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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 914afbb9f802f75⋯.png (37.04 KB,1198x1068,599:534,unnamed-3.png)

898f0b No.34963 [View All]

Hello and welcome to the Trials of the Multiverse Builder! In this builder you are playing a high fantasy world in the "Builders" multiverse which your civilization has just discovered how to travel!

—–

Nation Name: [Name]

Race: [Decides a bonus]

Location:

Background: [Decides a bonus]

—–

Rules: http://pastebin.com/2jVrwWfR

79 postsand39 image repliesomitted. Click reply to view. ____________________________
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898f0b No.35417

Dice rollRolled 81, 61, 70 = 212 (3d100)

Nation Name: The Righteous Kingdom of Altharia

Race: Humans

Location: -23

Pop: 14 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 14 +2/turn

Resources:

[Materials: 14] +2/turn

[Holy Power: 10]

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

[-23 (Minimal, Demonic Infestation, Desert, Dragons, B-Builder)][Lvl 2: Developing]

-Infrastructure: Wizard Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Dragon Squires [Flying]

Magic: [Portals I]

Technology: [Sword I][Dragon Riding I][Fire I]

Society Bonus: [Dragon Knights] The Knightly orders of Altharia ride great dragons giving all of their base units [Flying] and giving them great inspiration for improving their techniques giving them +5 to research dragon breeding

Race Bonus: [Human] +3 to all research

Builder Bonus: [B-Builder] Every 5 turns B-Builder will give you a random tech! What a nice chap!

1. Let's show some diplomacy with these elves. Send ambassadors and start making friends.

2. Continue to research dragon breeding 3/4

[Human] +3 to all research

3. Keep back at that slughthrower research!

[Human] +3 to all research

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898f0b No.35419

>>35417

3.

[Fire I]

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898f0b No.35421

>>35417

2. [Fire I] (to help keep dragon eggs warm)

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898f0b No.35431

File: dcfebd967ac5705⋯.jpg (59.33 KB,850x623,850:623,de9eae78acbafdac4f15f92dc5….jpg)

>>35317

>>35368

Revise Action 3:

During construction of the Holy barracks through pure dumb luck the building shifted ever slow slightly allowing for creation of a holy symmetry that would bless all those who train there. A surly old dwarf by the name of Tarvish Nittersticks has been employed as the temple guardian/trainer.

+[Holy Barracks]>+24

+Hero: Tarvish Nittersticks [+2][Trainer][Holy]

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898f0b No.35442

Dice rollRolled 27, 18, 63 = 108 (3d100)

>>35360

Don't have the time at the moment to give this fluffpost the proper response it deserves, but Valdyn the Furious has heard and processed this valuable information. PM me in IRC and we can work out the OOC details of a research and materials agreement for the GREAT SYNTHETIC ALLIANCE. I'll respond in full after we've talked in IRC.

>>35368

Nation Name: The Peacebinders

Race: Titans of Earth and Stone

Location: Positive 19

Background: +19, The Weeping Plane, is a blighted plane, a swelteringly hot ball of desert land and gray stone seas, without a drop of water or single trace of organic life across its geometric surface, instead enveloped in eternal storms of withering sand. Yet on +19, inbetween great jutted 'megafauna' of enormous crystal spires, maddening rock formations and incomprehensible mountains, a life of its own flourishes. Ten thousand years ago, from the Great Mountain of the Earth, a great structure of Stone and Crystal arose. This was Azak-Eil, First among Gods. Azak-Eil walked the empty lands of The Weeping Plane for three centuries before from its unbreakable from was birthed a figure of minute stature, and then thirty more; from these the tribe of Azak-Eil was formed.

The smaller creatures, dubbed the Attendants, provided many useful services to Azak-Eil. They strengthened his form, spoke to him of philosophy and science, and discovered many good things from the infinite stone of the Weeping Plane - a source which seemed to never diminish, for the eternal sandstorms grew the mountains and megastructures to ever-greater heights. Eventually, the rites of creation that had created Azak-Eil himself were discovered; from this derived the Tribe of Bov, the Tribe of Uzon Ytz, the Tribe of Ophon and the Tribe of Kru-Grol. Over three thousand years, the tribes of these five mighty titans hewed an impenetrable citadel upon the Great Mountain of the Earth, spawning many smaller Titans within their tribes. Yet the tribes had an emptiness in their soul. They felt no desire to fight one another, but their speech and discoveries seemed hollow, stained, uncertain, as though something was tearing at the peace and serenity they should rightfully feel in building their citadels and herding their tribes. It was Ophon, the Wisest Among Them, that realized why this was, and why the Weeping Plane wept so with its eternal storms; the fabric of reality must be tainted. On a quest to discover the source of this corruption, the Tribes strung together as the Peacebinders, those who would be dedicated to rooting out this terror, and wipe it from existence. From the reaches of the Great Mountain of the Earth's sprawling citadel, they searched eternally for a means to discover this seeping rot, for a way to bring it to ruination for good. The Tribes of Hakov, Valdyn, Cler'o, Tarshun and Wovsid were birthed in the process, each bringing a new line of attendants and Peacebinders to serve.

Pop: 10

Resources:

[Materials: 3] +2/turn

[Holy Power: 10]

[Mana: 14] + 2/turn

Worlds:

[-3 (Average, Earth Elementals, Primordial, Megafauna)][Lvl 2: Developing]

-Infrastructure: Mana Plumes, Mineral Growth

-Defenses: Planetary Defenses: 1

Military: [+1] Valdyn, the Furious [Titanic]

Magic: [Stoneshape II][Battleshape I][Metalshape I][Portals I]

Technology:

Society Bonus: [Titanic Beings] The great Titans of the Peacebinders are monolithic creatures that can break whole cities in a single swipe, however on each world only one will grow to such a size, these patriarchs rule the lesser elementals whom they spawn. When a new planet is colonized a patriarch and tribe is born.

Race Bonus: [Earth Titans] +5 to earth magic research

1. Continue work on the Citadel. [4/8]

2. Continue work on the tribal grounds for the lesser Titans, so that we might prepare them in full for war - a 'training ground', in a sense.

3. As Stoneshape II is finished, Ophon will begin research on [Battleshape II] as an expansion of the same.

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898f0b No.35447

Dice rollRolled 23, 40, 20 = 83 (3d100)

Nation Name: Autonomous Manufactorum Fleet E-LL23K

Race: droids

Location: +19

Pop: 8 +2/turn[Cannot exceed power (Minus 2x #turns when above food)]

Resources:

[Materials: 11] +2/turn

[Power: 16] +2/turn

[Currency: 10]

Worlds:

[+19; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]

-Infrastructure:

>Resource

Power Plant +2/turn

Mining Complex +2/turn

>Non Resource

-Defenses: Planetary Defenses: 1

Military: [+1] B1 Battle Droids

Technology: [Quantum Tunneling I][Blasters I][Production I][Electric Power I]

Society Bonus: [Corrupted AI] The materials used to produce the drones has corrupted their AI twisting it to a new form, telling it to expand and corrupt all. The Drones gain a +5 to colonizing new worlds and a +5 to researching new weapon systems.

Race Bonus: [Drones] Cannot use magic however can survive in any environment

#1 +++ maintain construction protocol on plane [+20]. +++ 4/5

+5 to colonizing new worlds

[Production I][Electric Power I]

#2 +++ initiate construction protocol on [+19]. designation Power Plant +++

[Production I][Electric Power I]

#3 +++ maintain modulation and evolution protocol. maintain advanced blaster testing +++ 2/6

+5 to researching new weapon systems

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898f0b No.35448

File: 3cc02a7a69a2b3c⋯.jpg (144.87 KB,1021x932,1021:932,Dwarf.jpg)

File: 50038e84f7980f8⋯.jpg (144.08 KB,1024x512,2:1,4ca304c84b3d6ea7237bd53f6a….jpg)

Dice rollRolled 6, 28, 70 = 104 (3d100)

>>35368

>>35431

Nation Name: The Holy Hotch

Race: Floof

Location: Himmelerde 24+ (Admantine, Good God, Floating Islands, Native populace: Enlightened Dwarven Republic, Megafauna)

Background: >>34057

Pop: 16 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 4] +2/turn

[Holy Power: 16] +2/turn

[Mana: 10]

[Currency: 11] +1/turn

>Worlds:

[+24(Admantine, Good God, Floating Islands, Native populace- Enlightened Dwarven Republic, Megafauna)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Fishery, Holy Barracks

-Defenses: Planetary Defenses: 1

-Trade: First Republic (+24)

Military:

-* Tarvish Nittersticks [Str. 2][Trainer][Holy] {+24}

-x1 Temple Caretakers [Str. 1] {Loc. +24}

Magic: [Luck II][Portals I]

Technology: [Swords I][Shields I]

Society Bonus: [JUSTICE WILL PWEVAIL] The Floofs serve justice and good gaining a +2 to all units versus evil! However the can never tolerate evil in their allies!

Race Bonus: [Floof] The floofs have a expanded awesome crit range from 98-100.

https://www.youtube.com/watch?v=HrhfrRLZcZM

"Ehe was dubbed "Ehe of Doom", and disowned by her father. Cast away, she barely managed to cling to life in light of her deformities, and the people spurned her: children fled when she attempted to play with them, and settlements cleared away out of instinct. She was seen as a sign of bad luck and called ugly.

Tired and dejected, Ehe went up to a great tree and wept, her small dark figure an ugly contrast with its greatness. A fair boy with gentle features noticed the sad kitten and approached her, quietly observing the cat without sound. Ehe soon noticed his presence, surprised that somebody wasn't trying to run away from her. She attempted to flee, afraid that she would do something to offend him like she did everyone else, but this boy held onto her tightly, petting her head with a gentle, caring embrace. She expected him to shift at any moment, to express disdain like the others did before, but he merely smiled, not minding her at all…"

Nittersticks rubbed the gunk out of his eyes and stretched his short, aching legs, having dozed off meditating in the central barracks without even realizing it. The holy training ground was but a week old, yet its surroundings were that of an area as timeless as the structure it was an extension of, noting that the floofs went through the effort of planting moss on the walls to emulate age. The dwarven monk took a deep breath, offering a prayer in question of what was to come to this world, muttering the name of the Goddess under his breath. Whether she would respond or not would become apparent soon enough, as the Ehekatl was rarely subtle in her messages; in the mean time, Tarvish Nittersticks sought out his reel and began fishing in the central river for an offering to sacrifice later - and perhaps his own meal as well.

1. The twaining gwounds is a gweat success! But we need equwipment to awm ouw holy cwusadews! We need to ask the dwawves to hewp us mine the sacwed metaw of the Goddess! Wets mine adamantine! (-6 materials?)

2. Ehekatl says we need to master wuck in order to make her happy! We wiwl make this the wuckiest pwace on Himmew! [Luck III]

3. Ouw awmeow-I mean, awmow should be designed with adamtine in mind once we get some of dat metaw to wowk with. It'wl be stwongaw, and wightaw! [Shields II]

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898f0b No.36344

File: 4b175d9a3d29f34⋯.jpg (130.33 KB,793x457,793:457,enemy_fortress.jpg)

[Zenyar]

1. The Rune Wardens work tirelessly to scribe down their great knowledge for future generations [Rues II]

2. The extermination is slow but steady work as the bugs fight for every inch 3/6

3. [Runic Architecture I] is slowly becoming adopted by all the major holds as it’s cheap cost versus it’s incredible strength shine through as the next level of defence.

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898f0b No.36345

File: 1fd493d999200e5⋯.jpg (227.19 KB,750x517,750:517,Shadow_Temple_Interior.jpg)

File: 616ae579d0fb67e⋯.jpg (127.62 KB,800x708,200:177,demon_lord_by_chevsy-d6zzv….jpg)

[Dalu]

1. It seems the architect of the temple was unknowingly possessed and worked many unholy symmetries into the foundation of the temple +[Twisted Temple of War]>-3

2. The serfs are undeterred by the demonic peril and by the will of Dalu their task will be completed 3/4

3. There are various setbacks to purging the planet as the demons have now begun to organize with one being referred to as Cor’Wal the Sightblinder leading them…

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898f0b No.36346

File: 00f17ae452919d1⋯.jpg (338.95 KB,2850x1924,1425:962,dark-energy.jpg)

File: c9e6d1ddbe14b51⋯.jpg (145.92 KB,640x445,128:89,Bullywugs_-_Warren_Mahy.jpg)

[Cronus]

1. Seems an argument has erupted over several different ideas how mana farms work, the Deep Vashlan say it is positive energy while the Surface say it is negative!

2. The barracks suffers a collapse 3/6

3. It seems the Frogmen have mistaken you for the dark beasts that prowl their realm, you are met with a barrage of attacks and are pushed back to your portal with your diplomats being torn to shreds -5 population

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898f0b No.36347

File: 8eee93bf600d7b4⋯.jpg (106.25 KB,1024x768,4:3,rune_magic_circle_by_rosen….jpg)

[Dunn]

1. Bah, silly slaves, you need to work harder not get more right [Grub Farm]>-9 [+2 food per turn]

2. The heavy infantry is retrofitted with the latest warding runes though they are still rather ineffective Revise: [+1.2] Duergar Heavy Infantry

3. The [Binding Runes I] are a simple and versatile rune easily mastered by the Duergar

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898f0b No.36348

File: 98fee9910f0eddc⋯.jpg (124.31 KB,1600x1600,1:1,corgi_warrior.jpg)

[UED]

1. The Corgi Negotiations draw slow as the Divine Guardian of Corgi world, Arktus the Valiant joins the negotiations to ensure the corgis are not taken advantage of. 5/10

2. The new [Hard Light I] structures have begun to be implemented in various dominions across the UED

3. With the corruption dealt with new farms are popping up all over the dominions 4/6

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898f0b No.36349

File: 348e6a7bb24af16⋯.png (118.12 KB,286x271,286:271,FFXIV_Holy_Shield.png)

[Holy Hotch]

1. Another road block! Those damn dwarves refuse to help claiming that all the metal was gifted to them by the Goddess! Why should they share!

2. Well wasn’t this lucky, you found a Skycoin! 1/8

3. Look at how nice these new shield are coming along! If only you had some adamantine… 3/4

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898f0b No.36350

File: ee517b1662ed278⋯.jpg (188.24 KB,900x506,450:253,crystal_matrix_by_interitu….jpg)

[AMF]

1. +++Stalling: Minor Interference: Natives Exterminated+++

2. +++ Construction Commencing+++ 2/6 -6 materials

3. +++ Minor Progress: Refractory Crystals Required For Accelerated Speed+++ 3/6

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898f0b No.36351

File: 4fb0d6191a4af2d⋯.jpg (107.62 KB,800x517,800:517,635032486928075682.jpg)

[Descended]

1. The boiling black blighted pit is almost complete 5/6

2. The strength of the taint increases 6/8

3. Changing form is easy with their twisted black tar soaked bodies 2/4

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898f0b No.36352

File: 82d303e03690d54⋯.jpg (58.8 KB,504x650,252:325,Queen-of-Chess_art.jpg)

[Eternal Kingdom]

1. A trade route is established with the Peacebinders [Trade Route: Peacebinders: +1 Currency per turn]

2. Research on [Tactics I] is completed! New ways to move are established much to the Queens, Rooks and Bishops delight!

3. Work begins on a new mana siphon 3/6 -6 materials

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898f0b No.36353

File: 7e3f8703b42e7cc⋯.jpg (203.3 KB,791x1000,791:1000,stone_elemental_update_by_….jpg)

[Peacebinders]

1. The Citadel born of earth and magic slowly grows 5/8

2. No progress is made on the training ground

3. To battle is to live for a Peacebinder and the training surges ahead 3/6

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898f0b No.36354

File: d13b7652144d0f4⋯.jpg (248.91 KB,424x600,53:75,a7865eebb86b32b4581b131b18….jpg)

[Mak’Ars]

1. Creation of earth for the matters of the universe helps staunch the tepid corruption surrounding them 2/6

2. Use of anchors can be used to create a stable connection between worlds though still not terribly big 3/4

3. Creation of the first [Planeshapers I] has little effect on the corruption but is a glimmer of hope for the Mak’Ars

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898f0b No.36355

File: 42b06bb799d8fd9⋯.jpg (862.6 KB,2768x1200,173:75,8559a402772cc8f1e9a7a35a4e….jpg)

[Mala-Ket]

1. The first [Veil Engine I] designs are done, soon your people shall ride with style through unto new worlds

2. A bug attack bursts through into the mines slaughtering many defenceless minor before being repelled -4 population

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898f0b No.36356

File: 2c70fff1c142ffe⋯.jpg (96.21 KB,900x384,75:32,The-Nephilim-and-Fallen-An….jpg)

[Neph]

1. As the Neph explore the world they find another people have begun to arrive on this world and seem to be in negotiations with the natives about something. There is also a mountain with a very peculiar mana presence located deep within it.

2. Work on the spell-swords crawls along 2/6

3. The Gnolls are aggressive and work on a basis of the strongest bloodline ruling over the rest using fearsome blood magic in combat. It seems deploying great warriors to unseat rulers and replace is working rather well to civilize them 2/10

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898f0b No.36357

File: b731d6975679438⋯.jpg (579.24 KB,746x1024,373:512,467f95bf230d23c21f2b005cfc….jpg)

[Altharia]

1. The God King Ashlain Everlord greets your diplomats as old friends inviting them onto his massive pleasure barge that seems to house almost a whole city. They are treated to the lavish treats of the world, named Alveris by the locals, from the beautiful women to a plethora of exotic sea foods. The King is very interested in you world especially your great dragons and exotic women. He would love to set up a great trade for both, in exchange he would give you wealth and so technology he would sure you would find useful.. [Y/N]

2. The [Dragon Breeding I] goes well as more and more is learned on the subject.

3. The duelling culture is still at large as the slug-thrower research advances 3/4 -1 population

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898f0b No.36358

File: 9c109c3001ecd86⋯.jpg (159.95 KB,596x1234,298:617,Ordo_Hereticus_Inquisitor.jpg)

Dice rollRolled 69, 99, 8 = 176 (3d100)

>>36345

Nation Name: The Most Holy Union of Dalu

Race: Human

Location: Negative 3 (Ignistone, Good God, Forested, Normal)

Background: This world was not as bright as it is now. Long ago this world was savage with monsters and men bargaining with dark powers to fill their greed. The words of Dalu were heeded by so few in those early days. Dark and oppressive kingdoms rose and fell in the names of warlords. That was until Dalu gathered his faithful and began to teach them.

Dalu forged upon Mt. Icara, where the capital buildings now rest, the three tablets of Virtue, Sin, and Commandment. Dalu bid us to learn, and learn we did. We learned to forge, to build, to write, to pray, and to push back the forces of the dark. Slowly we pushed back those that clung to abominable ways of disturbing the dead's rest, sacrifice of fellow humans, and even more sinful practices. As we did we learned more of the world around us and how better to weave the holy power granted by Dalu.

Then came a new breakthrough, the combining of technology and divine arts. We called it Deustech, and with it our civilization began to rapidly improve. We crushed the enemies of Dalu and created better communications networks and transportation. Now we stand on the brink once more, to spread the light of Dalu to worlds beyond ours. Deus Vult.

Pop: 16 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 5] + 2/turn

[Mana: 10]

[Currency: 10]

Worlds:

[-3 (Ignistone, Good God, Forested, Normal, Demon Infestation)][Lvl 2: Developing]

-Infrastructure: Great Temple, Mining Complex, Farms, [Twisted Temple of War]

-Defenses: Planetary Defenses: 1

Military: [+1] Militia

Magic: [Holy I][Portals I]

Technology: [Steam I][Muskets I]

Society Bonus: [Deus Vult] The followers of Dalu are blessed by his holy light to oppose the darkness gaining a +1 in combat per unit versus any “evil” foe. They also gain a +5 to researching divine magic!

Race Bonus: [Human] +3 to all research

1. Destroy or sanctify the temple. Use the power of Holy Dalu to remove this stain upon his world.

+Holy I

+10 Holy Power

2. Oh good serfs, finish up your task quick for the food will be needed. 3/4

+3

3. We require a better way to hunt down the demons and worshipers of evil that infest our world. To drag those that hide in the dark into the light. There was once an institution, an inquisition. There must be one again.

+3 Human

+5 Deus Vult?

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898f0b No.36359

>>36358

Spending the 5 holy power and 4 currency to bump Action 3 to 20 total, Fuck your bad shit!

Holy power total: 0

Currency: 6

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898f0b No.36360

File: 439d7e870e28bf6⋯.gif (1.66 MB,500x281,500:281,1477563228884.gif)

Dice rollRolled 17, 57, 50 = 124 (3d100)

>>36356

Nation Name: Nephilinic Maniple

Race: Nephilim - Winged humanoids, the dominant species on the plane of Izzra, where they reside.

Location: Positive 9 (Storm Silver, no gods but men, floating islands, native populace - nation state gnolls)

Background: From the largest island floating over the great blue sea of Izzra, the Nephilim rose from the jungles. At first a brutal, primitive people, they soon united under the single banner of logic and reason. They soon expanded, their wings taking them to every island that they could reach. The various tribes of Gnolls that inhabited the islands proved no obstacle to them, as they were stuck to the islands that they inhabited. The great boon of Stormsilver provided them with weapons that could channel the great fury of the storms that wracked Izzra. The Nephilim had no gods, the concept of such a thing was utterly alien to them that they never even thought of it. They were certain that with enough scrutiny, anything could be explained, even magic. The scrutiny of the latter was what led them to find the way to access other planes, for it was through tracking the flow of mana that they found the great gates through which they could access the other planes. Now the Nephilim, as innately curious beings, seek to explore the vast worlds laid before them, to understand, or to conqueror.

Pop: 10 + 2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 + 2/turn

Resources:

[Materials: 10] + 2/turn

[Mana: 10] + 2/turn

[Currency: 10]

Worlds:

[+9 (Storm Silver, no gods but men, floating islands, native populace - Nation State Gnolls, R-Builder)][Lvl 2: Developing]

-Infrastructure: Magic School, Farms, Mining Complex, Storm Silver mine

-Defenses: Planetary Defenses: 1

Military: [+1] Soaring Seraphs

Magic: [Holy I][Portals I]

Technology: [Swords I][Armor I]

Society Bonus: [Planar Explorers] The Nephilim wish to see and learn of all things in the great multiverse, thus even when they fail rolls to discover new rolls all will not be bad. They also gain +5 to colonizing new worlds.

Race Bonus: [Nephilim] The Nephilim carry no soul are are unaffected by divine magic.

Builder Bonus: [R-Builder] R-Builder loves to trade and develop infrastructure! He gives you a +10 to building both on the world he inhabits!

Ongoing:

spell-swords 2/6

Gnoll Civilization integration 2/10

1/2. Investigate the mountain, seek out the power. Such a source must be studied and understood

3. Continue the Gnoll integration

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898f0b No.36362

Dice rollRolled 44, 62, 21 = 127 (3d100)

>>36351

[The Descended of Tir Aingire]

Pop: 8[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 16] + 2/turn

[Currency: 10]

Worlds:

[-22 (Manastone, Water Elementals, Forested, Native Populace- Orcs Enlightened ,Noble republic, Normal)][Lvl 2: Developing]

-Infrastructure: Mana Siphon, Mining Complex

-Defenses: Blackwarp Cannons: 1

Military: [+1] Descended Rabble

Magic: [Mana II][Shadow II][Taint II][Portals I]

Technology: [Swords I]

Society Bonus: [Dark Tide] The Descended can only gain population from conversion and as such start with more powerful magics. Special creatures can be converted for bonuses and powerful units.

Race Bonus: [Descended] The foul Descended gain 1.5 combat power from magics.

1. Finish our Conversion Pit. 5/6 [Taint II] [Shadow II]

2. Further increase the dark power of our taint magic. Taint III 6/8 [Taint II]

3. Finish our basic understanding of Shapeshifting Magic. 2/4

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898f0b No.36363

Dice rollRolled 57, 14, 65 = 136 (3d100)

>>36344

Nation Name: Zenyar Fleet Hold

Race: Mostly Human with a Smattering of Fallen Angels and (fallen) Nephilim mixed in.

Location: +8(Base, Angelic infestation, Forested, Bugs)

Background: http://pastebin.com/RGeXLd65

Human Pop: 16+2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 16] +2/turn

[Currency: 10]

Worlds:

[+8(Base, Angelic infestation, Forested, Bugs)][Lvl 2: Developing]

-Infrastructure: Magi Academy, Mining Complex, Farms, Mining Complex 3/6

-Defenses: Planetary Defenses: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes II][Portals I]

Technology: [Rune Rifle I][Rune Flight I][Runic Architecture I]

Society Bonus: [Unhallowed Iron] The Iron defense of the the Zenyar Fleet hold have held off the invasions of both the great bug swarms and the heavenly hosts. From experience they gain +1 to all units in combat versus holy enemies and a +5 to rune research.

Race Bonus: [Human] +3 to all research

1.Continue to shore up the mines and their complexes. These bugs are but a small remnant, they will fall soon enough. 3/6

+Runic architecture I

2. Now, continue to research and refine our runes. They are the basis of our technology, we need them to work well and with strength.

+3 from Human

+5 From unhallowed Iron

3.Begin researching the next level of Runic architecture so we may build bigger and stronger.

+3 from Human

+5 From unhallowed Iron

+Runes II

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898f0b No.36364

>>36363

Spend 1 Material on action1 to bump it to finish

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898f0b No.36389

Dice rollRolled 33, 71, 77 = 181 (3d100)

>>36355

Nation Name: The Mala-Ket Nomads

Race: Gnomes

Location: +7; Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs

Background: The Mala-Ket Nomads are a race of gnomes who wander the arctic world. They believed that world was once a empire of sea and rock that was called the Malaketolv. They believed that the empire ended once the rock is consumed by the sea then became the ice and the people they become short and wise due to the gods helping them hide in the rocks. So the remaining became wanderers who explore their tundra that was the former empire.

The nomads once they escaped from the rock wondered from place to place trying to find either a haven or a memento of a lost empire. But they found nothing or found mosquitto like beings who came to feast on them. Some prayed to the gods for reprieve others tried to act against the mosquito like abominations. Then they tried to hide in the rock again to escape them but they have found a metal that is bronze like but almost like gold. Then once they make armour out of it and weapons from it.

They were able to hold off the abominations for a short while but now they are trying to plan to escape. They fear that the abominations will hunt them down and kill them off. Some of the survivors who first encountered the metal. the bugs, and the ones who first explore their cold world of ice and stone became the first elders who'll lead in matters. But they discovered that their world is concealed by a veil of the aether now they have to figure out how to pierce the veil and explore whats inside.

Pop: 12 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 4] +2/turn

[Holy Power: 16] +2/turn

[Mana: 10]

[Currency: 10]

Worlds:

[+7; (Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Farms (2/6), Barracks 4/6

-Defenses: Planetary Defenses: 1

Military: [+1] Mala-ket Guardians

Magic:[Heat I][Portals I]

Technology: [Sword I][Armor I][Veil Engine I]

Society Bonus: [Born of Ice and Ore] The Gnomes live on a harsh world and have adapted by learning how to exploit the most out of the earth and fight to defend their homes with extreme zeal. Every unit gains +1 while defending and they gain +5 to research improved mining.

Race Bonus: [Gnomes] +5 to research machinery

1. Keep going at the farms we don't want people to starve don't we.

2. Keep building up the Barracks before the bugs wipe us out

3. Improve our Mining what are we doing wrong in this land of ice and ore,

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898f0b No.36391

Dice rollRolled 45, 84, 57 = 186 (3d100)

Nation Name: Autonomous Manufactorum Fleet E-LL23K

Race: droids

Location: +19

Pop: 20 +2/turn[Cannot exceed power (Minus 2x #turns when above food)]

Resources:

[Materials: 8] +2/turn

[Power: 18] +2/turn

[Currency: 10]

Worlds:

[+19; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]

-Infrastructure:

>Resource

Power Plant +2/turn

Mining Complex +2/turn

>Non Resource

-Defenses: Planetary Defenses: 1

Military: [+1] B1 Battle Droids

Technology: [Quantum Tunneling I][Blasters I][Production I][Electric Power I]

Society Bonus: [Corrupted AI] The materials used to produce the drones has corrupted their AI twisting it to a new form, telling it to expand and corrupt all. The Drones gain a +5 to colonizing new worlds and a +5 to researching new weapon systems.

Race Bonus: [Drones] Cannot use magic however can survive in any environment

#1 +++acknowledged. natives exterminated. resume construction protocol on plane [+20] +++ 4/5

#2 +++ continue construction protocol on [+19]. designation Power Plant +++ 2/6

+[Production I][Electric Power I]

#3 +++ initiate refractory crystal gathering protocols. maintain advanced blaster testing +++ 3/6

+5 to researching new weapon systems

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898f0b No.36403

Dice rollRolled 11, 98, 54 = 163 (3d100)

>>36346

Nation Name: Republic of Cronus

Race: Vashlans

Location: N 1

Pop: 13 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]

Resources:

[Materials: 12] +2/turn

[Holy Power: 18] +2/turn

[Mana: 18] +2/turn

[Currency: 10]

Worlds:

[-1; (Demonic Bronze, Water Elementals, Oceanic World,Native Populace-Enlightened Gnome Republic, Bugs)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Solar Mana Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Vashlan Grapplers

Magic:[Ice I][Heat I][Portals I]

Technology: [Ice Shape II]

Society Bonus: [Hunters and Builders] The Vashlan are a divided species with the Deep and Surface Vashlan competing for leadership of the republic. Every turn you can choose to focus of research of the hunt or research of building. One gets +10 and the other gets -10 for the turn. You must state this before you roll.

Race Bonus: [Vashlans] +5 to the research of ice magic

1 Recover the bodies and prepare a ritual funeral to send their spirits to join Crarish and deepen the bond between our race and His Glory. spend 5 currency that they may pay the fare to cross the spirit river.

2 Solar Mana Farming .I 3/4

3 Diplomacy cont. Savages, almost feral warriors is all that stand between their soft green flesh and the maws of the dark beasts. Unless they join into my Republic they will only continue their defensive wars. The loss of the diplomatic party is forgiven as it stems from a misunderstanding on both parties.

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898f0b No.36408

Dice rollRolled 76, 60, 79 = 215 (3d100)

>>36353

No stat updates or relevant things

1. Citadel 5/8

2. Training Ground construction.

3. Researching Battleshape II 3/6.

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898f0b No.36465

Dice rollRolled 67, 96, 92 = 255 (3d100)

>>36347

Nation Name: House Durn

Race: Duergar

Location: 9 Negative

Background info: http://pastebin.com/53j6pL7m

Pop: 7 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]

Slaves: 7 +1[Cannot exceed food (Minus 2x #turns when above food)]

Food: 15 +4/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 10]

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

[-9; (Moderate Resources, Earth Elementals, Volcanic, Dragons)][Lvl 2: Developing]

-Infrastructure: Mining Complex, Mana Siphon, II Grub Farms

-Defenses: Planetary Defenses: 1

Military: [1.2] Duergar Heavy Infanty [warding Runes]

Hero: Lord Aris Larkin [-1][Diplomatic]-1f/t

Magic:[Runes I][Portals I]

Technology: [Hammers I][Slavery I][Warding Runes][Binding Runes]

Society Bonus: [Blood and Fire] Born to a cruel uncaring world of fire, stone and dragons House Durn has had to become bitter and cunning to survive. The Duergar gain +1 to all units when invading a world nicer then their own and gain +5 to researching new weapons of war.

Race Bonus: [Dwarves] +5 to enchanting research

1.Begin Raising a second force of Duergar Infantry with warding runes

2/3. Send a military force of my Heavy Infantry to the location of the incident we will find out what is happening to my people and we will kill whatever is messing with my people.

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898f0b No.36466

Nation Name: The Righteous Kingdom of Altharia

Race: Humans

Location: -23

Pop: 15 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 16] +2/turn

[Holy Power: 10]

[Mana: 16] +2/turn

[Currency: 10]

Worlds:

[-23 (Minimal, Demonic Infestation, Desert, Dragons, B-Builder)][Lvl 2: Developing]

-Infrastructure: Wizard Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Dragon Squires [Flying]

Magic: [Portals I]

Technology: [Sword I][Dragon Riding I][Fire I][Dragon Breeding I]

Society Bonus: [Dragon Knights] The Knightly orders of Altharia ride great dragons giving all of their base units [Flying] and giving them great inspiration for improving their techniques giving them +5 to research dragon breeding

Race Bonus: [Human] +3 to all research

Builder Bonus: [B-Builder] Every 5 turns B-Builder will give you a random tech! What a nice chap!

Slug Throwers 3/4

stat post

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898f0b No.36482

File: 610e95513efdd76⋯.jpg (126.26 KB,864x550,432:275,Kordine_Wyrm.jpg)

Dice rollRolled 9, 33, 84 = 126 (3d100)

>>36466

>>36357

"On these conditions, oh God King of the Elves, do we give you what you ask. We shall gather only such volunteers among our kind willing to become yours, and especially among the dragons because holy Siegden we can't force them to do anything in the first place, and ask that they not be mistreated under your charge.

For your sake too, I mean, making a giant fire breathing monster is a bad idea from experience let me tell you.

We are a people of justice. Treat them justly."

1. We accept the deal. Let us construct a wonderful Embassy Docks, a floating town here where diplomacy can take place between our peoples. And to make sure they aren't like, being horrifically treated or anything.

2. Continue the Slug Thrower research! Slug Throwers 3/4

3. There are many types of Dragons, but there are typically five major elements of them which dominate. Earth, Fire, Wind, Water and. . .uh. That last one that keeps getting forgotten.

Let's start breeding Earth Wryms. They're very useful for digging and mining things.

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898f0b No.36537

Dice rollRolled 11, 18, 63 = 92 (3d100)

Nation Name: United Electorate of Dominions

Race: Human

Location: Positive 18

Background: The UED is a reactionary government. While Light Elementals had always existed only in the past hundred years had mankind developed the means to actually speak with them. What followed was literally magic. Humanity convinced the elementals to teach it how to utilize the connection with pure energy that the Plane had that had given birth to such creatures. By harnessing Light itself Humanity was gifted with the power that it had lacked. Weapons, tools, magic, and transportation were all changed by the discovery. Light - once harnessed into Luxum - could provide heat, project death, move goods, and banish the night. Fragmented nations warred with each other in bloody conflicts, and it was only by the realization that they would cause their own destruction that they set aside their arms and founded the UED - a republic where each Governor is granted an equal vote in affairs. Not long after the formation of the UED Light Magic was taken a step further from intercontinental travel to inter-planar. This was the biggest achievement and the final test of the UED. The flag would be planted on new Planes, new races would be met, and new Dominions added to the Electorate.

Even with its many political and arcanotech developments there was little changing the nature of Man. Where battles had been fought with large formations of soldiers they were now fought with word and with coin. The biggest political jockeying was always for the favor of the Elementals, who still maintained the largest Light sources for maximum luxum and thus maximum power. In the Electorate warfare is politics.

Pop: 16 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 16 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 16] +2/turn

[Currency: 12] +1/turn

Worlds:

[+18 (Base, Light Elementals, Base, Native Denizens - Humans, Nation States, Native Denizens - Dwarves, Enlightened, Theocracy)][Lvl 2: Developing]

-Infrastructure: Magi Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: UED Battlegroup [+1]

Magic: [Light I][Portals I]

Technology: [Light Rifle I][Light Power I][Hard-Light I][Lightcycles I]

Society Bonus: [Guided by the Light] The Light Elementals of Alsafi help power all the tech of the world mostly for political gain in the Solar Courts but it is help no the less. This gives the UED a +5 to research of light based tech and a +1 against any force of darkness.

Race Bonus: [Human] +3 to all research

1. Corgi Integration 5/10

With the Hats and Pioneers firmly in control of government this Cycle work continues on integrating the Corgi populations into the UED. Right now the negotiations seem to be stuck on the particulars of the Corgi dominions - specifically how many there should be and what role they would play. As the Corgis have never had a centralized parliamentary republic the concept comes off as new and must be taught ever so slowly.

2. Farms 4/6

+[Hard-Light I]

While many farms have been completed, some farmers are opting for the use of new Hard-Light habitats in an effort to reduce maintenance costs of farm buildings and stationary equipment. Others with completed structures have begun to plant the first season's crops.

3. Explore +24

The Capitalists and Militarists agree with the Expansionist Party that there could be further potential for political and economic gains in other planes. A policy proposed to the floor by Viska Parem of the Expansionists and Ulium Kabar of the Militarists will fund another expedition to discover new worlds. With so many other government expenditures, it remains to be seen if Parliament will pass this funding bill.

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898f0b No.36621

File: 52232f971cac315⋯.jpg (59.74 KB,600x800,3:4,kSBA2sN.jpg)

Dice rollRolled 98, 28, 90 = 216 (3d100)

>>36349

Nation Name: The Holy Hotch

Race: Floof

Location: Himmelerde 24+ (Admantine, Good God, Floating Islands, Native populace: Enlightened Dwarven Republic, Megafauna)

Background: >>34057

Pop: 18 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +2/turn

Resources:

[Materials: 6] +2/turn

[Holy Power: 18] +2/turn

[Mana: 10]

[Currency: 12] +1/turn

>Worlds:

[+24(Admantine, Good God, Floating Islands, Native populace- Enlightened Dwarven Republic, Megafauna)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Fishery, Holy Barracks

-Defenses: Planetary Defenses: 1

-Trade: First Republic (+24)

Military:

-* Tarvish Nittersticks [Str. 2][Trainer][Holy] {+24}

-x1 Temple Caretakers [Str. 1] {Loc. +24}

Magic: [Luck II][Portals I]

Technology: [Swords I][Shields I]

Society Bonus: [JUSTICE WILL PWEVAIL] The Floofs serve justice and good gaining a +2 to all units versus evil! However the can never tolerate evil in their allies!

Race Bonus: [Floof] The floofs have a expanded awesome crit range from 98-100.

1. Dwawves awe stubbown as ah big wock! We need to give them the cute eyes in owdew to soften them! Tell them dat we are on a mission fwom the Goddess! [Adamantine]

2. Ehekatl agwees with us, the coin says so, even! We just need fow the dwawves to undewstand. [Luck III] (1/8)

3. Awww, it'll be ages befow we pwobably get to put these shiewd designs into pwoduction. [Shields II] (3/4)

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898f0b No.36855

Dice rollRolled 85, 70, 5 = 160 (3d100)

>>36354

Nation Name: Mak’Ars

Race: Crystalline Golems

Location:

Background: [Decides a bonus]

Pop: 14 +2/turn[Cannot exceed mana (Minus 2x #turns when above food)]

Resources:

[Materials: 18] +2/turn

[Holy Power: 20] +2/turn

[Mana: 14] +2/turn

Worlds:

[+6; Minimal, Earth Elementals, Corrupted, Basic, C-Builders][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Solar Mana Farms

-Defenses: Planetary Defenses: 1

Military: [+1] SC Golem Infantry MK1

Magic:[Earth I][Metal I][Portals I]

Technology: [Coreworking I][Architecture I]

Society Bonus: [Golem Gods] The Mak’Ars society is centered around the creation of Golem cores giving them a +10 to researching new avenues of golemtech.

Race Bonus: [Mak’Ars] +5 to all research already known

Builder Bonus: [C-Builder] The great builder warlords wishes for you to conquer worlds and seek out his ancient enenmy T-Builder! He gives you a +5 to colonize new worlds and will give you more if you find traces of T-Builder.

1. The Mak’Ars are enthused by their progress, small though it may be, even the greatest of achievements had to start small. The Crystalline Golems continue to work upon their pure earthen spheres, learning to shape and change the earth, to command it. [Earth Magic II] (2/6) (+5 Mak’ Ars)

2. The first Anchor prototype has almost been completed, with it a new hope for interplanar travel is born. The Mak’Ars continue their tedious work of assembling and testing the prototype. [Anchor 3/4] (+5 Mak’ Ars) (+10 golem gods)

3. The first generation of Planeshapers have a negligible effect upon the corruption, but it is still an effect. The Mak’Ars deploy them all around the Mak’Ars settlements and structures to field test them as they design the next generation of Planeshapers. The best method to improve the design so is with extensive testing. [Planeshapers I > II](+5 Mak’ Ars) (+10 golem gods)

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898f0b No.37017

File: 690da42119772ed⋯.jpg (90.67 KB,640x853,640:853,Mystical-Eye-Mandala-sketc….jpg)

[Zenyar]

1. With the bugs exterminated the mine is easily completed [Mining Complex]>+8

2. A spilled inkwell sets back months worth of progress…

3. A rune can make a building stronger, taller and bigger. What glories you will build in the future 3/6

[Dalu]

1. The cleansing ritual goes quite well but the priests suspect the building will always look odd and smell faintly of blood.

2. The serfs have had great advances in [Agriculture I] progress

3. It seems finding men of pure and righteous heart who are also willingly to do the deeds needed to hunt demons is a lot harder then first thought.

[Cronus]

1. Crarish does not respond as he has in the past, have you done something to upset him?

2. [Solar Farming I](+1 mana per solar mana farm) is completed as it turns out they are negative energy, weird huh?

3. While you manage to smooth over the first dreadful incident it seems they have little interest of joining your republic, at least they have stopped trying to kill you and are open to trade.

[Dunn]

1. A new legion is raise [+1.2]Duergar Heavy Infantry [-1f/t]

2. The military force moves out surrounding the construction area starting a systematic sweep of the area. As they move closer to the centre of the complex they find not a single sight of any living thing. Only when reaching the very centre and the location of the Black Altar do they find Lord Larkin slouched over the Obsidian Slab. Something seems to have changed with him black veins running down from his eyes.

[UED]

1. The Corgis not being very intelligent and require a full education before really understanding the concepts you out out. Some money is spent hiring the best teachers so the negotiations can start again -5 Currency

2. Construction of the new farms has helped drive forwards the economies of many backwater dominions +[Farms]>+18

3. The funding is barely scraped together as the parties pierce the veil once more, the expedition finds themselves on a magnificent world of floating islands with great metal spires that shoot up from below. They quickly find themselves greeted by a party of small cat-like people who introduce themselves as diplomats of the Holy Hotch.

[You can know communicate with the Holy Hotch]

[Holy Hotch]

1. The dwarves apologize for being such stuffy jerks and gift you one of their own mines to try to make up for it! +[Adamantine Mine]> +24

2. Seems after being so lucky with the dwarves the magic is slow to come 2/8

3. Shields! Good for protecting you from people with weapons! [Shields I]

[AMF]

+++Basic Factories/Infrastructure Established+++

[+20; Black Iron, No Gods Only Men, Mana wasteland, Goblins][Lvl 1: Backwater]

2. +++Power Plant 2: Progress: Completed +++

3. +++Improved Blaster Testing: Success +++ [Blasters II]

[Descended]

1. The great bubbling pit is ready for new converts [Conversion Pit]>-22

2. Can you feel the taint? The power bubbling you inside you just waiting to be released in pure ecstasy! [Taint III]

3. The true form of a begin is what they want to be, not what they are 3/4

[Peacebinders]

1. The Defenses: [Citadel: 1]>+19 is completed

2. A great mountain is flattened to a plain to create suitable training grounds 3/6 -6 materials

3. Stone can break, shape and war [Battleshape II]

[Mak’Ars]

1. Earth is easy to move with the proper usage of mana [Earth Magic II]

2. Completion of the [Anchor I] is sure to make plane traveling safer and more reliable!

3. The Planeshapers find no success’s as the corrupted earth proves impossible to successfully test on…

[Mala-Ket]

1. The farms are halfway done 3/6

2. The Barracks>+7 are completed! You can now produce army units!

3. Constantly improving your mining can never go wrong! [Mining I](+1 to material production per mining complex)

[Neph]

1. The scouts travel deep into the mountains through great cavernous systems thrumming with arcane power, eventually they arrive at the source. The source of this power seems to be a small altar on which rests the bones of a Corgi, the bones seem to throb with the very heartbeat of the world.

2. Crafting Gnoll culture to suit your needs is becoming increasingly easy, but for what task will you shape them 4/10 [Noble Warrior Culture or Savage Raider Culture]

[Altharia]

1. It seems a small fire caused by an irate young dragon has but the whole trade mission back -4/2

2. The new [Slugthrowers I] are done, soon death will come screaming from afar.

3. Not the quickest flyers but great in strength and armed with titanic claws the earth breed has many uses [Earth I]

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898f0b No.37018

Dice rollRolled 22, 56, 32 = 110 (3d100)

>>37017

[The Descended of Tir Aingire]

Pop: 8[Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +2/turn

Resources:

[Materials: 12]+2/turn

[Holy Power: 10]

[Mana: 18] + 2/turn

[Currency: 10]

Worlds:

[-22 (Manastone, Water Elementals, Forested, Native Populace- Orcs Enlightened ,Noble republic, Normal)][Lvl 2: Developing]

-Infrastructure: Mana Siphon, Mining Complex, Conversion Pit

-Defenses: Blackwarp Cannons: 1

Military: [+1] Descended Rabble

Magic: [Mana II][Shadow II][Taint III][Portals I]

Technology: [Swords I]

Society Bonus: [Dark Tide] The Descended can only gain population from conversion and as such start with more powerful magics. Special creatures can be converted for bonuses and powerful units.

Race Bonus: [Descended] The foul Descended gain 1.5 combat power from magics.

1. Induct slaves and wandering Orcs into our newly minted Conversion Pit. We require more bodies. +[Taint III] +[Conversion Pit]

2. Finish our foray into the field of Shapeshifting Magic. 3/4

3. To strengthen our own forays into the ever-changing field of magic, we must research magic itself.

Begin researching [Meta-Magic Theory], the precise and proper application of mana and leyline energies.

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898f0b No.37019

Dice rollRolled 32, 59, 47 = 138 (3d100)

>>37017

Nation Name: The Most Holy Union of Dalu

Race: Human

Location: Negative 3 (Ignistone, Good God, Forested, Normal)

Background: This world was not as bright as it is now. Long ago this world was savage with monsters and men bargaining with dark powers to fill their greed. The words of Dalu were heeded by so few in those early days. Dark and oppressive kingdoms rose and fell in the names of warlords. That was until Dalu gathered his faithful and began to teach them.

Dalu forged upon Mt. Icara, where the capital buildings now rest, the three tablets of Virtue, Sin, and Commandment. Dalu bid us to learn, and learn we did. We learned to forge, to build, to write, to pray, and to push back the forces of the dark. Slowly we pushed back those that clung to abominable ways of disturbing the dead's rest, sacrifice of fellow humans, and even more sinful practices. As we did we learned more of the world around us and how better to weave the holy power granted by Dalu.

Then came a new breakthrough, the combining of technology and divine arts. We called it Deustech, and with it our civilization began to rapidly improve. We crushed the enemies of Dalu and created better communications networks and transportation. Now we stand on the brink once more, to spread the light of Dalu to worlds beyond ours. Deus Vult.

Pop: 18 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 19 +3/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 2] + 2/turn

[Mana: 10]

[Currency: 10]

Worlds:

[-3 (Ignistone, Good God, Forested, Normal, Demon Infestation)][Lvl 2: Developing]

-Infrastructure: Great Temple, Mining Complex, Farms, [Temple of War]

-Defenses: Planetary Defenses: 1

Military: [+1] Militia

Magic: [Holy I][Portals I]

Technology: [Steam I][Muskets I][Agriculture I]

Society Bonus: [Deus Vult] The followers of Dalu are blessed by his holy light to oppose the darkness gaining a +1 in combat per unit versus any “evil” foe. They also gain a +5 to researching divine magic!

Race Bonus: [Human] +3 to all research

1-3. Continue to look for men of righteous hearts and strong of will. Those willing to hunt the demon and those that deal with them to then ends of the world until they are eradicated. Continue the creation of the Inquisition.

+3 Human

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898f0b No.37021

Dice rollRolled 9, 55, 5 = 69 (3d100)

>>37017

Nation Name: Zenyar Fleet Hold

Race: Mostly Human with a Smattering of Fallen Angels and (fallen) Nephilim mixed in.

Location: +8(Base, Angelic infestation, Forested, Bugs)

Background: http://pastebin.com/RGeXLd65

Human Pop: 18+2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +2/turn

Resources:

[Materials: 13] +4/turn

[Holy Power: 10]

[Mana: 18] +2/turn

[Currency: 10]

Worlds:

[+8(Base, Angelic infestation, Forested, Bugs)][Lvl 2: Developing]

-Infrastructure: Magi Academy, Mining Complex, Farms, Mining Complex

-Defenses: Hold Out Fort: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes II][Portals I]

Technology: [Rune Rifle I][Rune Flight I][Runic Architecture I] 3/6

Society Bonus: [Unhallowed Iron] The Iron defense of the the Zenyar Fleet hold have held off the invasions of both the great bug swarms and the heavenly hosts. From experience they gain +1 to all units in combat versus holy enemies and a +5 to rune research.

Race Bonus: [Human] +3 to all research

1.Contiue to reach Runic architecture so we can build higher and stronger. 3/6

+Runes II

2. Begin Setting up a Colonization expedition to +16. Keep an eye out for the locals and set up somewhere we defend easily.

+Runes II

+Runic Architecture I

3. Likewise set up a Colony on +17. The Corgis are kind if simple and we can farm in that paradise like environment with ease.

+Runes II

+Runic Architecture I

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898f0b No.37022

Dice rollRolled 73, 86, 19 = 178 (3d100)

>>37017

Nation Name: House Durn

Race: Duergar

Location: 9 Negative

Background info: http://pastebin.com/53j6pL7m

Pop: 8 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]

Slaves: 8 +1[Cannot exceed food (Minus 2x #turns when above food)]

Food: 19 +4/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 16] +2/turn

[Currency: 10]

Worlds:

[-9; (Moderate Resources, Earth Elementals, Volcanic, Dragons)][Lvl 2: Developing]

-Infrastructure: Mining Complex, Mana Siphon, II Grub Farms

-Defenses: Planetary Defenses: 1

Military: 2 [1.2] Rune reinforced Duergar Heavy Infanty

Hero:

Magic:[Runes I][Portals I]

Technology: [Hammers I][Slavery I][Warding Runes][Binding Runes]

Society Bonus: [Blood and Fire] Born to a cruel uncaring world of fire, stone and dragons House Durn has had to become bitter and cunning to survive. The Duergar gain +1 to all units when invading a world nicer then their own and gain +5 to researching new weapons of war.

Race Bonus: [Dwarves] +5 to enchanting research

1. Begin making a second attempt for the construction of a defensive fortress to build our portal gates within

2. Whatever is in there needs to be contained before any attempt at contact is made. Form a circle of warding runes around the Altar to hopefully keep whatever is on the altar is contained before contacting it

3. While preparations are being made have the second unit of infantry reinforce the first at the altar in case theres any kind of fight.

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898f0b No.37023

>>37021

Action one also get +5 from Unhallowed Iron and +3 from Human research bonus

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898f0b No.37025

Dice rollRolled 91, 14, 67 = 172 (3d100)

>>37017

Nation Name: The Mala-Ket Nomads

Race: Gnomes

Location: +7; Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs

Background: The Mala-Ket Nomads are a race of gnomes who wander the arctic world. They believed that world was once a empire of sea and rock that was called the Malaketolv. They believed that the empire ended once the rock is consumed by the sea then became the ice and the people they become short and wise due to the gods helping them hide in the rocks. So the remaining became wanderers who explore their tundra that was the former empire.

The nomads once they escaped from the rock wondered from place to place trying to find either a haven or a memento of a lost empire. But they found nothing or found mosquitto like beings who came to feast on them. Some prayed to the gods for reprieve others tried to act against the mosquito like abominations. Then they tried to hide in the rock again to escape them but they have found a metal that is bronze like but almost like gold. Then once they make armour out of it and weapons from it.

They were able to hold off the abominations for a short while but now they are trying to plan to escape. They fear that the abominations will hunt them down and kill them off. Some of the survivors who first encountered the metal. the bugs, and the ones who first explore their cold world of ice and stone became the first elders who'll lead in matters. But they discovered that their world is concealed by a veil of the aether now they have to figure out how to pierce the veil and explore whats inside.

Pop: 14 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +2/turn

Resources:

[Materials: 7] +3/turn

[Holy Power: 18] +2/turn

[Mana: 10]

[Currency: 10]

Worlds:

[+7; (Orichalcum, Good Pantheon, Arctic, Native Populace(Gnomes,Unified,Republic),Bugs)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Farms (3/6), Barracks

-Defenses: Planetary Defenses: 1

Military: [+1] Mala-ket Guardians

Magic:[Heat I][Portals I]

Technology: [Sword I][Armor I][Veil Engine I][Mining I]

Society Bonus: [Born of Ice and Ore] The Gnomes live on a harsh world and have adapted by learning how to exploit the most out of the earth and fight to defend their homes with extreme zeal. Every unit gains +1 while defending and they gain +5 to research improved mining.

Race Bonus: [Gnomes] +5 to research machinery

1-2 Keep going on the farms otherwise we'll die

3. Recruit men to the ranks of the Mala-Ket Guardians

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898f0b No.37026

File: 8d233cd5a4412ab⋯.webm (287.96 KB,272x480,17:30,1458612323513.webm)

Dice rollRolled 86, 50, 50 = 186 (3d100)

Nation Name: Nephilinic Maniple

Race: Nephilim - Winged humanoids, the dominant species on the plane of Izzra, where they reside.

Location: Positive 9 (Storm Silver, no gods but men, floating islands, native populace - nation state gnolls)

Background: From the largest island floating over the great blue sea of Izzra, the Nephilim rose from the jungles. At first a brutal, primitive people, they soon united under the single banner of logic and reason. They soon expanded, their wings taking them to every island that they could reach. The various tribes of Gnolls that inhabited the islands proved no obstacle to them, as they were stuck to the islands that they inhabited. The great boon of Stormsilver provided them with weapons that could channel the great fury of the storms that wracked Izzra. The Nephilim had no gods, the concept of such a thing was utterly alien to them that they never even thought of it. They were certain that with enough scrutiny, anything could be explained, even magic. The scrutiny of the latter was what led them to find the way to access other planes, for it was through tracking the flow of mana that they found the great gates through which they could access the other planes. Now the Nephilim, as innately curious beings, seek to explore the vast worlds laid before them, to understand, or to conqueror.

Pop: 12 + 2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 + 2/turn

Resources:

[Materials: 12] + 2/turn

[Mana: 12] + 2/turn

[Currency: 10]

Worlds:

[+9 (Storm Silver, no gods but men, floating islands, native populace - Nation State Gnolls, R-Builder)][Lvl 2: Developing]

-Infrastructure: Magic School, Farms, Mining Complex, Storm Silver mine

-Defenses: Planetary Defenses: 1

Military: [+1] Soaring Seraphs

Magic: [Holy I][Portals I]

Technology: [Swords I][Armor I]

Society Bonus: [Planar Explorers] The Nephilim wish to see and learn of all things in the great multiverse, thus even when they fail rolls to discover new rolls all will not be bad. They also gain +5 to colonizing new worlds.

Race Bonus: [Nephilim] The Nephilim carry no soul are are unaffected by divine magic.

Builder Bonus: [R-Builder] R-Builder loves to trade and develop infrastructure! He gives you a +10 to building both on the world he inhabits!

Ongoing:

spell-swords 2/6

Gnoll Civilization integration 4/10

1. Continue with the integration of the Gnolls. We shall extol in them values such as honor, reason, logic, duty. All of the pillars of Nephilim civilization.

Noble Warrior Culture 4/10

2. Next we shall continue the work on the spell swords, our finest mages using the mana we have available to us to speed up their work.

Spellswords 2/6

3. These bones, they are tied to the life of this world, let us explore this matter further. Also, if these bones are so powerful, so significant to this world, why are they unguarded?

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898f0b No.37123

Dice rollRolled 54, 59, 47 = 160 (3d100)

Nation Name: Autonomous Manufactorum Fleet E-LL23K

Race: droids

Location: +19

Pop: 22 +3/turn[Cannot exceed power (Minus 2x #turns when above food)]

Resources:

[Materials: 10] +2/turn

[Power: 22] +4/turn

[Currency: 10]

Worlds:

[+19; Corrupt materials, Water Elementals, Volcanic, Dragons][Lvl 2: Developing]

-Infrastructure:

>Resource

Power Plant +2/turn

Power Plant +2/turn

Mining Complex +2/turn

>Non Resource

-Defenses: Planetary Defenses: 1

[+20; Black Iron, No Gods Only Men, Mana wasteland, Goblins (exterminated?) ][Lvl 1: Backwater]

>Resource

>Non Resource

-Defenses:

Military: [+1] B1 Battle Droids

Technology: [Quantum Tunneling I][Blasters II][Production I][Electric Power I]

Society Bonus: [Corrupted AI] The materials used to produce the drones has corrupted their AI twisting it to a new form, telling it to expand and corrupt all. The Drones gain a +5 to colonizing new worlds and a +5 to researching new weapon systems.

Race Bonus: [Drones] Cannot use magic however can survive in any environment

#1 +++open quantum tunnel to plane [+25]. initiate colonization protocol+++

#2 +++ initiate mining protocol on plane +20. resource identification 'Black Iron' +++

#3 +++ activate modulation and evolution protocol. initiate advanced blaster III testing +++

+5 to researching new weapon systems

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898f0b No.37161

Dice rollRolled 40, 99, 15 = 154 (3d100)

Nation Name: The Righteous Kingdom of Altharia

Race: Humans

Location: -23

Pop: 17 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 18 +2/turn

Resources:

[Materials: 18] +2/turn

[Holy Power: 10]

[Mana: 18] +2/turn

[Currency: 10]

Worlds:

[-23 (Minimal, Demonic Infestation, Desert, Dragons, B-Builder)][Lvl 2: Developing]

-Infrastructure: Wizard Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Dragon Squires [Flying]

Magic: [Portals I]

Technology: [Sword I][Dragon Riding I][Fire I][Dragon Breeding I][Slugthrowers I][Earth I]

Society Bonus: [Dragon Knights] The Knightly orders of Altharia ride great dragons giving all of their base units [Flying] and giving them great inspiration for improving their techniques giving them +5 to research dragon breeding

Race Bonus: [Human] +3 to all research

Builder Bonus: [B-Builder] Every 5 turns B-Builder will give you a random tech! What a nice chap!

Slug Throwers 3/4

1.Magic is really important, it's what runs our portals. We should begin studying how magic works. Study Magic Theory.

2-3. Curses, well, we have earth dragons now who don't breath so much fire too. Let's rebuild that Embassy Docks in the elf world -4/2

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898f0b No.37193

Dice rollRolled 64, 2, 37 = 103 (3d100)

>>37017

Nation Name: United Electorate of Dominions

Race: Human

Location: Positive 18

Background: The UED is a reactionary government. While Light Elementals had always existed only in the past hundred years had mankind developed the means to actually speak with them. What followed was literally magic. Humanity convinced the elementals to teach it how to utilize the connection with pure energy that the Plane had that had given birth to such creatures. By harnessing Light itself Humanity was gifted with the power that it had lacked. Weapons, tools, magic, and transportation were all changed by the discovery. Light - once harnessed into Luxum - could provide heat, project death, move goods, and banish the night. Fragmented nations warred with each other in bloody conflicts, and it was only by the realization that they would cause their own destruction that they set aside their arms and founded the UED - a republic where each Governor is granted an equal vote in affairs. Not long after the formation of the UED Light Magic was taken a step further from intercontinental travel to inter-planar. This was the biggest achievement and the final test of the UED. The flag would be planted on new Planes, new races would be met, and new Dominions added to the Electorate.

Even with its many political and arcanotech developments there was little changing the nature of Man. Where battles had been fought with large formations of soldiers they were now fought with word and with coin. The biggest political jockeying was always for the favor of the Elementals, who still maintained the largest Light sources for maximum luxum and thus maximum power. In the Electorate warfare is politics.

Pop: 18 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 20 +4/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 10]

[Mana: 18] +2/turn

[Currency: 9] +2/turn

Worlds:

[+18 (Base, Light Elementals, Base, Native Denizens - Humans, Nation States, Native Denizens - Dwarves, Enlightened, Theocracy)][Lvl 2: Developing]

-Infrastructure: Magi Academy, Mining Complex, Farms, Farms

-Defenses: Planetary Defenses: 1

Military: UED Battlegroup [+1]

Magic: [Light I][Portals I]

Technology: [Light Rifle I][Light Power I][Hard-Light I][Lightcycles I]

Society Bonus: [Guided by the Light] The Light Elementals of Alsafi help power all the tech of the world mostly for political gain in the Solar Courts but it is help no the less. This gives the UED a +5 to research of light based tech and a +1 against any force of darkness.

Race Bonus: [Human] +3 to all research

[Trade Route: Dak’Lar: +1 Currency per turn]

1. Continue Corgi Diplomacy 5/10

2. Implement Diplomatic Corps

In a rare joint agreement between the various parties of government a new Ministry is being founded. The large numbers of extra-planar denizens discovered by pioneers has led the government to believe that a specialized diplomatic corps is needed to speak and negotiate with the many peoples of the multiverse.

3. Develop Industry

The Capitalists have thrown their weight behind many of the coalition's desires but they too have constituents to please. The government is considering putting forward new subsidies in the light rail, glass, and construction industries.

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898f0b No.37214

File: bb0ddfada5fc44c⋯.jpg (17.2 KB,269x403,269:403,Adamantium_Sword_New.jpg)

File: 200b0bf38cea000⋯.jpg (59.4 KB,600x800,3:4,W4tODwy.jpg)

Dice rollRolled 85, 15, 59 = 159 (3d100)

>>37017

Nation Name: The Holy Hotch

Race: Floof

Location: Himmelerde 24+ (Admantine, Good God, Floating Islands, Native populace: Enlightened Dwarven Republic, Megafauna)

Background: >>34057

Pop: 20 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 20 +2/turn

Resources:

[Adamantine: 2] +2/turn

[Materials: 8] +2/turn

[Holy Power: 20] +2/turn

[Mana: 10]

[Currency: 13] +1/turn

>Worlds:

[+24(Admantine, Good God, Floating Islands, Native populace- Enlightened Dwarven Republic, Megafauna)][Lvl 2: Developing]

-Infrastructure: Temple, Mining Complex, Fishery, Holy Barracks, Adamantine Mine

-Defenses: Planetary Defenses: 1

-Trade: First Republic (+24)

Military:

-* Tarvish Nittersticks [Str. 2][Trainer][Holy] {+24}

-x1 Temple Caretakers [Str. 1] {Loc. +24}

Magic: [Luck II][Portals I]

Technology: [Swords I][Shields II]

Society Bonus: [JUSTICE WILL PWEVAIL] The Floofs serve justice and good gaining a +2 to all units versus evil! However the can never tolerate evil in their allies!

Race Bonus: [Floof] The floofs have a expanded awesome crit range from 98-100.

1. See, da dwaves awen't unweasonable! But now we bawey have enough buildings to store all the matewials we'we gatewing, so we'we a wong ways away fwom being able to match da Goddess's expactactions! Quickwy focus on gathewing mowe matewials!

2. It's okay. We'wl figuwe it out when we figuwe it out. [Luck III] (2/8)

3. Now dat awe awmow is designed awound the Goddess's metaw, it's time to make ouw bwades that way too! Weseach [Swords II]!

>>37193

The diplomats of the UED find themselves met with a group of cat-like beings who introduce themselves as representatives of the Holy Hotch, the physical manifestation of the Ehekatl, the Goddess of Luck's presence on this world, known as Himmelerde. Specifically, they call their people "Floofs", and inform the diplomats of the virtues of justice and friendship, and the offering of a fish to their goddess for a pick-me-up, the presence of the First Republic, and question if the word "Kumiromi" means anything to them. They appear to be fine with the idea of an outpost being placed on one of the outter islands, detailing a map on which islands are claimed by the dwarves, which ones are under the eyes of the Hotch, and which ones are unclaimed but potentially dangerous, but warn that evil actions will not be tolerated on this world, and that the dwarves of the First Republic are a stubborn bunch who control most of the mining operations concerning the metal spires; the metal they are constructed of is a sacred material known as admantine which keeps the worst of the monsters from below the skyline sealed, and it is unwise to mine them without careful research.

The members of the Hotch eventually leave the travelers to their own devices, but not before an elder among them steps out to give some more information. "Dewe wies an evil pwesence on +23 and +28, so be wawned if you dawe appowch these wealms! We someday hope to gathew the fowces to waunch a howy cwusade and wid these pwanes of the wicked pwesence once and fow awl, and would always welcome hewp."

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898f0b No.37252

Dice rollRolled 59, 70, 21 = 150 (3d100)

>>37017

Nation Name: The Peacebinders

Race: Titans of Earth and Stone

Location: Positive 19

Background: +19, The Weeping Plane, is a blighted plane, a swelteringly hot ball of desert land and gray stone seas, without a drop of water or single trace of organic life across its geometric surface, instead enveloped in eternal storms of withering sand. Yet on +19, inbetween great jutted 'megafauna' of enormous crystal spires, maddening rock formations and incomprehensible mountains, a life of its own flourishes. Ten thousand years ago, from the Great Mountain of the Earth, a great structure of Stone and Crystal arose. This was Azak-Eil, First among Gods. Azak-Eil walked the empty lands of The Weeping Plane for three centuries before from its unbreakable from was birthed a figure of minute stature, and then thirty more; from these the tribe of Azak-Eil was formed.

The smaller creatures, dubbed the Attendants, provided many useful services to Azak-Eil. They strengthened his form, spoke to him of philosophy and science, and discovered many good things from the infinite stone of the Weeping Plane - a source which seemed to never diminish, for the eternal sandstorms grew the mountains and megastructures to ever-greater heights. Eventually, the rites of creation that had created Azak-Eil himself were discovered; from this derived the Tribe of Bov, the Tribe of Uzon Ytz, the Tribe of Ophon and the Tribe of Kru-Grol. Over three thousand years, the tribes of these five mighty titans hewed an impenetrable citadel upon the Great Mountain of the Earth, spawning many smaller Titans within their tribes. Yet the tribes had an emptiness in their soul. They felt no desire to fight one another, but their speech and discoveries seemed hollow, stained, uncertain, as though something was tearing at the peace and serenity they should rightfully feel in building their citadels and herding their tribes. It was Ophon, the Wisest Among Them, that realized why this was, and why the Weeping Plane wept so with its eternal storms; the fabric of reality must be tainted. On a quest to discover the source of this corruption, the Tribes strung together as the Peacebinders, those who would be dedicated to rooting out this terror, and wipe it from existence. From the reaches of the Great Mountain of the Earth's sprawling citadel, they searched eternally for a means to discover this seeping rot, for a way to bring it to ruination for good. The Tribes of Hakov, Valdyn, Cler'o, Tarshun and Wovsid were birthed in the process, each bringing a new line of attendants and Peacebinders to serve.

Pop: 10

Resources:

[Materials: 0] +2/turn

[Holy Power: 10]

[Mana: 18] + 2/turn

Worlds:

[-3 (Average, Earth Elementals, Primordial, Megafauna)][Lvl 2: Developing]

-Infrastructure: Mana Plumes, Mineral Growth

-Defenses: Citadel I, Planetary Defenses: 20

Military: [+1] Valdyn, the Furious [Titanic]

Magic: [Stoneshape II][Battleshape II][Metalshape I][Portals I]

Technology:

Society Bonus: [Titanic Beings] The great Titans of the Peacebinders are monolithic creatures that can break whole cities in a single swipe, however on each world only one will grow to such a size, these patriarchs rule the lesser elementals whom they spawn. When a new planet is colonized a patriarch and tribe is born.

Race Bonus: [Earth Titans] +5 to earth magic research

1. Continue building the training grounds. [3/6]

2. Begin to research Metalshape II. [+5]

3. Expand the Citadel's facilities with a proper research outpost for our intensive studies.

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