and papers to deliver cuts. They bedraggled, haunted and ruined the days of the old Gods and derived much joy from it. But the Gods are gone now, as are all the things the Boggarts once knew. Now the Boggarts consolidate themselves, for with no Gods to maintain the land they must do it themselves, or perish.
For they are the swamp, the bog, the marsh, they exist because of them and derive their life from them. Nothing and no one is more suited to them than the boggarts. Now at the end of Gods the Boggarts move to extend and expand their home. The Gods limited them, but with the Spark stronger than ever, no longer! Now the Boggarts can have a home truly worthy of their awesome greatness!
Pop: 135+8/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 293+14/turn*2for fall -4/turn upkeep
Resources:
[Wood: 47] +6/turn
[Foliage: 3] +3/turn
[Sparks: 40] +10/turn -4/turn upkeep
[Stone:28] +6/turn
Settlements: Muckton [Swamp +Rough Terrain][City]
Marshton [Rocky +1 marble production][Swamp +Rough Terrain][Town]
Rot-Ton [Wooded +1 to Wood Gathering][Swampy +Rough Terrain]
Stinkton [Barren+5 to making Buildings][Swampy +Rough Terrain]
Blightton
+[Magic Swamp Symbol]>Swamp
Structures: [Farm] >Muckton
Spark Pool >Muckton
Lumber yard >Muckton
Swamp Farm >Muckton
Foliage Farm >Muckton
Lumber yard >Muckton
Spark Pool >Muckton
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
Quarry>Marshton
Spark Pool>Marshton
Swamp Farm >Marshton
[Library]>Muckton
Quarry >Marshton
Spark Pool> Marshton
[Beacon Tower]>Central Swamp 7/24
Defenses: Muck walls: 1
Military: Boggart tricksters[+1]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
Marching:2 Boggart Blighters [+4.6][Decay][Boggy][Sparky][Warm][-1f/s/t]
Swamp Golem [+6][Titanic][Decay][Swampy][-2s/t]
Magic: [Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I] 4/6
[Animate I]
[Growth II]
Technology: [Boats I]
[Architecture II]
Issues:
Bonuses:
[Yard]
+10 to spark buildings
+10 to resource buildings
-10 to scavenging buildings
-10 to tech research
[Muck Born] The Boggarts are born from the mud and when in [Swamp] territory units can killed will simply reform next turn.
[Rotten Souls] +5 to combat magic research
Important Boggarts:
Stinkwart- Rot magic master and krumper of things
Damplout- Magic theoretican and cataloguer, also spark addict
Snotrot- Inventor of animation magic, great of the swamp golem and leading expert on swamp magic.
Bogart 76- Boggart Asskicker and soldier of fortune
1. Stinkwart researches better lucky magic 4/6
+5 rotten souls
+Magic III
2.it is time to test what we our plans can do. Chant, channel, focus. This world was ours before the humans came. This world was ours when our brethren left, scared by iron and human faith. We endured alone in the dark places of the world. We endured as the human rose high and built higher. We endured as they thought us passed into myth and legend. We shall endure this winter, we will make this world our again, and this is the first step! Out magic, baleful, malicious and encompassing will strike out from the swamp, rotting all around and spread our swamp. Today the world feel's our wrath!
+[Rot V]
+[Swamp V]
+[Magic III]
+[Magic Swamp Symbol]>Swamp
3. Recruit more Blighters, with approaching we will need a way to defend ourselves.
[Rot V]
[Swamp V]
[Magic III]
[Warmth III]
[Luck I]
[Animate I]
Stinkwart's Academy >Muckton [ +1 additional unit created for /2]
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6dbc83 No.38201
>>38196
It is a complete slaughter as the Archpriests and Malitia do what they can do buy time for the civilians who run for the Hibernation chamber. Though they fight valiantly their regen keeping them going for far longer then they should have they still die screaming,
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6dbc83 No.38202
>>38200
+library on action 1
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6dbc83 No.38203
| Rolled 82, 78, 33 = 193 (3d100) |
Nation Name: Matoran Ecumene
Type: Major
Race: Bionicle
Location:[Attic]
Background: What once started out as nothing more then children's toys gained life upon the great twilight of the gods. When they fell from their thrones on high, their corpses sprinkled life across the land, and the Matoran rose, from idle playthings of the gods to living, breathing beings. They were ever grateful for the gift of life, for they recognized the god's great sacrifice to bring their world to life. However, the world they came into was not a peaceful one, but one of violence and struggle. That did not bother the Matoran one bit, it was merely the last test of the long dead gods, and they would not be found wanting.
Pop: 33 Matoran +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
30 Mouse +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 143 +11/turn (x2 for next turn)
Resources:
[Wood: 19]+2/turn
[Foliage: 21] +2/turn
[Sparks: 30] +2/turn
China Fragments: 2
Metal: 5
Nails: 5
Large Metal Bowl
Odd Green Goo
Gems with shit inside: 3
Settlements:
>Metru Nui [Lvl2] [Fertile +1 to farm production]
>Mata Nui [Fertile +1 to food production]
Structures: [Farm] >Metru Nui
[Grub Farm] >Metru Nui
[Spark Pool] > Metru Nui
[Foliage Mill]>Mata Nui
[Barracks]>Mata Nui
[Mushroom Yard]> Mata Nui
Defenses: [Protodermis Walls: 2[Bombardment]]
Military:
2 Matoran Guard [+3.4][Armored]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3.6] [Armored]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
Magic: [Gravity I][Spring I]
Technology: [Hammers I][Armor III][Harpoons I][Weapon-Crafting I][Metalworking I][Agriculture I][Harpoon Thrower III][Spark theory I][Archery II]
Bonuses:
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
[Born from Conflict] The Matoran are born into conflict with strong god-given bodies reducing their casualties in combat.
[Spark Gifted] +5 to spark gathering research
Ongoing:
Harpoon Thrower IV 2/10
Archery III 2/8
1/2/3. THIS IS IT, THE TWILIGHT OF MATORAN IS UPON US, LET US POUR ALL OF OUR VAST SPARK RESERVES INTO THE FEY HEARTS BEFORE US, AND LET OUR FINEST WARRIOR TAKE THE POWER INTO HIMSELF. HE SHALL FEAST UPON THE HEARTS OF OUR FOES!
+ 2 Fey Hearts
+ 30 Spark
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6dbc83 No.38204
| Rolled 7, 6, 2, 3, 10, 5, 7, 8 = 48 (8d10) |
>>38203
The brave soldiers, both mice and matoran, snake and crow, and all alike shall defend this ritual. None shall dare trespass.
Defenses: [Protodermis Walls: 2[Bombardment]]
Military:
2 Matoran Guard [+3.4][Armored]
[Snek][+9.6][Consume][Climber][Armored][-2 food per turn]
[1 Crow][+2.2][Flying]
Mouse Defender [+3.6] [Armored]
Mouse Defender [+3]
Bowl Tank [+3.4][Bombard][Armored][Shelter: 4][Defense:+1]
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6dbc83 No.38205
| Rolled 5, 6 = 11 (2d10) |
>>38200
Boggart tricksters[+1]
Boggart 76 [+7.6][Soldier][Shooty][Honorable][Inspiring] -2f/t
+Muck wall defenses
The Tricksters and Boggart 76 need to buy time for the ritual. Boggart 76 loads his rifle and lets loose, the tricksters man the defense ready to sell their lives, and the half trained blighters rush out trying to slow the fell monstrosities down.
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6dbc83 No.38225
| Rolled 1, 8, 10, 8, 7, 9 = 43 (6d10) |
there is no time to feast or celebrate, more frostlings descend from the sky and the angry rats roar up to meet them with arrows and spears and hooks. the battle grows fiercer, the odds harder, but the rats get angrier and Savagehook roars louder.
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+6.1][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
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6dbc83 No.38226
| Rolled 6, 41, 99 = 146 (3d100) |
[Rat Tribes]
Pop: 52 +3/turn [Cannot exceed food (Minus 2x #turns when above food)]
Food: 144 +6/turn (+5 thrall lord, +4 farm/+2hunt, +1 fertile) (-6)
Resources:
[Wood: 1]
[Foliage: 3]
[Metal: 14] +2/turn
[Sparks:8] +10/turn (5 Pools*Spark I) (-6)
>Settlement - Rotwood [Rubbish +1 to scavenging production]
Resource Structures: [Farm][Hunting Traps][Spark-Pool]
Non-Resource Structures:
Defenses: Player Named Fortifications - Rot Wall: 1
>Settlement - Boxcliffe [Barren +5 to create buildings] > [Great Attic Elevator]
Resource Structures:[Breeding Warren][Spark-Pool]
Non-Resource Structures:[Fighting Pit]
>Settlement - Patchville [Fertile +1 to food production]
Resource Structures: [Farm][Farm][Spark-Pool]
Non-Resource Structures:
Defenses: THE WALL: 4 [Lightgrasp Castle: 1]
>Settlement - Savagehook Point [Lofty]
Resource Structures:[Spark-Pool]
Non-Resource Structures:
Defenses:
>Settlement - Dollhouse [Rubble +1 to scavenging production]
Resource Structures: [Farm][Spark-Pool]
Non-Resource Structures
[Beast Den] 4/12
Defenses: Fence: 1
Military:
Rat Tribals [+2] [Trained]
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
Rat Horde [+5.6][Slashing][Archer][Channeler][Trained][Grappler] -2f/s/t
+Hero:
Chieftan Savagehook [+4.4][Inspiring][Grappler][Channeler][Trained]
The General [+2][Inspiring][Commander][Unwavering][Tactical][Architect]
Magic:
Technology: [Bows III][Scimitars III][Harpoons II][Hunting I][+1 food to hunting buildings][Hammers I][Spirit Magic III][Selective Breeding II][Grappling Hooks III][Ballista I][Explosion Magic][Magic I][Spark I]
Bonuses:
[Thrall Lord] When you defeat enemy units you can a equivalent population bonus, you also gain one extra food per ten population
[Warrior Brood] +5 to weapon tech research
[Attic]
+1 to base unit power
-10 to food buildings
-10 to scavenging buildings
Ballista II 5/6
[Beast Den] 4/12
Shrine 9/12
+5 Fey Hearts
#1-2 Chief Savagehook is cautious and suspicious of the hearts of Fey. he orders Shamans to devise a way to harness Spark and Magic from the Fey Hearts, but will not tolerate corruption by frost and winter among his forces. he demands a ritual of purification, one of the Fey Hearts will be sacrificed to the Rat Spirits, and for their blessing to cleanse the other Fey Hearts.
+Spirit Magic III
+Magic I
+Spark I
-1 Fey Heart
#3 the Rat Shrine continues, and once it is complete the rats will mount the cleansed hearts of the Fey foes in the jaws of the rat statues, that the rat spirits may feast on Fey Heart for all eternity, and triumph over the Fey in the afterworld, and give the tribes their blessings 9/12
+hammers I
+Spirit Magic III
+Architect
+Barren +5 to create buildings
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6dbc83 No.38232
| Rolled 6, 5, 3, 9, 5, 5 = 33 (6d10) |
>>38190
Those Autumnkith not in training, alongside the Toads, march forth alongside their fearsome leader to defend the barricades of the Stump from Frost predation.
1. Fearmonger [+22.8][Autumn][Heated][Terrifying][Inspiring][Hero-Killer][Sparky]
2/3/4. 3 Autumnkith Spearmen [2.2]
5/6. 2 Toad Warriors [+2.2]
Defenses: Wood/Wicker/Leaf Barricades: 3
The Stump: [Terrifying][Connected]
[Warmth IV], [Shadow II], [Wood I], [Fear III], [Magic III]
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