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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 [Last50 Posts]

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

____________________________
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898f0b No.34964

[-12]

A lush forested world filled with fertile soil, home to the slumbering great earth titans and populated by ferocious beasts of almost every variety. The Necro Imperialis who had been thrown on this planet from some far time spiral by their long dead god have set up small necrotic fortifications that dot the surface of the planet. This planet is well suited to their needs with an abundance of a rare mineral called “Starmetal” that pulses with a sickly light and used as a excellent conductor for necrotic energy. Recently is researching to reclaim the knowledge lost in their transition to their new world the magic to travel from plane to plane was discovered. Using Astral insight the Council has sensed similar magic being used on several nearby planets -3,-13,-20 and -19.

[-3]

A warm verdant world covered in sprawling hot jungles pocketed with great towers of ignistone which reach towards the sky creating the sweltering conditions. The `world is however blessed by the presence of the god Dalu who bestows power upon the human inhabitants guiding them to do good and spread his light. The Most Holy Union of Dalu is the sole power of the world governing over all who live there. In recent years they have discovered the ability to use divine power to open portals to new planes to settle and convert. Dalu has warned of the dangers of doing so and has told of an ominous force that holds -12 and another on -13.

[+19]

A sweltering hot ball of desert and gray stone sea’s filled with the titanic forms of the Earth Elementals which roam the surface. The Peacebinders have reached an agreement and they shall rip open the void and spread across the multiverse, to find serenity all would perish before them. The oldest have sensed a similar soul presence on a nearby world of +12.

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898f0b No.34965

[+9, Izzra]

On the strange world of Izzra in a sky full of floating islands filled with primitive gnolls and the much stranger Nephilim who stand united under a banner of logic and reason. Mined from the core of the sky islands this world holds a bounty of

Stormsilver which courses with the power of tempest and lightening. When the Kierkegaard where first informed of the new art of Celestial manipulation they where overjoyed but where also warned by the Celestial Scryer of similiar magic being used on the nearby worlds of +8 and +18.

[+18, Alsafi]

A rich and varied world of many nations watched over by the magnificent Solar Court and ruled by the humans of the U.E.D, the Dak’Lar Union and various other lesser human states. In a constant shifting political landscape between the various forces of humanity and the Solar Court there is never a dull day. In recent years after major political quagmire resulting in the handover of Planar knowledge from the Solar Court to the U.E.D, the humans have prepared to leave their home plane and find new worlds. The Solar Court however has warned of other races and powers who have such a knowledge, some nearby on the planes of +24 and +9.

[-22, Tir Aingire]

On the verdant world of Tir Aingire lies the dark corruption of the tar soaked Descended. On this world the tar warped orcs are in a uneasy peace with the Elemental worshiping Hof’Lar Confederacy who reside in tree top villages in the eastern hemisphere. In recent years the great mages seeking a solution to their breeding problem have stumbled upon the secret of multiversal travel finding similiar magics being used on nearby worlds of -21, -14, -15 and -23.

[-23, Altharia]

On the dusty world of Altharia constantly buffeted by primordial sandstorms and ravaged by demonic incursions a nation of the strong has risen. Aided by the dragons of which they ride the Righteous kingdom has risen to rule most of their world and now a mad mage has discovered how to cross over to new worlds! The mad mage however bears warning, you are not the only one with such powers as those on the neighboring world of -22 also posses such magic.

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898f0b No.34966

[+7]

In the ice blasted lands the Gnomes hide in dark crevices moving from camp to camp mining the blessed Orchalcum guided by their gods to create weapons to fight off the terrible bugs that harass them night and day. The Nomads are in constant competition with their neighboring Republican cousins, they however have stumbled on a new magic, a magic that would allow them to travel to new worlds and build new homes away from the bugs. The Gods however warn of others with such abilities on the nearby worlds of +6 and +8.

[-1]

On the vast oceans of Cronus the Vashlan flourish hunting the terrible bugs or warring with the advanced aquatic gnomish republic. With each day they develop new ways to transform and consume energy under the watchful eye of Crasish. Their latest discovery has been the ability to pierce the veil between worlds to spread their kind among the multiverse, Crasish however warns they are not alone in this ability and they will find others eventually.

[+6]

On the dying world of +6 the Mak’Ars struggle vainly to pierce the viel once more so they can abadon their world. Whilst the Mak’Ars have reached the fundamentals of their goal if they survive shall be another question entirely, would their art be lost with their world? Glimmers of hope are crushed as all but two worlds around them seem to use such magic as they have discovered leaving only +16 and +5 as viable new homes.

[+2, Malma]

On the wretched toxic wastes of Malma the humans of the Kakyma Clans eke out a meager existence among threats of total annihilation on multiple fronts. Only the most daring and courageous have revealed the light of hope to the clans, they had stolen the power of multiversal travel and would forge a new home away from the horrors of the mind-flayers. However this magic was not without dangers for terrible mana could be felt on the nearby world of +12.

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898f0b No.34967

[+12, Ch’Ek]

In the frozen tundras of Che’Ek odd creatures of mana and stone band together in odd kingdoms of perfect alignment. Masters of their world and their minds, they shape all to meticulous designs changing the very ground of their world to do as they please. With the discovery on how to pierce the veil they have found whole new worlds to perfect and shape to how they feel. Reports from the Bishops however tell of a similar live to theirs born on the nearby world of +19.

[+8, Zenyar]

On the war blasted world of Zenyar humans gather together in iron holds guided by the fallen in constant battle against the heavenly hosts and the ravenous hunger of the Kree. What was once a verdant green world has been torn apart by great battles with little of it’s great forest remaining. Buffeted on every side the Humans turned deeper into their rune magic for deliverance finding the ability to move between runes with the proper combinations, with this new knowledge they have set out to find a new home, or at least more materials to feed the war industry. Rune Wardens however warn of similar magic being used upon the nearby worlds of +7 and +9.

[-9]

A world of fire and lava, the fact that anything lives on this world is a miracle in itself. The greedy Duergar slave below the surface far away from the remorsless dragons which rule the surface. In their quest for materials and greed through pure luck they have stumbled on a spellbook stolen from the hoard of an elder dragon. This book has taught them the ability to plane-walk of which they will use to find new worlds to exploit in their never-ending quest for domination.

[+19]

+++Designate: Overcommander V0.5+++

+++Fauna: Draconis Tyrannus +++

+++Spiritrum: Water +++

+++Tectonic Activity: EXTREME +++

+++Material Composition: [REDACTED]+++

+++Quantum Tunneling Matrix: Online +++

+++New Goal: Expansion of Droid Works+++

+++Quantum Scan: Anomalies: +14, +15, +22

[+24, Himmelerde]

On the idilic floating islands of Himmelerde the adorable Floof people flourish under the watchful eye of the Goddess of luck. Far above the evil of the ground the Floofs trade and keep an eye on their dwarven allies all while mining the ample adamantine which juts from the surface of the world. In recent years the goddess has gifted them with the ability to travel to new worlds so they man share their goodness with the whole multiverse and help anyone in need. She has however warned of dark forces that stir on the nearby worlds of +23 and +28 but she also said of friends that might be found on +18.

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898f0b No.34968

http://8ch.net/builders/res/33899.html

Grab your stats here and start posting

3d100 for dice

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898f0b No.34970

Dice rollRolled 96, 81, 21 = 198 (3d100)

>>34967

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

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 10] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magi Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes I][Portals I]

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

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

Race Bonus: [Human] +3 to all research

1. With the advent of portal technology, masery of runes will be necessary to improve our abilities. Begin work on improving our knowledge of rune past the sheer absics we have learned from the Rune Wardens.

+3 from Humans

+5 from unhallowed Iron

2. Open a portal and begin scouting out the plane [+17] for resources and habitability.

3. Likewise open a portal to plane [+16] And scout it out as well.

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898f0b No.34971

Dice rollRolled 79, 45, 3 = 127 (3d100)

>>34964

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

Food: 10 +2/turn

Resources:

[Materials: 4] +2/turn

[Holy Power: 10] + 2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Great Temple, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Player Named Unit

Magic: [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. Begin building a great temple complex for the training of ground soldiers under the presence of Dalu to protect this and other worlds.

-6 materials.

2. Begin researching better ways to farm so that we may have a greater supply of food for our populace and troops.

+3

3. Create a portal to -4 to begin scouting for possible colonization.

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898f0b No.34972

How does this work? I'll participate.

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898f0b No.34973

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898f0b No.34974

>>34972

Go to the other thread linked and roll up a world and nation

http://8ch.net/builders/res/33899.html

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898f0b No.34984

Alright, so my apologies on being totally oblivious but I have rolled my die now, the first put me at [-27] for location and the 3d100 I rolled gave me 8, 93, 30 = 131 (3d100)

The pastebin seems to be mostly stuff for the actual game, I have never heard of this board nor this game of builders so I apologize if these questions are ridiculously basic but yeah. How is the game actually played once civilizations are set? What input does one make into the success/failure of his colony?

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898f0b No.34998

Dice rollRolled 38, 62, 63 = 163 (3d100)

>>34966

Nation Name: Republic of Cronus

Race: Vashlans

Location: N 1

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

Resources:

[Materials: 12] +2/turn

[Holy Power: 12] +2/turn

[Mana: 12] +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 Grappler

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

Technology: [Iceshape I]

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

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

We will Build this turn.

1 Pierce the veil and reach for -2.

2 Research [Iceshape II]. If we want to construct our elegant towers on planets with low water or high temperature we will need to improve our techniques for gathers and maintaining moisture and locks to prevent energy from leaking in or out. Underwater or on land our towers will endure.

+10 Builders

3 Strengthen the portal to -2 if need be and begin scouting the planet.

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898f0b No.34999

Dice rollRolled 1, 94, 82 = 177 (3d100)

>>34967

Nation Name: House Durn

Race: Duergar

Location: 9 Negative

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

Pop: 5 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]

Slaves: 5 +1[Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 10] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Mining Complex, Mana Siphon, Grub Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Player Named Unit

Magic:[Runes I][Portals I]

Technology: [Hammers I][Slavery I]

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

Race Bonus: [Dwarves] +5 to enchanting research

1. These portals are a boon and a threat. We must beging construction of a great fortress with the defenses facing inwards for weakness of defense is the greatest sin of all [Heavily defended portal location safely away from our city centres].

2. Now is a time for expansion for new worlds can bring new slaves and possibly a means of ending the threat posed by the Tyrants above [expand grub farms]

3. An expiditionary force has to be mustered as well. Call from the lesser noble houses for a hero (fool) who would lead the way and make first contact with any locals [Muster up a force led by a trained diplomat to converse, kill, or enslave anything we make contact with]

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898f0b No.35000

Dice rollRolled 19, 70, 83 = 172 (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: 10 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 10] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magi Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1]

Magic: [Light I][Portals I]

Technology: [Light Rifle I][Light Power I]

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

Race Bonus: [Human] +3 to all research

With the Capitalist/Expansionist coalition firmly in power of the Electoral Chamber the motions presented for voting are as follows.

1. Scouting mission to +10 (or +17 should 10 be unreachable)

The invention of the Light Rail has made it possible for the UED to traverse the the empty space between planes. Funding for a scouting operation is allegedly to be taken from tax proceeds on luxum conversion and "sin" goods. It is expected that this motion will pass with support from the Militarist Party.

2. Improve Diplomatic Relations with the Dak'lar Union

A motion agreed upon by most members of the Electorate is the need for good relations with their neighboring residents. The Dak'lar Union has previous had little reason to be concerned over the UED's actions. It is important that good relations be maintained between the two groups for purposes of immigration, trade, and unrestricted flow of ideas. Of course, allowing the Union membership is always on the table.

3. Lightcycles I

The Expansionists in particular are pushing for additional Union funding to be set aside for the development of lightcycles capable of multi-planar travel and for escorting Light Rails between planar railheads. Similar to their efforts to pass funding for a scouting mission this too is expected to have support from the Militarist party, but both the Capitalists and the Socialists seem cool to the proposal. It will be put to the floor during the second session.

That's all for this session's policy analysis, Iaylon. Reporting from Unity Square this is Parmin Sereta, signing off. Back to you, Rane.

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898f0b No.35001

>>35000

+8 from bonuses to roll 3 bringing it to a total of 91.

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898f0b No.35003

Nation Name: The Fortinari

Race: Construct

Location: -27

Background: The Fortinari are formidable, sentient machinations of great size whose goal is order out of chaos, their settlement on -27 has ushered in an age of both technological advancement and architectural prowess, the goal of both above all else being to resist the harsh conditions of the planet which they find themselves inhabiting. They rely on superior materials, preparation, tactics and technology to best their opponents, their skill therein likely compensating for a total lack of arcane ability. The political sphere of the Fortinari is a unified goal of continued prosperity, it is well known that a construct cannot function unless imbued with power from all its components, any failure or weakness within the system can compromise the entire body. Thus, the goal is strength through achievement, an effective meritocracy valuing intellect and ingenuity above all else. Over the years since settling -27 the Fortinari have augmented themselves to be capable of extreme heat resistance amid towering volcanoes and steam geysers which likewise have been adapted as a power source. Mindflayers inhabit the planet in droves but the Fortinari are fortunate to be almost entirely impervious to their attacks, particularly their mindbending mental magic which has no bearing whatsoever on their gears and servos.

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898f0b No.35004

YouTube embed. Click thumbnail to play.
Dice rollRolled 86, 96, 25 = 207 (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: 10 + 2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 + 2/turn

Resources:

[Materials: 10] + 2/turn

[Mana: 10] + 2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magic School, Farms, Mining Complex

-Defenses: Planetary Defenses: 1

Military: [+1] 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!

1. Worlds abound around us, we shall have to scout them to see what bounties they hold. Advanced forms that use magic are beyond our scope at the moment, so we shall send out scouts to worlds where we do not pick up such signals. +17 and +11 shall be our targets.

2. R-Builder, our erstwhile friend, shall be glad we are expanding our infrastructure with a new series of Storm Silver Mines. While it is built, see if we can learn if there are any other of his kind, the "builders". If there are many worlds in the multiverse, there will doubtlessly be many of them.

3. And if the worlds around us are inhabited, there is no question that we shall eventually meet a race that will be hostile, so we shall prepare for that day. Begin research into better weapon tech, primarily through the use of Storm Silver Enhanced weapons.

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898f0b No.35007

File: ff8d5a94abfe8ea⋯.jpg (102.89 KB,900x700,9:7,Ehekatl_of_Luck.jpg)

File: a67c64a45856705⋯.jpg (661.46 KB,1920x1200,8:5,18745-kingdom-on-a-floatin….jpg)

>>34967

Nation Name: The Holy Hotch

Race: Floof

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

Background: >>34057

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

Food: 12 +2/turn

Resources:

[Materials: 6] +2/turn (-6)

[Holy Power: 12] +2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Temple, Mining Complex, Fishery

-Defenses: Planetary Defenses: 1

Military:

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

Magic: [Luck I][Portals I]

Technology: [Swords I][Shields I]

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

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

https://www.youtube.com/watch?v=dYlHl_1niWw

Somewhere in the heavens, the Goddess of Luck sat upon a column carved of admanantine, a light breeze causing her dress and hair to flow alongside many sailing clouds, holding a heavy tome bound in a material that was leather-like, but clearly not. Ehekatl opened up the book and began reading through it, reciting to an audiance known only to her in a soft, catlike voice.

"''A long time ago, in a world far, far away, the heavens had decided that with all the many farms across this, a god was needed in order to watch over them to keep the peoples who relied on them fed. Thus, Kumiromi ascended to the position of the God of Harvest, and for his first task planted a tree; these roots spread across the earth, and the tree grew mighty.

Though his was a place of harmony and peace, the world as a whole threatened to descend into a time of strife as the gods mistrusted each other. Among these gods was the Shinou the Cat King, whose lineage spanned seven generations and represented the ideal of good luck, seeking out a heir. The other gods envied him, and his still pregnant consort was posioned so as to disrupt their line. As a result, she gave birth but to a single indivdual, a cat known as Ehe. Ehe was born deformed and sickly; worst of all, she was black - an omen of bad luck and evil. Shortly after, her mother succumbed to the posion and passed away, the Cat King powerless in spite of his status to save her…''"

The Goddess of luck peered down on something standing by her feet.

"Umyu? Oh, it's you, Myu~n! Hi! You've come at just the right time, mew! Take this sheet of paper, it says everything you need to do! Give it to the keeper of the moongates and read together! I'll talk to you more later, but it's veeeeewy- mmm, very important that you're careful! The forces of EVIWL are afoot everywhere mew mew, and there's lots of them. Lots of them! You can start exploring when you're ready, but take all the time you need! There's no rush! Yet. I'll tell you when there is!"

She placed the book aside began kneeling down to grab whatever she was focusing in the cup of her hands, her relatively massive hands causing an eclipse from its point of view.

"And don't forget to bring me lots of tasty fish! Mew mew mew meow!"

The paladin hero Fluffytaft the Stupefying woke up curled aside the goddess statue sitting within the central temple complex, taking a brief moment to stretch his limbs and regain his bearings. The warrior had apparently dozed off wearing his full suit of armor, which gave him an aching back among other things, but he was excited regardless for having recieved a direct message from the Goddess of Luck. He turned to where his back was facing, seeing that he left his sword and shield, the latter finely yet modestly emblazoned with the symbol of a fish in adamantine; a garnishing conducted by a young dwarven smith who intended to cast the work out for scrapping. Gently placed alongside the blade was a small scroll, the one which Fluffytaft presumed was the Goddess of Luck's message. Not one to keep his master waiting, he equipped and sheathed his arms, grabbed the paper, and hurried towards the upper levels of the temple as fast as his stubby cat legs could take him. It was still night outside, and the planar bodies could be seen in full from above the cloudline which the Holy Hotch sat, a shooting comet appearing before the paladin as he conducted the first step of his quest.

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898f0b No.35008

File: e47138d1963000f⋯.png (482.14 KB,635x715,127:143,1459922138808.png)

Dice rollRolled 7, 56, 82 = 145 (3d100)

>>35007

1. The forces of evil have been detected by the Goddess and MUST BE STAWPED! But, before this STUPEGYING crusade of RIGEOUSNESS occur, the floofs need to tie up all the loose ends on Himmelerde, as well as rally the support of the mortals to make the most of their abilities, for the the forces of evil apparently controled twice the amount of planes as they. A trade route to the First Republic of the dwarves is made in order to prepare the economy for the tough times ahead.

2. In addition, before they could hope to combat the forces of darkness, they needed to better find grasp in their own divine powers so that they might teach the mortals rigeousness and luck. The wisest among the floofs began to have dialogue with one another to tap into the mystery of [Luck II] magic.

3. And before that even, they needed a standing force of crusaders from which to scout out the multiverse and root darkness: a force that would need dedicated housing and structure for training. Construction of a [Barracks] sector to the Temple began.

-6 materials

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898f0b No.35026

Dice rollRolled 98, 40, 8 = 146 (3d100)

Nation Name: Autonomous Manufactorum Fleet E-LL23K

Race: droids

Location: +19

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

Resources:

[Materials: 12] +2/turn

[Power: 12] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Power Plant, Mining Complex

-Defenses: Planetary Defenses: 1

Military: [+1] Player Named Unit

Technology: [Quantum Tunneling I][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 +++open quantum tunnel to plane [+16]. initiate colonization protocol+++

+5 to colonizing new worlds

+Quantum Tunneling I

#2 +++open quantum tunnel to plane [+17]. initiate colonization protocol+++

+5 to colonizing new worlds

+Quantum Tunneling I

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

+5 to researching new weapon systems

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898f0b No.35030

>>35026

change this to planes 20 and 25. I mistake my position on map.

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898f0b No.35033

Dice rollRolled 65, 6, 29 = 100 (3d100)

>>34965

[The Descended of Tir Aingire]

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

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 10] + 2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Mana Siphon, Mining Complex

-Defenses: Blackwarp Cannons: 1

Military: [+1] Descended Rabble

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

Technology:

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

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

1. New worlds stand on the horizon. New beings ready to receive the tar's gift. But we do not march forth blindly into the unknown. No. We prepare first.

Research [Sword] Technology.

2. We require more of our kind. We require a dedicated place to converting what few Orcs remain unbound by the Hof'Lar Confederacy.

Build a [Conversion Pit]. [Mana II][Taint II]

3. Begin researching Taint III. Our first and foremost priority– increasing the potency of the tar from which we are Descended. [Taint II]

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898f0b No.35042

Nation Name: The Righteous Kingdom of Altharia

Race: Humans

Location: -23

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

Food: 12 +2/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 10]

[Mana: 12] +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!

Stat post

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898f0b No.35051

File: e61004b7e38ad1a⋯.jpg (146.73 KB,1024x1024,1:1,King.jpg)

File: 3bb53c75d237f29⋯.jpg (45.32 KB,604x309,604:309,Chess_Land.jpg)

Dice rollRolled 8, 58, 54 = 120 (3d100)

>>34967

Name: The Eternal Kingdoms of Seriessel

Race: Piece

Location: +12

Background: >>33981

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

Resources:

[Materials: 6] +2/turn

[Holy Power: 10]

[Mana: 12] +2/turn

[Currency: 10]

Worlds:

[Ch'Ek +12; Basic Resources, Earth Elementals, Arctic, Normal][Lvl 2: Developing]

-Infrastructure: Mining Complex, Mana Siphon

-Defenses: Planetary Defenses: 1

Military:

-Pawns [+1]

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

Technology: [Stoneshaping I][Architecture I]

Society Bonus: [Chess Masters] The Eternal Kingdom wishes to expand it’s lawful domain across the wide multiverse giving them +10 to colonization and +5 terraforming magic.

Race Bonus: [Piece] Pieces will never rise in rebellion for any reason, for every piece knows its place.

There was much bickering among the King's Council on the revelation that life not only existed outside of their own world, but life as they knew it. Several major kings argued the proper course of action over this new discovery, slamming their fists of stone onto the meeting table of marble and granite, but they were ultimately silenced by the top kingdom's patriarch. Their next course of action would be determined when they scouted out their surrounding planes so as to assure whether or not such circumstances were the norm, or this was merely an anomaly. Aside from this mandate, the majority of attention was brought inward in order to prepare Ch'Ek towards supporting a multi-planar empire. The time of the pieces has dawned.

1. Scout to +11.

2. Researching [Earth II]. (+5.)

3.

[Earth I]

[Stoneshaping I]

[Architecture I]

Begin construction of a training and construction ground of more advanced pieces. (-6 materials)

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898f0b No.35053

File: 28639c2db9b996d⋯.jpg (955.39 KB,1176x962,588:481,Ubese_Thorn-Back_War_Drago….JPG)

Dice rollRolled 95, 49, 6 = 150 (3d100)

>>35042

1. The King demands a Quest! Send forth brave dragon riders to fly to [-24] to scout out the lay of the land!

[Dragon Riding I]

2. We need to build a Dragon Pit to raise more hatch-lings from dragon eggs. But nobody knows how. Send for the Riders and Tamers, we need to learn how to actually breed dragons! There are so many different breeds and it is said there are hybrid dragons, for now lets just figure out how to breed the more common flying fire-breathing type.

Research Dragon Breeding.

+5 to research dragon breeding

+3 to all research

3. Our Dragon Riders have no ranged weapons! Get the smiths to start working on some proper slugthrowers.

Research Slugthrowers.

[Human] +3 to all research

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898f0b No.35054

Fixed stats since IRC income doesn't start at the start of the game.

Nation Name: The Righteous Kingdom of Altharia

Race: Humans

Location: -23

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

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10]

[Mana: 10] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Wizard Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] 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!

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898f0b No.35090

Dice rollRolled 4, 89, 37 = 130 (3d100)

>>34964

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: 10] +2/turn

[Holy Power: 10]

[Mana: 10] + 2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Mana Plumes, Mineral Growth

-Defenses: Planetary Defenses: 1

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

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

Technology:

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

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

1. We must begin fortification of the Great Mountain of the Earth's citadel into a concrete, defined structure - only from there will we be able to expand the understanding of this strange new technology. A single, collected space to store our technology, labs, and organize the great tribes will help us enormously - but first, we must work to make the Citadel into a proper structure.

2. Ophon, the Wise, will research stoneshaping. The ominous feeling of war grows amongst the peacebinders, amdist the empty disturbance that perpetually prevents true serenity. The ability to reshape and harden the forms of the Peacebinders and Lesser Titans will prove invaluable.

3. Valdyn, the Furious, will be the first user of our new-found abilities, to tear the shift between dimensions. The direction of +12 seems different from the feeling of emptiness - as though some manner of equally pure being rested there. We shall see for ourselves, as Valdyn tears open the void.

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898f0b No.35101

Dice rollRolled 1 (1d10)

>>34971

rolling severity because corn said so.

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898f0b No.35173

Dice rollRolled 7, 25, 8 = 40 (3d100)

>>34963

Nation Name: Mak’Ars

Race: Crystalline Golems

Location:

Background: [Decides a bonus]

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

Resources:

[Materials: 12] +2/turn

[Holy Power: 12] +2/turn

[Mana: 12] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Temple, Mining Complex, Solar Mana Farms

-Defenses: Planetary Defenses: 1

Military: [+1] 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. Beseech C-Builder.

A Mak’Ar envoy enters C-Builders temple, its stride even and each step measured. The Mak’Ars were still uncertain about how they should deal with their mysterious contactor. The magnanimous entity was unknown to the main Mak’ Ar host, and as such is unknown to the Sundered. When the Mak’ Ar were banished to this world they came across C-Builders temple shortly after they discovered the corruption of the planet, the strange and powerful entity expressed interest in the Mak’ Ars and their coreworking, and has even offered them a contract with an advanced payment of multiverse knowledge. The Mak’ Ars, feeling the urgency of the corruption and the need to traverse planes, accepted the deal. Still, there were issues.

The envoy speaks.

“C-Builder, this one has come on behalf of the Sundered Mak’ Ar. There is an issue with the contract our two parties have created.”

The envoys face is ever neutral and its voice monotone, betraying no hint of any potential unease or nervousness, a trait of the Mak’ Ars.

“The Mak’ Ar are most interested in the completion of your contract, and the knowledge on multiverse theory you have provided is much appreciated. However, The Mak’ Ar face a conundrum that threatens to delay the Mak’ Ar from working on your contract for an undetermined amount of time. This one of course, speaks of the corruption.”

The Mak’ Ar pauses for a moment allowing C-Builder time to ponder its words. Idly, the Mak’ Ars ponder if there is even a need to give such a powerful entity time to ponder.

“On the behalf of all Sundered, The Mak’Ar request your aid in understanding the corruption that plagues this world. The Mak’ Ar have determined that should The Mak’ Ar solve it with no aid, it may delay your contract with The Mak’ Ar indefinitely. Rather than do that, The Mak’ Ar decided to ask for your aid, to expedite this process.”

The envoy waits for C-Builders response.

2. Develop anchor golems, these golems shall be designed with the sole purpose of inter planar travel in mind. They shall breech into a neighboring plane and act as an anchor between the worlds, stabilizing the connection and allowing for easier travel between planes. [+10 Golems gods, Potential +5 from C-builder?]

3. Develop SC Planeshapers MK1. While the Mak’ Ar barely had a need to terraform planets in the past, their clients often did. To that end, the Mak’AR developed golems with the sole purpose of surveying, analyzing, and transforming landscapes towards specific needs. The Sundered hope that a similar type golem could prove helpful in solving the planets corruption.

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898f0b No.35174

>>35173

Forgot to add, the third roll gets a +10 from [Golem Gods] and a +5 from [Mak'Ars]. Good thign too, phwew. Meh is better than bad shit.

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898f0b No.35239

File: d63089aa2943157⋯.jpg (29.52 KB,600x450,4:3,Mordor1_w_600.jpg)

File: 1532ebe87c2bece⋯.jpg (179.46 KB,700x700,1:1,8029d00eb2f04152d8dd562c30….jpg)

[Zenyar]

1. The Rune Wardens begin work on recording their knowledge and improving their systems 5/6

2. +17 is found to be a lush world full of expansive prairies of which many are farmed by a small simple tribal people called the Corgis. Short in stature with the look of a dog they seem to do little more then sustenance farm. The world has scarce few minerals lacking all but the most base of metals. Soon after scouting the local area they are approached by a large figure seemingly a corgi formed from solid light who introduces himself as Arktus the Valiant, Divine Defender of this world. If you come in peace you may stay but if you seek to bring war to this simple land you will be destroyed…

3. The world of +16 is strange with it’s surface being black and metallic with massive spires topped with glowing red crystals dotting it’s surface. In the shadows of these towers a race of elves call them home, these elves have dark black skin with red eyes proving incredibly hostile killing several scouts though they seem to have little more then a tribal society.

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898f0b No.35240

File: dc759844f44bcf5⋯.jpg (103.61 KB,1024x768,4:3,massive-demon-invasion.jpg)

File: 9a62cc17c2ae454⋯.jpg (239.8 KB,1600x762,800:381,62c704e8e1d2af76586691eda8….jpg)

[Dalu]

1. A great Temple of War is under construction by the men of Dalu who hasten to complete it 3/6

2. Work is slow to create farmland out of the sweltering jungles of Dalu 2/4

3. As the mages work to pierce the veil a strange surge of man surges through the mages, several fall down dead whilst one begins to cackle manically whilst chanting arcane words that sound more like gargling then language. The portal soon changes color to a vibrant red and begins to spew a torrent of demons who rip apart any mages and guards who try to contain the breech. The whole portal citadel is overtaken as demons spew into the dense jungles or escaping directly into the astral plane. Only after several days is the army able to destroy the portal and scatter the demons in the citadel. While the portal has been closed untold numbers of demons have escaped into the jungles and even more into the astral plane, they are sure to cause a problem long into the future. +World Tag : [Demonic Infestation]

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898f0b No.35241

File: 4c1ba2efdb81511⋯.jpg (100.09 KB,520x600,13:15,Icy_Spire.jpg)

File: 04a472d63ffc551⋯.jpg (1.01 MB,1600x1200,4:3,fa2b4d0f29b55a9508ea43bc17….jpg)

[Cronus]

1. On -2 the Vashlan find a world clouded by darkness seemingly mired in endless swamp. The only glimmers of hope is this dark desolate world are great spires of Celestial Silver which strike out against the darkness, below these spires lies a small civilization of frogmen that seemed to be linked together in some sort of world spanning nation. The scouts also report dark thoughts whispering at the edge of their minds slowly growing louder and louder till they left.

2. The Surface Vashlan begin to perfect the art of Ice shaping, creating glittering spires of crystalline ice 3/6

2. Deeper scouting of the world reveals of the monstrous creatures which lurk in the swamp, each monster is unlike the others but all have a myriad of teeth, fangs and tentacles. This creatures seem to collect sacrifices from among the local populace, killing them at altars to dark elementals who slumber in the astral plane. Only the Frogmen’s copious use of Celestial Silver hold these dark creatures at bay.

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898f0b No.35242

File: 152af95a7de1b25⋯.jpg (275.72 KB,1383x903,461:301,YH_01.jpg)

File: 63ba89191781313⋯.jpg (116.65 KB,599x1016,599:1016,Dragon_-_Golden_Moments_-_….jpg)

[Dunn]

1. During the construction of the Obsidian Citadel by the architect Thumir Slagdar a strange black altar was found within the grounds. This was the last report sent back from the site and now several weeks have passed since news was last heard…

2. Expansion of the Grub farms are making quick progress 4/6 -6 materials

3. A mercantile Lord Aris Larkin volunteers to lead the expedition, with his eyes greedily set on what new plunders he could find

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

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898f0b No.35243

File: 4f264635fd460a5⋯.jpg (141.14 KB,725x1000,29:40,dwarven_warrior_priest_by_….jpg)

File: 326dbdbeea71413⋯.jpg (56.33 KB,500x350,10:7,tumblr_inline_nawdskov421r….jpg)

[UED]

1. +17 is found to be a lush world full of expansive prairies of which many are farmed by a small simple tribal people called the Corgis. Short in stature with the look of a dog they seem to do little more then sustenance farm. The world has scarce few minerals lacking all but the most base of metals. Soon after scouting the local area they are approached by a large figure seemingly a corgi formed from solid light who introduces himself as Arktus the Valiant, Divine Defender of this world. If you come in peace you may stay but if you seek to bring war to this simple land you will be destroyed…

2. Whilst the Dak’Lar Union is still rather standoffish after previous aggressive attempts to get them to join the UED but new negotiations have resulted into the reopening of trade lanes between the two nations

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

3. The various scientific institutions of the UED begin advancing Lightcycle research with new funding from the government +[Lightcycle I]

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898f0b No.35244

File: c0917cae5ef151a⋯.jpg (1022.02 KB,1698x1131,566:377,electric-016.jpg)

File: 330c5252108fcda⋯.jpg (885.59 KB,1600x1200,4:3,Video-Game-Shadow-of-the-C….jpg)

[Neph]

1. +17 is found to be a lush world full of expansive prairies of which many are farmed by a small simple tribal people called the Corgis. Short in stature with the look of a dog they seem to do little more then sustenance farm. The world has scarce few minerals lacking all but the most base of metals.

2. R-Builder is more then happy to help show you the best ways to create a very efficient storm silver mine +9 [Storm Silver Mine], R-Builder also rambles on about various other Builder warning against every finding T-Builder who is a hellish warlord known for his trickery. -6 materials

3. Making weapons out of storm silver should be easy enough to the war-smiths chose to focus on improving their spell-swords 1/6

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898f0b No.35245

File: c4a2ad616ce771d⋯.jpg (805.74 KB,1590x1251,530:417,Dwarf_merchant.jpg)

[Holy Hotch]

1. It seems a minor disagreement has bloomed between the Floofs and the Sky Dwarves, with each having a different idea on what the Lady wishes the currency to be named. The Dwarves sat “Skycoin” whilst the Floofs say “Mittens”.

2. The Floofs are easily able to improve their luck magic for it is the blessed domain of their patron 3/6

3. Work is quickly made on building a comfy and clean barracks to house and train troops in the future 3/6 -6 materials

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898f0b No.35246

File: 2f02a644523f604⋯.jpg (250.11 KB,1920x1198,960:599,8091b1ec3e30285269dfd62d14….jpg)

[AMF]

1.

+++Designate: Scout V0.8+++

+++Fauna: Elven Superior, Terrus Insectum +++

+++Spiritrum: Dark Energy Entity Spectrum 2 +++

+++Tectonic Activity: Slow +++

+++Terrian: Lush Jungle

+++Material Composition: Average+++

2.

+++Designate: Scout V0.9+++

+++Fauna: Goblinus Horrendous+++

+++Spiritrum: Null +++

+++Tectonic Activity: Slow +++

+++Terrian: [Redacted] Wasteland+++

+++Material Composition: Ferrum Nigrum +++

3.

+++Phase 1; Blaster Testing +++

+++Catastrophic failure+++

-4 population

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898f0b No.35247

File: 4930ddadaaeebe0⋯.jpg (164.5 KB,500x706,250:353,29-the-orc-warrior.jpg)

[Descended]

1. New worlds, new plunder, sharper blades… 3/4

2. Construction of the conversion pit is interrupted by a raid from a small Free Orc compound on the edge of Descended land -2 population

3. Researching on the spread of corruption and the transformation of orcs and animals 1/8

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898f0b No.35248

File: df26ce1ca881697⋯.jpg (288.06 KB,864x595,864:595,fire_elemental.jpg)

File: a4edd6fd0f4be96⋯.jpg (30.99 KB,450x338,225:169,283520-bigthumbnail.jpg)

[Eternal Kingdom]

1. +11 is a dusty savannah filled world seemingly divided between by hundreds of different warring Orcish tribes. On this land your scouts find a strange reddish metal the seems to throb with revolting power at each touch, a sense of savage delight flowing into the scouts bodies aptly named by the locals as Bloodsteel. Each tribe seems to strive for the attention of Calgar, Lord of Blood and Battle, some sort of immortal ruler as far as your scouts can attribute

2. Research by the bishop starts on improving Earth magic 3/6

3. Construction of a barracks starts 3/6 -6 materials

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898f0b No.35249

File: f286e16c95f29dd⋯.jpg (271.7 KB,1920x1280,3:2,Swan-Ship-Fantasy.jpg)

File: 7605adf416dfe99⋯.jpg (140.96 KB,752x1063,752:1063,cm_sea_elf_by_lunareth-d6y….jpg)

[Altharia]

1. -24 is a oceanic world with scattered islands populated by a race sea adapted elves who rule the waves guided by great air elementals who govern the winds. The civilization is ruled by an immortal god king who rules with an iron fist, they seem to be just below you in magical level. The islands of the ocean are mostly composed a strange metal coined by the locals as “Mithiril”.

2. The art of dragon breeding is being pushed too new levels under the Kings watchful gaze 3/4

3. It seems with the development of new slugthrowers, a new more lethal duelling culture has developed -3 population

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898f0b No.35250

File: 2a7f9ca6b42215c⋯.jpg (103.37 KB,1000x375,8:3,d1baf7238a2fa725334b491cd1….jpg)

File: d35774614e9e2d3⋯.jpg (9.41 KB,284x177,284:177,download.jpg)

[Peacebinders]

1. It seems this creation has stirred up something deep within the world causing a tumultuous turn of events of crashing earthy waves and rumbling earthquakes -4 materials

2. With the great movements of Earth, Ophon has an easier time honing his craft 4/6

3. It seems +12 is home to another race of Earth Elementals who greet you with an armed guard, whilst they are small, even the wind can wear down a mountain. [Communication has been established, you can now freely with the Eternal Kingdom]

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898f0b No.35251

File: eedc874393aebfd⋯.png (1.66 MB,1920x816,40:17,Christophsis_landscape.png)

File: b6216c7ec0c9f3c⋯.jpg (22.54 KB,236x337,236:337,079909b16692360d464c7c4b5f….jpg)

[Mak’Ars]

1. C-Builder is disgusted by the weakness the Sundered display, if they want his boons, they must first prove themselves.

2. Progress is slow on the anchor idea 1/4

3. Work stalls as non corrupted materials are hard to come by

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898f0b No.35253

Dice rollRolled 44, 5, 74 = 123 (3d100)

>>35240

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

Food: 10 +2/turn

Resources:

[Materials: 6] +2/turn

[Holy Power: 12] + 2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Great Temple, Mining Complex, Farms

-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. Continue work on the Temple of War. 3/6

2. Continue to clear out the jungles and create farmland. 2/4

+3 Human

3. Hunt down the demons that escaped. Suffer not this evil to exist upon the world of Dalu.

+Holy I

+Muskets I

+Steam I

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898f0b No.35254

Dice rollRolled 14, 59, 68 = 141 (3d100)

>>35239

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

Food: 12 +2/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 10]

[Mana: 12] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magi Academy, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes I](5/6)[Portals I]

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

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

Race Bonus: [Human] +3 to all research

1.Continue to expand and refine our library of runes. They are our life line and must be the best.

+3 from Humans

+5 from unhallowed Iron

2. Begin building another mining complex in a secure location. We need the minerals to set up another colony in another plane.

3.Begin researching Runic Architecture, to aid in building structures and allowing them to endure better.

+3 from Humans

+5 from unhallowed Iron

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898f0b No.35255

>>35254

5/6 for action 1

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898f0b No.35256

Dice rollRolled 63, 49, 97 = 209 (3d100)

>>35239

OOC:To be honest I thought the turn is going to be in pre regs

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

Food: 10 +2/turn

Resources:

[Materials: 10] +2/turn

[Holy Power: 10] +2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Temple, Mining Complex, Farms

-Defenses: Planetary Defenses: 1

Military: [+1] Mala-ket Guardians

Magic:[Heat I][Portals I]

Technology: [Sword I][Armor I]

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

Race Bonus: [Gnomes] +5 to research machinery

1. Research on how to build a basic ship to pierce the veil so we can get out of our land.

2. Get started on underground farms so we'll be able to survive

3. Recruit more people as the Mala-ket Guardians

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898f0b No.35257

File: 13b986d2d038680⋯.jpg (99.43 KB,600x824,75:103,1390718621722.jpg)

Dice rollRolled 10, 5, 70 = 85 (3d100)

>>35251

Nation Name: Mak’Ars

Race: Crystalline Golems

Location:

Background: [Decides a bonus]

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

Resources:

[Materials: 14] +2/turn

[Holy Power: 14] +2/turn

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Temple, Mining Complex, Solar Mana Farms

-Defenses: Planetary Defenses: 1

Military: [+1] 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.

The Mak, Ars consider C-builders response and find themselves pleasantly surprised. The C-Builder does not seem to care if The Mak’ Ars delay his contract due to focusing upon the Corruption. The Mak’ Ars feared that C-Builder would not only deny aid, but also demand that the Mak’ Ars focus upon locating T-Builder, that would have been incredibly inconvenient.

1.

Freed from the pressure of fulfilling the contract with C-Builder in a timely fashion the Mak’ Ars decide it prudent to begin an in depth research into rediscovering the intricacies of Earth Magic. Normally, the Mak’ Ars would focus upon re discovering all the nuances of Core Working however, with the planet they were on dying, Earth Magic took its spot as a number one priority, barely.

[Earthmagic I > I] (+5 Mak’ Ars)

2. Work continues with the Anchor Golem design, currently the Mak’ Ars focus upon solving all of the theoretical problems of anchoring two planes together, however the current pros and cons seemed positive so the Mak’ Ars decided to continue. [Anchor ¼] (+5 Mak’ Ars) (+10 golem gods)

3. The Mak’ Ars continue working upon the development of the SC Planeshapers MK1. Initial setbacks, while disheartening, cannot stem the Mak’ Ars need for the Planeshapers. (+5 Mak’ Ars) (+10 golem gods)

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898f0b No.35260

Dice rollRolled 96, 52, 44 = 192 (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: 12 +2/turn[Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 +2/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 10]

[Mana: 12] +2/turn

[Currency: 10] +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][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

The second Policy Session is called to order. With the incredible success of the last season's motions the Capitalists and Expansionists seem set to further expand upon developments opened up by last sessions policy investments.

1. Diplomatic Mission to the Corgi-people

Hormund Philan of the Expansionists has put a motion to the floor requesting authorization of official UED agents to open negotiations with the Corgis. The discovery of new, friendly, life on another plane has absolutely captivated the citizens of the Electorates. Elector Philan had this to say when interviewed about the Corgis, "I absolutely believe, down to my core, that these Corgis would make for an excellent addition to the Electorate. We have much we can teach them and they us. A successful motion to begin the process of including these adorable creatures into the Union is deemed to be of paramount importance to the Expansionist party."

2. Hard-Light Research (+8 bonus)

The Capitalists, banking off the success of the previous policy season's ventures in expanding UED R&D and trade networks, have entered a motion to supply funding to Jiskar Research and Development. Hard-Light is theorized to serve as a stand-in for most heavy duty construction materials. A combination of yellow, green, and red luxum is allegedly supposed to be five times stronger than steel for holding up to the stresses of large buildings while its nature as a luxum based arcanotech makes it easy to transport. Both Capitalists and Expansionists can see the potential market and settlement opportunities using hard-light instead of traditional stone and concrete.

3. Farms

The Socialists and Expansionists both have come up with an investment and subsidy plan to encourage more food production from Electorates. Speaking on behalf of the Socialist Party Elector Sanimaz Grut reiterated the party line of "Strong People, Strong Union." It is the position of the Socialist Party that the benefits of UED expansion and development be more geared toward improving the quality of life of the average citizen.

That's all for this season's analysis. Back to you for the news, Rane.

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898f0b No.35272

File: 7ed704ecb4dcf85⋯.jpg (325.61 KB,1920x1080,16:9,chess-castle-and-chessboar….jpg)

File: bd7d592082ba5a3⋯.jpg (187.57 KB,1024x697,1024:697,Pawn_Army.jpg)

>>35250

The terrain of the local plane was quite out of the ordinary; much of the surrounding land formed into sectors marked by a binary color system, stretching out into squares of near identical area, varying only slightly to give the visual effect of perfect flatness; one could see far out into the distance, which led to the few structures in the location dominating the landscape.

Valdyn the Furious found himself in front of a castle guarded by a cohort of pawns, numbering in ten units of eight. The pawns were diminutive beings, smaller than even an attendant, bodies polished to a waxy sheen and devoid of features aside for a vaguely head-shaped protrusion on the top of their conical base. One among their number spoke, vibrating the ground to form a monotonous voice devoid of tone or nuance. "WARNING.

THE BOARD YOU ARE ATTEMPTING TO ACCESS IS THE PROPERTY OF <BLACK KING>, LEADER BOARD <RANK 1>. UNAUTHORIZED ACCESS BEYOND THIS POINT IS STRICTLY PROHIBITED.

IF YOU PROCEDE YOU WILL BE IN VIOLATION OF COUNCIL MEASURE A8 AND WILL BE FORCEFULLY DISCONNECTED BY THIS BOARD’S ANTI-INTRUSTION SECURITY UNITS. THANK YOU FOR NOT INVADING."

It appeared to be a rather dull creature spouting off a likely scripted message, hardly even sentient. The pawns continued to stand off as though they had no comprehension of the size difference between themselves and the titan, forming a barricade using their bodies. It would be ten minutes later that a far larger being left from the front gate to witness the commotion, accompanied by two cohorts.

This particular piece was far more intricate, and far larger then the pawns before it, standing at least thrice their height and looking to be several magnitudes heavier, had a discernible face, that of a wizened old man who had seen much time pass. What parts of his polished ebony body that peeked through his cloak were visibly marred by various scrapes and scratches from sources one could only guess. Upon his head was a crown fashioned of gold, jagged and shaped not by tempering but through growing of the metal lattice into a desired shape, its base decorated by some manner of organic fluff. He gazed upon the Furious with two pupil-lacking eyes, the pieces beside him shrouded by his girth.

"What is the meaning of this? Who are you, outsider? Why do you wander in my realm without notice, and how have you achieved such great size?" The Black King studied his guest carefully. The being's body did not appear to be made of the materials normally associated with the earthen of Elo whose body his roughly resembled, and he was far greater in size than any variety earthen that the Black King knew of in his many years of existence.

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898f0b No.35273

File: d5f67ebdc33c419⋯.jpg (108.87 KB,750x404,375:202,Desert_Chess.jpg)

Dice rollRolled 41, 60, 57 = 158 (3d100)

>>35248

Name: The Eternal Kingdoms of Seriessel

Race: Piece

Location: +12

Background: >>33981

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

Resources:

[Materials: 8] +2/turn

[Holy Power: 10]

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

[Ch'Ek +12; Basic Resources, Earth Elementals, Arctic, Normal][Lvl 2: Developing]

-Infrastructure: Mining Complex, Mana Siphon

-Defenses: Planetary Defenses: 1

Military:

-Pawns [+1]

Magic:[Earth I 3/6][Metal I][Portals I]

Technology: [Stoneshaping I][Architecture I]

Society Bonus: [Chess Masters] The Eternal Kingdom wishes to expand it’s lawful domain across the wide multiverse giving them +10 to colonization and +5 terraforming magic.

Race Bonus: [Piece] Pieces will never rise in rebellion for any reason, for every piece knows its place.

Discoveries:

[+11; Bloodsteel, Tribal Orcs, Desert?, Evil God?]

1. The council finds the idea of organics capable of creating organization- roughly comparable to our own amusing, though more pressing matters are to be attended to before we devote any research to the topic. Scout to +13.

2. Researching [Earth II] (3/6). (+5).

3.

[Earth I]

[Stoneshaping I]

[Architecture I]

Constructing barracks (3/6).

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898f0b No.35275

Dice rollRolled 12, 23, 83 = 118 (3d100)

>>35242

Nation Name: House Durn

Race: Duergar

Location: 9 Negative

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

Pop: 6 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]

Slaves: 6 +1[Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 +1/turn

Resources:

[Materials: 6] +2/turn

[Holy Power: 10]

[Mana: 12] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Mining Complex, Mana Siphon, Grub Farms

-Defenses: Planetary Defenses: 1

Military: [1] Duergar Heavy Infanty

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

Magic:[Runes I][Portals I]

Technology: [Hammers I][Slavery I]

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

Race Bonus: [Dwarves] +5 to enchanting research

1. Whatever that Altar is it's plainly an affront to the architctural plans, Put together a force to contain and preferably dispose of whatever this Altar is. Seeing as the plans for his excursion were delayed Larkin can make himself useful and oversee the operation from a safe distance and shall be under direct orders to only set up a cordon around the area and observe from a safe distance

2. Finish the farms before the slaves start eating us out of house and home.

3. Security is important above all else, begin research into warding enchantments we can carve into our buildings and armour to protect against any indirect attacks we may face beyond the portals.

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898f0b No.35317

File: 0c44393f2abdf10⋯.jpg (10.93 KB,225x224,225:224,Coconut_Coin.jpg)

Dice rollRolled 71, 91, 98 = 260 (3d100)

>>35245

Nation Name: The Holy Hotch

Race: Floof

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

Background: >>34057

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

Food: 14 +2/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 14] +2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Temple, Mining Complex, Fishery

-Defenses: Planetary Defenses: 1

Military:

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

Magic: [Luck I][Portals I]

Technology: [Swords I][Shields I]

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

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

1. This is a most impowtant dilemma. Pewhaps we can make a compwomise with the wepubic in a way dat will make evewy one happy, especially the Goddess! Why not make the nowmal denomination of the cuwwency Skycoins, and! And we make the bigger denomination Mittens! So, evewy ninety-nine Skycoins equwals one Mitten! And then we can get back to twading!

2. It's vewy imperative dat we master luck so we may bestow it on fwiends wike the dwawves and those people on the Goddess is sending us to pwotect! [Luck II] (3/6)

3.The wow-eld is a wot smawler than we tawt it was, and eviwl is a wot cwoser too! If we can twain to be better than eviwl, we can fight them even with their numbers, and twain evewyone else to defeat them too! [Barracks] (3/6)

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898f0b No.35345

File: f90ab10f7c313e9⋯.jpg (1.05 MB,1000x1284,250:321,1500_artofzs_by_tnounsy-d6….jpg)

>>35272

The other Peacebinders had been correct; Valdyn felt none of the disturbance from these creatures, nor from their plane itself. It was clear, then, that these were not agents of the seeping corruption, and, therefore, ought be spoken with. Valdyn could hardly hear the tiny voice of the attendant-like creature as it spoke, but centuries of talking to much the same had trained his hearing well, and the words rang clear, though he understood little.

The attendants and smaller titans of the tribe of Valdyn kept close to their patriarch, waiting for his order or decision. The spawn of the Peacebinders felt little connection to the sense of disturbed serenity the Peacebinders themselves could understand, and without word, had no guide to fight or speak. Valdyn gave none, instead taking one earth-shattering step forward to examine the pieces that made a laughable wall in front of his titanic form.

The Peacebinder's silent observation continued uninterrupted until the King's arrival, the large figure still barely registered by Valdyn's enormous receptacles. At his speech, the great titan turned, his head moving with a painful, deliberate slowness, almost irritating in its calm measure. The language was strange and the tongue itself bizarre, certainly, but speech held no true mystery. The intonation and flex of soul and body spoke enough, and a response, Valdyn understood, would be simple enough to formulate.

"𝐈 𝐚𝐦 𝐕𝐚𝐥𝐝𝐲𝐧.", The Titan spoke, drawing out his words in the same deliberate, slow manner in which he moved.

"𝐈 𝐚𝐦 𝐭𝐡𝐞 𝐩𝐚𝐭𝐫𝐢𝐚𝐫𝐜𝐡 𝐨𝐟 𝐭𝐡𝐞 𝐭𝐫𝐢𝐛𝐞 𝐨𝐟 𝐕𝐚𝐥𝐝𝐲𝐧, 𝐚 𝐏𝐞𝐚𝐜𝐞𝐛𝐢𝐧𝐝𝐞𝐫. 𝐈 𝐜𝐨𝐦𝐞 𝐢𝐧 𝐬𝐞𝐚𝐫𝐜𝐡 𝐨𝐟 𝐚 𝐬𝐨𝐮𝐫𝐜𝐞 𝐨𝐟 𝐥𝐨𝐨𝐦𝐢𝐧𝐠 𝐜𝐨𝐫𝐫𝐮𝐩𝐭𝐢𝐨𝐧 - 𝐨𝐧𝐞 𝐰𝐡𝐢𝐜𝐡 𝐢𝐬 𝐧𝐨𝐭 𝐡𝐞𝐫𝐞." Valdyn's voice thundered as a terrible clap from the heavens, yet the great beast kept it soft and gentle as he could, to aid the smaller creature's sensibilities, and through a great deal of habit.

"𝐀𝐬 𝐬𝐮𝐜𝐡, 𝐰𝐞 𝐬𝐡𝐚𝐥𝐥 𝐥𝐞𝐚𝐯𝐞 𝐲𝐨𝐮 𝐛𝐞, 𝐮𝐧𝐥𝐞𝐬𝐬 𝐲𝐨𝐮 𝐝𝐞𝐬𝐢𝐫𝐞 𝐭𝐨 𝐚𝐢𝐝𝐞 𝐮𝐬 𝐢𝐧 𝐫𝐨𝐨𝐭𝐢𝐧𝐠 𝐨𝐮𝐭 𝐭𝐡𝐞 𝐬𝐨𝐮𝐫𝐜𝐞, 𝐨𝐫 𝐚 𝐫𝐞𝐪𝐮𝐞𝐬𝐭 𝐭𝐨 𝐦𝐚𝐤𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐏𝐞𝐚𝐜𝐞𝐛𝐢𝐧𝐝𝐞𝐫𝐬. 𝐈 𝐜𝐚𝐧 𝐭𝐞𝐥𝐥 𝐭𝐡𝐚𝐭 𝐭𝐡𝐞 𝐧𝐚𝐭𝐮𝐫𝐚𝐥 𝐬𝐞𝐫𝐞𝐧𝐢𝐭𝐲 𝐨𝐟 𝐭𝐡𝐞 𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐞 𝐢𝐬 𝐢𝐧𝐡𝐞𝐫𝐞𝐧𝐭 𝐭𝐨 𝐲𝐨𝐮𝐫 𝐤𝐢𝐧𝐝 - 𝐭𝐡𝐞 𝐨𝐫𝐝𝐞𝐫 𝐨𝐟 𝐲𝐨𝐮𝐫 𝐩𝐞𝐨𝐩𝐥𝐞 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐦𝐚𝐧𝐧𝐞𝐫 𝐨𝐟 𝐲𝐨𝐮𝐫 𝐝𝐢𝐬𝐩𝐨𝐬𝐢𝐭𝐢𝐨𝐧 𝐦𝐚𝐤𝐞 𝐬𝐮𝐜𝐡 𝐭𝐡𝐢𝐧𝐠𝐬 𝐜𝐥𝐞𝐚𝐫. 𝐈𝐟 𝐲𝐨𝐮 𝐰𝐢𝐬𝐡 𝐭𝐨 𝐬𝐩𝐞𝐚𝐤, 𝐝𝐨 𝐬𝐨 𝐧𝐨𝐰; 𝐈 𝐜𝐚𝐧 𝐚𝐟𝐟𝐨𝐫𝐝 𝐭𝐨 𝐰𝐚𝐬𝐭𝐞 𝐧𝐨 𝐭𝐢𝐦𝐞 𝐨𝐧 𝐭𝐡𝐞 𝐮𝐥𝐭𝐢𝐦𝐚𝐭𝐞 𝐪𝐮𝐞𝐬𝐭 𝐟𝐨𝐫 𝐚 𝐫𝐞𝐬𝐭𝐨𝐫𝐚𝐭𝐢𝐨𝐧 𝐨𝐟 𝐮𝐭𝐭𝐞𝐫 𝐬𝐞𝐫𝐞𝐧𝐢𝐭𝐲 𝐚𝐧𝐝 𝐨𝐫𝐝𝐞𝐫 𝐭𝐨 𝐭𝐡𝐢𝐬 𝐩𝐥𝐚𝐧𝐞, 𝐚𝐧𝐝 𝐨𝐮𝐠𝐡𝐭 𝐥𝐞𝐚𝐯𝐞 𝐬𝐨𝐨𝐧."

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898f0b No.35346

Dice rollRolled 96, 70, 65 = 231 (3d100)

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: 8] +2/turn

[Holy Power: 10]

[Mana: 12] + 2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Mana Plumes, Mineral Growth

-Defenses: Planetary Defenses: 1

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

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

Technology:

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

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

1. Unfortunate. Continue attempts at the building and upgrading of the Citadel.

2. Continue research in stoneshaping [4/6] +5

3. Begin preparing the Tribe of Valdyn properly for military usage; the smaller titans and their attendants must be trained in the way of destruction and protection if we are to do combat with the source of corruption. Valdyn cannot fight alone, but with his tribe supporting him, he shall be unstoppable.

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898f0b No.35347

Dice rollRolled 75, 93, 99 = 267 (3d100)

>>35241

Nation Name: Republic of Cronus

Race: Vashlans

Location: N 1

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

Resources:

[Materials: 14] +2/turn

[Holy Power: 14] +2/turn

[Mana: 14] +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: [Iceshape I]

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

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

Iceshape II 3/6

I Pray to Crarish for wisdom and to speak of the dark elementals of the astral plane that has power on this new world, what the creatures are trying to do with these sacrifices and if there is a way to tip the scales in the direction of the frogmen and push back the dark whispers that would surely interfere in any colonization unless we can master the dark influence ourselves though I am certain the path is dangerous but the Vashlan of the Deep could sacrifice the monsters on their own altars and usurp their power. A Deep Vashlan Cult of Dark Waters could be formed and wield dark powers to have mastery over this world while Cronus enjoys the fruits of these labors. Or we could induct the frogmen into our own Republic. We could spread the your generous influence over this swamp world and all its waters with an altar crafted of Bronze or Silver or Ice gain an ally on one of countless worlds. Such questions must be asked before we move forward.

1 Solar Mana Farming I. Stars touch the surface of many worlds and it is by the last embers of our science that we constructed our solar farms, we must reclaim the knowledge and improve our ability to gather the sustaining force of our people. +10 Build

2 Iceshape II 3/6.+10 Build +5 Ice Magic?

3 Build a barracks. In any situation we will need to have ready troops capable of using their magic in battle. The Grapplers approach their enemy and with ice magic deprive them of their heat and energy, at our current level I believe this can only be done at close range but with the right techniques and tools I am sure we will grow stronger.

We Build.

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898f0b No.35354

Dice rollRolled 74, 61, 83 = 218 (3d100)

>>35247

[The Descended of Tir Aingire]

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

Food: 12 +2/turn

Resources:

[Materials: 12] +2/turn

[Holy Power: 10]

[Mana: 12] + 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:

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 researching superior sword technology. Magic cannot ALWAYS win the day… [Swords I 3/4]

2. Wipe this compound out. Build a pit within the center. Hurl the inhabitants into it, and refresh our ranks from there.

Create a Conversion Pit. [Mana II][Taint II]

3. Continue furthering our knowledge of corruption and descension. [Taint III 1/8]

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898f0b No.35355

Dice rollRolled 78, 4, 48 = 130 (3d100)

Nation Name: Autonomous Manufactorum Fleet E-LL23K

Race: droids

Location: +19

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

Resources:

[Materials: 14] +2/turn

[Power: 14] +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 +++ initiate settlement construction protocol on plane [+17]. activate materials distribution. +++

+5 to colonizing new worlds

[Production I][Electric Power I]

#2 +++ initiate construction protocol on [+24]. designation Power Plant +++

[Production I][Electric Power I]

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

+5 to researching new weapon systems

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898f0b No.35360

File: ea3704785337ab5⋯.png (9.35 KB,512x512,1:1,BIshop.png)

>>35345

A look of ponder was apparent on the Black King's face, heeding the booming words of the titan, the two pieces beside him revealing themselves some type of mystic whose bodies were detailed with intricate accenting of white marble.

"The wisest among us have uncovered many worlds, foretelling your presence. Peacebinder, if you seek to uphold serenity and correct the disorder present in the realms beyond, We shall assist you as our resources allow, for I estimate that a joint cooperation would accomplish more than would be possible as dissident entities, the council which rules eager to see what an outside kingdom is capable.

Our assets remain limited, yet intelligence is available; close to our world, west in relation to the planar compass, there exists a primitive form of life, utterly chaotic in manner. They live as hundreds of warring kingdoms, who settle matters not through council or duel, blind pigs quarreling for a singular high king, who is content to watch his subordinates destroy each other and stymy progress. At this time, we do not possess the means to order the plane, and are inspecting further locations for their status."

One of the two bishops momentarily withdrew into the castle and returned with a map illustrated on a tablet of polished granite embroidered in brass, handing it to an attendant with limbs unseen. "If you wish to do more in this world, there exists a land beyond the sea known as Elo, where beings with a visage such as yours reside. Bring to them order and they might make useful allies.

Perhaps we shall meet again Peacebinder. Caïssa watch you." The Black King and his bishops retired to their fortress, the pawns now relaxed into neat rows around the gate, appearing as ornamental decorations to the unwary.

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898f0b No.35367

[Gotta sleep so no time for art today]

[Zenyar]

1. Progress is slow as the Rune Wardens are interrupted by a small Angelic incursion which they are called to repel.

2. A small bug nest is cleaned out to start construction of a new mining complex 2/6 -6 materials

3. The workers of the Holds begin to incorporate runes into their architecture 3/4

[Dalu]

1. Construction of the temple of war continues with great pillars being erected towards the sky 5/6

2. Construction and expansion of existing farms is hampered repeatedly by demonic attacks, it seems every two bit charlatan in Dalu can now easily trade his soul for power. 0/4

3. The hunt begins to rid Dalu of the demons, it is no easy task as the demon infest every crevice of the world. Every murder and thief can now trade their souls for power, cults of corruption sport up in the dark corners of society and even in Dalu’s holy Heaven powerful demons hide with veiled magic. 3/30

[Cronus]

1. The lost knowledge of the Solar Mana Farm is laboriously rediscovered by careful examination of existing arrays 3/4

2. [Ice Shape II] is completed as the Vashlan grow in skill and power creating icy spires that reach for the stars.

3. With the artful shaping of ice even the tools of war can look like a work of art 5/6 -6 materials

[Dunn]

1. Well it seems Larkin and his expedition have not returned for their scheduled check in, this does not bode terribly well..

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

2. Construction of the Grub farm is halted by a minor rebellion which is swiftly crushed with little effort

3. On the bright side of everything the [Warding Runes I] are completed

[UED]

1. Diplomatic relations with the Corgi’s go extremely well, as it turns out this creatures are rather simple easily being won over with the various manufactured goods of the UED. The main problem of this called for integration into the UED is the fact that the Corgi’s lack a centralized government and villages must be won over one by one.

4/10

2. With new grant money Jiskar R&D is able to make great leaps in creating working prototypes of their hard light designs 3/4

3. With new subsidies work begins on clearing forests and updating outdated rural areas with only minor cases of corruption 2/6 -6 materials

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898f0b No.35368

>>35367

[Holy Hotch]

1. The Dwarves accept this compromise and trade restarts [Trade Lane: sky Dwarves: +1 Currency per turn]

2. What a lucky day! First you find fish, second you master the next level of [Luck II]!

3. The [Barracks]>+24 is completed! Soon glorious paladins will be trained to strike out against evil!

[AMF]

1.

+++Construction: Basic Infrastructre +20+++

4/5 -5 materials

2.+++Error: Catastrophic containment failure+++

-4 population

3. +++Results: Minor Advancement+++ 2/6

[Descended]

1. The smiths find quenching the blades in tar reinforce their strength and cruel edge [Swords I]

2. The Tar pit is underway though the inhabitants of the compound fled before you could properly retaliate 3/6 - 6 materials

3. Black and Bubbling, Hot and Heavy, the Tar ascends, the Tar gives true life 5/8

[Eternal Kingdom]

1. +13 is a twisted battered hellscape dominated by twisted spires of flesh, lakes of blood and puss filled rivers. In sullen silence a race of humans eke out a meager living on this twisted world slaving away under an insane lich by the name of Kralin Neverborn. No materials of any worth can be found on this world and for every minute the scouts spent their they could swear it was like their anima (Soul) was being leeched.

2. [Earth II] is easy to grasp with the Pieces mastery of order, soon whole worlds would move to their whims.

3. The [Barracks]>+12 is completed and you can now produce troops

[Peacebinders]

1. Crafting of the great citadel that will dominate the planet is slow but steady 4/8 -1 material

2. [Stoneshape II] is easily mastered by the Peacebinders who use it on an almost daily basis.

3. Training will require proper grounds so the lesser titans begin to clear an area 3/6 -6 materials

[Mak’Ars]

1. It seems that using mana on the corrupted earth causes a backlash effect allowing the corruption to jump from the earth to the Mak’Ar themselves, those infected are quickly but down but this does no bode well for their hopes…. -4 population

2. It seems those working on the designs where those caught up in the corruption jump halting all progress on the project, at least you managed to save the notes…

3. The theory of plane-shaping is simple, you tap into the global mana grid of the plane they insert your own reality over it. Much simpler said then done 3/4

[Mala-Ket]

1. Research begins on creating a veil engine to help traverse the multiverse in style 3/4

2. Work begins on building a new farming complex 2/6 -6 materials

3. Construction begins on a barracks to help train and house troops 4/6 -6 materials

[You should have been at 12 materials and now you are at 0]

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898f0b No.35369

>>35003

Sorry forgot about you, I will give you stats tomorrow.

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898f0b No.35371

Dice rollRolled 81, 59, 91 = 231 (3d100)

>>35367

Nation Name: House Durn

Race: Duergar

Location: 9 Negative

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

Pop: 6 +1/turn[Cannot exceed food (Minus 2x #turns when above food)]

Slaves: 6 +1[Cannot exceed food (Minus 2x #turns when above food)]

Food: 13 +2/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, Grub Farms

-Defenses: Planetary Defenses: 1

Military: [1] Duergar Heavy Infanty

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

Magic:[Runes I][Portals I]

Technology: [Hammers I][Slavery I]

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

Race Bonus: [Dwarves] +5 to enchanting research

1. Always with the slaves demanding freedom and basic dignity. Get those farms finished and fast (4/6)

2. This is getting annoying, I will not be denied in this way by some poorly constructed magical rocks. Gather the troops, and upgrade their armour with warding magics against anything psionic or corrupting (upgrade heavy infantry) [Warding Runes I]

3. And these slaves are becoming a real nuisance, work on some proper obedience carvings to prevent any attempts at free thinking (research binding runes)

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898f0b No.35372

Dice rollRolled 80, 42, 10 = 132 (3d100)

>>35368

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: 14 +2/turn

Resources:

[Materials: 2] +2/turn

[Holy Power: 14] +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]

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 working on that engine boyos that way we can find a home without the bugs.

3. Research better mining techniques too that way our great work can continue.

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898f0b No.35373

Dice rollRolled 6, 66, 5 = 77 (3d100)

>>35367

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

Food: 14 +2/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 14] + 2/turn

[Mana: 10]

[Currency: 10]

Worlds:

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

-Infrastructure: Great Temple, Mining Complex, Farms

-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. Continue work on the Temple of War. 5/6

2. Continue to clear out the jungles and create farmland. 0/4

+3 Human

3. Drag the corruption into the light and burn it away. This holy world shall not fall to corruption and degeneracy again! 3/30

+Holy I

+Muskets I

+Steam I

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898f0b No.35374

Dice rollRolled 65, 35, 22 = 122 (3d100)

>>35367

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

Food: 14 +2/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 10]

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magi Academy, Mining Complex, Farms, Mining Complex 2/6

-Defenses: Planetary Defenses: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes I](5/6)[Portals I]

Technology: [Rune Rifle I][Rune Flight I][Runic Architecture (5/6)]

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.With the minor angelic flight dealt with, rune research resumes. Let us hope they do not trouble us again so soon. (5/6)

+3 from Humans

+5 from unhallowed Iron

2. Set up a defensive perimeter around the nest and straight then passages out boys! We'll have this mine set soon! (2/6)

3.The runic architecture comes surprisingly easily to novitiates. Let's finish this up!

+3 from Humans

+5 from unhallowed Iron

+Runes I

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898f0b No.35375

Dice rollRolled 36, 88, 99 = 223 (3d100)

>>35374

3/4 on action 3

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

Food: 14 +2/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 10]

[Mana: 14] +2/turn

[Currency: 10]

Worlds:

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

-Infrastructure: Magi Academy, Mining Complex, Farms, Mining Complex 2/6

-Defenses: Planetary Defenses: 1

Military: [+1] Zenyar Defnse First

Magic: [Runes I](5/6)[Portals I]

Technology: [Rune Rifle I][Rune Flight I][Runic Architecture (3/4)]

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

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898f0b No.35376

>>35373

spending 1 holy power on action 3 to move it to only bad shit.

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898f0b No.35378

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: 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: 11] +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][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 Negotiations 4/10

The Coalition seems set to finish most of what it's set out to handle this Policy Cycle. With elections looming just over the horizon most of the work this year seems to be dedicated to ensuring that the diplomatic integration of the Corgis continues in a timely and effective manner, free of intervention by the Isolationist Party.

2. Hard-Light I 3/4 +8

Jiskar R&D has made great strides toward completing its research and development. The demonstration of Hard Light and its uses impressed many members from the various parties with its applications and it seems virtually guaranteed to receive the last bit of funding needed to put the research into wide-spread use across the Union.

3. Farms 2/6

The Socialists farming sudsidies took off to a lackluster response. A few local politicians in the areas set aside for development had been arrested for graft, sparking a minor crisis among the Electors. Thankfully the information came out at the same time as several celebrity scandals and it was swept under the rug with only minor fuss. Still, the Ministry of Development had been shaken by the incident and concern is high that more corruption scandals could follow.

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898f0b No.35379

Dice rollRolled 33, 58, 57 = 148 (3d100)

>>35378

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898f0b No.35380

Dice rollRolled 30 (1d100)

>>35378

Election Season! Who is going to take power in the UED for the next policy period? With the last Cycle heralding great successes and minimal scandals the Hats and Pioneers both seem set to maintain control of the Government for the following policy season.

1-10 Militarists

11-15 Militarist/Expansionist Coalition

16-25 Expansionists

26-40 Expansionist/Capitalist coalition

41-45 Capitalist

46-50 Capitalist/Isolationist Coalition

51-55 Isolationist

56-60 Isolationist/Socialist Coaliton

61-70 Socialists

71-75 Capitalist/Militarist Coalition

76-80 Socialist/Militarist Coalition

81-85 Socialist/Expansionist Coalition

86-90 Socialist/Isolationist

95-100 Militarist/Isolationist

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898f0b No.35383

Dice rollRolled 46, 37, 56 = 139 (3d100)

>>35368

Nation Name: Mak’Ars

Race: Crystalline Golems

Location:

Background: [Decides a bonus]

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

Resources:

[Materials: 16] +2/turn

[Holy Power: 16] +2/turn

[Mana: 16] +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.

The Mak’Ar relate to each other through a tightly woven neural network, while each is their own individual, every Mak’ Ar experiences the exact same thing firsthand, this inevitably molds each one to be identical. If one Mak’ Ar researched the Anchors, then every Mak’ Ar did as well. This phenomenon of knowledge being lost due to individual Mak’ Ars being destroyed does not match the memories that the Sundered maintained, clearly this Corruption is far more dangerous than the initial analysis had found. Measures will need to be taken to ensure that progress may continue.

1. Work on earth magic continues, the Mak’ Ar have decided to not attempt manipulation of the planets material until sufficient mastery of earth magic is attained, until then the Mak’ Ars make due by creating new Earth with their magic, keeping it from the ground, and then experimenting with this pure sample. The Mak’Ar expend two of their excess mana to boost related activities [Earth Magic I – II] (+5 Mak’ Ars)

2. As the Corruption spreads the Mak’ Ar begin to feel the need for an Anchor even more, a secure connection between their own plane and a neighboring one would give them an excellent “road” granting easy travel and making the process of colonization much easier. The Mak’ Ars expend two excess mana to boost related activities. [Anchor ¼] (+5 Mak’ Ars) (+10 golem gods)

3. The Mak’ Ars unerringly continue work on the SC Planeshapers Mk1. The Mak’ Ar have almost gotten the basic theory down, and the recent loss of so many Mak’ Ar only serve to motivate the r3est to solve the problem’s plaguing their world. Expend two excess mana to boost related activities. 3/4 (+5 Mak’ Ars) (+10 golem gods)

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898f0b No.35384

File: 6a749fb78320fcc⋯.png (1.42 MB,1280x720,16:9,breaking-news.png)

>>35380

In an unsurprising and uneventful Election Week the Hats and Pioneers' coalition maintains control of the Government. Coalition Leader Corinna Vox had this to say during the press conference.

"We of the Hats and Pioneers Coalition are elated that the Electorates have decided to give our coalition another go at governing the Union for this Policy Cycle. Under our leadership the UED will continue to improve the quality of life for all of its citizens in every Dominion. Already our reach has extended to new planes, and more are sure to follow! The economy is improving, our interspecies relations are at the highest point in forty years, and malnutrition rates are at an all-time low. Things are looking good and we're going to keep them that way with your help."

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898f0b No.35386

>>35378

>>35379

Bookkeeping

Spend 7 Currency on action 1 to make it a 40 for +2 progress.

Change Materials to 8.

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898f0b No.35393

File: 19f8b4e36d43a31⋯.jpg (8.45 KB,340x508,85:127,1480984404320.jpg)

Dice rollRolled 97, 29, 55 = 181 (3d100)

>>35244

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 1/6

1. Continue reconnaissance of World +17, see if we can identify anything unusual about the world.

2. On the Homefront, continue work on the spellswords

1/6

3. Finally, the Gnolls of the other islands should not grovel in ignorance and inominaty, let us begin to integrate them into the Great Maniple

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898f0b No.35394

Dice rollRolled 63, 88, 65 = 216 (3d100)

>>35368

Name: The Eternal Kingdoms of Seriessel

Race: Piece

Location: +12

Background: >>33981

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

Resources:

[Materials: 4] +2/turn (-6)

[Holy Power: 10]

[Mana: 16] +2/turn

[Currency: 10]

Worlds:

[Ch'Ek +12; Basic Resources, Earth Elementals, Arctic, Normal][Lvl 2: Developing]

-Infrastructure: Mining Complex, Mana Siphon, Barracks

-Defenses: Planetary Defenses: 1

Military:

-Pawns [+1]

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

Technology: [Stoneshaping I][Architecture I]

Society Bonus: [Chess Masters] The Eternal Kingdom wishes to expand it’s lawful domain across the wide multiverse giving them +10 to colonization and +5 terraforming magic.

Race Bonus: [Piece] Pieces will never rise in rebellion for any reason, for every piece knows its place.

Discoveries:

[+11; Bloodsteel, Tribal Orcs, Desert?, Evil God?]

[+13; Base, United Humans (Lich Lead), Hellscape, Spiritual Parasite]

1. This hideous plane must be the corruption that the Peacebinder spoke of - they shall be alerted of it immediately. In the meantime, these outsiders are a step up in the order of operations from their terrestrial relatives. Open up an extra-planar trade route at once. (Create trade route to Peacebinders.)

2. Piece militarization center completed. Suggested move: research [Tactics] to best make use of the pawns to come.

3.

[Earth II]

[Stoneshaping I]

[Architecture I]

Constructing additional Mana Siphons.

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898f0b No.35414

Dice rollRolled 12, 10, 8 = 30 (3d100)

>>35367

Nation Name: Republic of Cronus

Race: Vashlans

Location: N 1

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

Resources:

[Materials: 10] +2/turn

[Holy Power: 16] +2/turn

[Mana: 16] +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 Solar Mana Farming I 3/4.

2 Barracks 5/6.

3 Diplomatic Mission to Frog-people.

They live under the threat of devilish creatures and pervading dark whispers it is commendable to be able to survive against such adversity and shows they could be a race worthy of receiving Crarish's guidance. The Republic could learn much from them and they us. Begin rough-drafting a Frog-man Constitution for a smooth transition to a Greater Republic. Prepare some lovely ice statues for the greeting ceremony.

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898f0b No.35415

File: 812bc3f043ec8d5⋯.jpg (78.66 KB,750x964,375:482,Opposite of dog shaming_c6….jpg)

>>35414

So much for Building anything of value this turn.

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898f0b No.35416

Dice rollRolled 46, 22, 44 = 112 (3d100)

>>35368

[The Descended of Tir Aingire]

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

Food: 14 +2/turn

Resources:

[Materials: 8] +2/turn

[Holy Power: 10]

[Mana: 14] + 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. Continue building our tar pit. It must be operational. We require more Descended. [Conversion Pit 3/6] [Taint II][Shadow II]

2. Continue furthering the horrid potency of our Tar. [Taint III 5/8]

3. Begin developing a means of magic to change the very form and being of our kinsmen, adpating them to any situation, giving them the great and terrible malleability of the black tar from whence they come.

Research [Shapeshifting] magic.

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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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