bbd64e No.34428 [View All]
The Empire of Loar ended one-hundred and fifty-one years ago, to the day, or so surviving histories say. Southern rebels, enraged by continued abuses of power, waged a great and terrible War on the Empire of Loar, and at the end of four years of carnage, unleashed a strange and terrible magic that turned the once-verdant fields of Loar into a lifeless desert that poisoned all that ventured there. But they had vastly underestimated the strength of their spell: the rebels, too, were consumed by the terrible power of Flux.
Without the Empire's legions to build roads, without the Empire's farms to supply food, without the Empire's magistrates to keep order, the continent devolved into a hundred years of famine and warfare. Only now have the former subjugated states built up just enough of their own strength to rightfully call themselves "nations." Only now is there hope for the future, even as whispers abound of ships of metal sighted off of the coasts and strange white-cloaked figures that ambush and drag away those venturing too close to the Wasting Sands. Even the great and terrible ancient beasts of the land feebly stir, sensing, perhaps, that, very soon, history will be made…
WHAT FOLLOWS IS A FANTASY NATION BUILDER
BEHOLD THE SHEET:
NATION NAME: What do your people call themselves.
RACE: Who are your people?
LORE: What is the story of your fledgling nation?
LEADER: Who leads your people? Your LEADER will get their own WYRDSIGN.
BASIC RESOURCES: Standard resources. LEAVE THIS BLANK
SPECIFIED RESOURCES: Specialized, rarer resources. LEAVE THIS BLANK
MILITARY: Your military units. Tier 3/Tier 2/Tier 1 arrangement. LEAVE THIS BLANK
HEROES: Unique heroes and individuals with specific bonuses. LEAVE THIS BLANK
SETTLEMENTS: A list of settlements and cities you own. LEAVE THIS BLANK
TECHNOLOGIES: Technological advancements: MILITARY and CIVIC.
MAGIC: Your magical prowess. Split between your SCHOOLS and PERMUTATIONS. PICK -ONE- SCHOOL TO START, YOU START WITH LEVEL 1 IN THAT SCHOOL
WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…
SCHOOLS are what varieties of magic your nation practices. UNLESS EXPLICITLY NOTED, YOU CAN ONLY HAVE FOUR SCHOOLS. Schools include:
Principal: Force, Divination, Illusion, Warding, Artificing, Transmutation
Aligned: Holy, Unholy, Light, Shadow, Eldritch, Necromancy
Primal: Blood, Rot, Healing, Nature, Hearth, Runic
Elemental: Fire, Water, Earth, Air, Metal, Lightning, Ice
PROGRESS/ROLL VALUES
1- Critical Failure. -4 Progress + bad shit.
2-10 - Severe Failure. -2 Progress.
11-20 - Moderate Failure. -1 Progress.
21-30. Failure. Nothing.
31-50. Success. +1
51-65. Double Success. +2
66-80. Greater Success. +3
80-99. Major Success, +4
100. Critical Success. +6 + GOOD SHIT
Spells can be fluffed and used as the player sees fit for simple projects, actions, personal-level spellcasting, but for battlefield-wide or especially potent spell effects, refer to the SPELL BREAKDOWN: http://pastebin.com/7HwBjHRW
PROGRESS/TECHS/RESOURCES/PERMUTATIONS/MAGIC: http://pastebin.com/15F4H6Ve
67 postsand21 image repliesomitted. Click reply to view. ____________________________
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bbd64e No.34777
| Rolled 81, 62, 89 = 232 (3d100) |
>>34740
NATION NAME: Free States of Goblonia
RACE: Goblins, a short weak cowardly green skinned race that breed like rabbits.
LORE: The Free States of Goblonia are a variety of small goblin clans banded together for protection against those who would enslave and raid them. In the times of Loar the Goblin race where used heavily for slave labor and cannon fodder for the imperial armies due to their massive growth rate, the imperial war machine was said to have been fueled with the blood of goblins. In the years following the Flux the goblins flourished without without the oppressive regime the goblins flourished banding together in many clans spread across the land. The industry of the goblins drew many raiders across the land wishing to reap their fertile land and subjugate the goblins. The various clan banded together into what is now known as the Free States of Goblonia where the clans elect a Grand Marshal to protect the lands.
LEADER: Grand Marshal William Thule
The first elected Grand Marshal of the Free States of Goblonia, William Thule is a hard goblin borne of countless battles against slavers and other malevolent forces. Skilled in tactics he is known as one of the few goblins with real courage inspiring it even in others. While not a frontline leader his very presence of the battlefield can change a route to a victory.
Leaders: William Thule.
Wyrdsign - The Marshal: Thule, a cunning tactician and natural leader, can inspire his otherwise cowardly hordes to feats of greatness. +10 to all battles, and so long as Thule is on the battlefield, fear penalties do not apply except in extreme circumstances.
BASIC RESOURCES - Wood 3, Dust 4, Food 5
SPECIFIED RESOURCES - Lesser Metals (Lead) 6
MILITARY - 300 Goblin Spear Levies (T1 Spears), 200 Goblin Crossbow Levies (T1 Crossbows) (500 Units, -1 Food/Turn)
SETTLEMENTS - Gobopolis T1 Settlement - Farm (+1 Food/Turn), Smithery (+1 Lesser Metals/Turn)
TECHNOLOGIES - Spears I, Crossbows I, Metalsmithing I, Confederacy I
MAGIC: Warding 1
WYRDSIGNS: Goblins - Goblins are cowardly and insatiably fecund creatures that, nonetheless, are a force to be reckoned with when banded together by common purpose– or dire necessity. You consume 1 food for every 700 units you have, and gain a +5 bonus to recruitment.
The Unified - Once a murderously fractuous bunch, the goblins have come together most auspiciously to survive in the dark times following the Empire's fall. You gain a +5 to researching Civic technologies, and a +10 to construction.
—–
1. Begin constructing a new southern coastal village. +10
2. The bounty of the sea is what we need, begin to research fisheries!
3. Work faster, the sooner this mage tower is done the less we have to worry about arcane threats. 1/6 +10
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bbd64e No.34778
| Rolled 83, 74, 50 = 207 (3d100) |
NATION NAME: Crystallis
RACE: Crystallis
LORE: while investigating realms beyond different portals, a wizard of Loar discovered a plane filled entirely with mana crystals of every variety and seething with energy. this discovery would have changed the Empire forever, had the flux not occurred. like much of the Loar, knowledge of the plane and the portal were lost forever. all that remained was a single shard in a black painted jar. after a century and a half, the shifting sands and hot desert winds blew into the old Loar research tower, knocking over the jar and releasing the shard. exposed to sunlight and sand the mana shard began to grow, absorbing the rays of the sun and melting the sand around it into more glass crystal. entire crystalline structures and appendages sprouted. its growth moves as if with an intentional consciousness and intelligence, acting with purpose. now a small city sized outcropping has grown among the desert of the wasting sands.
LEADER: Overmind. Wyrdsign - The All-In-One: All Crystallis are one, attuned to the Overmind Shard. So long as the Shard exists, you gain bonuses to tactics and have absolutely no public order penalties. If the Shard is ever destroyed, however…
BASIC RESOURCES: Sand 11, Dust 5, Crystals 5
MILITARY: 250 Crystallis Crushers (T1 Cryshammers), 200 Crystallis Needlers (T1 Crystal-Throwers)
HEROES: 5 Crystallis Prisms (Hero Spellcasters)
SETTLEMENTS:
The Crystal Tower T1 Settlement
Buildings:
Sandfarm (+1 Sand/Turn)
Overmind's Tower (Heavily Fortified, protects the Overmind)
[Empty]
TECHNOLOGIES: Cryshammers I, Crystal-Throwing I, Sandfarming I, Crystalline Construction I
Magic: Light I
WYRDSIGNS: Crystallis - Torn from their demiplane, the Crystallis is determined to survive, if not thrive. Your forces, buildings and populace are immune to magical effects that harm living creatures, and your crystalline warriors require Sand, not Food, to survive. You gain a +8 to building creation and unit recruitment.
#1 Crystallis redirects its efforts. it must research crystalfarming, before it can construct a true crystal farm
#2 Crystallis attempts again to research leylines in this world
#3 the soldiers of Crystallis continue to morph, to increase the efficiency of the hive. Construction-Training I 4/6
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bbd64e No.34781
>>34748
Now I see what I did wrong both times. I'm only supposed to have THREE dice.
Nix that fourth dice.
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bbd64e No.34841
NATION NAME: The Eternal Enclave
RACE: Wizards of many species, labor golems
LORE: The Eternal Enclave predates the Empire and any known records, its origins and history lost to even itself. What is known is that it is an ancient library, a repository of knowledge both magical or otherwise. Miles upon miles of scrolls, knolwedge crystals, and memory vials line its endless hallways that no living being has ever truly read in its fullest.
Its inhabitants are vast and diverse, its members shunning racial and political boundaries for the pursuit and preservation of knowledge. Human wizards, dwarven artificiers, orc shamans, even Vampiric necromancers and Unliving mummies of ancient empires long past for thousands of years. Each had abandoned country, title, and power and came to add their knowledge to the Library. The wizards are aided by labor golems, who help to protect and catalogue the knowledge of the library.
In recent times, its membership has fallen sharply. The Empire of Loar had a terrible habit of burning books,slaying or subjugating magical races they distrusted. The Enclave went on a race against time to save what bits of knowledge and evacuate any magical individuals they could, but in doing so many were lost. Even the previous Eldest wizard and his librarians were killed. This loss was devastating, as without them much of the knowledge they had was no longer available to run the library. The most complex golems stopped working, great halls were soon emptied, some of the most ancient minds of the age gone, and the survivors found themselves overwhelmed by a sense of loss and emptiness. How could they possible regain the knowledge lost to them?
Still, there was hope. The surviving Wizards felt the terrible spell by the rebels, and heard of the destruction of the Empire. Though they rejoiced, they realized the task they had before them. The newest generation of Wizards were still very young, many not having even reached a millenium in age. There was much work before them, many things to read, and even more knowledge out there to gather. The great task of repopulating and restocking the knowledge of the Library commenced.
LEADER: Valdar. Wyrdsign - The Eldest. Valdar is incredibly well-learned and well-read. He adds a +8 to researching new magic and researching magic-oriented technologies.
BASIC RESOURCES:
Food 5
Stone 2
Dust 10 [+1 Distillery -1 Military]
MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)
SETTLEMENTS: "Enclave Tower" Settlement
Dust Distillery (+1 Dust/Turn)
The Repository (Lockdown, Un-Removable)
[Empty]
TECHNOLOGIES: Spears I, Slings I, Lorekeeping I, Leylines I
WYRDSIGNS - Arcane-Touched: Those touched by the arcane all have a wyrdsign, and though it varies greatly, all those that have found themselves in the Enclave's employ have wyrdsigns similar to one another. You gain a +5 to casting and researching all spells. To make up for the lack of manpower you can recruit War Golems, which consume Dust but are immune to fear, morale penalties and some spell effects.
The Vault: The Enclave's Repository is perhaps one of the most ancient bastions of knowledge and magical know-how in the entire world, and though the Enclave's best and brightest were killed in the war and the ensuing mayhem, they remain committed to finding out its secrets. You may have up to 5 Schools, and who knows what kind of strange– possibly Forbidden– magical secrets the repository possesses?
Divination I 1/15
Mage Workshop 3/6
+15 to your next Building or Expansion roll
Stats
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bbd64e No.34863
| Rolled 34, 73, 56 = 163 (3d100) |
>>34841
1. The Enclave works hard on constructing its new workshop. Mage Workshop 3/6
+15 to your next Building or Expansion roll
2. The mages continue the discovery of a new school of magic, in search of truth and knowledge. Divination I 1/15
+5 to casting and researching all spells
+8 to researching new magic
3. "Well, the repository IS supposedly bigger on the inside than on the outside. You'd need an animated map to make it work."
"Maybe this is an animated map and we just don't know how to work it."
"Well. . .shit. We'll have to do this the old fashioned way then. GET ANOTHER PARTY"
Let's send an exploration team into the repository to see what we find. Might be a new school of magic, some old technology, vials of new medicines, or the nymph and dryad moving picture books!
"Or we accidentally activate the emergency defense mechanisms."
"Well, just make sure to have the golems move ahead of us."
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bbd64e No.34865
>>34863
1. Mage Workshop 4/6. Work continues.
2. Divination I 5/15. The mysteries of Divination continue to unfold before the Enclave and its people.
3. Within the repository you find little more than some musty tomes and treatises on arcane experimentation… the outer levels of the repository are poorly guarded and equally poorly stocked, but still, very expansive.
Gain a +5 to one roll next turn.
>>34746
1. During a test of your designs, it is found that they simply cannot handle a higher water pressure! Your engineers and builders go back to the drawing board…
Dams I 4/6
2. Mining I 3/6. You make great headway in the fine art of tearing rocks out of the ground, or, more accurately, how to do it on a consistent scale.
3. To begin a foray into the matters of apothecaries and healing arts, one must have a supply of herbs and other somesuch. Unfortunately, Bob cannot convince enough of the rural folk to donate their stockpiles to crafting a proper Apothecary, and for now, efforts to build one stall…
>>34748
1/2. Gain Bowyer's Shop I, built in Eruvaluori. You will now be able to better recruit archers, and have bows for trade.
3. Unfortunately, some designs for proper mass snares and other methods need quite a bit of rework before they're put out there… they are too obvious, and too brazen.
>>34749
1. You begin moving your camp southwest, a great train of folded up tents and carried supplies… you will arrive at the coast of the inland sea in 2 turns.
2. The riders outline several watchtowers, patrol routes and rich targets– mostly grain stores and stockpiles of simple textiles. Stuff that will feed and sustain the Khandom, even if it won't necessarily make them -rich-.
3. Foraging II 1/8
>>34750
1. Metallurgy I 4/6. The fine art of smithery is being reclaimed piece by piece.
2. You successfully get their heads on straight, and send an expedition off into the nearby woods, where they find many reserves of wood, possible sites for distilling leyline dust, and possibly more exotic woods and leaves… there are many applications to be had from scouring the forest.
3. Drilling I 3/6.
>>34751
YOUR LEVEL OF CORPSES IS AT 4
DO NOT FUCKING NEGLECT TO MANAGE OR TRACK YOUR RESOURCES
OR BAD THINGS WILL HAPPEN
1. Your zombies finally get the proper way of mining and delve into the tunnels for practice.
Gain Mining I.
Gain 2 Stone.
2. There are petty villages and hamlets down the mountainside, increasing in numbers the closer one gets to the river to the southwest. Many of them, surely, would be ripe for raiding and plunder…
3. Necromantic Study 1/6
>>34756
1. Mining I 4/6. Your people eagerly get to reclaiming the basics of mining the earth.
2. Some of the more orthodox villages are swayed by the seemingly profound and bizzare rituals and doings of Kalyssa's chosen priest and priestesses. Word of the Church of the Stag spreads widely throughout Ganassa, and the slowly increasing horror of the subtle corruption that pervades the very land begins to be seen as a sign of uniqueness and fortitude…
There are, though, a handful of villages at the extreme reaches of Ganassa's "land" that refuse such teachings.
3. Unfortunately, the Bloodhorns cannot whip their constituents into enough of a fervor to get to creating an actual, proper temple… thus far. Perhaps more incentive is required, or more time?
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bbd64e No.34866
>>34761
1. Gain Leyline Research I. You can now build a dust refinery and efficiently gather Dust.
2/3. Woodcutting 4/6. The elves are unaccustomed to the use of out-and-out logging but, given time, they puzzle out the gist of how to properly obtain wood.
>>34764
1. The river, it seems, is polluted– the fish are malformed and horrific to look upon, for some have extra parts, some have no skin, and others twitch and shudder with unnatural speed. Until the poisonous influence of the… -thing-, is dealt with, properly getting experience in fishing will be rather difficult if your people are out-and-out terrified to go near the river.
2/3. The Marquess and his men assemble on the outskirts of the village– already, the loathsome rebellion has swollen in size. The haphazard army– mostly mad-eyed peasants and traitorous militiamen augmented by shuddering horrors, begins to move towards the brave men of the March, but before they can do so, the spellcasters of the March throw their hands to the sky and call down an arcing, searing surge of whitish-gold light to scour their foe.
Many of the abominations fall, burned and bleeding, while the most loathsome and wicked of the rebels find themselves similarly torn asunder and slain by divine might. The mass retreats, still existant but certainly now easily destroyable in proper combat, for they have lost two-thirds and only the weaker terrors and the genuinely mad rebels remain.
-2 Dust.
>>34777
1. Your workers and farmers gather together a host of resources and materials to prepare for creating a new village for your people, seeing as you are just a bit shy of having the required materials as-is.
+5 Wood, +4 Stone.
(Building a new settlement takes 10 r e s o u r c e s)
2. Fishing I 3/6. Fishing comes easy to the goblins– fishing on a proper scale that can feed the lot of them is something else. But they seem to take to it easily.
3. Gain [Mage Tower] in Gobopolis, which will allow you to recruit Magical heroes.
>>34778
1. Gain Crystal-Farming I as Crystallis properly sets into place nigh-automatic crystal production routines. Gain 3 Crystals.
2. Leylines I 3/6. Now, with more focus, Crystallis can properly attune itsself to the ebb and flow of magical energy…
3. Construction-Training I 5/6. Only a bare modicum of effort is needed, now…
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bbd64e No.34870
| Rolled 98, 45, 1 = 144 (3d100) |
>>34866
NATION NAME: Free States of Goblonia
RACE: Goblins, a short weak cowardly green skinned race that breed like rabbits.
LORE: The Free States of Goblonia are a variety of small goblin clans banded together for protection against those who would enslave and raid them. In the times of Loar the Goblin race where used heavily for slave labor and cannon fodder for the imperial armies due to their massive growth rate, the imperial war machine was said to have been fueled with the blood of goblins. In the years following the Flux the goblins flourished without without the oppressive regime the goblins flourished banding together in many clans spread across the land. The industry of the goblins drew many raiders across the land wishing to reap their fertile land and subjugate the goblins. The various clan banded together into what is now known as the Free States of Goblonia where the clans elect a Grand Marshal to protect the lands.
LEADER: Grand Marshal William Thule
The first elected Grand Marshal of the Free States of Goblonia, William Thule is a hard goblin borne of countless battles against slavers and other malevolent forces. Skilled in tactics he is known as one of the few goblins with real courage inspiring it even in others. While not a frontline leader his very presence of the battlefield can change a route to a victory.
Leaders: William Thule.
Wyrdsign - The Marshal: Thule, a cunning tactician and natural leader, can inspire his otherwise cowardly hordes to feats of greatness. +10 to all battles, and so long as Thule is on the battlefield, fear penalties do not apply except in extreme circumstances.
BASIC RESOURCES - Wood 9, Stone 4, Dust 5, Food 5
SPECIFIED RESOURCES - Lesser Metals (Lead) 7
MILITARY - 300 Goblin Spear Levies (T1 Spears), 200 Goblin Crossbow Levies (T1 Crossbows) (500 Units, -1 Food/Turn)
SETTLEMENTS - Gobopolis T1 Settlement - Farm (+1 Food/Turn), Smithery (+1 Lesser Metals/Turn), Mage Tower (Recruit Mages)
TECHNOLOGIES - Spears I, Crossbows I, Metalsmithing I, Confederacy I
MAGIC: Warding 1
WYRDSIGNS: Goblins - Goblins are cowardly and insatiably fecund creatures that, nonetheless, are a force to be reckoned with when banded together by common purpose– or dire necessity. You consume 1 food for every 700 units you have, and gain a +5 bonus to recruitment.
The Unified - Once a murderously fractuous bunch, the goblins have come together most auspiciously to survive in the dark times following the Empire's fall. You gain a +5 to researching Civic technologies, and a +10 to construction.
—–
1-2. Begin construction of the new coastal town +10
3. Research [Fishing I] 3/6
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bbd64e No.34871
| Rolled 5, 37, 87 = 129 (3d100) |
>>34865
NATION NAME: Aruvlasi-Erborien
RACE: Erbor Elves
LORE: Erbor elves are moon-white with straight dark hair, tall heights, elven ears, and violet, teal, or gold pupils. They are documented as being present on loar since the earliest of times, keeping to the most remote forests and most usually only coming out at night. Their attire is most usually either black, dark green, or dark brown, and they wear bone rings, amulets, and masks, usually wearing masks when outside. They like darker gems and silver when they make attire. When they fight, they most usually attack with swords, maces, axes, arrows, and savage instruments of torture. All women are trained to wield two shields at once from a young age up. They are a slavery using race. They seldom travel. They dislike most other elves. They drink liquor, but not ale, mead, or rum. They eat fish, poultry, meat, fruits, beans, and farm produce. Folklore abounds about this seldom seen by outsiders race. They speak a very old dialect of elvish that hasn’t changed very much in hundreds of years. Women and Men are considered co-equal to each other in standing after marriage, and variously valued before marriage depending on skill and competence. Having bardic skills is seen as desirable in either a man or a woman. Erbor elves’ greeting for each other is “Erulavori Taniquastiel” and the proper response (for another Erbor elf) is “Erutruvion Domeliach.” The phrases translate as (1) “A moon rises upon our meeting.” (2) “A shadow falls upon our departure.” They are most usually found in the remotest, darkest forests. They practice mound-burial and megalith building.
LEADER: Dubbhdonach (dub-doo-nak) Mormielmawgan, roughly translated “Dubbhdonach the ring maker”. A young king who wasn’t expected to inherit the throne, he inherited it when mutual injuries sustained in a duel killed both his brothers. Before he ascended the throne, he studied the respected crafts of jewelry making, gem setting, and engraving. At the time of his ascent, Dubbdhdonach was already in business for himself as a crafts-elf.
LEADER Dubbhdonach Mormielmawgan. Wyrdsign - The Ring-Maker. Dubbdhdonach, an unlikely king, knows better than any how to craft and chisel. You gain a +10 to researching industrial or resource-gathering technologies and a +5 to creating such buildings.
BASIC RESOURCES: Wood 2, Dust 5, Food 5 (flexing between 4 and 5)
SPECIALIZED RESOURCES: Lesser Gems (Onyx)
MILITARY: 250 Erbor Macemen (T1 Maces), 250 Erbor Hunters (T1 Bowmen) (500, -1 Food/Turn)
SETTLEMENTS: Eruvaluori, (moonlight-upon-leaves), T1 Settlement - Farm (+1 Food/Turn), Bowyer's shop I (bows/recruit archers)
TECHNOLOGIES: Maces I, Bows I, Gemcutting I, Ritual Architecture I, Trapping I 5/6
WYRDSIGNS: Erbor Elves - Stranger than their cousins, Erbor Elves are reclusive and poorly understood. Espionage actions against you are almost guaranteed to fail. You gain a +5 to fighting on forested terrain, and a +5 to spellcasting.
The Unchanging - Aruvlasi-Erborien has, perhaps, been "graced" by the presence of outsiders only a handful of times in its existence. It did not change then, and it won't change now. You do not suffer public order penalties except for corruption, and gain a +15 to defensive combat within your forests.
ACTIONS
1-2: Continue studying trapping. +10
3. Harvest wood, selecting only 1 to 3 max out of each 10 trees reviewed.
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bbd64e No.34875
| Rolled 7, 56, 93 = 156 (3d100) |
>>34866
Nation Name: The Forlorn Marches
Race: Humans and some dwarves and elves
Lore: http://pastebin.com/XvLaJBzH
LEADER: The Marquees de Erosia
Wyrdsign: The Bound. Having unwittingly accepted a cursed amulet in life, the Marquees has met with a dark fate in death: bound to possess an heir until his "quest" can be fulfilled. Anyone who wears the Crown of the Marquees becomes Marquees de Erosia. You gain a +5 to magical research, and a +10 to combat with unnatural foes: the undead, the demonic, and the Eldritch.
Leader Lore: http://pastebin.com/5tsyTreA
>Stats:
BASIC RESOURCES: Wood 5
Stone 5
Dust 3
Food 3 +1/turn
MILITARY: 250 Forlorn Swordsmen (T1 Swords), 200 Forlorn Bow Levies (T1 Bows)
HEROES: 5 Marquess' Bodyguard (Hero Swords)
SETTLEMENTS: Tresario T1 - Farm (+1 Food/Turn)
TECHNOLOGIES: Swords I, Bows I, Agriculture I, Old Lores I
WYRDSIGNS: The Good Races - In times long past, and in lands incredibly distant, the three "good" races of dwarves, elves and men stood tall and strong, united. You gain a +5 to researching magic, a +5 to researching Military technologies, and a +5 to building.
The Resolute - The people of the Marches have dealt with many strange and terrible horrors in their time. They know that, soon, they will likely be dealing with more, but that only strengthens their resolve. The spread of Corruption is weaker in your lands, and you gain a +10 to Holy spellcasting. Your soldiers do not take fear penalties from any but the most terrible of supernatural units.
1/2. The Baron and his forces shall march on, crushing all before them in their attempt to stomp out this eldritch abomination.
3. On the homefront his people shall go and search for food, be it plants from the forest, or stags in the hills. Food is needed, because this predicament with the corruption is taking vital time away that could go to plowing the land.
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bbd64e No.34881
| Rolled 34, 69, 12 = 115 (3d100) |
>>34865
NATION NAME: The Armoni Republic
RACE: Human
LORE: After the fall of the empire the citizens of Armon suffered under the nobility of the lands. They waged war with one another and played their games of influence and espionage to gain power for themselves. Under their rule the people suffered.
Things began to change almost a hundred years ago with the creation of the College of Armon to encourage study and loyalty to the then local lord. Technology and magical study progressed rapidly and while nobles divided themselves the learned men reached out to each other and to the common people. Things finally came to a head twenty years ago.
Taxes became heavy and levies left homes without young men. Under General Ironheart, one of the rare common born generals usually sent to remote locations of no importance, began a revolution with runaways and his own men. After a few months of revolution and brutal oppression, and with the aid of the wizards of the College, the nobles were executed in the city center of Armon in what became known as the 'Red Square'. The nobles' palaces were torn down and in their place was raised a government building to house the congressional assembly. A constitution was written and the republic was born.
The Armani republic has three branches. The Executive, the House, and the Law. The President is elected every 5 years and holds power over the military and has final say over the House of People's decisions. The House of People's hold representatives from each land in the republic, 2 for each county. A speaker of the house is elected by the representatives who is in charge of foreign affairs. The branch of Law holds 10 Judges who can overrule any decision by the president or house if it is illegal, also tries presidents or representatives if they break the law.
LEADER: Leonidus Whitewood. Wyrdsign: The Worthy. Leonidus' fairly elected status means that public order penalties are minimized, and his experience means that he gets a +8 to any battle he personally takes part in.
BASIC RESOURCES: Wood 5, Food 5, Dust 5
SPECIFIED RESOURCES: Lesser Metals (Copper) 5
MILITARY: 100 Armoni Horsemen (Tier 1 Cavalry), 300 Armoni Swordsmen (Tier 1 Swords) (400, -1 Food/Turn)
HEROES: 10 Armoni Metal-Mages (Hero Spellcasters)
SETTLEMENTS: Player Named T1 Settlement - Farm (+1 Food/Turn), Armon College (Allows recruitment of Spellcasters)
TECHNOLOGIES: Swords I, Cavalry I, Agriculture I, Democracy I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Republic - The Armoni have taken power into their own hands in the form of a corruption-free republic system. They gain a +5 to researching Civic Technologies, a +5 to spellcasting, and smoothly change leaders, tactics or regimes so long as they do not upend the republic system.
1. Continue to research Metalurgy I. We shall learn to use metal once more. 4/6
+10
2. Continue to learn to drill the men into fighters, not just farmers with spears. Drilling I. 3/6
+5
3. So much is lost. Begin looking through the old archives for methods of large scale, sustainable, logging so that we may harvest the bountiful resources of the woods.
+10
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bbd64e No.34882
| Rolled 95, 22, 19 = 136 (3d100) |
>>34865
NATION NAME: The Lost
http://pastebin.com/cWZAyRMq
LEADER: Varl The Unmatched. Wyrdsign: The Charnel King. +15 to personal combats, +5 to Necromancy spells and research.
BASIC RESOURCES: Stone 9, Corpses 3, Dust 4
Military: 5 War Ghouls (T1 Monstrous), 200 Skeleton Spears (T1 Spears), 200 Skeleton Javelinmen (T1 Javelins), 171 Zombie Workers [T1 Rabble]. You are now consuming 2 Corpses/Turn. (601, -2 Corpses/Turn)
Settlements: The Forgotten Acropolis T1 Settlement - 1 Ancient Crypt (+1 Corpses/Turn)
Technologies: Spears I, Javelins I, Corpse Raising I, Mountaineering I, Mining I
WYRDSIGNS: The Undead - Your nation is comprised of undead horrors of all stripes. You require corpses, not food, to maintain unit upkeep; every 500 units "consumes" 1 unit of corpses as sinew, bone and life energies are expended to keep them going. Your armies are immune to morale penalties, fatigue and a multitude of other negative factors, and inflict fear in undisciplined foes.
The Successors - The Lost are the unwitting, unliving scions of a millenia-old legacy of undeath and torment. They gain a +10 to defensive combat or raiding, and a +5 to undeath-oriented technologies.
1. Send a raiding party to the nearest village, made up of 50 zombies, 50 javalinmen, and 2 of the Ghouls. Instructions are to bring back anything valuable and as many corpses as they can carry back. (+10)
2/3. Continue working on that Study, maybe I can cobble together a good bookshelf and a (1/6)
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bbd64e No.34883
| Rolled 90, 30, 55 = 175 (3d100) |
>>34866
NATION NAME: Aesthar Magocracy
RACE: Elves
LORE: http://pastebin.com/ywncHkYu
LEADER: http://pastebin.com/9hu07Y0u
Wyrdsign: The Archmage - Aelerion is gifted with profound magical powers. +10 to all spellcasts that are personally cast by him, +5 to researching Permutations.
BASIC RESOURCES: Wood 5, Stone 5, Food 5, Dust 5
SPECIFIED RESOURCES:
MILITARY:
200 Elf Swordsmen (T1 Swords), 200 Elf Bowmen (T1 Bows) (400, -1 Food/Turn)
HEROES: 10 Warmages (Hero Spellcasters)
SETTLEMENTS: Aethleria T1 Settlement
- Treegarden (+1 Food/Turn)
TECHNOLOGIES:
Swords I, Bows I, Agriculture I, Lorekeeping I, Leyline Research I, Woodcutting (4/6)
MAGIC:
Force 1
WYRDSIGNS:
Elves - Elves, among the oldest races of the world, have travelled far and wide but all remain quite similar. You gain a +10 to researching spells, and a +5 to fighting in forested terrain.
1.With the leyline research finished, The elves begin setting up a leyline tap.
+Leyline research
2. Research in lumber cutting continues 4/6
+Lorekeeping
3.Elves start conversing on force magic. Specifically new and stronger spells that they may be able to create with force.
+10 from Elves
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bbd64e No.34884
| Rolled 55, 49, 9 = 113 (3d100) |
LEADER: The Bloodhorns. Wyrdsign - The Lovers. When acting together, plotting together and fighting together, the Bloodhorns are the unstoppable alphas of the beastly Ganassan horde. +15 to any battle, excursion, or important action undertaken by both of them. (Only one action a round can benefit from this bonus. Research and building rolls are exempt.)
BASIC RESOURCES: Wood 5, Stone 5, Dust 3, Food 5
MILITARY: 10 Beastfolk Abominations (T1 Monstrous), 300 Beastfolk Berserkers (T1 Axes) (350, -1 Food/Turn
SETTLEMENTS: Ganassa T1 Settlement - Mutated Farm (+1 Food/Turn)
TECHNOLOGIES: Raiding I, Axes I, Agriculture I, Proselytizing I
WYRDSIGNS - Beastfolk. Beastfolk come in many shapes and forms– all of them, though, are utterly savage in thought and deed. You gain a +5 to all battles, swift movement through dense natural terrain, and your forces are resistant to environmental penalties.
The Violet Stag - The people of Ganassa are the pawns of the horrible beings in The Outside, that void that constitutes everything that is not the universe; in particular, Huljuk, the Violet Stag, has taken an immense interest. The people of Ganassa gain a +10 to casting Eldritch spells, are immune to the public order and environmental penalties of Eldritch Corruption, and the Starlit Pact spell has a much higher chance of providing a beneficial outcome.
CORRUPTION: Eldritch, Level 2.5
In Progress: Eldrtich 2 1/20 Mining 4/6
1. [Research Mining] 4/6
Excellent progress had been made thus far.
2. [Raid] +20
Kalyssa and the Listeners had been given their chance. Many fell under their sway. Still, she had made a pact with her husband. Those that refused the touch of God would have to be shown the error of their ways. By force. The streets and halls of Ganassa shook with the braying of many beastkin warriors, hungry for flesh and plunder alike. Karak Bloodhorn along with a few other murder set out to bring the other villages to heel and to extract their due as the Chosen. Some Listeners set out with them, mostly to make the decisions over sacrifices, handle disputes, and provide the awe to the Murders' shock.
3. [Assemble Warriors]
While Admas himself is away Kalyssa is hard at work with the process of overseeing the training and mutation of new warriors for the beastfolk hordes. While not every man sworn to the Violet Stag is changed into a goatman or minotaur, many do leave the Head Listener's attentions with the tell-tale touch of mutation.
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bbd64e No.34899
| Rolled 94, 38, 20 = 152 (3d100) |
NATION NAME: Crystallis
RACE: Crystallis
LORE: while investigating realms beyond different portals, a wizard of Loar discovered a plane filled entirely with mana crystals of every variety and seething with energy. this discovery would have changed the Empire forever, had the flux not occurred. like much of the Loar, knowledge of the plane and the portal were lost forever. all that remained was a single shard in a black painted jar. after a century and a half, the shifting sands and hot desert winds blew into the old Loar research tower, knocking over the jar and releasing the shard. exposed to sunlight and sand the mana shard began to grow, absorbing the rays of the sun and melting the sand around it into more glass crystal. entire crystalline structures and appendages sprouted. its growth moves as if with an intentional consciousness and intelligence, acting with purpose. now a small city sized outcropping has grown among the desert of the wasting sands.
LEADER: Overmind. Wyrdsign - The All-In-One: All Crystallis are one, attuned to the Overmind Shard. So long as the Shard exists, you gain bonuses to tactics and have absolutely no public order penalties. If the Shard is ever destroyed, however…
BASIC RESOURCES: Sand 12, Dust 5, Crystals 5
MILITARY: 250 Crystallis Crushers (T1 Cryshammers), 200 Crystallis Needlers (T1 Crystal-Throwers)
HEROES: 5 Crystallis Prisms (Hero Spellcasters)
SETTLEMENTS:
The Crystal Tower T1 Settlement
Buildings:
Sandfarm (+1 Sand/Turn)
Overmind's Tower (Heavily Fortified, protects the Overmind)
[Empty]
TECHNOLOGIES: Cryshammers I, Crystal-Throwing I, Sandfarming I, Crystal-Farming I, Crystalline Construction I
Magic: Light I
WYRDSIGNS: Crystallis - Torn from their demiplane, the Crystallis is determined to survive, if not thrive. Your forces, buildings and populace are immune to magical effects that harm living creatures, and your crystalline warriors require Sand, not Food, to survive. You gain a +8 to building creation and unit recruitment.
#1 Crystallis equips itself with knowledge of Crystalfarming, and re-purposes the new sandfarm into a crystal farm (4/6? or 0/6)
+8 to building creation
Crystal-Farming I
#2 Crystallis continues to focus on connecting with the magical flow of this planet. Leylines I 3/6
#3 soon, the military of Crystallis will function as an additional arm for growth and expansion of the hive. war shards will construct new growths in peace and war. Construction-Training I 5/6
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bbd64e No.34900
| Rolled 40, 78, 51 = 169 (3d100) |
>>34865
NATION NAME: The City State of Domino
RACE: Human
LORE: All that stood tall all that was great is now tarnished and shattered. The wise among us are certain; the Empire was lost before the Flux took its toll. The accord of imperial power brought low by sabotage or worse; Abuse. They say they lost the traditions that preserved purpose in form and restraint in power that makes a worthy Nation.
The city-state of Domino which had started as a humble colony of scholars and entrepreneurs would survive the years of carnage and famine and work to rebuild its strength by rehabilitating the surrounding countryside and nurturing the development of fellow men who flee the destruction brought by the Flux then repaying the people of Domino with loyalty. The wise and the powerful would for many years council the citizens of Domino and the vassal tribes who flocked to the city that held the promise of health and strength until such a time they would be blessed with leadership needed to reform their strength to make it suitable for grander purpose.
LEADER: Bob
Wyrdsign: The Puzzle-Solver. Bob's puzzle gave him strange powers of insight and charisma. You gain a +5 to researching magic and spellcasting, and public order penalties are lessened.
Among the Domino people was a boy, Bob, the grandson of a great explorer said to have delved into mountain holds and crossed the breadth of the world and had passed on healing magic to his family that would enable them to maintain status and the means to sustain a comfortable lifestyle by providing a much needed skill. Bob had tended his magic to a deeply tanned man shrouded in a white cloak who in lieu of payment offered a strange puzzle box containing many pieces made of solid dust of a golden hue. "This puzzle box from the Old Capital contains a powerful secret to whoever is able to solve it" the man said. It was priceless and as Bob tried to refuse the box the man had disappeared. Bob spent many weeks putting the pieces together between his schooling to become a great man in the Domino fashion and geared to enter the Collegia of Life and refine the magic of healing that his family had founded in Domino. The friendships won in the trials of youth that almost lost his prized puzzle also enabled him to complete the treasure and unlock the power within. A spirit locked within merged with Bob and he became More. He became a man of indomitable will capable of leading mankind.
BASIC RESOURCES: Food 5, Dust 5, Stone 5, Wood 5
MILITARY: 250 Domino Spear Levies (T1 Spears), 200 Domino Bow Levies (T1 Bows) (450, -1 Food/Turn)
HEROES: 5 Domino Healers
SETTLEMENTS: Humble Homes of Domino T1 Settlement - Farm (+1 Food/Turn)
TECHNOLOGIES: Spears I, Bows I, Agriculture I, Medicine I
MAGIC: Healing I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Rebuilders - The people of Domino know much about healing, selflessness and duty. They see it their responsibility to nurture and rebuild until what was great once can be made great again. You gain a +5 to diplomatic relations, a +5 to researching non-offensive magics, and a +5 to researching Civic technologies.
Dams I 4/6
Mining I 3/6
1 Dams I 4/6. Progress surges and wavers as model dams make their way to the palace from up and coming scholars. Some have obviously been augmented by local artists who prefer more colors and exaggeration as opposed to the style preferring few if any colors and a more classic take on architecture.
+5 Mankind
+5 Rebuilders
2 Mining I 3/6. Bring in the rural prospectors and city ore traders. If we know what the buyers want and what it takes to bring in a certain quality ore we can accurately plan and predict expenses. The expense we hope to avoid is the slave mines of the Empire in its latter days approaching destruction and avoid the costly rebellions that sprung from them.
+5 Mankind
+5 Rebuilders
3 Apothecary. To bring in the herbs we may have to wait for a good harvest or find a garden in some hidden valley. Perhaps if we can offer supervision and storage of the herbs gathered by the rural gatherers with the medicinal techniques for preparing them against the elements we can convince them to donate.
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bbd64e No.34946
NATION NAME: The Eternal Enclave
RACE: Wizards of many species, labor golems
LORE: The Eternal Enclave predates the Empire and any known records, its origins and history lost to even itself. What is known is that it is an ancient library, a repository of knowledge both magical or otherwise. Miles upon miles of scrolls, knolwedge crystals, and memory vials line its endless hallways that no living being has ever truly read in its fullest.
Its inhabitants are vast and diverse, its members shunning racial and political boundaries for the pursuit and preservation of knowledge. Human wizards, dwarven artificiers, orc shamans, even Vampiric necromancers and Unliving mummies of ancient empires long past for thousands of years. Each had abandoned country, title, and power and came to add their knowledge to the Library. The wizards are aided by labor golems, who help to protect and catalogue the knowledge of the library.
In recent times, its membership has fallen sharply. The Empire of Loar had a terrible habit of burning books,slaying or subjugating magical races they distrusted. The Enclave went on a race against time to save what bits of knowledge and evacuate any magical individuals they could, but in doing so many were lost. Even the previous Eldest wizard and his librarians were killed. This loss was devastating, as without them much of the knowledge they had was no longer available to run the library. The most complex golems stopped working, great halls were soon emptied, some of the most ancient minds of the age gone, and the survivors found themselves overwhelmed by a sense of loss and emptiness. How could they possible regain the knowledge lost to them?
Still, there was hope. The surviving Wizards felt the terrible spell by the rebels, and heard of the destruction of the Empire. Though they rejoiced, they realized the task they had before them. The newest generation of Wizards were still very young, many not having even reached a millenium in age. There was much work before them, many things to read, and even more knowledge out there to gather. The great task of repopulating and restocking the knowledge of the Library commenced.
LEADER: Valdar. Wyrdsign - The Eldest. Valdar is incredibly well-learned and well-read. He adds a +8 to researching new magic and researching magic-oriented technologies.
BASIC RESOURCES:
Food 5
Stone 2
Dust 10 [+1 Distillery -1 Military]
MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)
SETTLEMENTS: "Enclave Tower" Settlement
Dust Distillery (+1 Dust/Turn)
The Repository (Lockdown, Un-Removable)
[Empty]
TECHNOLOGIES: Spears I, Slings I, Lorekeeping I, Leylines I
WYRDSIGNS - Arcane-Touched: Those touched by the arcane all have a wyrdsign, and though it varies greatly, all those that have found themselves in the Enclave's employ have wyrdsigns similar to one another. You gain a +5 to casting and researching all spells. To make up for the lack of manpower you can recruit War Golems, which consume Dust but are immune to fear, morale penalties and some spell effects.
The Vault: The Enclave's Repository is perhaps one of the most ancient bastions of knowledge and magical know-how in the entire world, and though the Enclave's best and brightest were killed in the war and the ensuing mayhem, they remain committed to finding out its secrets. You may have up to 5 Schools, and who knows what kind of strange– possibly Forbidden– magical secrets the repository possesses?
Divination I 5/15
Mage Workshop 4/6
Gain a +5 to one roll next turn.
Stats
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bbd64e No.34947
| Rolled 58, 46, 52 = 156 (3d100) |
>>34946
1. What mysteries and truths will divination reveal?
Especially if we combine it with artificing!
Divination I 5/15
+5 to one roll next turn
2. The Wizards work on the final bits of the workshop. Admittedly even if it is finished it wont see much use until we also finish Divination, but once we do we'll be making all sorts of useful magical tools.
Mage Workshop 4/6
3. "Oh yeah it is definitely bigger on the inside than the outside."
"No shit."
"I'm serious. Just look outside the tower, the base can't be more than 12 layers worth of shelves. We've just passed 32."
"32 layers of trivial nonsense. Why didn't they store the droll deep inside where it's hard to get and keep the good stuff outside."
Deeper and deeper into the endless hallways of the repository the wizards and their golem guards ventured. In search of knowledge and discovery!
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bbd64e No.35068
| Rolled 73, 69, 46 = 188 (3d100) |
>>34865
NATION NAME: Khandom of Loar
RACE: Magically-corrupted humans
LORE: http://pastebin.com/wjSELP47
LEADER: http://pastebin.com/vAhK372e
The Khan - Ashira's cunning and brutality know few equals. +15 to Personal Combats, +5 to raiding and scavenging.
BASIC RESOURCES: Food 8, Dust 5, Wood 10, 3 Stone, 2 Lesser Metals
SPECIFIED RESOURCES:
MILITARY: 250 Khanate Nomads (T1 Cavalry), 250 Khanate Hunters (T1 Bows) (500, -1 Food/Turn)
HEROES:
SETTLEMENTS: Loaranda T1 Nomad Settlement - Foodstores (+1 Food/Turn)
TECHNOLOGIES: Cavalry I, Bows I, Foraging I, Raiding I
MAGIC: Runic
WYRDSIGNS: The Corrupted - No mortal race was ever meant to walk the Wasting Sands, and though cunning has kept the Khandom alive, it cannot keep them untouched. The Khandom's people are resistant to disease, poison and corruption, magical or otherwise, and know how to make food last. You consume 1 food for every 700 units you have.
The Scourges - The Khandom has no concept of peace or civility. Others have things that they need to survive, and so, they will take those things, either from their deserted homes or their bloodied corpses. You gain a +10 to raiding and pillaging, and your "settlement" is mobile. However, it, and any other settlements you construct, can only be upgraded to Tier 2.
CORRUPTION - Flux Poisoning, Level 1
Foraging II 1/8
1. Continue our research of better foraging techniques
2. If possible, find our archers some horses, to convert to horse archery calvary. No Loaran should ever fire at a man on his own two feet
3. Likewise, scour the boys and teet-suckling younglings for those old enough to train into horse archers, preferably 150 of them
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bbd64e No.35102
| Rolled 45 (1d100) |
>>34875
"WE WON'T LET THEM JUST SLAUGHTER US! THEY'LL SEE! THEY -MUST- SEE!
"THEY MUST S̵̗͉̯̰̳ͪ̌̓ͯͧ̑ͯ̒͋ͫ̒ͣ̀̕͡͞E͉̲̯̜̙̙͍̞͈̙̮̥ͨ̋ͩ͊ͯ͊̅͆ͤͪ͒̾ͧ̆̂͋ͫ̉͐͘̕ͅĘ̵̜̗̱̬̖̥ͯ̅̎͂̂̔́̓̈̌̍̃̐ͦ͆͌͐ͯ͂̀͡ͅ!"
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bbd64e No.35103
>>34870
1/2. You begin building a new town on your coast, and your goblins, eager to put some of their trademark frenetic energy to use, make quite a bit of headway.
New Settlement 5/12. -10 building resources.
3. Your fishermen and brainiacs put their collective heads together and dredge up from their little thinktank a possible solution to the fishing conundrum: a sort of massive, barbed net, able to ensnare fish en masse. Such things were used before the cataclysm– but they probably didn't have barbs on them. If they did, surely, they wouldn't have fallen!
During your first test of this new fishing mechanism, however, something goes horribly wrong– all contact with the fishermen is lost. In the course of days, -all- of your fishermen are dragged into the water or simply disappear altogether.
One dusty morning, Thule is visited by a pale goblin who says he has something he should see. That something is a massive barbed net filled with rotting, severed, sea-creature-eaten goblin heads, and a message scrawled in crude Common:
"STOP"
Lose all Fishing progress.
>>34871
1-2. Unfortunately your new trap designs, although innovate, continually prove to be rather damaging and altogether very difficult for your hunters to actually retreive the game from them…
3. Gain 8 wood as your workers strike out and fell the trees that are sickly, dying or likely to fail.
>>34875
1/2. Your men march forward and, armed with holy magic, take the foul creatures to task. Soon, the wayward countryside is covered in corpses, arrows, screaming peasantry and shellshocked soldiers– those unlucky few that must contend with the wretched abominations will surely require some time of rest before they take up arms again. Putrid, twitching eldritch-warped corpses lay in the middle of corrupted grass. Huts are burned. Madness-stricken peasants rounded up and stoically killed by beheading. The battle is less a battle, more a bloody purge.
At the end of the four days of fighting and scouring, the cancerous blight has been eradicated and the land ready to be bathed in purifying magic. The women, men and children claimed by the insidious evil have surely found redemption in the soothing arms of the angels in Heaven… but there remains the Idol, a terrible black thing that hurts the eyes and gnaws at the mind. It is shut away in a chest and locked up, but you will need the aid of magic to purge it, or contain it.
Lose 50 Forlorn Swordsmen. Lose 30 Forlorn Bow Levies.
3. Gain 9 Food as your people scurry and scavenge from the tracts of land that -haven't- been warped or used for warfare.
>>34881
1. Metallurgy I 5/6. You only need to refine your technique and find a better source of fuel!
2. You finish your training regimes and drilling standards– your men will be well and proper soldiers soon. Gain Drilling I, which makes it easier to recruit and– eventually– upgrade your men.
3. You fail to find any treatises or old instructions regarding the art of logging… perhaps they have been hidden away deeper within the college?
>>34882
1. Your raiding party scours the meagre village with only minor losses. Given the size and the remoteness of the place, there wasn't too much to be had…
Gain 3 corpses. Gain 2 Greater Metals: Gold. Gain 2 Wood.
Lose 40 Zombie Workers.
2/3. Work on the Study doesn't go anywhere, unfortunately. -3 Stone (since it wasn't deducted last turn bcause i forgot to say so)
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bbd64e No.35104
>>34883
1. Leyline Tap 4/6. Your people are eager to reclaim the lost secrets of magic and dust distilling.
-2 Wood, -1 Dust
2. Woodcutting 5/6. Progress is slow, but some progress is, certainly, better than no Progress.
3. Force 2 2/20. Your elves begin reading some of the old texts and treatises on magic, specifically Force magic, and are keen to unlock the secrets of the proper application of force…
>>34884
1.Your people have finally begun practicing the fine art of proper mining, as opposed to ripping ore and stone straight from the ground. Gain Mining I
2. You utterly raze those defiant villages, among whom you find none of the purported holy men– they must have scattered when faced with the objective truth of Ganassa's righteous might. Surely, they will be back, but for now, the commonfolk are utterly cowed into submission.
Gain 4 Wood. Gain 4 Food. Lose 30 Beastfolk Berserkers.
3. Gain 27 Beastfolk Berserkers. The first batch of applicants are, for the most part, clearly -not- suitable for combat… this fearsome few is the cream of the crop.
>>34899
1. Crystallis successfully creates a new Crystalfarm– however, any excess crystals harvested from the cultivation go to replenishing the crystal stocks…
Gain [Crystalfarm], +1 Crystals/Turn
Gain 3 crystals, which are then immediately consumed because building buildings costs materials and it wasn't listed beforehand.
2. Leylines I 4/6. Bit by bit, the crystalline mass increases its knowledge of the world's ebb and flow of magic.
3. Unfortunately, the latest batch of construction training results only in broken crystals and a realization that some methods are hazardous…
Construction-Training I 4/6
>>34900
1. Dams I 5/6. The lack of concise agreement on how a dam should be shaped and decorated prevents the whole project from really getting rolled out.
2. Gain Mining I, as your people finally get it right: use the SHARP end of the pick, and don't just hack mindlessly at stone for no good reason.
3. Apothecary 2/6. You finally start to round up herbs from the wild and from preserved stores, enough to start work on the actual apothecary!
-3 Wood
>>34947
1. Divination I 7/15. There is a certain odd stillness to be found in researching the arts of Divination– many of your researchers and entrepreneurial practitioners already feel as if they just "know" tiny things that they otherwise wouldn't.
2. Mage Workshop 5/6. Toil and trouble, something about bubbling– really, it's a bit of a hassle properly clearing space and making sure it won't collapse weaker parts of the vault.
3. You further delve into the many magical mysteries of the Vault, picking apart a side-chamber that apparently held a leyline map of the world. The leylines converge in several spots– around the old Loar capital, at the poles, and several spots dotted around the world. Only the haphazard guesses at other continents, nameless and blank, are illustrated. The leylines out of the continent, too, are somewhat shakily sketched…
Leylines II 2/8
>>35068
1. Foraging II 4/8. Knowing which plants will kill you, which plants will alleviate certain maladies– the rich plant life outside of the sands is mind boggling, but your shamans and wise women tackle it with gusto.
2. You begin rounding up horses and, digging up a bit of the old knowledge, instructing your hunters and archers on the finer points of shooting from horseback.
Horse Archery I 3/6.
(THIS TECH WILL GIVE YOUR ARCHERS SUPERIOR MOVEMENT SPEED AT THE COST OF MORE VULNERABILITY AND POORER AIM. CAVALRY UNITS ARE ALWAYS CONSIDERED TO BE MELEE CAVALRY, AND THUS, THERE ARE NO DEDICATED HORSE ARCHER UNITS BECAUSE THAT'D BREAK THE GAME. THANK YOU.)
3. Gain 138 Khanate Hunters, eager men with experience on the hunt.
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bbd64e No.35105
| Rolled 70, 29, 82 = 181 (3d100) |
>>35104
NATION NAME: Aesthar Magocracy
RACE: Elves
LORE: http://pastebin.com/ywncHkYu
LEADER: http://pastebin.com/9hu07Y0u
Wyrdsign: The Archmage - Aelerion is gifted with profound magical powers. +10 to all spellcasts that are personally cast by him, +5 to researching Permutations.
BASIC RESOURCES: Wood 3, Stone 5, Food 5, Dust 4
SPECIFIED RESOURCES:
MILITARY:
200 Elf Swordsmen (T1 Swords), 200 Elf Bowmen (T1 Bows) (400, -1 Food/Turn)
HEROES: 10 Warmages (Hero Spellcasters)
SETTLEMENTS: Aethleria T1 Settlement
- Treegarden (+1 Food/Turn)
- Leyline Tap 4/6
TECHNOLOGIES:
Swords I, Bows I, Agriculture I, Lorekeeping I, Leyline Research I, Woodcutting (5/6)
MAGIC:
Force 1 (2/20)
WYRDSIGNS:
Elves - Elves, among the oldest races of the world, have travelled far and wide but all remain quite similar. You gain a +10 to researching spells, and a +5 to fighting in forested terrain.
1. The Leyline tap construction continues apace.
2. Research of woodcutting continues. It is almost finished and once donw we can harvest wood. (5/6)
+Lorekeeping I
3.The Elves continue to pour over the ancient tomes to unlock the secrets of even greater force magic.
+10 from Elves
+Lorekeeping I
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bbd64e No.35106
>>35105
4/6 on action 1
2/20 on action 3
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bbd64e No.35107
| Rolled 10, 31, 4 = 45 (3d100) |
>>35103
NATION NAME: Aruvlasi-Erborien
RACE: Erbor Elves
LORE: Erbor elves are moon-white with straight dark hair, tall heights, elven ears, and violet, teal, or gold pupils. They are documented as being present on loar since the earliest of times, keeping to the most remote forests and most usually only coming out at night. Their attire is most usually either black, dark green, or dark brown, and they wear bone rings, amulets, and masks, usually wearing masks when outside. They like darker gems and silver when they make attire. When they fight, they most usually attack with swords, maces, axes, arrows, and savage instruments of torture. All women are trained to wield two shields at once from a young age up. They are a slavery using race. They seldom travel. They dislike most other elves. They drink liquor, but not ale, mead, or rum. They eat fish, poultry, meat, fruits, beans, and farm produce. Folklore abounds about this seldom seen by outsiders race. They speak a very old dialect of elvish that hasn’t changed very much in hundreds of years. Women and Men are considered co-equal to each other in standing after marriage, and variously valued before marriage depending on skill and competence. Having bardic skills is seen as desirable in either a man or a woman. Erbor elves’ greeting for each other is “Erulavori Taniquastiel” and the proper response (for another Erbor elf) is “Erutruvion Domeliach.” The phrases translate as (1) “A moon rises upon our meeting.” (2) “A shadow falls upon our departure.” They are most usually found in the remotest, darkest forests. They practice mound-burial and megalith building.
LEADER: Dubbhdonach (dub-doo-nak) Mormielmawgan, roughly translated “Dubbhdonach the ring maker”. A young king who wasn’t expected to inherit the throne, he inherited it when mutual injuries sustained in a duel killed both his brothers. Before he ascended the throne, he studied the respected crafts of jewelry making, gem setting, and engraving. At the time of his ascent, Dubbdhdonach was already in business for himself as a crafts-elf.
LEADER Dubbhdonach Mormielmawgan. Wyrdsign - The Ring-Maker. Dubbdhdonach, an unlikely king, knows better than any how to craft and chisel. You gain a +10 to researching industrial or resource-gathering technologies and a +5 to creating such buildings.
BASIC RESOURCES: Wood 10, Dust 5, Food 5 (flexing between 4 and 5)
SPECIALIZED RESOURCES: Lesser Gems (Onyx)
MILITARY: 250 Erbor Macemen (T1 Maces), 250 Erbor Hunters (T1 Bowmen) (500, -1 Food/Turn)
SETTLEMENTS: Eruvaluori, (moonlight-upon-leaves), T1 Settlement - Farm (+1 Food/Turn), Bowyer's shop I (bows/recruit archers)
TECHNOLOGIES: Maces I, Bows I, Gemcutting I, Ritual Architecture I, Trapping I 5/6
WYRDSIGNS: Erbor Elves - Stranger than their cousins, Erbor Elves are reclusive and poorly understood. Espionage actions against you are almost guaranteed to fail. You gain a +5 to fighting on forested terrain, and a +5 to spellcasting.
The Unchanging - Aruvlasi-Erborien has, perhaps, been "graced" by the presence of outsiders only a handful of times in its existence. It did not change then, and it won't change now. You do not suffer public order penalties except for corruption, and gain a +15 to defensive combat within your forests.
ACTIONS
1-2: Keep studying trapping. +10
3: Build a gemcutter's workshop. +5
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bbd64e No.35108
| Rolled 83, 89, 95 = 267 (3d100) |
>>35103
NATION NAME: The Armoni Republic
RACE: Human
LORE: After the fall of the empire the citizens of Armon suffered under the nobility of the lands. They waged war with one another and played their games of influence and espionage to gain power for themselves. Under their rule the people suffered.
Things began to change almost a hundred years ago with the creation of the College of Armon to encourage study and loyalty to the then local lord. Technology and magical study progressed rapidly and while nobles divided themselves the learned men reached out to each other and to the common people. Things finally came to a head twenty years ago.
Taxes became heavy and levies left homes without young men. Under General Ironheart, one of the rare common born generals usually sent to remote locations of no importance, began a revolution with runaways and his own men. After a few months of revolution and brutal oppression, and with the aid of the wizards of the College, the nobles were executed in the city center of Armon in what became known as the 'Red Square'. The nobles' palaces were torn down and in their place was raised a government building to house the congressional assembly. A constitution was written and the republic was born.
The Armani republic has three branches. The Executive, the House, and the Law. The President is elected every 5 years and holds power over the military and has final say over the House of People's decisions. The House of People's hold representatives from each land in the republic, 2 for each county. A speaker of the house is elected by the representatives who is in charge of foreign affairs. The branch of Law holds 10 Judges who can overrule any decision by the president or house if it is illegal, also tries presidents or representatives if they break the law.
LEADER: Leonidus Whitewood. Wyrdsign: The Worthy. Leonidus' fairly elected status means that public order penalties are minimized, and his experience means that he gets a +8 to any battle he personally takes part in.
BASIC RESOURCES: Wood 2, Food 5, Dust 5
SPECIFIED RESOURCES: Lesser Metals (Copper) 5
MILITARY: 100 Armoni Horsemen (Tier 1 Cavalry), 300 Armoni Swordsmen (Tier 1 Swords) (400, -1 Food/Turn)
HEROES: 10 Armoni Metal-Mages (Hero Spellcasters)
SETTLEMENTS: Player Named T1 Settlement - Farm (+1 Food/Turn), Armon College (Allows recruitment of Spellcasters)
TECHNOLOGIES: Swords I, Cavalry I, Agriculture I, Democracy I, Drilling I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Republic - The Armoni have taken power into their own hands in the form of a corruption-free republic system. They gain a +5 to researching Civic Technologies, a +5 to spellcasting, and smoothly change leaders, tactics or regimes so long as they do not upend the republic system.
1. Well start with wood and move on to other fuel sources I guess, just do what you feel best. Metallurgy I 5/6
+10
2. Look deeper, also talk with some of the lumbermen who normally collect the wood for homes to see what they think may improve their craft of logging.
+10
3. Begin constructing a mustering yard to gather and train troops.
-3 wood
+Drilling I
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bbd64e No.35111
| Rolled 65, 100, 64 = 229 (3d100) |
LEADER: The Bloodhorns. Wyrdsign - The Lovers. When acting together, plotting together and fighting together, the Bloodhorns are the unstoppable alphas of the beastly Ganassan horde. +15 to any battle, excursion, or important action undertaken by both of them. (Only one action a round can benefit from this bonus. Research and building rolls are exempt.)
BASIC RESOURCES: Wood 9, Stone 5, Dust 3, Food 9
MILITARY: 10 Beastfolk Abominations (T1 Monstrous), 297 Beastfolk Berserkers (T1 Axes) (350, -1 Food/Turn
SETTLEMENTS: Ganassa T1 Settlement - Mutated Farm (+1 Food/Turn)
TECHNOLOGIES: Raiding I, Axes I, Agriculture I, Proselytizing I, Mining I
WYRDSIGNS - Beastfolk. Beastfolk come in many shapes and forms– all of them, though, are utterly savage in thought and deed. You gain a +5 to all battles, swift movement through dense natural terrain, and your forces are resistant to environmental penalties.
The Violet Stag - The people of Ganassa are the pawns of the horrible beings in The Outside, that void that constitutes everything that is not the universe; in particular, Huljuk, the Violet Stag, has taken an immense interest. The people of Ganassa gain a +10 to casting Eldritch spells, are immune to the public order and environmental penalties of Eldritch Corruption, and the Starlit Pact spell has a much higher chance of providing a beneficial outcome.
CORRUPTION: Eldritch, Level 2.5
In Progress: Eldrtich 2 1/20 Mining 4/6
1. [Metalworking I]
Ore is only useful once it has been put to the fire. The Murders will learn how to do this again to make stronger equipment to supplement the blessing of the Stag.
2. [Scouting]
With the immediate surroundings of Ganassa pacified it is time to continue to expand Hulijuk's reach outside of the southern riverlands. Continue to push north, looking for towns and villages to send our Listeners to.
3. [Integration] +15
It is one thing to cow villages with a show of force. It is another thing to properly include them into the growing horde. Religious rites to spread the sweet touch of the Stag are mingled with the training of human warriors, and the education of newly minted village Listeners. Smaller but no less potent Crystals are mutated and given to the villages to serve as a center for worship and advice from God Itself. Once these new initiates have experienced the sweet taste of corruption they'll never go back to the way they were before.
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bbd64e No.35138
| Rolled 90, 22, 71 = 183 (3d100) |
>>35103
NATION NAME: The Lost
http://pastebin.com/cWZAyRMq
LEADER: Varl The Unmatched. Wyrdsign: The Charnel King. +15 to personal combats, +5 to Necromancy spells and research.
BASIC RESOURCES: Stone 9, Corpses 5, Dust 4, Gold 2, Wood 2
Military: 5 War Ghouls (T1 Monstrous), 200 Skeleton Spears (T1 Spears), 200 Skeleton Javelinmen (T1 Javelins), 131 Zombie Workers [T1 Rabble]. You are now consuming 2 Corpses/Turn. (561, -2 Corpses/Turn)
Settlements: The Forgotten Acropolis T1 Settlement - 1 Ancient Crypt (+1 Corpses/Turn)
Technologies: Spears I, Javelins I, Corpse Raising I, Mountaineering I, Mining I
WYRDSIGNS: The Undead - Your nation is comprised of undead horrors of all stripes. You require corpses, not food, to maintain unit upkeep; every 500 units "consumes" 1 unit of corpses as sinew, bone and life energies are expended to keep them going. Your armies are immune to morale penalties, fatigue and a multitude of other negative factors, and inflict fear in undisciplined foes.
The Successors - The Lost are the unwitting, unliving scions of a millenia-old legacy of undeath and torment. They gain a +10 to defensive combat or raiding, and a +5 to undeath-oriented technologies.
1. I'll need a consistent source of stone to get to rebuilding and eentually expanding my castle and since I have the technology and the labourers for it I'll need to start building a mine to produce [Begin working on a Stone Quarry/Mine/Whatever you wanna call it Mining I]
2. Getting the wall engrams is confounding keep working on the [Necromantic Study 1/6]
3. I need more corpses and/or less consumption. Send out another raiding party this time made up of 100 Skeleton Spears, 50 Javalinmen, 2 Ghouls, and 50 zombies who will stay out of the fight (unless they are needed) and purely stick around for carrying back as much as they can be loaded with. Head towards A village further out and avoid any patrols that would come from the previous attack. And no matter what the Ghouls must make it back at least mostly intact. [More raiding look for new targets +10]
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bbd64e No.35139
| Rolled 14, 30, 31 = 75 (3d100) |
>>35103
NATION NAME: Free States of Goblonia
RACE: Goblins, a short weak cowardly green skinned race that breed like rabbits.
LORE: The Free States of Goblonia are a variety of small goblin clans banded together for protection against those who would enslave and raid them. In the times of Loar the Goblin race where used heavily for slave labor and cannon fodder for the imperial armies due to their massive growth rate, the imperial war machine was said to have been fueled with the blood of goblins. In the years following the Flux the goblins flourished without without the oppressive regime the goblins flourished banding together in many clans spread across the land. The industry of the goblins drew many raiders across the land wishing to reap their fertile land and subjugate the goblins. The various clan banded together into what is now known as the Free States of Goblonia where the clans elect a Grand Marshal to protect the lands.
LEADER: Grand Marshal William Thule
The first elected Grand Marshal of the Free States of Goblonia, William Thule is a hard goblin borne of countless battles against slavers and other malevolent forces. Skilled in tactics he is known as one of the few goblins with real courage inspiring it even in others. While not a frontline leader his very presence of the battlefield can change a route to a victory.
Leaders: William Thule.
Wyrdsign - The Marshal: Thule, a cunning tactician and natural leader, can inspire his otherwise cowardly hordes to feats of greatness. +10 to all battles, and so long as Thule is on the battlefield, fear penalties do not apply except in extreme circumstances.
BASIC RESOURCES - Wood 3, Stone 0, Dust 5, Food 5
SPECIFIED RESOURCES - Lesser Metals (Lead) 7
MILITARY - 300 Goblin Spear Levies (T1 Spears), 200 Goblin Crossbow Levies (T1 Crossbows) (500 Units, -1 Food/Turn)
SETTLEMENTS - Gobopolis T1 Settlement - Farm (+1 Food/Turn), Smithery (+1 Lesser Metals/Turn), Mage Tower (Recruit Mages)
TECHNOLOGIES - Spears I, Crossbows I, Metalsmithing I, Confederacy I
MAGIC: Warding 1
WYRDSIGNS: Goblins - Goblins are cowardly and insatiably fecund creatures that, nonetheless, are a force to be reckoned with when banded together by common purpose– or dire necessity. You consume 1 food for every 700 units you have, and gain a +5 bonus to recruitment.
The Unified - Once a murderously fractuous bunch, the goblins have come together most auspiciously to survive in the dark times following the Empire's fall. You gain a +5 to researching Civic technologies, and a +10 to construction.
—–
1-2. Well that is a clear message, let us get started on working out on how to do the more then sustenance farming now…. [Agriculture I]
3. Continue work on the new coastal town 5/12 +10
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bbd64e No.35140
| Rolled 32, 43, 53 = 128 (3d100) |
>>35104
NATION NAME: The City State of Domino
RACE: Human
LORE: All that stood tall all that was great is now tarnished and shattered. The wise among us are certain; the Empire was lost before the Flux took its toll. The accord of imperial power brought low by sabotage or worse; Abuse. They say they lost the traditions that preserved purpose in form and restraint in power that makes a worthy Nation.
The city-state of Domino which had started as a humble colony of scholars and entrepreneurs would survive the years of carnage and famine and work to rebuild its strength by rehabilitating the surrounding countryside and nurturing the development of fellow men who flee the destruction brought by the Flux then repaying the people of Domino with loyalty. The wise and the powerful would for many years council the citizens of Domino and the vassal tribes who flocked to the city that held the promise of health and strength until such a time they would be blessed with leadership needed to reform their strength to make it suitable for grander purpose.
LEADER: Bob
Wyrdsign: The Puzzle-Solver. Bob's puzzle gave him strange powers of insight and charisma. You gain a +5 to researching magic and spellcasting, and public order penalties are lessened.
Among the Domino people was a boy, Bob, the grandson of a great explorer said to have delved into mountain holds and crossed the breadth of the world and had passed on healing magic to his family that would enable them to maintain status and the means to sustain a comfortable lifestyle by providing a much needed skill. Bob had tended his magic to a deeply tanned man shrouded in a white cloak who in lieu of payment offered a strange puzzle box containing many pieces made of solid dust of a golden hue. "This puzzle box from the Old Capital contains a powerful secret to whoever is able to solve it" the man said. It was priceless and as Bob tried to refuse the box the man had disappeared. Bob spent many weeks putting the pieces together between his schooling to become a great man in the Domino fashion and geared to enter the Collegia of Life and refine the magic of healing that his family had founded in Domino. The friendships won in the trials of youth that almost lost his prized puzzle also enabled him to complete the treasure and unlock the power within. A spirit locked within merged with Bob and he became More. He became a man of indomitable will capable of leading mankind.
BASIC RESOURCES: Food 5, Dust 5, Stone 5, Wood 2
MILITARY: 250 Domino Spear Levies (T1 Spears), 200 Domino Bow Levies (T1 Bows) (450, -1 Food/Turn)
HEROES: 5 Domino Healers
SETTLEMENTS: Humble Homes of Domino T1 Settlement - Farm (+1 Food/Turn)
TECHNOLOGIES: Spears I, Bows I, Agriculture I, Medicine I, Mining I
MAGIC: Healing I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Rebuilders - The people of Domino know much about healing, selflessness and duty. They see it their responsibility to nurture and rebuild until what was great once can be made great again. You gain a +5 to diplomatic relations, a +5 to researching non-offensive magics, and a +5 to researching Civic technologies.
Dams I 5/6
Apothecary 2/6
1 Dams I 5/6.
+5 Human
+5 Builders
2 Apothecary 2/6.
+5 Human
+5 Builders
3 Miner Commissions Office. We build with stone we forge iron and polish gems. Whatever we need we should be able to get through a building devoted to hiring miners of our nation and giving them a contract (a few turns of stone gathering a few turns of iron gathering etc and perhaps at higher levels multiple resources at the same time.). Its this kind of economy that made the past Empire strong and adaptable to the nation's needs.
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bbd64e No.35176
| Rolled 83, 69, 97 = 249 (3d100) |
>>35104
NATION NAME: Khandom of Loar
RACE: Magically-corrupted humans
LORE: http://pastebin.com/wjSELP47
LEADER: http://pastebin.com/vAhK372e
The Khan - Ashira's cunning and brutality know few equals. +15 to Personal Combats, +5 to raiding and scavenging.
BASIC RESOURCES: Food 8, Dust 5, Wood 10, 3 Stone, 2 Lesser Metals
SPECIFIED RESOURCES:
MILITARY: 250 Khanate Nomads (T1 Cavalry), 388 Khanate Hunters (T1 Bows) (638, -1 Food/Turn)
HEROES:
SETTLEMENTS: Loaranda T1 Nomad Settlement - Foodstores (+1 Food/Turn)
TECHNOLOGIES: Cavalry I, Bows I, Foraging I, Raiding I
MAGIC: Runic
WYRDSIGNS: The Corrupted - No mortal race was ever meant to walk the Wasting Sands, and though cunning has kept the Khandom alive, it cannot keep them untouched. The Khandom's people are resistant to disease, poison and corruption, magical or otherwise, and know how to make food last. You consume 1 food for every 700 units you have.
The Scourges - The Khandom has no concept of peace or civility. Others have things that they need to survive, and so, they will take those things, either from their deserted homes or their bloodied corpses. You gain a +10 to raiding and pillaging, and your "settlement" is mobile. However, it, and any other settlements you construct, can only be upgraded to Tier 2.
CORRUPTION - Flux Poisoning, Level 1
Foraging II 4/8
Horse Archery 3/6
1. Continue learning of the plants and animals of this land. There is much to be feasted, and many to be fed.
2. Continue teaching our archers the ways of the Khandom, where horse and man are but one and same
3. The legends told of Dust as something as small as a grain, but as powerful as a sandstorm. The earth itself, indeed, you can find dust in. Let us create a tent network for the purpose of siphoning Dust from the earth, so we might have a steady supply of the substance
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bbd64e No.35186
| Rolled 97, 98, 61 = 256 (3d100) |
Nation Name: The Forlorn Marches
Race: Humans and some dwarves and elves
Lore: http://pastebin.com/XvLaJBzH
LEADER: The Marquees de Erosia
Wyrdsign: The Bound. Having unwittingly accepted a cursed amulet in life, the Marquees has met with a dark fate in death: bound to possess an heir until his "quest" can be fulfilled. Anyone who wears the Crown of the Marquees becomes Marquees de Erosia. You gain a +5 to magical research, and a +10 to combat with unnatural foes: the undead, the demonic, and the Eldritch.
Leader Lore: http://pastebin.com/5tsyTreA
>Stats:
BASIC RESOURCES: Wood 5
Stone 5
Dust 3
Food 13 +1/turn
MILITARY: 200 Forlorn Swordsmen (T1 Swords), 170 Forlorn Bow Levies (T1 Bows)
HEROES: 5 Marquess' Bodyguard (Hero Swords)
SETTLEMENTS: Tresario T1 - Farm (+1 Food/Turn)
TECHNOLOGIES: Swords I, Bows I, Agriculture I, Old Lores I
WYRDSIGNS: The Good Races - In times long past, and in lands incredibly distant, the three "good" races of dwarves, elves and men stood tall and strong, united. You gain a +5 to researching magic, a +5 to researching Military technologies, and a +5 to building.
The Resolute - The people of the Marches have dealt with many strange and terrible horrors in their time. They know that, soon, they will likely be dealing with more, but that only strengthens their resolve. The spread of Corruption is weaker in your lands, and you gain a +10 to Holy spellcasting. Your soldiers do not take fear penalties from any but the most terrible of supernatural units.
1/2. Have our best mages and holy men look into the Idol, where it came from and how to get rid of it, or cleanse it from the taint which festers inside of its Umber shape.
3. We are already using dust at an alarming rate, have our best minds devise a way to collect the magical powder on a consistent basis.
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bbd64e No.35188
NATION NAME: The Eternal Enclave
RACE: Wizards of many species, labor golems
LORE: The Eternal Enclave predates the Empire and any known records, its origins and history lost to even itself. What is known is that it is an ancient library, a repository of knowledge both magical or otherwise. Miles upon miles of scrolls, knolwedge crystals, and memory vials line its endless hallways that no living being has ever truly read in its fullest.
Its inhabitants are vast and diverse, its members shunning racial and political boundaries for the pursuit and preservation of knowledge. Human wizards, dwarven artificiers, orc shamans, even Vampiric necromancers and Unliving mummies of ancient empires long past for thousands of years. Each had abandoned country, title, and power and came to add their knowledge to the Library. The wizards are aided by labor golems, who help to protect and catalogue the knowledge of the library.
In recent times, its membership has fallen sharply. The Empire of Loar had a terrible habit of burning books,slaying or subjugating magical races they distrusted. The Enclave went on a race against time to save what bits of knowledge and evacuate any magical individuals they could, but in doing so many were lost. Even the previous Eldest wizard and his librarians were killed. This loss was devastating, as without them much of the knowledge they had was no longer available to run the library. The most complex golems stopped working, great halls were soon emptied, some of the most ancient minds of the age gone, and the survivors found themselves overwhelmed by a sense of loss and emptiness. How could they possible regain the knowledge lost to them?
Still, there was hope. The surviving Wizards felt the terrible spell by the rebels, and heard of the destruction of the Empire. Though they rejoiced, they realized the task they had before them. The newest generation of Wizards were still very young, many not having even reached a millenium in age. There was much work before them, many things to read, and even more knowledge out there to gather. The great task of repopulating and restocking the knowledge of the Library commenced.
LEADER: Valdar. Wyrdsign - The Eldest. Valdar is incredibly well-learned and well-read. He adds a +8 to researching new magic and researching magic-oriented technologies.
BASIC RESOURCES:
Food 5
Stone 2
Dust 10 [+1 Distillery -1 Military]
MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)
SETTLEMENTS: "Enclave Tower" Settlement
Dust Distillery (+1 Dust/Turn)
The Repository (Lockdown, Un-Removable)
[Empty]
TECHNOLOGIES: Spears I, Slings I, Lorekeeping I, Leylines I
WYRDSIGNS - Arcane-Touched: Those touched by the arcane all have a wyrdsign, and though it varies greatly, all those that have found themselves in the Enclave's employ have wyrdsigns similar to one another. You gain a +5 to casting and researching all spells. To make up for the lack of manpower you can recruit War Golems, which consume Dust but are immune to fear, morale penalties and some spell effects.
The Vault: The Enclave's Repository is perhaps one of the most ancient bastions of knowledge and magical know-how in the entire world, and though the Enclave's best and brightest were killed in the war and the ensuing mayhem, they remain committed to finding out its secrets. You may have up to 5 Schools, and who knows what kind of strange– possibly Forbidden– magical secrets the repository possesses?
Divination I 7/15
Mage Workshop 5/6
Leylines II 2/8
Stats
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bbd64e No.35194
| Rolled 2, 14, 22 = 38 (3d100) |
>>35188
1. Knowledge is power. And we're going to need a lot of power to restore the Library!
Divination I 7/15
2. Finish up the last bits of the mage workshop so we can start making all sorts of artificed tools!
Mage Workshop 5/6
3. Having found a new bastion of knowledge, the golems proceed to set up a perimeter while wizards swarm the section of library, studying every last scroll to discover what they have to teach on Leylines!
Leylines II 2/8
+5 to casting and researching all spells
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bbd64e No.35227
| Rolled 10, 25, 66 = 101 (3d100) |
NATION NAME: Crystallis
RACE: Crystallis
LORE: while investigating realms beyond different portals, a wizard of Loar discovered a plane filled entirely with mana crystals of every variety and seething with energy. this discovery would have changed the Empire forever, had the flux not occurred. like much of the Loar, knowledge of the plane and the portal were lost forever. all that remained was a single shard in a black painted jar. after a century and a half, the shifting sands and hot desert winds blew into the old Loar research tower, knocking over the jar and releasing the shard. exposed to sunlight and sand the mana shard began to grow, absorbing the rays of the sun and melting the sand around it into more glass crystal. entire crystalline structures and appendages sprouted. its growth moves as if with an intentional consciousness and intelligence, acting with purpose. now a small city sized outcropping has grown among the desert of the wasting sands.
LEADER: Overmind. Wyrdsign - The All-In-One: All Crystallis are one, attuned to the Overmind Shard. So long as the Shard exists, you gain bonuses to tactics and have absolutely no public order penalties. If the Shard is ever destroyed, however…
BASIC RESOURCES: Sand 13, Dust 5, Crystals 6
MILITARY: 250 Crystallis Crushers (T1 Cryshammers), 200 Crystallis Needlers (T1 Crystal-Throwers)
HEROES: 5 Crystallis Prisms (Hero Spellcasters)
SETTLEMENTS:
The Crystal Tower T1 Settlement
Buildings:
Sandfarm (+1 Sand/Turn)
Overmind's Tower (Heavily Fortified, protects the Overmind)
[Crystalfarm], +1 Crystals/Turn
TECHNOLOGIES: Cryshammers I, Crystal-Throwing I, Sandfarming I, Crystal-Farming I, Crystalline Construction I
Magic: Light I
WYRDSIGNS: Crystallis - Torn from their demiplane, the Crystallis is determined to survive, if not thrive. Your forces, buildings and populace are immune to magical effects that harm living creatures, and your crystalline warriors require Sand, not Food, to survive. You gain a +8 to building creation and unit recruitment.
Leylines I 4/6
Construction-Training I 4/6
#1 adaptation of the soldier crystals continues. Construction-Training I 4/6
#2 the magic in the earth becomes clearer to the sight of Crystallis. Leylines I 4/6
#3 Crystallis has reached the limit of its growth within the Crystal Tower. a new spire vilage is ordered by the Overmind. it is to be built south of the Tower. seed crystals are to be planet, fed with sand to grow into a new spire vilage.
+8 to building creation
Spend 5 Crystal and 5 Sand
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bbd64e No.35547
>>35227
1. Unfortunately, more of the crystalline extensions of Crystallis' will destroy themselves inadvertantly as they continue to 'train.' Much time is spent undoing the damage…
Construction-Training I 2/6
2. Unfortunately, too much time is spent compensating for the failures in training to attune to the crystals.
3. Some progress is finally made as Crystallis begins crafting a new outpost from sand and crystal.
New Settlement 3/12
Lose 5 sand, lose 5 crystal
>>35186
1/2. Your mages and holy men return to you once the idol has been examined– examined and bathed in holy light, that is. Unfortunately, you lack the divine power needed to cleanse the object. As for the object itself, their working theory is that it was conjured in the final days leading up to the Cataclysm, as a way of fighting the long-lost Empire. The wards keeping it safe and hidden must have eroded, leaving the idol to be found by your poor farmers. It is unlikely, thankfully, that even experienced mages would have the power or luck to bring back more than one idol.
For now, the wretched thing is being watched and regularly bathed in Holy energies. It presents no immediate harm, but the sooner it is destroyed or cleansed, the better.
3. Leylines I 2/6
>>35188
>>35194
1. Disaster. Your neonates, even some of your more learned fellows– they have been doing things all wrong. You will peek into things no one should ever see if you continue as you have been, and to avert this, your people start anew…
Already, though, they have gained several flashes of horrible prescience that have made them insidiously uneasy…
Divination I 5/15
2. Unfortunately, part of your workshop combusts– work is lost…
Mage Workshop 4/6
3. So much clutter and mayhem results from your -first- two endeavors that there's no time left to properly research and study!
>>35176
1. Gain Foraging II as your people get the hang of gathering food and sustenance in this new, strange land.
2. Gain Horse Archery I. Your archers can now move and fire from horseback, increasing their mobility while sacrificing much of their accuracy and durability.
3. Leyline Alignment I 4/6. You consult the shamans and begin laying the groundwork for a method of distilling dust via strategically placed tents, letting you take and move your impending distillery wherever you please.
>>351410
1. Gain Dams I as your people finally, -finally- get around to properly researching the -damn- things! You can now divert and control the flow of rivers to a minor degree.
2. Apothecary 4/6. Work comes along on the apothecary; most of the hard work is simply a matter of divvying out space for certain herbs that absolutely cannot comingle.
3. Mining Commission Office 2/6. You begin constructing a central hub from which you can more accurately distribute resources and material.
Lose 2 Stone, 1 Wood.
>>35139
1/2. Nothing gets done, unfortunately, for your goblins are too busy worrying over impending ambush from the seas! Not that any such thing has come yet..
3. Work on the town grinds along slowly as your people slowly overcome their newfound fear of the ocean. Coastal Town 6/12
>>35138
1. Stone Quarry 4/6. You begin divvying out a section of your mighty Acropolis that will be devoted entirely to harvesting stone for your burgeoning empire.
2. Necromantic Study 2/6. The engrams are somewhat difficult, since most necromantic symbols and patterns require organic material in a rather delicate pattern, meant to be laid from the top-down.
3. You scour a nearby village and relieve it of its contents, butchering the people and taking what you think will be useful in the times ahead. However, you are quickly running out of easy, close targets for your savage necromantic raids…
Lose 10 Skeleton Spears. Lose 5 Javelinmen. Gain 3 Wood. Gain 3 Gold. Gain 1 Lesser Gems (Topaz).
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bbd64e No.35548
>>35108
1. Gain Metallurgy I, as your people master the harnessing of, at least, basic metals and somesuch. Their practice also happens to net you reserves of resources!
Gain 3 Lesser Metals (Copper).
2. Logging I 5/6. Your lumbermen are all too eager to lend you their ear and their aid, and in no time you are quickly on your way to maybe even starting your own logging operations.
3. Mustering Yard 4/6. You make great strides in planning and outfitting a proper training area for your troops.
>>35107
1/2. Gain Trapping I, as the Erbor Elves finally understand and start to apply the practice of trapping en masse. And in a non-destructive manner!
3. You attempt to build a gemcutter's workshop, but a fire breaks out among your woodstores on the very night you seek to retreive building material.
The outcome is quite predictable.
Lose 4 Wood.
>>35105
1. Gain a Leyline Tap within Aethleria, which will give you 1 Dust per turn.
2. Gain Woodcutting I, allowing you to more efficiently harvest wood and construct lumber-processing buildings to do so.
3. The more ancient applications of Force are lost to time, subtler and quieter techniques once used to help build great structures. You find no such frilly things there; the higher levels of Force are breathtakingly destructive.
>>35111
1. Metalworking I 2/6. The old art of shaping ore into metal is an art your people eagerly work to recover. Many sacrifices for the stag shall be had.
2. In scouting and scouring, you find many things: wooded thickets, secluded hamlets, hard-fallen villages and old roads fallen into disuse. However, Ganassa's scouts -do- uncover an old battlefield, wherein the corpses of the fallen have been transmuted into calcified masses of worms and plague-insects, and their arms and armor rusted away into a crystalline black coating that leaves oily residue everywhere.
This, your seekers say, is a site of great Eldritch power. Building upon this place will surely confer great boons from the Violet Stag and empower your magics within the settlement… the veil between the Material World and the Outside is thin there. Who knows?
You have uncovered many targets for indoctrination or conquering.
You may, at any later time, build a settlement upon the Warped Battlefield.
3. You integrate the townspeople into the masses of Ganassa's devout and worthy, where they are more than eager to stay, given the delicious kiss of your strange rituals and the boons bestowed upon your Listeners. Public order is restored to its full entirety.
Gain +10 to your next recruitment, religious research or magic research roll within 2 turns.
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bbd64e No.35559
| Rolled 81, 74, 77 = 232 (3d100) |
>>35548
NATION NAME: Aesthar Magocracy
RACE: Elves
LORE: http://pastebin.com/ywncHkYu
LEADER: http://pastebin.com/9hu07Y0u
Wyrdsign: The Archmage - Aelerion is gifted with profound magical powers. +10 to all spellcasts that are personally cast by him, +5 to researching Permutations.
BASIC RESOURCES: Wood 3, Stone 5, Food 5, Dust 5
SPECIFIED RESOURCES:
MILITARY:
200 Elf Swordsmen (T1 Swords), 200 Elf Bowmen (T1 Bows) (400, -1 Food/Turn)
HEROES: 10 Warmages (Hero Spellcasters)
SETTLEMENTS: Aethleria T1 Settlement
- Treegarden (+1 Food/Turn)
- Leyline Tap (+1 Dust/turn)
TECHNOLOGIES:
Swords I, Bows I, Agriculture I, Lorekeeping I, Leyline Research I, Woodcutting I
MAGIC:
Force 1 (6/20)
WYRDSIGNS:
Elves - Elves, among the oldest races of the world, have travelled far and wide but all remain quite similar. You gain a +10 to researching spells, and a +5 to fighting in forested terrain.
1. Begin constructing of a lumber mill. We need a constant source of lumber to expand.
+Woodcutting I
2. Continue to research and improve our grasp of Force magic. WE will need mastery to defend our self. 6/20
+10 from Elves
+Lorekeeping I
3.Begin researching better bowmaking techniques. They are the weapons we can use best to harry and slow enemy troops, better bows will mean a better defense.
+Lore keeping I
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bbd64e No.35562
| Rolled 38, 14, 27 = 79 (3d100) |
>>35548
NATION NAME: Aruvlasi-Erborien
RACE: Erbor Elves
LORE: Erbor elves are moon-white with straight dark hair, tall heights, elven ears, and violet, teal, or gold pupils. They are documented as being present on loar since the earliest of times, keeping to the most remote forests and most usually only coming out at night. Their attire is most usually either black, dark green, or dark brown, and they wear bone rings, amulets, and masks, usually wearing masks when outside. They like darker gems and silver when they make attire. When they fight, they most usually attack with swords, maces, axes, arrows, and savage instruments of torture. All women are trained to wield two shields at once from a young age up. They are a slavery using race. They seldom travel. They dislike most other elves. They drink liquor, but not ale, mead, or rum. They eat fish, poultry, meat, fruits, beans, and farm produce. Folklore abounds about this seldom seen by outsiders race. They speak a very old dialect of elvish that hasn’t changed very much in hundreds of years. Women and Men are considered co-equal to each other in standing after marriage, and variously valued before marriage depending on skill and competence. Having bardic skills is seen as desirable in either a man or a woman. Erbor elves’ greeting for each other is “Erulavori Taniquastiel” and the proper response (for another Erbor elf) is “Erutruvion Domeliach.” The phrases translate as (1) “A moon rises upon our meeting.” (2) “A shadow falls upon our departure.” They are most usually found in the remotest, darkest forests. They practice mound-burial and megalith building.
LEADER: Dubbhdonach (dub-doo-nak) Mormielmawgan, roughly translated “Dubbhdonach the ring maker”. A young king who wasn’t expected to inherit the throne, he inherited it when mutual injuries sustained in a duel killed both his brothers. Before he ascended the throne, he studied the respected crafts of jewelry making, gem setting, and engraving. At the time of his ascent, Dubbdhdonach was already in business for himself as a crafts-elf.
LEADER Dubbhdonach Mormielmawgan. Wyrdsign - The Ring-Maker. Dubbdhdonach, an unlikely king, knows better than any how to craft and chisel. You gain a +10 to researching industrial or resource-gathering technologies and a +5 to creating such buildings.
BASIC RESOURCES: Wood 6, Dust 5, Food 5 (flexing between 4 and 5)
SPECIALIZED RESOURCES: Lesser Gems (Onyx)
MILITARY: 250 Erbor Macemen (T1 Maces), 250 Erbor Hunters (T1 Bowmen) (500, -1 Food/Turn)
SETTLEMENTS: Eruvaluori, (moonlight-upon-leaves), T1 Settlement - Farm (+1 Food/Turn), Bowyer's shop I (bows/recruit archers)
TECHNOLOGIES: Maces I, Bows I, Gemcutting I, Ritual Architecture I, Trapping I
WYRDSIGNS: Erbor Elves - Stranger than their cousins, Erbor Elves are reclusive and poorly understood. Espionage actions against you are almost guaranteed to fail. You gain a +5 to fighting on forested terrain, and a +5 to spellcasting.
The Unchanging - Aruvlasi-Erborien has, perhaps, been "graced" by the presence of outsiders only a handful of times in its existence. It did not change then, and it won't change now. You do not suffer public order penalties except for corruption, and gain a +15 to defensive combat within your forests.
ACTIONS
1-2: Build a gemcutter's workshop.
3. Gather stone.
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bbd64e No.35563
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bbd64e No.35565
| Rolled 53, 32, 13 = 98 (3d100) |
NATION NAME: The Eternal Enclave
RACE: Wizards of many species, labor golems
LORE: The Eternal Enclave predates the Empire and any known records, its origins and history lost to even itself. What is known is that it is an ancient library, a repository of knowledge both magical or otherwise. Miles upon miles of scrolls, knolwedge crystals, and memory vials line its endless hallways that no living being has ever truly read in its fullest.
Its inhabitants are vast and diverse, its members shunning racial and political boundaries for the pursuit and preservation of knowledge. Human wizards, dwarven artificiers, orc shamans, even Vampiric necromancers and Unliving mummies of ancient empires long past for thousands of years. Each had abandoned country, title, and power and came to add their knowledge to the Library. The wizards are aided by labor golems, who help to protect and catalogue the knowledge of the library.
In recent times, its membership has fallen sharply. The Empire of Loar had a terrible habit of burning books,slaying or subjugating magical races they distrusted. The Enclave went on a race against time to save what bits of knowledge and evacuate any magical individuals they could, but in doing so many were lost. Even the previous Eldest wizard and his librarians were killed. This loss was devastating, as without them much of the knowledge they had was no longer available to run the library. The most complex golems stopped working, great halls were soon emptied, some of the most ancient minds of the age gone, and the survivors found themselves overwhelmed by a sense of loss and emptiness. How could they possible regain the knowledge lost to them?
Still, there was hope. The surviving Wizards felt the terrible spell by the rebels, and heard of the destruction of the Empire. Though they rejoiced, they realized the task they had before them. The newest generation of Wizards were still very young, many not having even reached a millenium in age. There was much work before them, many things to read, and even more knowledge out there to gather. The great task of repopulating and restocking the knowledge of the Library commenced.
LEADER: Valdar. Wyrdsign - The Eldest. Valdar is incredibly well-learned and well-read. He adds a +8 to researching new magic and researching magic-oriented technologies.
BASIC RESOURCES:
Food 5
Stone 2
Dust 10 [+1 Distillery -1 Military]
MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)
SETTLEMENTS: "Enclave Tower" Settlement
Dust Distillery (+1 Dust/Turn)
The Repository (Lockdown, Un-Removable)
[Empty]
TECHNOLOGIES: Spears I, Slings I, Lorekeeping I, Leylines I
WYRDSIGNS - Arcane-Touched: Those touched by the arcane all have a wyrdsign, and though it varies greatly, all those that have found themselves in the Enclave's employ have wyrdsigns similar to one another. You gain a +5 to casting and researching all spells. To make up for the lack of manpower you can recruit War Golems, which consume Dust but are immune to fear, morale penalties and some spell effects.
The Vault: The Enclave's Repository is perhaps one of the most ancient bastions of knowledge and magical know-how in the entire world, and though the Enclave's best and brightest were killed in the war and the ensuing mayhem, they remain committed to finding out its secrets. You may have up to 5 Schools, and who knows what kind of strange– possibly Forbidden– magical secrets the repository possesses?
Divination I 5/15
Mage Workshop 4/6
Leylines II 2/8
1. Okay, this time let's try to look at some nice things… things which aren't horrifically terrifying to knowand behold.
Divination I 5/15
2. Drat. Oh well, at least we've seen that the anti-fire systems still work. Clean up the mess and let's get right back at it.
Mage Workshop 5/6
3. Let's keep on studying Leylines.
Leylines II 2/8
+5 to casting and researching all spells
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bbd64e No.35566
| Rolled 30, 50, 35 = 115 (3d100) |
>>35548
NATION NAME: The Armoni Republic
RACE: Human
LORE: After the fall of the empire the citizens of Armon suffered under the nobility of the lands. They waged war with one another and played their games of influence and espionage to gain power for themselves. Under their rule the people suffered.
Things began to change almost a hundred years ago with the creation of the College of Armon to encourage study and loyalty to the then local lord. Technology and magical study progressed rapidly and while nobles divided themselves the learned men reached out to each other and to the common people. Things finally came to a head twenty years ago.
Taxes became heavy and levies left homes without young men. Under General Ironheart, one of the rare common born generals usually sent to remote locations of no importance, began a revolution with runaways and his own men. After a few months of revolution and brutal oppression, and with the aid of the wizards of the College, the nobles were executed in the city center of Armon in what became known as the 'Red Square'. The nobles' palaces were torn down and in their place was raised a government building to house the congressional assembly. A constitution was written and the republic was born.
The Armani republic has three branches. The Executive, the House, and the Law. The President is elected every 5 years and holds power over the military and has final say over the House of People's decisions. The House of People's hold representatives from each land in the republic, 2 for each county. A speaker of the house is elected by the representatives who is in charge of foreign affairs. The branch of Law holds 10 Judges who can overrule any decision by the president or house if it is illegal, also tries presidents or representatives if they break the law.
LEADER: Leonidus Whitewood. Wyrdsign: The Worthy. Leonidus' fairly elected status means that public order penalties are minimized, and his experience means that he gets a +8 to any battle he personally takes part in.
BASIC RESOURCES: Wood 2, Food 5, Dust 5
SPECIFIED RESOURCES: Lesser Metals (Copper) 8
MILITARY: 100 Armoni Horsemen (Tier 1 Cavalry), 300 Armoni Swordsmen (Tier 1 Swords) (400, -1 Food/Turn)
HEROES: 10 Armoni Metal-Mages (Hero Spellcasters)
SETTLEMENTS: Player Named T1 Settlement - Farm (+1 Food/Turn), Armon College (Allows recruitment of Spellcasters)
TECHNOLOGIES: Swords I, Cavalry I, Agriculture I, Democracy I, Drilling I, Metallurgy I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Republic - The Armoni have taken power into their own hands in the form of a corruption-free republic system. They gain a +5 to researching Civic Technologies, a +5 to spellcasting, and smoothly change leaders, tactics or regimes so long as they do not upend the republic system.
1. Continue research into Logging I 5/6
+10
2. Continue construction of the Mustering Yard. 4/6
+Drilling I
3. Begin research into better methods of constructing buildings so our cities may stand strong and tall throughout the ages.
+10
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bbd64e No.35568
| Rolled 83, 41, 62 = 186 (3d100) |
>>35547
Nation Name: The Forlorn Marches
Race: Humans and some dwarves and elves
Lore: http://pastebin.com/XvLaJBzH
LEADER: The Marquees de Erosia
Wyrdsign: The Bound. Having unwittingly accepted a cursed amulet in life, the Marquees has met with a dark fate in death: bound to possess an heir until his "quest" can be fulfilled. Anyone who wears the Crown of the Marquees becomes Marquees de Erosia. You gain a +5 to magical research, and a +10 to combat with unnatural foes: the undead, the demonic, and the Eldritch.
Leader Lore: http://pastebin.com/5tsyTreA
>Stats:
BASIC RESOURCES: Wood 5
Stone 5
Dust 3
Food 13 +1/turn
MILITARY: 200 Forlorn Swordsmen (T1 Swords), 170 Forlorn Bow Levies (T1 Bows)
HEROES: 5 Marquess' Bodyguard (Hero Swords)
SETTLEMENTS: Tresario T1 - Farm (+1 Food/Turn)
TECHNOLOGIES: Swords I, Bows I, Agriculture I, Old Lores I
WYRDSIGNS: The Good Races - In times long past, and in lands incredibly distant, the three "good" races of dwarves, elves and men stood tall and strong, united. You gain a +5 to researching magic, a +5 to researching Military technologies, and a +5 to building.
The Resolute - The people of the Marches have dealt with many strange and terrible horrors in their time. They know that, soon, they will likely be dealing with more, but that only strengthens their resolve. The spread of Corruption is weaker in your lands, and you gain a +10 to Holy spellcasting. Your soldiers do not take fear penalties from any but the most terrible of supernatural units.
Ongoing:
Leylines I 2/6
1. So be it, begin research into ways to destroy this idol, the sooner we are rid of it, the better.
2. And with the land cleansed of taint, let us begin to refocus our efforts on the construction of some farms.
+Spend however many resources it takes to do this
3. Finally, continue the research on the dust gathering, as we map out the leylines that make up the dustfall patterns, our ability to gather the fanciful substance shall improve greatly
Leylines I 2/6
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bbd64e No.35569
| Rolled 32, 92, 19 = 143 (3d100) |
LEADER: The Bloodhorns. Wyrdsign - The Lovers. When acting together, plotting together and fighting together, the Bloodhorns are the unstoppable alphas of the beastly Ganassan horde. +15 to any battle, excursion, or important action undertaken by both of them. (Only one action a round can benefit from this bonus. Research and building rolls are exempt.)
BASIC RESOURCES: Wood 9, Stone 5, Dust 3, Food 9
MILITARY: 10 Beastfolk Abominations (T1 Monstrous), 297 Beastfolk Berserkers (T1 Axes) (350, -1 Food/Turn
SETTLEMENTS: Ganassa T1 Settlement - Mutated Farm (+1 Food/Turn)
TECHNOLOGIES: Raiding I, Axes I, Agriculture I, Proselytizing I, Mining I
WYRDSIGNS - Beastfolk. Beastfolk come in many shapes and forms– all of them, though, are utterly savage in thought and deed. You gain a +5 to all battles, swift movement through dense natural terrain, and your forces are resistant to environmental penalties.
The Violet Stag - The people of Ganassa are the pawns of the horrible beings in The Outside, that void that constitutes everything that is not the universe; in particular, Huljuk, the Violet Stag, has taken an immense interest. The people of Ganassa gain a +10 to casting Eldritch spells, are immune to the public order and environmental penalties of Eldritch Corruption, and the Starlit Pact spell has a much higher chance of providing a beneficial outcome.
CORRUPTION: Eldritch, Level 2.5
In Progress: Eldrtich 2 1/20 Metalworking I 2/6
1. [Convert Villages] +15
Our scouts have returned with many new discoveries. These many new villages are unaligned, untouched, and easy to be converted into the True Faith. The bliss of the Stag will reach them as well, by force or by voice. In their many numbers are Listeners sent forth.
"Come onto me, wayward children, I will give you perfection. Come onto me and dedicate yourself to the Violet Stag! Come onto me, you'll never feel rejection. Come onto me, and terminate your false beliefs!"
The mutated woman, still gorgeous in her own twisted way, moves among enthralled villagers with no escort - so sure is she in her faith and magical ability - and touch the Villagers with warm, delicate hands. "Remove your heart for it is only good for bleeding! Remove your thoughts for they only deceive! Bow down for me, I guarantee devotion! Bow down for me and dedicate! Bow down WITH me, It will save us from from emotion! Bow down with me, and terminate your frailty. The Stag will make us strong, make us whole. Bow down with me, and find the Cure of Man!"
2. [Recruitment] +10
The newly converted are eager to join. While many suffer only slight mutations from the touch of the Stag, many more seek the full blessing of the Great One. All will be included, for all are his faithful. Be they beastfolk or man, all will serve in time.
3. [Construct a Village over the Battlefield]
Long have we sought a place to dedicate to the Stag. At long last, we have found it. No cost in blood or resource will be spared in the creation of a magnificent temple worthy of the Stag's blessing.
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bbd64e No.35570
>>35569
1. +Proselytizing I
3. Spend stone on action 3 because stone is prettier.
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bbd64e No.35587
| Rolled 36, 74, 49 = 159 (3d100) |
>>35547
NATION NAME: Free States of Goblonia
RACE: Goblins, a short weak cowardly green skinned race that breed like rabbits.
LORE: The Free States of Goblonia are a variety of small goblin clans banded together for protection against those who would enslave and raid them. In the times of Loar the Goblin race where used heavily for slave labor and cannon fodder for the imperial armies due to their massive growth rate, the imperial war machine was said to have been fueled with the blood of goblins. In the years following the Flux the goblins flourished without without the oppressive regime the goblins flourished banding together in many clans spread across the land. The industry of the goblins drew many raiders across the land wishing to reap their fertile land and subjugate the goblins. The various clan banded together into what is now known as the Free States of Goblonia where the clans elect a Grand Marshal to protect the lands.
LEADER: Grand Marshal William Thule
The first elected Grand Marshal of the Free States of Goblonia, William Thule is a hard goblin borne of countless battles against slavers and other malevolent forces. Skilled in tactics he is known as one of the few goblins with real courage inspiring it even in others. While not a frontline leader his very presence of the battlefield can change a route to a victory.
Leaders: William Thule.
Wyrdsign - The Marshal: Thule, a cunning tactician and natural leader, can inspire his otherwise cowardly hordes to feats of greatness. +10 to all battles, and so long as Thule is on the battlefield, fear penalties do not apply except in extreme circumstances.
BASIC RESOURCES - Wood 3, Stone 0, Dust 5, Food 5
SPECIFIED RESOURCES - Lesser Metals (Lead) 7
MILITARY - 300 Goblin Spear Levies (T1 Spears), 200 Goblin Crossbow Levies (T1 Crossbows) (500 Units, -1 Food/Turn)
SETTLEMENTS - Gobopolis T1 Settlement - Farm (+1 Food/Turn), Smithery (+1 Lesser Metals/Turn), Mage Tower (Recruit Mages)
TECHNOLOGIES - Spears I, Crossbows I, Metalsmithing I, Confederacy I
MAGIC: Warding 1
WYRDSIGNS: Goblins - Goblins are cowardly and insatiably fecund creatures that, nonetheless, are a force to be reckoned with when banded together by common purpose– or dire necessity. You consume 1 food for every 700 units you have, and gain a +5 bonus to recruitment.
The Unified - Once a murderously fractuous bunch, the goblins have come together most auspiciously to survive in the dark times following the Empire's fall. You gain a +5 to researching Civic technologies, and a +10 to construction.
—-
1-2. If we stay outta the water everything will be fine, get working on improving agriculture. [Agriculture I]
3. Cotinue work on the coastal town 6/12 +10
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bbd64e No.35593
| Rolled 26, 95, 72 = 193 (3d100) |
>>35547
NATION NAME: The Lost
http://pastebin.com/cWZAyRMq
LEADER: Varl The Unmatched. Wyrdsign: The Charnel King. +15 to personal combats, +5 to Necromancy spells and research.
BASIC RESOURCES: Stone 9, Corpses 4, Dust 4, Gold 5, Wood 5, Lesser Gems (Topaz) 1
Military: 5 War Ghouls (T1 Monstrous), 190 Skeleton Spears (T1 Spears), 195 Skeleton Javelinmen (T1 Javelins), 131 Zombie Workers [T1 Rabble]. You are now consuming 2 Corpses/Turn. (546, -2 Corpses/Turn)
Settlements: The Forgotten Acropolis T1 Settlement - 1 Ancient Crypt (+1 Corpses/Turn)
Technologies: Spears I, Javelins I, Corpse Raising I, Mountaineering I, Mining I
WYRDSIGNS: The Undead - Your nation is comprised of undead horrors of all stripes. You require corpses, not food, to maintain unit upkeep; every 500 units "consumes" 1 unit of corpses as sinew, bone and life energies are expended to keep them going. Your armies are immune to morale penalties, fatigue and a multitude of other negative factors, and inflict fear in undisciplined foes.
The Successors - The Lost are the unwitting, unliving scions of a millenia-old legacy of undeath and torment. They gain a +10 to defensive combat or raiding, and a +5 to undeath-oriented technologies.
1. The quarry is almost ready and having the stone will definetely make reconstruction much faster. [Stone Quarry 4/6]
2. Use the zombies to search the catacombs of the castle for anything magical in nature or content I can use to fill my eventual study.
3. I will not be fazed by my complete lack of knowledge on magical constructions. Look through the knowledge of my crown for guidance, maybe inlays of gold and dust can create a proper nexus of magical power [Necromantic Study 2/6]
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bbd64e No.35611
| Rolled 75, 73, 81 = 229 (3d100) |
NATION NAME: Crystallis
RACE: Crystallis
LORE: while investigating realms beyond different portals, a wizard of Loar discovered a plane filled entirely with mana crystals of every variety and seething with energy. this discovery would have changed the Empire forever, had the flux not occurred. like much of the Loar, knowledge of the plane and the portal were lost forever. all that remained was a single shard in a black painted jar. after a century and a half, the shifting sands and hot desert winds blew into the old Loar research tower, knocking over the jar and releasing the shard. exposed to sunlight and sand the mana shard began to grow, absorbing the rays of the sun and melting the sand around it into more glass crystal. entire crystalline structures and appendages sprouted. its growth moves as if with an intentional consciousness and intelligence, acting with purpose. now a small city sized outcropping has grown among the desert of the wasting sands.
LEADER: Overmind. Wyrdsign - The All-In-One: All Crystallis are one, attuned to the Overmind Shard. So long as the Shard exists, you gain bonuses to tactics and have absolutely no public order penalties. If the Shard is ever destroyed, however…
BASIC RESOURCES:
Sand 9 +1/turn
Dust 5
Crystals 2 +1/turn
MILITARY: 250 Crystallis Crushers (T1 Cryshammers), 200 Crystallis Needlers (T1 Crystal-Throwers)
HEROES: 5 Crystallis Prisms (Hero Spellcasters)
SETTLEMENTS:
The Crystal Tower T1 Settlement
Buildings:
Sandfarm (+1 Sand/Turn)
Overmind's Tower (Heavily Fortified, protects the Overmind)
[Crystalfarm], +1 Crystals/Turn
TECHNOLOGIES: Cryshammers I, Crystal-Throwing I, Sandfarming I, Crystal-Farming I, Crystalline Construction I
Magic: Light I
WYRDSIGNS: Crystallis - Torn from their demiplane, the Crystallis is determined to survive, if not thrive. Your forces, buildings and populace are immune to magical effects that harm living creatures, and your crystalline warriors require Sand, not Food, to survive. You gain a +8 to building creation and unit recruitment.
Leylines I 4/6
Construction-Training I 2/6
New Settlement 3/12
#1 even in mistakes does Crystallis learn, the soldier crystals learn how to repair the damage they have done. Construction-Training I 2/6
#2 Crystallis continues to feel the magic of the ground. Leylines I 4/6
#3 the new village spire grows, basking in the sunlight and budding new shimmering sprouts. New Settlement 3/12
+8 to building creation
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bbd64e No.35734
| Rolled 82, 83, 22 = 187 (3d100) |
>>35547
NATION NAME: The City State of Domino
RACE: Human
LORE: All that stood tall all that was great is now tarnished and shattered. The wise among us are certain; the Empire was lost before the Flux took its toll. The accord of imperial power brought low by sabotage or worse; Abuse. They say they lost the traditions that preserved purpose in form and restraint in power that makes a worthy Nation.
The city-state of Domino which had started as a humble colony of scholars and entrepreneurs would survive the years of carnage and famine and work to rebuild its strength by rehabilitating the surrounding countryside and nurturing the development of fellow men who flee the destruction brought by the Flux then repaying the people of Domino with loyalty. The wise and the powerful would for many years council the citizens of Domino and the vassal tribes who flocked to the city that held the promise of health and strength until such a time they would be blessed with leadership needed to reform their strength to make it suitable for grander purpose.
LEADER: Bob
Wyrdsign: The Puzzle-Solver. Bob's puzzle gave him strange powers of insight and charisma. You gain a +5 to researching magic and spellcasting, and public order penalties are lessened.
Among the Domino people was a boy, Bob, the grandson of a great explorer said to have delved into mountain holds and crossed the breadth of the world and had passed on healing magic to his family that would enable them to maintain status and the means to sustain a comfortable lifestyle by providing a much needed skill. Bob had tended his magic to a deeply tanned man shrouded in a white cloak who in lieu of payment offered a strange puzzle box containing many pieces made of solid dust of a golden hue. "This puzzle box from the Old Capital contains a powerful secret to whoever is able to solve it" the man said. It was priceless and as Bob tried to refuse the box the man had disappeared. Bob spent many weeks putting the pieces together between his schooling to become a great man in the Domino fashion and geared to enter the Collegia of Life and refine the magic of healing that his family had founded in Domino. The friendships won in the trials of youth that almost lost his prized puzzle also enabled him to complete the treasure and unlock the power within. A spirit locked within merged with Bob and he became More. He became a man of indomitable will capable of leading mankind.
BASIC RESOURCES: Food 5, Dust 5, Stone 3, Wood 1
MILITARY: 250 Domino Spear Levies (T1 Spears), 200 Domino Bow Levies (T1 Bows) (450, -1 Food/Turn)
HEROES: 5 Domino Healers
SETTLEMENTS: Humble Homes of Domino T1 Settlement - Farm (+1 Food/Turn)
TECHNOLOGIES: Spears I, Bows I, Agriculture I, Medicine I, Mining I, Dam I
MAGIC: Healing I
WYRDSIGNS: Humankind - Mankind, arguably the most populous race before the Empire's fall, remains incredibly adaptable and increasingly hardy. +5 to researching all technologies.
The Rebuilders - The people of Domino know much about healing, selflessness and duty. They see it their responsibility to nurture and rebuild until what was great once can be made great again. You gain a +5 to diplomatic relations, a +5 to researching non-offensive magics, and a +5 to researching Civic technologies.
1 Mining Commission Office 2/6. An office of the State meant to organize our resources and empower decrees to acquire stone and ore. Perhaps we will find a Minister to head the office.
2 Apothecary 4/6. An institution for healing and preventing the need for healing as we can work on anticipating the ails of all our people.
3 Build a Dam to soften the current of the river to the west, allowing us to scour the riverbed for precious stones and giving better access to the forest for when we build a lumber yard. Perhaps with experience we can even form a lake as a marvel of our engineering for the people to enjoy at their leisure and generally improve disposition.
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bbd64e No.35859
| Rolled 99, 59, 3 = 161 (3d100) |
>>35547
NATION NAME: Khandom of Loar
RACE: Magically-corrupted humans
LORE: http://pastebin.com/wjSELP47
LEADER: http://pastebin.com/vAhK372e
The Khan - Ashira's cunning and brutality know few equals. +15 to Personal Combats, +5 to raiding and scavenging.
BASIC RESOURCES: Food 8, Dust 5, Wood 10, 3 Stone, 2 Lesser Metals
SPECIFIED RESOURCES:
MILITARY: 250 Khanate Nomads (T1 Cavalry), 388 Khanate Hunters (T1 Bows) (638, -1 Food/Turn)
HEROES:
SETTLEMENTS: Loaranda T1 Nomad Settlement - Foodstores (+1 Food/Turn)
TECHNOLOGIES: Cavalry I, Bows I, Foraging II, Raiding I, Horse Archery I
MAGIC: Runic
WYRDSIGNS: The Corrupted - No mortal race was ever meant to walk the Wasting Sands, and though cunning has kept the Khandom alive, it cannot keep them untouched. The Khandom's people are resistant to disease, poison and corruption, magical or otherwise, and know how to make food last. You consume 1 food for every 700 units you have.
The Scourges - The Khandom has no concept of peace or civility. Others have things that they need to survive, and so, they will take those things, either from their deserted homes or their bloodied corpses. You gain a +10 to raiding and pillaging, and your "settlement" is mobile. However, it, and any other settlements you construct, can only be upgraded to Tier 2.
CORRUPTION - Flux Poisoning, Level 1
1. Archers in an army have never been about being accurate. Its nice if it is, but for an archer, the point is to make as many shots as possible, as powerful as possible, in massive swarms of arrows. Begin drilling our archers on improving their reload speed
2. Continue to consult the shamans on Leyline Alignment
3. With our settlement now finally relocated, Ashira and his men will go out on a raid of the surrounding villages +15
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