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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 7a2d75d90ca0113⋯.jpg (1.05 MB,1024x768,4:3,Map.jpg)

File: 1b1109504b03e1a⋯.png (632.01 KB,1043x397,1043:397,the capital.png)

bbd64e No.34428 [Last50 Posts]

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

____________________________
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bbd64e No.34429

File: 890b421b1afb92b⋯.jpg (189.05 KB,1200x673,1200:673,779c0aa.jpg)

File: d01bd466a255cc7⋯.jpg (64.29 KB,523x523,1:1,11906118_1487361911577942_….jpg)

NATION NAME: The Lost

RACE: Variety Sapient Undead (skeletons, ghosts, a few ghouls that sort of thing)

LORE: During the height of the Empire's rule a band of warriors left to follow rumours and legends in search of riches and glory in the mountains of ____ (unlabeled on map). Hundreds of years later they returned instead as foul undead of varying shapes and size beholden to their leader and now king Varl the Unmatched but the return has left them twisted and those that attempted to return home found naught but memories and left behind only tales of dead in ancient armour descending from the mountains to terrorize and kill. While the intention is missed the undead are far from willing to discard their pride and meet those that attempt to avenge the fallen with shield and sword leading to even more animosity in a spiral of vengeance that has left the mountains littered with the corpses of the fallen and terrible legends that attract both holy warriors intent on destroying the foul creatures and ill intentioned wizards seeking to usurp and bind them. But The Lost are not content to defend themselves against the constant onslaught of foes and their prisoners of war make fine workers and with the powers of Varl they will continue on even after they fall for the fortifications need to be built and the mountains mined to supply what is needed. But they are far from foul slavers and any who prove themselves stubborn enough not to die properly may find themselves joining Varl's ranks instead of being another mindless slave to be worked until their bodies become dust.

The realm of the lost itself is an extremely unhospitable mountaint range littered with the corpses of failed expeditions from hundreds of eras just beneath the ice and snow for the promises of treasure and the hatred of monsters leads many to their doom, old paths exist but have fallen into such disrepair that they may as well be wild terrain but a concerted effort could rebuild the route that the original occupants used long before Varl and his ilk occupied the castle.

LEADER: Varl the Unmatched was a mighty warrior and Commander of a mercenary band fallen in disrepair who sought revitilization through legends of treasure in the mountains of _ (unlabeled on map). After months of climbing and multiple failed rebellions the near dead and out of supplies Varl and the remains of his once mighty expedition found an ancient hold hidden away for millenia from some civilization long since fallen built into the side of a mountain, inside they found naught but dust and an ancient crown and in grief and anger they fell upon eachother in a rage that their entire quest was a fools errand. Varl and his few loyalists fought off his men and while succesful their injuries were too great andwhile his men took their last breaths Varl claimed his prize and sat upon the throne of the castle's hall to bleed out. Suffused with it's own magical energy and twisted by varl's regret filled soul the power of his crown returned Varl to unlife hundreds of years later as a terrible wight and brought his men both loyal and mutinous and while they fought for a short while they eventually realized their situation an bent their knees to their leader.

Varl himself is a giant of a man both in life and death and the transformation to a wight has made him even more monstrous both in strength and personality as he has lost all sense of kinship with mankind and instead sees them as threats to his rule.Varl has spent much of his undeath attempting to learn how to harness the necromantic power of the crown for his own as well as subjugating or slaying any that seek to supplant him, currently he seeks a proper teacher in the necromantic arts but trusts no necromancer to tach and instead seeks the knowledge of tomes and other texts.

BASIC RESOURCES:

SPECIFIED RESOURCES:

MILITARY:

HEROES:

SETTLEMENTS:

TECHNOLOGIES:

MAGIC: Level 1 Necromancy

WYRDSIGNS:

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bbd64e No.34430

File: 72e64d100eb4a83⋯.png (487.02 KB,640x744,80:93,Big Ass Skeleton with a Ma….png)

>>34429

Ignore the vampire that was the wrong image. Pic related is actually Varl

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bbd64e No.34431

>>34428

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.

Gunpowder weapons had become more common and so had wars between nobles in what had become known as the Smoke Wars. 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: President Leonidus Whitewood, a fairly elected man of who studied military study and magic in the College.

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: Metal magic

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34433

>>34428

NATION NAME: Aesthar Magocracy

RACE: Elves

LORE: The elves that would eventually make up the Aesthar Magocracy were once nothing more than forest dwelling tribals. Then the Loar empire came and conquered them brutally. Their arms, armor and magic by far more advanced than anything the elves could have conceived of. After Conquest many slaves and chattel were taken back to the capitol, even as the magical and religious traditions of the elves were crushed under heel, because they were dangerous and the elves magic judged abhorrent. Thus began the long bondage of the elven peoples, as everything they once were was destroyed and molded to be a subservient race to the empire.

The elves themselves were prized dancers, courtesans, mundane tinkers and engineers. Their lithe and somewhat fragile bodies used not for brute labor but for exercises in grace, dexterity and controlled movement. This left them highly prized slaves, despite the fact that magic use was banned for them totally, owing to their origins.

Then the Flux came Devastating the Empire. The few magistrates and lords that had not gone to battle the southern rebels quickly tried to take the rest of the province that was once the Elves' homeland. Elves once used as creatures of grace were now conscripted to be slave soldiers for bevy or minor lords and ladies deadset to "Recreate the glory of Loar." Elves died by the score their blood staining the earth and their laments drowning out the sky. It could have gone like this even to this day, if not for a hedge magus breaking the taboo of letting elves near magic. Aeleris the Grand, a servant and slave to a now forgotten hedge mage, was allowed near tomes of mystical lore. The would be Magus out of both curiosity and a desire for power, read the tomes and digested them, far faster than would be possible for a human. But Elves are not humans, they have centuries of experience and perspective to draw on, and using that the locus of magic clicked, and with it a chance for change. Slowly Aeleris taught others, and slowly, ever so slowly knowledge of magic, and a desire to use it, spread.

To the Human lord, who had for generations sued elves like chattel and fodder, the rebellion seemed as sudden as a storm and far more violent. Human were cast down and slaughtered, their towers destroyed and armies, those that were not elven, crushed utterly. in the aftermath, the elves made their own land, for the elves, by the elves. The Aesthar Magocracy. Granted, things were hard after the humans were removed, but at least now the elves would taste the fruit of their labors and work for themselves.

LEADER: High Magus Aelerion is the head of the Council of Magi. Son of Aeleris, he learned a great deal of magic from his father, and has learned more since. He is widely regarded as wise and learned, for he has read many tomes and more mundane books besides giving him a massive repository of wisdom to draw from. Magi are the wisest and most powerful magicians of the elves the nine of them acting as their governing body. Magi serve as long as they wish, until they step down or die. Then the council will pick a new Magi from the magicians that show promise, typically via testing them.

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: Force 1

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34435

YouTube embed. Click thumbnail to play.

>>34428

NATION NAME: The Forlorn Marches

RACE: Humans and some dwarves and elves

LORE: Lying in the valley located inbetwixt the massive mountains of Mourn in the west of the Old Empire, the Forlorn Marches' history is one steeped in heroes, and in blood. In the time of the Old Empire, the Marches where once a proud, independent realm, called the Kingdom of Erosia in ages past. With the High mountains to their back, and the mineral wealth they possessed, the king of Erosia sought to oppose the ever-expanding Realm of Loar. He, like many before and after him, was crushed beneath the boots of the Emperor's legions. The Kingdom then became the March of the King's youngest son, who was spirited away from the old king's court and raised as a Loarashi in their courts far in the north. He returned to his father's lost realm a different man, dubbed the Marquess of the Forlorn marches, as with the king's death a ever-present fog had settled over the land. At first the Marquess was a loyal subject of his Loarashi overlords, having man friends in the Imperial court from his childhood there, but with the rise of the southern rebels and the Empire growing weak in its decadence and debauchery, the Marquess was stirred into action. He declared the realm independent, and his its leader, but denied the title of king, rather seeing fit to earn it as his father did. As the Empire was concerned with the rebellion in the south, it could not spare men to bring the Marquess to heel, and the March was finally free from Loarashi subjugation. This freedom, however, was short lived. Living up to its moniker, something came from the forlorn ruins of the March, something worse then any Imperial Army. A spectral horde, some say of the many men who died claiming the old Kingdom for the Empire, or just the screaming souls of ages and battles past, descended upon the March. Their Ethereal blades cutting sharper and cleaner then any blade of man. From the mountains came all manner of beast, both thinking and unthinking, and with claw and blade they rent their share of blood. From all sides the people of the march died, and they died in droves. It was from his father's castle that the Marquess Emerged, holding high the silver blade of his father, and his father before him, and his army followed behind, man determined to fight hell, or at least find it dying to the last. They fought for days, and the soil ran red with blood from all manner of beast and man. From the south came one of the Empire's legions, having received word of the Marquess's treachery, and finally being able to spare some men, came determined to bring the rebellious lord to heel. They instead found a hell unlike any that they had seen in Loar. The Battle was joined, and man, beast, spectre and monster all died alike. It was at the zenith of this battle, as the Marquess locked blades with the leader of the Imperial army, his childhood friend, that the flux was unleashed by the Southerners, and its effect were most odd in the Marches. A shimmering took the air, the ground roiled as if the earth herself seemed fit to swallow the combatants whole, and then the entire battlefield disappeared as if it had never been there at all. Nothing remained of the battle, no bodies, no weapons. It was as if someone had turned back time a few days prior. From the few remaining homes the partly remains of the citizens of the march emerged, bewildered by the sight, or lack thereof, before them, promptly left this obviously cursed land. For a century and a half the land remained forlorn as it were, and only now have the people started to move back into the march. A smattering of folks, mostly human but with the occasional elf and odd dwarf from the mountains coming to join the growing settlements in the shadows of the umber peaks. It was only a few weeks ago when some queer happened at the site of the old castle, where a wild storm raged. In the pale light a figure strode into the castle, armor battered and blood-stained. A silver sword at his side, a pale cloak on his face, the figure strode to the cracked, ancient throne and sat down. When approached by the people he said little, only asking of the state of the march, and the estimated arrival of the Empire's forces. Eventually a young boy approached the figure, and thinking of the stories his father had told him on the long night's when he couldn't sleep, uttered a fearful question.

"Marquess?"

And the figure raised his head, and then rose from his throne and knelt down to face the boy

"Yes, my child?"

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bbd64e No.34436

File: 8f283d6b12a6b57⋯.jpg (155.94 KB,1280x720,16:9,The Marquess.jpg)

>>34435

LEADER: The Marquees de Erosia, the child of the last king of Erosia and defier of the the Loarashi Empire. A gentle man, who ruled through the love of his people and the love he felt for them. Raised in a Loarashi court but ultimately loyal to his homeland, the Marquess was provoked into rebellion after the provocation of the increasingly corrupt Empire and their increasingly absurd demands of his realm. When the unforeseen armies of hell and the nether-realm sought to turn his lands into their playground he stood and fought them. When the Imperials came knocking he forsook the people he grew up with for the people he was born to lead, and fought a man he considered his brother for the sake of his people's freedom. When the Flux came he, along with all of the combatants in the Marches, disappeared in a flash of light. When people returned to the marches, so too did the Marquess, not having aged a day and possessing no recollection of any of the events that occurred immediately preceding the flux, or the Flux itself. He now seeks to lead his people to glory, and peace. He seeks to earn the title his father possessed, the title of king.

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: Holy

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34437

NATION NAME: Ganassa

RACE: Beastfolk

LORE: The people of Ganassa are cursed. The Governor of Ganassa was a weak, but proud man. His wife was cunning and manipulative. She convinced him that Ganassa was strong enough to battle the waning Empire. He believed her. She was wrong. In two months the Legions had besieged the city and no quarter would be given. To protect themselves from the vengeful Empire Ganassa did the unthinkable. The city's wizards took from the warded vault a single tome. It's pages were made from the skin of Men, and it's ink the blood of Elves. Penned into it was mad scrawlings and diagrams. It was profane, but none with the Art could deny its intense power. They cast into the stars crying out, "Give our men the power to withstand the Empire!"

The Stars answered back. They would accept for the price of Ganassa's first born children. From the carrion pile of corpses emerged a crystal. No light could penetrate it, and people spoke of hearing whispers near it. Those foolish enough to stare into the impenetrable darkness soon found those whispers turned to thoughts and from thoughts into pure madness. The men of Ganassa were granted the strength of five men, and could feel no pain. Blades could find no purchase in their hides. Horns sprouted from their heads and their visage became that of beasts. The Legions found no purchase in Ganassa. They were thrown back from the walls, then from the province entirely. Ganassa was saved, but none could savor the taste of victory. The males of Ganassa were forevermore twisted into bestial mutants. Every first born dies after its first breath. Every male ever born is born a monster. The lot of a woman is to serve - either the whims of their summoned god or the bestial desires of the men they had so foolishly goaded into rebellion.

Ganassan raiding parties roam the lands, raiding villages and towns to plunder for sacrifices and to hunt for brides. Ganassan Listeners roam the cities and towns of the fallen Empire; speaking the profanity of their thirsting Gods, and corrupting the people to carry on their foul curse and spread the Words. Through this the Listeners gain favor with their unspeakable masters. Through raiding, murder, rape, and pillage the Murders of Ganassa grow strong. Their families increase in size and power allowing them to seize dominance over the city as a whole. Despite this brutality and violence Ganassa is a city like any other. Traders, bureaucrats, and commoners live and die. They range and mingle with the outside world. Ganassan goods can be found widely in the south, but their traders are treated warily by those they do business with.

LEADER: Karak Admas Hrimnor Bloodhorn and Listener Kalyssa Bloodhorn are King and Queen Consort of Ganassa, respectively. None question that the Bloodthorns are the most powerful of Ganassa's Murders. Admas' strength and ferocity cows other challengers. His rage and wrath are terrible, and his temper is fitting of his bullish physique and visage. Repeated mutations from Kalyssa's healing and experimentation have left him stronger and more attuned to the powers of the crystal than other Karaks.

Kalyssa is Admas' foil. Where he is physical she is cerebral. Where he is mutated she is pure. Her intellect outmaneuvers the competition and her position as Listener grants her power over the masses, who listen to her decipher the whims of the dark gods they have become bound to. Her mastery over Eldritch power is second to none. Together they are a potent power couple. Alone, Admas' is prone to violent rages. Kalyssa is too quick to over-extend her advantages. Both keep one another in check and strong.

BASIC RESOURCES:

SPECIFIED RESOURCES:

MILITARY:

HEROES:

SETTLEMENTS:

TECHNOLOGIES:

MAGIC: Eldritch I

WYRDSIGNS:

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bbd64e No.34439

ALSO

Post where you would like yourselves to be on the map

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bbd64e No.34440

>>34437

Southern mountain range near the bridge.

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bbd64e No.34442

>>34433

Forest to the West of the Wasting Sands, the upper one with the red outline.

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bbd64e No.34443

>>34439

Western shore

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bbd64e No.34445

>>34439

valley in-between the western mountains

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bbd64e No.34446

Ill be making something

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bbd64e No.34454

File: 6fbdb41f67455c1⋯.jpg (226.12 KB,1500x1667,1500:1667,Gobbo Banner.jpg)

File: 7ab755a45133d60⋯.jpg (118.89 KB,838x953,838:953,Grand Marshal.jpg)

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.

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: Warding 1

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34455

>>34454

Top Western corner

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bbd64e No.34456

>>34446

you should be making a post in jidai

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bbd64e No.34462

>>34456

done, also I posted in IB

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bbd64e No.34463

>>34429

Right I need a location

Mountain range to the South of the Wasting Sands going north from the set of 3 rivers with bridges, preferably somewhere extremely treacherous to move around in.

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bbd64e No.34464

File: 2a3b58220f0dd67⋯.jpg (116.91 KB,1024x724,256:181,magic_tower_by_rasty690-da….jpg)

File: fecdba3be108730⋯.jpg (88.43 KB,620x346,310:173,magic_planeswalkers.jpg)

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, the Eldest

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: Artificing

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

Location: Top of the largest hill on the easternmost peninsula

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bbd64e No.34465

NATION NAME: The Powder Knightd

RACE: humans and dwarves

LORE: TPK originally started as a Knightly order. One that specialized in bringing the latest technology to the battlefield. As more and more joined the order even going so far as bringing their friends and families it grew into a powerful but small empire. But all of this was long ago. The forging techniques and massive mines that fueled the empire are long gone and quiet. When the TPK surrendered to Loar over a hundred years ago it's fighting spirit disappeared, along with many of its greatest inventors and leaders. Only recently has Loar finally collapsed and TPK gained its freedom back. It is time to rise once again. The gun Knights will will soon reappear and any who dare threaten us will be made to know the true meaning of fear.

LEADER: Champion Gunsmith Phil. Phil was once upon a time a simple gunsmith with a knack for logistics and dealing with people. But through sheer hard work and time he has come to be the representative and champion of the TPK. Under his leadership hopefully peace and prosperity will be brought to these lands that have known only the servitude of Loar for so long.

BASIC RESOURCES:

SPECIFIED RESOURCES:

MILITARY:

HEROES:

SETTLEMENTS:

TECHNOLOGIES:

MAGIC: metal1

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

SCHOOLS

Location: Nortwest between the mountains and the lake

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bbd64e No.34466

BECAUSE PEOPLE ARE -RETARDED- AND ENJOY PUTTING WORDS IN MY MOUTH:

THE TECH LEVEL FOR THIS GAME IS -NOT- 1600S. THE -GUNS-, WHAT FEW THERE STILL ARE, ARE ROUGHLY 1600 LEVEL.

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bbd64e No.34467

File: bb89ec9189ad9b4⋯.jpg (25.88 KB,680x447,680:447,image (20).jpg)

>>34466

I would never put words into your mouth, Jaundice c:

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bbd64e No.34471

>>34428

Forests & rivers directly south-west of the wasting sands, the area surrounded on 3 sides by mountains.

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.

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: Illusion

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34483

File: 1d1879346c36227⋯.jpg (262.05 KB,1600x900,16:9,Mor_Dhona_ARR_03 (1).jpg)

File: 7ffaca2c62cab38⋯.jpg (109.14 KB,1000x1000,1:1,e216fa4a63fd1948e755f64413….jpg)

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 (hivemind). "we are Crystallis"

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: Light

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

Location: western edge of the wasting sands

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bbd64e No.34484

>>34428

NATION NAME: Khandom of Loar

RACE: Magically-corrupted humans

LORE: As the earth turned to poisoned sand beneath their feet, many thought that all that lived in what was once the paradisal capital of the Empire would be good for dead. Those, however, did not realize the sheer power of human beings, no matter their state, to survive.

The people of Loar, their numbers slashed and burned, found themselves upon a situation in which they must survive, for their own sake, and for the sake of their glorious ancestors. And so, without agriculture to build upon, they nomadically wandered throughout the Wasting Sands, hunting and gathering what they could, and rationing and scavenging all. Cannibalism, corrupted flesh, poisonous monstrosities, all manners of meat and sustenance were set upon and extremely rationed for the sake of survival. Perhaps this lead to changes that warped and twisted them beyond the average man, but no matter, for the sake of survival outweighs all else.

Fifty years ago, however, after crossing the Rivers of Poison, the Pitch Mountains, and the Dead Forest, they spilled out onto the eastern plains. With the extremes they would go to to collect and ration food, combined by the fact they were now in an environment in which nurishment was more than barren, corrupted rarity, lead to a population explosion the likes of which were never seen. But a century of living such a way will surely stain a culture, and so kept upon their customs and practices that those from beyond the Wasting Sands would consider utter barbarity. Unaware of the benefits of settling down, only ever being aware of the extreme downsides for their lives, they are a nomadic people. Only recently have they discovered the horse, yet realizing their benefits took to them like a duck to water.

Yet when they see a settled land, they see not progress. Only fools awaiting an attack from monstrous entities or white-hooded men. And so, seeing resources aplenty, they will take it from these fools for their own. Armed with horses a plenty, and tactics honed by hunting through the wastes, they lay waste to any settlement they siege upon. They will sack their settlement, take their women, and roam on to whatever land has nutrients they can thrive upon. A people caring only for their own survival, they will roam upon the world, and feast upon the exposed entrails of its environment.

LEADER: Their horde is led by Khan Skamura Ashira, a man as powerful as his tribe. The son of the previous ruler, Khan Skamrua Sharin, his father led his people out of the wastes and to thrive upon the lands they newly discovered. Sharin, his life etched by the lands of the Wasting Sands, knew only of survival. Ashira, however, had his life made by the Sands, but his life will be etched by this land. A young ruler, he looks upon this land with an ambition, more than just survival. To conquer, to subjegate. To be the mightiest and greatest Khan his clan has ever seen. And so he will learn the methods of the lands he defeats, so he might further his conquests to stem beyond what has been. He will lead his men on the field, to cut down his foes and to blot out the sun with arrows. He shall subjugate all those he comes across, and those who will not he shall hunt down like a Molering Sandrat.

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: Runic

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

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bbd64e No.34488

Since you said if we didn't rush out new stuff you would just meme us anyways here you are faggot.

NATION NAME: The wood elves

RACE: wood elves

LORE: Once upon a time the wood elves did elf things in the woods. They had bows which they are pretty good with. They fought people or something but lost and had to serve the empire. Now empire is gone so wood elves can go back to doing more wood elf things.

LEADER: the redelf. He is like a wood elf but more powerful. Also a bit smarter and does extra stuff, so the other wood elves listen to him.

BASIC RESOURCES:

SPECIFIED RESOURCES:

MILITARY:

HEROES:

SETTLEMENTS:

TECHNOLOGIES:

MAGIC: shadow1

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

SCHOOLS

Location: center south forest

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bbd64e No.34510

>>34428

>>34428

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

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: 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: Healing 1

WYRDSIGNS: Special bonuses based on your LORE and your RACE. You can accrue more Wyrdsigns later in game…

Center of the continent, between the south central forest and the mountains straddling the eastern river

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bbd64e No.34518

>>34428

RACE: Assorted

LORE: Long ago, when the war against the Empire of Loar was at its biggest and most brutal, the Empire's prisons and jail cells became overcrowded and understaffed. To deal with this problem, the Empire devised a solution- taking the most violent and dangerous of its criminals, war captives and domestic criminals alike, and moving them to the swamps in its southeast. A lack of arable land, nutritious food, and the dangerous wildlife of the swamp saw many dead the first few years, but some survived, their descendants forming –. While life expectancy is still low compared to the rest of the continent, living in the swamp for more than a hundred years has produced a hardy people, content with a bare minimum and used to living off a land with little natural resources, treacherous terrain,and dangerous wildlife. Though not averse to interacting with the outside world, they are highly suspicious, valuing their autonomy and self sufficiency above all else, and will fight to the death to keep it.

LEADER: Chieftain Garrat Brightmind, a hulking Minotaur who won his position by defeating one of the beasts of the swamp singlehandedly, with only a sharpened rock as a weapon.

BASIC RESOURCES:

SPECIAL

WYRDSIGNS:

RESOURCES:

MILITARY:

HEROES:

SETTLEMENTS:

TECHNOLOGIES:

MAGIC: Primal

LOCATION: Swampy area in the southwest

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bbd64e No.34519

>>34518

Name: Swampland Tribes

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bbd64e No.34521

>>34519

MAGIC: Nature

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bbd64e No.34533

>>34431

Edit: Ignore the one mention about gunpowder weapons being common, everything else stays the same.

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bbd64e No.34534

>>34488

The redelf's skin is actually a slightly reddish brown hue instead of the wooden brown of his brethren.

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bbd64e No.34536

>>34429

LEADER: Varl The Unmatched. Wyrdsign: The Charnel King. +15 to personal combats, +5 to Necromancy spells and research.

BASIC RESOURCES: Stone 10, Corpses 5, Dust 5

Military: 5 War Ghouls (T1 Monstrous), 200 Skeleton Spears (T1 Spears), 200 Skeleton Javelinmen (T1 Javelins) (430, -1 Corpses/Turn)

Settlements: Player Named T1 Settlement - 1 Ancient Crypt (+1 Corpses/Turn)

Technologies: Spears I, Javelins I, Corpse Raising I, Mountaineering 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.

>>34431

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 (Cobalt) 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.

>>34433

LEADER: High Magus Aelerion. 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

MILITARY: 200 Elf Swordsmen (T1 Swords), 200 Elf Bowmen (T1 Bows) (400, -1 Food/Turn)

HEROES: 10 Warmages (Hero Spellcasters)

SETTLEMENTS: Player Named T1 Settlement - Treegarden (+1 Food/Turn)

TECHNOLOGIES: Swords I, Bows I, Agriculture I, Lorekeeping I

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.

The Mages - The Magocracy has risen to re-attain what was lost: that is, the elven propensity for magic and the ability to flourish in safety because of it. You may have up to six Schools.

>>34437

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 5, Food 5

MILITARY: 10 Beastfolk Abominations (T1 Monstrous), 300 Beastfolk Berserkers (T1 Axes) (350, -1 Food/Turn

SETTLEMENTS: Player Named 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

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bbd64e No.34537

>>34454

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 5, Dust 5, Food 5

SPECIFIED RESOURCES - Lesser Metals (Lead) 5

MILITARY - 300 Goblin Spear Levies (T1 Spears), 200 Goblin Crossbow Levies (T1 Crossbows) (500 Units, -1 Food/Turn)

SETTLEMENTS - Player Named T1 Settlement - Farm (+1 Food/Turn), Smithery (+1 Lesser Metals/Turn)

TECHNOLOGIES - Spears I, Crossbows I, Metalsmithing I, Confederacy I

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.

>>34464

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 5, Dust 10

MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)

SETTLEMENTS: Player Named T1 Settlement - Dust Distillery (+1 Dust/Turn), The Repository (Lockdown, Un-Removable)

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?

>>34471

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 5, Dust 5, Food 5

SPECIALIZED RESOURCES: Lesser Gems (Onyx)

MILITARY: 250 Erbor Macemen (T1 Maces), 250 Erbor Hunters (T1 Bowmen) (500, -1 Food/Turn)

SETTLEMENTS: Player Named T1 Settlement - Farm (+1 Food/Turn)

TECHNOLOGIES: Maces I, Bows I, Gemcutting I, Ritual Architecture 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.

>>34483

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 10, Dust 5, Crystals 5

MILITARY: 250 Crystallis Crushers (T1 Cryshammers), 200 Crystallis Needlers (T1 Crystal-Throwers)

HEROES: 5 Crystallis Prisms (Hero Spellcasters)

SETTLEMENTS: Player Named T1 Settlement - Sandfarm (+1 Sand/Turn), Overmind's Tower (Heavily Fortified, protects the Overmind)

TECHNOLOGIES: Cryshammers I, Crystal-Throwing I, Sandfarming I, Crystalline Construction 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.

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bbd64e No.34538

>>34484

LEADERS - Khan Ashira. Wyrdsign: The Khan - Ashira's cunning and brutality know few equals. +15 to Personal Combats, +5 to raiding and scavenging.

BASIC RESOURCES: Food 5, Dust 5, Wood 10

MILITARY: 250 Khanate Nomads (T1 Cavalry), 250 Khanate Hunters (T1 Bows) (500, -1 Food/Turn)

SETTLEMENTS: Player Named T1 Nomad Settlement - Foodstores (+1 Food/Turn)

TECHNOLOGIES: Cavalry I, Bows I, Foraging I, Raiding I

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

>>34510

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.

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: Player Named T1 Settlement - Farm (+1 Food/Turn)

TECHNOLOGIES: Spears I, Bows I, Agriculture I, Medicine 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.

>>34518

Leader - Garrat Brightmind. Wyrdsign: The Red Chieftan. Garrat won his position through force, and his cunning ensures he keeps hold over his people. Garrat gains a +15 to personal combats, and a +8 to any battles within the swamp.

BASIC RESOURCES: Food 5, Wood 5, Peat 5, Dust 5

MILITARY: 5 Giant Alligators (T1 Monstrous) 200 Lizardfolk Hunters (T1 Spears), 200 Boggard Scouts (T1 Bows) (415, -1 Food/Turn)

SETTLEMENTS: Player Named T1 Settlement - Hunting Lodge (+1 Food/Turn)

TECHNOLOGIES: Spears I, Bows I, Hunting I, Swamp Tactics I

WYRDSIGNS - The Fen's Children: The native peoples of the swamp have taught the displaced newcomers well, and, as before, only the hardy and hale have survived into the present. The Swampfolk take no penalties to fighting in swamp/marshy terrain, gain a +10 to researching resource-gathering technologies, and a +8 to recruiting Monstrous units. Monstrous units recruited by the Tribes consume 3 food/tier each, as opposed to 6/tier each.

>>34435

>>34436

LEADER: 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.

BASIC RESOURCES: Wood 5, Stone 5, Dust 5, Food 5

MILITARY: 250 Forlorn Swordsmen (T1 Swords), 200 Forlorn Bow Levies (T1 Bows)

HEROES: 5 Marquess' Bodyguard (Hero Swords)

SETTLEMENTS: Player Named T1 Settlement - 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.

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bbd64e No.34539

File: 4578e74d8ab937c⋯.jpg (562.71 KB,1024x768,4:3,LEGEND.jpg)

File: 0fddf03ffaef391⋯.jpg (1.05 MB,1024x768,4:3,151 MAP DEC 20.jpg)

RULES FOR UNITS: http://pastebin.com/uKdXqGSU

BEGIN ROUND 1

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bbd64e No.34540

>>34536

Specific resource should be (Copper) not Cobalt

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bbd64e No.34541

File: 3aeaa9021224ac2⋯.jpg (80.73 KB,495x700,99:140,20090902203909.jpg)

Dice rollRolled 51, 81, 30 = 162 (3d100)

>>34539

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 5, Dust 5, Food 5

SPECIFIED RESOURCES - Lesser Metals (Lead) 5

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. Send out scouts up the river to catalogue anything of interest and prospect for metals.

2. Begin work on binding laws to bring our young confederation together +5 [Confederacy II]

3. Begin construction of a Mage Tower so we can train Ward Mages +10

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bbd64e No.34542

Dice rollRolled 25, 76, 12 = 113 (3d100)

>>34536

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 (Cobalt) 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. Send a message to the College to choose some men research metallurgy, and making progress into the field, to give government grants to. (Research Metallurgy.)

+5 Human

+5 Republic

2. Send scouts up the river to the mountains. They are to take notes on anything of interest they may pass, any villages or towns they may pass as well. Bring a surveyor and prospector along to the mountains to search for ores.

3. Send a message to the College to request a team of natural scientists document the variety of flora and fauna within the Arma woods.

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bbd64e No.34543

File: 3a6cc8cf7118a46⋯.jpg (295.93 KB,1600x1080,40:27,fields-field-morning-wheat….jpg)

Dice rollRolled 73, 9, 5 = 87 (3d100)

>>34539

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 5, Dust 5, Wood 10

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

1. As the sun blazes through the sky, through out the plains it can be seen: the bird of prey speeding down and smiting its prey, pecking on its innards till it gourges itself. Throughout the sky can be seen the mighty hawk on its prowl. Surely, this is a sign of good fortune! Begin a raid of the surrounding area, led by Ashira himself. If a village is found, raid it, sack it, kill the men, keep the women, take the resources for ourselves. +15

2. This land is a land of plenty. As far as the eye can see, food and nourishment can be found! No scrounging through a thousand specks of sand to search for a small seed or swiltered sapling, but instead swarthy sights of swallows, songbirds, and springhares, sewn together by seas of sorghum! Begin construction of a larger foodstores to increase our foodsupply. [Foodstores II]

3. This is a new land of new dangers, and of new bounties and prospers to be found! Surely there must be lands as exciting and exhilarating as this land we have just found! More so, there surely must be men of caliber worth a fine battle, or at least, worth their weight in food! Send riders out to try any settlements, large or insignificant, for future knowledge.

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bbd64e No.34544

Dice rollRolled 86, 38, 36 = 160 (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 5, Food 5

MILITARY: 10 Beastfolk Abominations (T1 Monstrous), 300 Beastfolk Berserkers (T1 Axes) (350, -1 Food/Turn

SETTLEMENTS: Player Named 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

1. [Cast Crawling Corruption] +25

In the dark of a night made blacker by the resonant hum of the Crystal Listen Kalyssa Bloodhorn listens to the voice of the Violet Stag. To her it delivers a request. She speaks with it in hushed, awed tones, and the multitude of faithful - listeners, warriors, and commoners alike - stare in rapt fascination. It is poorly lit, only a very smoky braziers light some corners of the procession. Most of the ritual space is cloaked in a deep ebbing shadow. Only the silhouettes of the Listener and the Crystal can be made out by most. Admas, however, sees with perfect clarity. His gorgeous wife, his glorious Queen, is putting on a show. She is maintaining the mystery of her office and thus keeping the spirit. He, however, keeps the body. Loyal warriors stand arranged around the throne of ancient dead wood fused with the bodies of former enemies. It is an uncomfortable throne, but it gets the point across. After some time Kalyssa emerges from the inky blackness to a mere dim light and speaks.

"We must spread the Touch of God so that Its passing into this world may be eased!" She lifts her hands to the sky but stares pointedly at a pair of Admas' Chosen holding a captive Elf between them. From the fold of her sleeve she pulls forth a wicked dagger. A swift slash spills Elven blood across the ground in slow spurts. The Listeners begin to chant.

2. [Research Eldritch 2]

After the ritual the Listeners convene around the ritual grounds. They commune, both with each other and with the Crystal, improving their knowledge and warped understanding of the power given to them by this beyond ancient source.

3. [Scouting Parties]

Admas Bloodhorn directs the various Murders of Ganassa to go scouting. They look for anything potentially of use. Chief among them is a source for slaves, brides, and sacrifices. Barring that, the accompanying Listeners are to document any potentially useful resources they come across in their travels.

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bbd64e No.34545

Dice rollRolled 85, 31, 96 = 212 (3d100)

>>34539

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 5, Dust 5, Food 5 (changing to 4 this turn)

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)

TECHNOLOGIES: Maces I, Bows I, Gemcutting I, Ritual Architecture 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: Build a Bowyer's workshop (produces bow and arrow). +5 industrial.

2-3: research better animal traps for easier hunting. +10?

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bbd64e No.34546

Dice rollRolled 81, 31, 47 = 159 (3d100)

>>34536

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

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.

The Mages - The Magocracy has risen to re-attain what was lost: that is, the elven propensity for magic and the ability to flourish in safety because of it. You may have up to six Schools.

1. Begin setting up a dust refinery on a leyline node so we can gather more dust for our magic.

2. Begin setting up a place we can cultivate trees to collect their limbs for lumber. We will need it to build and arm ourselves.

3. Begin building a magician's academy to teach and train our magically inclined people.

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bbd64e No.34550

>>34546

Since I misunderstood the rules put action 3 towards lumber yard as well

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bbd64e No.34553

Dice rollRolled 83, 57, 98 = 238 (3d100)

>>34536

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 10, Corpses 5, Dust 5

Military: 5 War Ghouls (T1 Monstrous), 200 Skeleton Spears (T1 Spears), 200 Skeleton Javelinmen (T1 Javelins) (430, -1 Corpses/Turn)

Settlements: Player Named T1 Settlement - 1 Ancient Crypt (+1 Corpses/Turn)

Technologies: Spears I, Javelins I, Corpse Raising I, Mountaineering 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.

The time of expansion is at hand and for that we need hands to carry tools and bodies to carry weight

1. I must know all of my realm. Send out patrols to tell me everything under my dominion [Send Skeletons to explore the castle looking for any rooms that are more than empty husks such as old libraries, armouries, and workshops that can be rebuilt and refilled]

2. My warriors are not workers, see about raising some mindless zombies to do the menial labours and face the dangers of nature [raise some zombie workers]

3. We need more stone and some metals to properly expand, but it must be safe from the hands of men, go inwards to the mountain and [begin work on a mine to the west of the castle]

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bbd64e No.34562

Dice rollRolled 20, 12, 90 = 122 (3d100)

>>34538

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.

1 Mining I. If we want to commission prospectors of our own we need to have some knowledge of our own or be subject to the whims of the greedy when if we rely on them. How best can we dwell into the earth with but men and tools at our dispoasl?

+5 Human

+5 Rebuilder

2 Send Scouts to the north. Examine the river, sift through its waters and bring me proof any wealth that lies in the riverbed.

3 Dam I. I will in time grant Domino control over the babbling brooks and roaring rivers that feed the ocean and divert these waters to feed our crops and open a direct route to the great forest of the east.

+5 Human

+5 Rebuilder

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bbd64e No.34563

post in LS

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bbd64e No.34571

File: ccdb9914bd640a1⋯.jpg (828.89 KB,1200x709,1200:709,Sardag13lordcommander.jpg)

Dice rollRolled 1, 27, 41 = 69 (3d100)

>>34538

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 5

Food 5 +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. The land is fresh and new, the mist rises slowly from the morning rain. I feel different, young again. The people are new as well, and it seems that even some elves and some dwarven folk have made their home in the Marches. Such a amount of people will need to be feed, and to be feed they shall need a farm in which to grow food. We have a farm, but there is no reason as to why it couldn't be expanded. Maybe a livestock pasture, or a new set of fields for wheat and barley. Failing that, we could always expand our knowledge on the subject of agriculture itself to the point where a larger farm would be feasible.

+ The Good Races +5

+ 2 Wood

+ 2 Stone

2. The mountains to our back are vast and tall, and within their stone lies untold secrets, and possible mineral wealth. Our new dwarven friends will be right at home in the stone, and it would be wasteful not to use their innate skills with it to the marches advantage. Have the dwarves dig some prospecting tunnels into the nearest mountains in search of what lies within them.

3. The woods around the kingdom may have changed in the many years since the great battle and the fall of the old empire, let us send out a scouting party to get the lay of the lands and anything of note within them.

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bbd64e No.34612

File: 2ca86cd0f5f011d⋯.jpg (16.84 KB,281x180,281:180,powertower.jpg)

Dice rollRolled 85, 29, 84 = 198 (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 10, 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 begins to spread around the tower, and melts the sand around it into glass as though a concave shape. mirrors form, directing the rays of the sun into the tower. light of the sun will be gathered, Crystallis can then melt the sand it collects to create crystal much faster

+8 to building creation

#2 Crystallis remembers the demiplane, how magic flowed in the ground. in this realm, there was much heat and warmth and sand but magic is sparse. it does sense magic in the ground in some places. Crystallis researches the leylines of this plane.

#3 we are Crystallis. Crystallis is one and one is Crystallis. some are broken as shards, to form hammers and needlers, to protect. but all are Crystallis. the Overmind researches how to organize military units to contribute in construction when not fighting. crushers to smash boulders and lift heavy objects, and needlers to shoot shard seeds into the sand to grow beneath the sun.

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bbd64e No.34613

Who is 'FM' on the map? Trying to figure out who is near me.

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bbd64e No.34622

>>34613

would it kill you to do a little investigation of your own of the thread

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bbd64e No.34626

Dice rollRolled 45, 41, 9 = 95 (3d200)

>>34538

LORE: Long ago, when the war against the Empire of Loar was at its biggest and most brutal, the Empire's prisons and jail cells became overcrowded and understaffed. To deal with this problem, the Empire devised a solution- taking the most violent and dangerous of its criminals, war captives and domestic criminals alike, and moving them to the swamps in its southeast. A lack of arable land, nutritious food, and the dangerous wildlife of the swamp saw many dead the first few years, but some survived, their descendants forming the Swampland Tribes. While life expectancy is still low compared to the rest of the continent, living in the swamp for more than a hundred years has produced a hardy people, content with a bare minimum and used to living off a land with little natural resources, treacherous terrain,and dangerous wildlife. Though not averse to interacting with the outside world, they are highly suspicious, valuing their autonomy and self sufficiency above all else, and will fight to the death to keep it.

LEADER: Chieftain Garrat Brightmind, a hulking Minotaur who won his position by defeating one of the beasts of the swamp singlehandedly, with only a sharpened rock as a weapon.

LEADER WYRDSIGN: The Red Chieftan. Garrat won his position through force, and his cunning ensures he keeps hold over his people. Garrat gains a +15 to personal combats, and a +8 to any battles within the swamp.

BASIC RESOURCES: Food 5 (+0/turn), Wood 5, Peat 5, Dust 5

SPECIAL:

MILITARY: 5 Giant Alligators (T1 Monstrous) 200 Lizardfolk Hunters (T1 Spears), 200 Boggard Scouts (T1 Bows) (415, -1 Food/Turn)

HEROES:

SETTLEMENTS: Marshtown (T1) - Hunting Lodge (+1 Food/Turn)

TECHNOLOGIES: Spears I, Bows I, Hunting I, Swamp Tactics I

MAGIC: Nature

WYRDSIGNS: The Fen's Children: The native peoples of the swamp have taught the displaced newcomers well, and, as before, only the hardy and hale have survived into the present. The Swampfolk take no penalties to fighting in swamp/marshy terrain, gain a +10 to researching resource-gathering technologies, and a +8 to recruiting Monstrous units. Monstrous units recruited by the Tribes consume 3 food/tier each, as opposed to 6/tier each.

1) Train the men. To protect what little we have, our fighting force must be strong. (Swamp Tactics I)

2) Expand the hunting lodge. We should gain a surplus.

3) Study the gathering techniques of our forebears. Perhaps we can improve upon them, if only just a bit. (+10)

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bbd64e No.34627

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 5, Dust 10

MILITARY: 250 War Golem Spearmen (T1 Spears), 250 War Golem Lobbers (T1 Slings) (500, -1 Dust/Turn)

SETTLEMENTS: Player Named T1 Settlement - Dust Distillery (+1 Dust/Turn), The Repository (Lockdown, Un-Removable)

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?

Stat post

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bbd64e No.34632

File: d5b834e3e9baece⋯.jpg (127.39 KB,607x393,607:393,8588893.jpg)

File: f69e8b990a33c3d⋯.jpg (81.94 KB,640x310,64:31,20131216231027a0dnqnfnk4tv….jpg)

Dice rollRolled 21, 89, 79 = 189 (3d100)

>>34627

1. Several wizards in council were in hot debate, the reason for their discourse was quite clear.

“I say the first magic we rediscover is electromancy, so we can get the lights and air conditioning working.”

I say we study Pyromancy. It's the most basic art of magic for even the novice mage. We can get the emergency backup furnaces and boilers going to restore power.”

“Fire? Do you intend to burn down our library to ashes?”

“Don’t be a fool, the Library is equipped with anti-fire and anti-flood charms.”

As the argument dredged on there was a loud bang and a flash, as all turned to see The Eldest had bashed the end of his staff to the floor.

“Enough. This bickering is pointless and childish.

We all know why we are here. According to the ancient lore, the Enclave can only support up to five magical schools in usage, no more. All other magical knowledge besides these can only be presesrved and unused until the passing of the next eldest, which in good times would be a good several millennia.

By the efforts of our predecessors, we have retained some of the basic artificing knowledge. But this is useless without an additional magic to channel into it.

We have room for four more schools. I will decide which shall be our next magical school. Our organization is based around knowledge, truth, and discovery. Therefore, I commit that we choose to learn Divination that we might be better able to obtain knowledge and wisdom.”

The Eldest having made his decree, it was followed. The Enclave began taking steps toward rediscovering the art of diviniation.

+5 to casting and researching all spells

+8 to researching new magic

2. “You know, the Draconaen i Dungeonaer says that an all wizard party for exploring is a shit idea.”

“Oh yeah, why's that."

“I mean, don’t we need like, rogues, paladins, and fighters when exploring?”

“Nonsense. We’ve got plenty of golems to act as meatshields. If there are any traps or guards, they’ll be the ones to bite it not us.”

“If you say so. . .”

Down into the dark depths of the unlit halls of the repository, the Enclave explorers went flanked by golem guards, in search of knowledge. Without power, the magic elevators and portals that could bring a wizard over many miles of shelves in minutes were no longer active, and could not bring them to the great archival catalog where dwelt the master index. So they would have to search the edge of the library for any sign or inkling of a manual map or catalog reference, that might aid them in their explorations and search for useful information.

3. As the wizards below delved deeper into the endless library, those above and the golem labor began construction of a magical workshop. Here they would be able to use the new information and designs they gained to create tools and upgrades. Once new magical or scientific knowledge was found, they would have the means to implement it.

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bbd64e No.34740

>>34541

1. Up the river, the scouts find deposits of copper… and possibly deposits of tin. It shouldn't be hard to free these resources from the earth.

2. You begin drafting better laws and more streamlined methods of governing. [Confederacy II 4/8]

3. You put some of your wood to use in building a mage's tower within Gobopolis. Mage Tower 1/6.

-2 Wood, -1 Dust

>>34542

1. You begin researching the finer points of Metallurgy. [Metallurgy I 1/6]

2. You scour the nearby mountains for ores, finding them rich in more lesser metals– Cobalt and Tin, mostly. (Edit your Specified Resources to read Copper, not Cobalt)

3. The College seems to have been bogged down in a bureaucratic mess at your order…

>>34543

1. Ashira's men scour the countryside and proceed to unceremoniously raze it, destroying several frontier villages in the process… apparantly, there are bigger villages to the southwest, near the Shuddering Sea.

Gain 3 Food, gain 3 Stone, gain 2 Lesser Metals.

2. The Foodstores remain more or less the same; even if your people weren't busy celebrating the recent raid you feel as if it'd be more prudent to develop a better means of foraging in these less barren lands.

3. Your riders appear to be too busy glutting themselves on the fruits of your recent raiding to actually ride out and scout. Nothing gets done.

>>34544

1. The Violet Stag seems to look favorably upon your request and the offered sacrifice: a brazier of dust, a quart of blood, both are consumed by an eerie blackish flame that produces no heat.

Within a short time, the land around your (still unnamed name it god damn it) capital city is further warped and blighted. Grass begins developing throbbing veins. Fruits become massive but bitter-tasting and watery. Those that are weak of will began to exhibit… eccentricities.

But it's no big matter. People see firsthand the work of the Violet Stag.

Gain .5 levels of Eldritch Corruption. -2 Dust

2. Eldritch II 1/20. The people of Ganassa begin to delve deeper into the insidious depths of Eldritch magic…

3. There are arable lands to the south, and the Willow Bridge has multiple villages around it that would prove… suitable. For a possible bout of 'enlightenment.' But your scouts cannot find anything truly of note.

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bbd64e No.34741

>>34545

1. You begin constructing a Bowyer's workshop, so that the bows of your men will be of top notch quality. [Bowyer] 4/6.

-3 Wood

2/3. Trapping I 5/6. You begin to start learning how to trap food en masse, enough to feed your populace and your army.

>>34546

1. Leylines I 4/6. Your men break out the tomes on how to properly map leylines.

2/3. Woodcutting I 2/6. You hack down several trees, but it's clear that you've got some work to do if you're to set up a good and proper lumber operation.

>>34553

1. There is ample room for a great many things, but, to expand, many of the lower rooms will need to be excavated or simply torn out entirely.

+15 to your next building roll, now that you have mapped out the layout of your castle.

2. Gain 171 Zombie Workers [T1 Rabble]. You are now consuming 2 Corpses/Turn.

3. Mining I 4/6. Whatever resources are there, you'll find them soon– you just have to learn how to mine first.

>>34562

1. Unfortunately, your efforts fall just short of unlocking the bizzare and strange secrets… of mining things.

2. No wealth lies in the riverbed. Only fish eggs and lots of rocks.

3. Dams I 5/6

>>34612

1. Sandfarm 4/6

2. Unfortunately, the sands are shifting too much to get an accurate read of the leylines the first time around…

3. Construction-Training I 4/6. You begin to warp and shift the anatomy of your soldiers to be able to perform construction tasks…

>>34626

1. Gain 141 of T1 Spear or Bow units. You are now consuming 2 Food per turn.

2. You begin expanding the lodge, which should be able to accommodate more hunters. Expanded Hunting Lodge 1/8. -5 Wood.

3. Your foray into foraging fails– it appears that you sent out a batch of idiots for the first run…

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bbd64e No.34742

>>34632

1. Divination I 1/15. You begin re-learning the art of reading the twists and turns of fate…

2. Your men come across a map of the upper layers– not including, of course the Repository, for the map looks as if the Repository WAS drawn but then, for whatever reason, erased…

Gain a +15 to your next Building or Expansion roll.

3. Mage Workshop 3/6. You begin mapping out a rough heading of how you want this workshop to flow and stand…

-3 Stone.

>>34571

1. As your workers and men till the earth, they uncover something strange… a sort of hexagonal woodcarving. It's impossible to tell where the thing begins and where the thing ends. Soon, they begin to go mad, and the Marquess is interrupted by a panicked scout, informing him of some sort of uprising on the very edge of your claimed lands…

The peasants have gone mad, they say, and awful things walk among them. They have unearthed something most -foul-.

2. Unfortunately, the dwarves are unable to find anything this trip– the more experienced spelunkers and caverneers have been… turned.

3. The woods immediately surrounding Tresario are mostly pine, and sparse only due to the meagre soil. Further north and to the east, plants and trees are more abundant. The river, at least, is clean and teeming with fish.

((A NOTE ON TECHNOLOGIES AND BUILDINGS: YOU CANNOT BUILD SOMETHING WITHOUT HAVING THE PREREQUISITE TECHNOLOGY. NO LEYLINE DISTILLERIES WITHOUT A LEYLINE TECH. NO MINES WITHOUT MINING/METALLURGY/STONEWORKING/ET CETERA. THERE ARE SOME EXCEPTIONS TO THIS, LIKE PLOT, FLUFF-ORIENTED OR PASSIVE ENHANCEMENT BUILDINGS.

YOU CAN ROLL TO TRY AND GATHER RESOURCES AT ANY TIME WITHOUT KNOWING JACK -SHIT-.))

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bbd64e No.34746

Dice rollRolled 6, 57, 10 = 73 (3d100)

>>34741

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 5/6

1 Dams I 5/6. I can feel we are almost at a breakthrough and beyond.

+5 Humankind

+5 Rebuilders

2 Mining I.

+5 Humankind

+5 Rebuilders

3 Apothecary. To know which herbs will soothe a man's aching back or pounding head and proscribe them fairly that they may recover and continue their work. That the aging may prolong their productive years and that the young may overcome childhood illness. Let the good work begin.

Those that come to Domino often seek the soothing touch of the healing arts that can rejuvenate them, but stay for the people that have devoted themselves to an earthly understanding of human life. The meshing of people in the rural countryside who are often happy to be received to Domino and the native men of the city is a pleasant one where life can be lived and mankind can flourish as it expands to meet the demands of its growing people.

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bbd64e No.34747

>>34741

I was not very clear. I would like to build a crystal collector instead of a sand collector. if I need to research crystal farming first I will.

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bbd64e No.34748

Dice rollRolled 68, 50, 24, 12 = 154 (4d100)

>>34741

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 5/6

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: proceed with the bowyer's shop.

3-4: proceed with studying trapping.

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bbd64e No.34749

Dice rollRolled 85, 42, 40 = 167 (3d100)

>>34740

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

1. If what the raids say are true, there are riches to be found the southwest. Begin moving the camp southwestwardly to the inland sea

2. Send riders in that direction to scout out defenses as well as possible loot. Flay them if they do not

3. Perhaps, in this Land of Plenty, there are better ways to find food than merely scouring the dust, dirt, and raiding. Begin researching better foraging techniques

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bbd64e No.34750

Dice rollRolled 68, 91, 65 = 224 (3d100)

>>34740

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. 1/6

+10

2. Try to push the order through the Bureaucracy to have the College send an expedition into the forest.

3. Have the generals begin to experiment with training methods and how to train better soldiers.

+10

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bbd64e No.34751

Dice rollRolled 95, 59, 23 = 177 (3d100)

>>34741

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 10, Corpses 5, Dust 5

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

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.Continue working on Mining (4/6). Get to teaching those zombies to hold onto a pickaxe.

2. I need more corpses and soon. Send out patrols during the night to tell me who and what is living within 10 leagues of the castle and how well defended they are. They can bring some zombies along to sacrifice should combat occur (20 skeleton patrols with 5 throwaway zombies).

3. I need to start researching this crown properly. Begin building a personal Workshop/study so I can test the limits of my crown and safely store and learn from

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bbd64e No.34756

File: a70a7a02efee08c⋯.jpg (103.94 KB,600x856,75:107,e07ace03da8821c76f09473ca4….jpg)

Dice rollRolled 95, 35, 18 = 148 (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

1. [Research Mining]

Even the formidable power of Eldritch magic can be made stronger through the application of bronze and iron. One Murder in particular is interested in cornering the market in metal weapons and tools, but first they'll need to learn to mine.

2. [Proselytize in the Villages] +15

Willing converts are equally useful to the cause - sometimes moreso. As the Bloodhorn Murder consolidates power over the area of Ganassa the question of how to deal with the villages comes up. Admas is insistent that Huljuk would be pleased most by the liberal sacrifices culled from such a people should they refuse to take the Pact. Kalyssa disagrees, and asks her husband for the opportunity to take a more subtle method. He agrees, but with the caveat that should the efforts to convert and impress the villages peacefully fails; his warriors would succeed.

A few listeners are chosen from among the most charismatic and unnaturally beautiful of their number. They go to the villages, using their magic to restore lost wounds and sight, and spreading the profane word of the Violet Stag. Through allegiance to Ganassa and by devoting onesself its most merciful and kind patron deity these villages would be safe from monster, demons, and marauders alike.

3. [Build a Temple]

If people are to understand the glory and the beauty of the Violet Stag they will need a place to congregate. The construction of a temple will not only allow the Listeners to better be heard by the people, but it will also provide an important ground for research and for the conversion of people into beastfolk.

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bbd64e No.34761

Dice rollRolled 61, 50, 39 = 150 (3d100)

>>34741

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, Leylines (4/6), Woodcutting (2/6)

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. Continue to work on Leyline research so we can set up a dust refinery. (4/6)

+Elves

2-3. Keep working on setting up a lumber operation. (2/6)

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bbd64e No.34762

>>34751

shit cut off the last line when I was copying it over from notepad

3. I need to start researching this crown properly. Begin building a personal Workshop/study so I can test the limits of my crown and safely store and learn from any tomes or artifacts I find. (+15)

To be clear it's a magical workshop not just a study

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bbd64e No.34764

File: 5b9054898e049cc⋯.png (914.39 KB,1077x1071,359:357,wizard_spell_circle__heali….png)

Dice rollRolled 5, 95, 76 = 176 (3d100)

>>34742

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 5

Food 5 +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. A river full of fish, let us begin to research fishing so as to make use of this resource.

2/3. A uprising! Creatures of the dark! It seems things have not changed much in the time of the Marquees absence. No matter, he would lead his men to the source of this corruption and deal with it post-haste, there his men would defend the spell casters of the realm while they cast a spell of mass smite to purge the unnatural taint from their lands

+ Wyrdsign: The Bound

+ Wyrdsign: The Resolute

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bbd64e No.34777

File: 7f40e7e758a3896⋯.jpg (104.67 KB,690x946,345:473,Fire-Goblin.jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: ba714f3bf1b4982⋯.jpg (83.75 KB,774x1032,3:4,1479745477424.jpg)

Dice rollRolled 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

Dice rollRolled 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

File: 5f74afe2adfb237⋯.webm (3.22 MB,768x432,16:9,nazi sprite.webm)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 090c6720508249a⋯.jpg (157.43 KB,1000x698,500:349,Fantasy Dam.jpg)

File: 4ad9822f060a2b8⋯.jpg (158.72 KB,1036x791,148:113,large dam.jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: bdcd9f1e140232b⋯.png (1.57 MB,1455x965,291:193,Goblin_Troop.png)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

>>35562

+5 on 1-2

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bbd64e No.35565

Dice rollRolled 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

Dice rollRolled 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

File: 691df1975de8835⋯.webm (3.4 MB,480x296,60:37,groovycoaster.webm)

Dice rollRolled 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

File: 2fce01d57fa0b21⋯.jpg (75.72 KB,550x825,2:3,commodore.jpg)

File: e3293dfd77336aa⋯.jpg (67.64 KB,600x440,15:11,50c02b48c4c0b924c472dd80bc….jpg)

Dice rollRolled 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

File: 98f281416ec2107⋯.jpg (355.24 KB,700x700,1:1,goblin_warlord_by_faxtar-d….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 2f8bd75790fe533⋯.png (1.66 MB,1494x771,498:257,possible lake area 151 AC ….png)

Dice rollRolled 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

Dice rollRolled 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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