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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 9fa40b0e676dfcd⋯.jpg (221.51 KB,1920x1080,16:9,maxresdefault.jpg)

279113 No.35311 [View All]

Not even a hundred years ago the Tolnari empire was prominent across the continent. Across the continent soldiers patrolled roads and protected trade from monsters. Arts, sciences, and magic were studied and put to use. The Tolnari pushed for conquest upon all fronts, bringing slaves and wealth to the empire. That was until they ran out of fronts to colonize or conquer. The nobles of the empire fell into decadence, the people and the slaves suffered, and the army demanded more and more wealth. It did not take long for order in the empire to collapse as multiple factions tore at each other for their own goals, whether power or freedom. With soldiers drawn to fight across the continent monsters retook their old hunting grounds and trade slowed.

Cities burned, knowledge lost to the fires. In the end all that was left were many of the cities that stayed neutral, tribes that were formerly oppressed, and others who stayed out of the fighting. The empire fell, and the world began to rebuild. Now new kingdoms rise and lost knowledge shall be found again. Will you rise, or fall to ruin?

Sheet:

Name: What is your nation called?

Race: Who inhabit your nation, nothing too extreme, no undead or magic beings, and no underwater beings.

Fluff: Flesh out your shit.

—Don't fill out below—

Food: 3

Resources:

Units: 1 [Player named]

Tech: [Iron working I] More will be given based on fluff

Magic: Based off fluff

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: You will get one based off of fluff

Bonuses: Based off fluff.

Rules: http://pastebin.com/jgfxQwP1

Map: https://app.roll20.net/join/1608740/CknXWA

(too annoying to do traditional map)

73 postsand25 image repliesomitted. Click reply to view. ____________________________
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279113 No.36070

>>36068

Name: Quin' Shi

Race: Tehr'a Koht'aa

Fluff:>>35319

Food: 3

Pop: 14 +4/turn

Resources: 7 Stone

Units: 1 Militia of a Hundred-Thousand

Tech: [Iron working I][Drilling I]

Magic: [Fire Magic I]

Research:

Magic: Life Magic 20/200 (+20/turn)

Tech: Drilling II 20/200 (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: Scepter of the Koht'aa - the magic item used to control your people. Speak a command and your people will have no choice but to comply. It was given to you to ensure your freedom.

Bonuses: Warborn - Your people were designed to fight and die in large numbers, and to support the large number of soldiers. You get +10 to recruiting and training Tehr'a Koht'aa units or building machines of war.

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279113 No.36109

File: 1fbc4e572183ccc⋯.jpg (210.94 KB,1275x1754,1275:1754,Dancert.jpg)

Dice rollRolled 43, 79, 57 = 179 (3d100)

>>36048

[Grand Sultanate of Jaffar]

Pop: 14 +4/turn.

Food: 3

Buildings : Forge

Resources: 2 Stone

Units: 1 [Brazen Bulls]

Tech: [Iron working I][Slave Soldiers I]

Magic: [Pact Fire Magic I]

Research: Magic: Pact Moon Magic I 40/200(+20/turn), Tech: Mining I 40/100 (+20/turn)

Adventurers: 4

Heroes: 0

Bonus: Conqueror of a thousand worlds - Jaffar has been to, and taken over, many worlds before this one and now has to impose limits on himself to even entertain himself with it. In this world he has decided he will not act directly in any manner, only through his agents will his will be done. Even so his experience comes through, especially in finding heroes. You receive a +5 to recruiting adventurers and free heroes.

Artifact: Jaffar's Will - This ring, infused with some of Jaffar's power, allows for the user to control fire within a mile with great skill for an hour, after which the user will be incinerated.

—-

1. What are you doing you fools! I didn't say come back empty handed, get back out there to the south ruin and come back with something to show Jaffar or do not return at all!

2. Weak and disgusting, they must be hiding their strength then, release the dogs. I want one that can fight! +5

3. Hmm good now the forge is done we need more stone get working on a quarry.

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279113 No.36278

Dice rollRolled 30, 38, 26 = 94 (3d100)

Name: Achionae

Race: Human

Pop: 14 +4/turn

Food: 3

Resources: 0 Stone 2 wood

Units: 1 Hearth Guard

Tech: [Iron working I], [Construction I]

Magic: Pact Air Magic I

Research: Pact Air Magic II 20/400 (+20/turn), Steel 20/100(+20/turn)

Adventurers: 4

Heroes: 0

+Tech: Construction I

+Magic: Pact Air Magic I

+Bonus: Unity through labor - your people are hardy and the hard working man is considered to have the ideal job. You get a +10 to construction rolls but a -5 to recruiting rolls.

+Artifact: Windancer's Dress - The garment of a spelldancer hero from before the time of the empire. Woven from pure white, silk-like, material. It is said that if a woman dances in this dress powerful wind spirits can be drawn to their aid.

1. Send Adventurers out exploring

2. Gather Wood

3. Gather stone?

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279113 No.36287

Dice rollRolled 48, 88, 100, 41, 53 = 330 (5d100)

>>36047

Name: Han Kana

Race: Humans that look distantly european

Fluff: Hanverun Kanaet was a fortress in Tolnari land until the empire started to be more decadent. As they get more under equipped and much more deteriorating for the fortress, the soldiers promptly deserted and renounced their allegiance to the crown. They have become raiders and barbarians lost their former nobility as soldiers and now resorted to taking the people, pillaging the lands, and burning the settlements as a defiance to the crown.

Within the now christened territory of Han Kana they are almost nomadic traveling within the Howling Wilds, as the women could fight and lead with the men if they swore a oath of chastity within their service in the army or in leadership as well. However other leadership are considered to be lesser than the highlord in their language. While they never set up anything periment within the Howling Jungle except hidden supplies and totems

—Don't fill out below—

Food: 3

Pop: 10 +4/turn.

Towns will give you +1/turn, cities +2/turn, and Metros +3/turn.

Han Kana: Palisade +1 defense

Resources: 5 stone 5 wood

Units: 1 Han Kana Raider

Tech: [Iron working I] [Raiding I]

Magic: [Fire Magic I]

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: The Founder's Blade - Given to the first captain of the fortress, those that follow the wielder are immune to fear but can't retreat unless the wielder gives the order.

Bonuses: Nomads - You can use an action to move the location of your settlements in any direction 3 hexes. This action can be used over multiple turns to move farther. Villages can be moved around as the settlements move. NPCs automatically dislike you and most PCs towns will complain about bandits when you are near.

Tech: Siege I; This better work otherwise I'll have your head in a pike and the animals eating you. I

Magic: Explosion Magic I; We need something that can pierce holes in buildings not other forms of magics I

Line Green

Center of the Howling Jungles

(Sorry I fucked up)

1-2 Chop down a couple of trees for more lumber we want wood otherwise how are we going to live?

3. Scout around our borders to make sure that we know what's near us.

4-5. Build a mine so we can get more stone and/or any minerals.

4 and 5 are refunded dice

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279113 No.36295

Dafty has dropped the game, I will remove him from the map later.

I don't believe I mentioned how much everyone knows about each other. You all know each other exist and the NPCs exist. If a nation is within 10 hexes of you then you know what they are doing with their actions if they are not keeping it hidden and you know what techs they have but are not currently researching. You can interact with other players no mater the distance.

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279113 No.36317

Dice rollRolled 51, 59, 75 = 185 (3d100)

Name: The Watchers

Race: Beholden

Fluff: >>35352 (You)

Pop: 14 +4/turn

Food: 3

Resources:

0 Stone

+3 Broken Eyes (Allow the users to see mana, but can't see through illusions)

Units: 1 [Player named]

Tech: [Iron working I] [Inquisition I]

Magic: [Divination I]

Research:

Magic (+20/turn) - 20/200 Enchantment Magic I

Tech (+20/turn) - 20/100 Alchemical Fire I

Adventurers: 4

Heroes: 0

Artifacts: All seeing eye - Where once you had many, now you only have the one. The user of this item can see the flow of mana around them, can see through illusion magics not affecting mana directly, and can see through disguises and lies.

Bonuses: Protectors of the world - Your people remember their old cause and continue to seek to protect the world from the forces of the dark. When you fight an army which has a unit of demons, fey, eldritch abominations, undead, or soul powered machinery, or show magics of similar origins, your troops gain +1 to their rolls.

#1-2 put the new village to the southwest town, and set it as a mining village for stone 4/5

#3 we have spent our stone on the new village, so we will have to gather more stone for constructions

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279113 No.36515

Dice rollRolled 14, 48, 37 = 99 (3d100)

>>36049

Name: Khratolha Tribe

Race: Chuatula Elves

Fluff: On the farthest edges of the Empire lay the aptly named Jungle of Shadows, known for its foilage so thick that no light can enter it. In these trees the Khratolha Tribe was found, an elf-like race with tar-black skin and pitch black eyes. This tribe didn't merely adopt the darkness, but was born in it, molded by it. A Khratolha can truly say he has become a man by the simple fact that he ventured out far enough to see light. And indeed, living in endless shade will cause certain improvements: night vision, smell, hearing. Indeed it is said that a Khratolhan tribesman can feel the vibrations of a slime-toothed jaguar on a tree a hundred feet away.

In these pitch black tombs of flora and foilage, the tribe learned the arts of manipulating shadow: concealing in it, using it as a weapon, a way of transfer even; as easy for them as it is for us to manipulate the dirt beneath our feet. To their God of shadow and existence, one and the same, Chalatoa, they prey with outstretched arms and with tribal devotion. A god who preaches a subjugation of his own. To step upon and conquer and to smite with as much certainty in their cruelty and ambition as certain it is light will cast a shadow. Even then, however, they found themselves under the subjugation of the Tolnari's, albeit a subjugation with a great deal of autonomy. Nevertheless, after the Empire fell, they still knew of the lands beyond the jungle. A land of limitless light, and moreso a people who've yet to hear the words of Chalatoa. And so, they set themselves out, for the first time in their existence, to reach out forth into the light and cast it into shadow

—Don't fill out below—

Food: 3

Pop: 10 +4/turn

Resources: 5 Wood

Units: 1 Shade Warrior

Tech: [Iron working I] [Stealth I]

Magic: [Pact Shadow Magic I]

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: Bow of Chuatula - Gifted to one of the ancestors to your people by Chalatoa, the bow is formed from black wood and a mist-like string that forms arrows from surrounding shadows. These arrows pass through armor and puncture flesh with ease.

Bonuses: It was only blinding! - Your people are used to the dark and are better at hiding and finding those that hide in the darkness. Stealth units get a bonus to hiding and scout units give a penalty to hiding enemy units.

Location: Dead center of the Jungle of Shadows, right where the two parts of the jungle meet

Tech choice: Lumbermills I (20/200)

Magic Choice: Divinity Theory (20/800)

1. Construct a temple for our shamans to use to further our research into magic. Considering the daunting research ahead of us, we will need it

2. Begin scouting out the mountains to see if we can't find some form of ruins or caverns or such to explore and exploit

3. Continue construction of the village (3/5)

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279113 No.36536

Dice rollRolled 13, 55, 100 = 168 (3d100)

>>36048

Name: The Fishermen's Council

Race: Noble Men

Fluff:

Stuff and things.

Food: 3

Resources:

+ 5 Wood

Units: 1 [Fishermen's Friends]

Tech: [Iron working I] [Bureaucracy I]

Magic: [Water Magic I]

Research:

- Magic (+20/turn) -> Drilling I (40/100)

- Tech (+20/turn) -> Mist Magic I (40/200)

Adventurers: 4

+ Bazius

+ Randomo

+ Glitzen

+ Some other guy

Heroes: 0

Artifacts:

+ Wayfinder's Compass - compass, who's make was lost in time, points towards nearest land.

Bonuses:

+ Old Roots - while your people may have given up their roots some things can not be left behind, and some things are learned from the experience. You get a +5 to calming your populace and reworking your government.

1. Construct a library.

2. Let the Adventurers investigate the mysterious island of towers further.

3. Chop some more wood.

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279113 No.36546

>>36053

Ammended*

Tech Options:

3. Road building I (100 progress); Your civil engineers have been studying old empire roads, but need your research funding in order to look into it more.

43/100

Magic Options:

1. Enchantment magic I (200) - One of your magic users has been studying the enthralling ability of the throne and has started conducted experiments to replicate it.

40/200

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279113 No.36548

>>36053

1&2. A survey team is sent out to each location and discover that both locations hold large quantities of common metals such as tin, iron, and nickel.

3. Your survey team reports back with a branch of the tree. The leaves of the tree are silver in color and the wood is extremely dark and seems quite strong. Some say it would make good wood for bows. While it is too early in the season for the tree to bear fruit the tree carries many flowers that are bright blue in color and seem to be lined with silver. Many have begun to call the tree a silver leaf, for obvious reasons.

>>36054

1. The word is given to build a village, which needs villagers. Guards go to get peasants from another village, who refuse. The situation escalated and now you have a slaughter on your hands. -4 pop

2&3. (You can't use dice to research, which I'm fairly sure I've told you before so I don't know what you want to do with these dice. Explain it to me or have the dice refunded.)

4. The walls begin to go up but progress halts as you run out of stone. (Take that stone off your sheet faggot. You used 4 last turn.)

>>36056

1. Work begins as the small forge is carved from the mountain. 2/3

2. It seems that the amount of stone shaken loose was less than though, but a bit is collected through magical means. +1 stone.

3. Through the winding caves your survey team goes. It becomes hot, and hotter, and hotter. They thought they were about to pass a lava vein but instead found a white-red ore in the walls. The ore seemingly radiated heat and as such was named Vulkanite.

>>36056

1&2. (You can't build quarries without the tech, dice refunded)

3. You order many men into the cave, but unfortunately the cave does not allow for many. Scouts report that the cave goes deep into the ground and has many passages that were too small for them to crawl through. There was also signs of small amounts of rock crystal (quartz), iron ores, and copper ores in the cave but not enough to really justify creating a mine, even if you knew how to make one. Some also said they heard insects in the cave but never saw them.

Your people bring complaints of tools being missing and begin to blame their neighbors of stealing them.

>>36109

1. The adventurers depart. (They will move as fast as cavalry. Roll a d100 each turn for random encounters and/or loot.)

2. The dogs are released and many die, but those there are some that survive. A few seem to have experience, are quick on their feet, are quick thinkers, or just got lucky. All good qualities in a soldier.

+ [Player named unit] (+.2) -1 pop

3. (You can't build a quarry until you have the tech, you can gather stone using an action. Dice refunded.)

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279113 No.36549

File: ceb20e99996fdbd⋯.jpg (76.76 KB,625x416,625:416,read.jpg)

File: cf578cc94c5186a⋯.jpg (188 KB,1600x900,16:9,LegionArt9.jpg)

>>36278

1. The adventurers grumble about not getting clear directions, and not getting payed, and how the beer was shit, but they leave. (They will wander around at the speed of infantry, use an action to call them back. Roll a d100 each turn for random encounters and/or loot.)

2. Wood is gathered. +1 Wood.

3. No stone is gathered though.

>>36287

(And you continue to fuck up, 5 wood OR stone. Remove 5 of either. Then remove 2 Wood because I fucked up.)

1&2. Wood is gathered from the jungle. Some of the civilians worry about intruding on Uruk territory. Some also note seeing a strange looking tree. +6 Wood.

3. Your men explore around your borders and while some take note of the strange trees in the jungle and the hints of gold in the mountains the real treasure is found in a cave. The explorers notice what they thought were red bats and took them back to the capital to be quirky pets or eccentricities. It was only when they talked to a natural philosopher on what kind of bats they were that they were told these were a species of unknown monster, and they they were young too. The men named them Felbats after their slightly demonic features and red skin.

+2 Felbat young. (6 turns until adulthood)

4&5. (Refunded again, you can't build a mine or quarry without the tech. You disappoint me Anon >:( )

>>36317

1&2. The village is complete and the quarry… sends back nothing usable. All this stone is broken up and useless. The village is put to farming. +1 food.

3. In disappointment men are sent to gather stone from smaller ruins around. +3 stone.

>>36515

1. Argument immediately erupts on how to build the temple. One side wishes to clear a part of the jungle and build a pyramid to Chalatoa, the other side believes that the best way is to build a stone circle in the darkest part of the jungle.

2. Scouts are sent out to the lone mountain to the west and come home with some sort of gemstones. They say that they found them in a cave on the northern side.

3. Village construction continues. 4/5

>>36536

1. An argument erupts between the mages and the natural philosophers over what information should fill the library. After the third hour the foreman goes and gets drunk.

2. The adventurers set off! (They will move as fast as cavalry when on land, recall them with an action. Roll a d100 each turn for random encounters and/or loot.)

3. Your people begin to chop wood, and they are shit at it. They are so shit they anger an old elven engineer who shows them how to fucking set up a lumbermill before going back to his drunken stupor.

+Village: +1 wood per turn

+Tech: Lumber-mills I

Notes: Adventurers rules updated. As well, if adventurers feel they arn't getting payed enough they may hold back on you.

I also realized I didn't put tech to strength. It is +.2 per tech.

Keep track of your fucking resources and tech/magic progress damnit!

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279113 No.36550

>>36549

I forgot. POST

I'm doing events next turn. I'd say be prepared, but we all know you wont :3

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279113 No.36551

Dice rollRolled 55, 90, 81 = 226 (3d100)

>>36548

Name: Dominion of Ilaria

Race: Men

Fluff: Fluff: The Throne of the Dragon Emperor crafted in a distant realm and bathed in the blood of divinity. For eons after the fall of that world as it was consumed by apocalypse its master sat and waited and turned to bones. In time their spirits became one and the Golden Throne's power became painted in his ego. Its will and presence blinds the meek and mighty alike . The Throne must constantly change its arcane equations for maintaining form and focus in a constantly changing cosmos. Shamelessly powerfully none the less, it seeks dominion over this new world to soothe its new ego. Men are the first race The Throne has encountered and in His golden radiance they have been adopted and He has graciously accepted a new position at the peak of their society. To protect Him that is Supreme one man has stepped forth to hold command and guide the expansion of the Dominion, named Sirius Tolbrin of the Tolnari Remnant State. The lack of guidance that led to civil war was that they could not find the other worlds that can reached and to never allow the self destructive ideas of old to take hold again. They fly a flag of a red dragon on a gold field.

Pop: 22 +4/turn.

Towns will give you +1/turn, cities +2/turn, and Metros +3/turn.

Food: 3

Resources: 4 Stone

Units: 1 Tolnari Velite

+Tech: Steel I

+Magic: Pact Fire Magic I

Research: Magic 40 (+20/turn), Tech 43 (+23/turn)

Adventurers: 4

Heroes: 0

+Bonus: Dragon Throne - You are lead by the Dragon Throne, a sentient magic item of immense power with the power to grant pact magic, although with you continued shifting of arcane formula you have no control of the kind. You can not lose pact magic to upsetting your patron.

+Artifact: Dragon Throne - A sentient artifact that enthralls those around it and can bestow pact magic.

Tech Options:

3. Road building I (100 progress); Your civil engineers have been studying old empire roads, but need your research funding in order to look into it more.

66/100

Magic Options:

1. Enchantment magic I (200) - One of your magic users has been studying the enthralling ability of the throne and has started conducted experiments to replicate it.

60/200

+Small library (in capital) +3 to tech research

1 Build a Library in the southern town of Magnus near the Silver Leaf tree

2 Prepare a field worth of soil to receive the seed from the ripe fruit of the Silver Leaf tree. It could be hard work to remove the stone and till the dirt but I think it will be worth it if we can grow such trees.

3 Gather a few of the silver leaf flowers and burn them with pact fire magic, perhaps they might possess inherent magic that will react with our fire magic?

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279113 No.36552

Dice rollRolled 59 (1d100)

>>36551

lower is worse

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279113 No.36553

>>36070

>>36068

>>36548

Mislinked your update.

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279113 No.36554

Dice rollRolled 62, 46, 88 = 196 (3d100)

>>36548

Name: Eisen Wachtturn

Race: Dwarves

Fluff:http://pastebin.com/mXYbgQRz

Food: 3

Pop 18+4/turn

Resources: 56 Stone

Units: 1 Guardian Dwarves

Tech: [Iron working I] [Stone Carving I]

Magic: [Earth Magic I]

Structures:

+Small Temple - Eisen Sturnz

Small forge 2/3

Research: Magic (+20/turn), Tech (+20/turn)

Tech: 2. Mining I (40/100) - One of the mine overseers is trying to figure out better layouts for mines to gather more ores.

Magic: 3. Pact Mountain Magic I (40/200) - Sturnz has contacted your priests and says that his worship has not been adequate in centuries and if you want the power he gave your ancestors to bring worship back to adequate level.

Adventurers: 4

Heroes: 0

Artifacts: Forge-king's Hammer - An ancient hammer created by a great artisan only known as the Forge-king. The hammer radiates heat and burns those it strikes; as well the user can control molten rock around them.

Bonuses: Stonewall - Your people were fighting a defensive war with the Empire for centuries and only the most thick skulled dwarf won't learn a thing from it. When fighting in your own lands every dwarf or dwarf manned troop gets a +1 to combat.

1. Keep working on that forge so we can make things! 2/3

+Stonecarving I

+earth Magic I

+Iron working I

2. Build some defenses, the quakes brought the walls down and Sturnz knows we could use so to keep the beasties out.

+Stonecarving I

+earth Magic I

3.Finally start building a barracks. We'll need it to train lads in case the empire isn't as dead as it seems.

+Stonecarving I

+earth Magic I

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279113 No.36568

>>36287

>>36549

Small edit: Add tech: Monster Taming I

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279113 No.36569

Dice rollRolled 24, 58, 81, 68, 35 = 266 (5d100)

>>36549

Name: Han Kana

Race: Humans that look distantly european

Fluff: Hanverun Kanaet was a fortress in Tolnari land until the empire started to be more decadent. As they get more under equipped and much more deteriorating for the fortress, the soldiers promptly deserted and renounced their allegiance to the crown. They have become raiders and barbarians lost their former nobility as soldiers and now resorted to taking the people, pillaging the lands, and burning the settlements as a defiance to the crown.

Within the now christened territory of Han Kana they are almost nomadic traveling within the Howling Wilds, as the women could fight and lead with the men if they swore a oath of chastity within their service in the army or in leadership as well. However other leadership are considered to be lesser than the highlord in their language. While they never set up anything periment within the Howling Jungle except hidden supplies and totems

—Don't fill out below—

Food: 3

Pop: 14 +4/turn.

Towns will give you +1/turn, cities +2/turn, and Metros +3/turn.

Han Kana: Palisade +1 defense

Resources: 9 wood

Units: 1 Han Kana Raider

Tech: [Iron working I] [Raiding I][Monster Taming I]

Magic: [Fire Magic I]

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: The Founder's Blade - Given to the first captain of the fortress, those that follow the wielder are immune to fear but can't retreat unless the wielder gives the order.

Bonuses: Nomads - You can use an action to move the location of your settlements in any direction 3 hexes. This action can be used over multiple turns to move farther. Villages can be moved around as the settlements move. NPCs automatically dislike you and most PCs towns will complain about bandits when you are near.

Tech: Siege I; This better work otherwise I'll have your head in a pike and the animals eating you. II

Magic: Explosion Magic I; We need something that can pierce holes in buildings not other forms of magics II

Beasties: 2 Felbat young. (6 turns until adulthood)

Line Green

Center of the Howling Jungles

(Sorry I fucked up agian)

1, Build farms so that we can eat without raiding others

2-3. Check the Felbats I want to know about what they are, if they have any diseases and if they are male and female.

4-5. Adventurers scout out the cave check for any more Felbats and report to me on what you found.

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279113 No.36644

Dice rollRolled 75, 1, 94, 69 = 239 (4d100)

Name: Achionae

Race: Human

Pop: 18 +4/turn

Food: 3

Resources: 0 Stone 3 wood

Buildings: School

Units: 1 Hearth Guard

Tech: [Iron working I], [Construction I]

Magic: Pact Air Magic I

Research: Pact Air Magic II 40/400 (+20/turn), Steel 40/100(+20/turn)

Adventurers: 4

Heroes: 0

+Tech: Construction I

+Magic: Pact Air Magic I

+Bonus: Unity through labor - your people are hardy and the hard working man is considered to have the ideal job. You get a +10 to construction rolls but a -5 to recruiting rolls.

+Artifact: Windancer's Dress - The garment of a spelldancer hero from before the time of the empire. Woven from pure white, silk-like, material. It is said that if a woman dances in this dress powerful wind spirits can be drawn to their aid.

The fuck does this school do?

1. Adventurer roll

2. Gather more wood

3. Send scouts south to explore the mountains

4. Gather more wood or something I dunno

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279113 No.36724

Dice rollRolled 91, 9, 94, 12, 75 = 281 (5d100)

Name: Quin' Shi

Race: Tehr'a Koht'aa

Fluff:>>35319

Food: 3

Pop: 18 +4/turn

Resources: 7 Stone

Units: 1 Militia of a Hundred-Thousand

Tech: [Iron working I][Drilling I]

Magic: [Fire Magic I]

Research:

Magic: Life Magic 40/200 (+20/turn)

Tech: Red Iron I 40/400 (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: Scepter of the Koht'aa - the magic item used to control your people. Speak a command and your people will have no choice but to comply. It was given to you to ensure your freedom.

Bonuses: Warborn - Your people were designed to fight and die in large numbers, and to support the large number of soldiers. You get +10 to recruiting and training Tehr'a Koht'aa units or building machines of war.

1. Well if we need more tools we'll need a forge. Go smelt a big anvil for one, we've got iron working and fire magic.

Tech: [Iron working I]

Magic: [Fire Magic I]

2-3. Build a library

4-5. Build a Heated Drill Workshop. Prepares iron bolts which are bored into stone and rock with a hammer, then heated to expand using fire magic causing them to crack down a straight line. Helps with stone gathering actions.

Tech: [Iron working I]

Magic: [Fire Magic I]

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279113 No.36732

Dice rollRolled 14 (1d20)

>>36724

because random said so

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279113 No.36735

Dice rollRolled 64, 6, 28, 62 = 160 (4d100)

>>36549

Name: The Fishermen's Council

Race: Noble Men

Fluff:

Stuff and things.

Food: 3

Resources:

+ 6 Wood (+1 Per Turn)

Units: 1 [Fishermen's Militia]

Tech: [Iron working I] [Bureaucracy I] [Lumber-mills I]

Magic: [Water Magic I]

Research:

- Magic (+20/turn) -> Drilling I (60/100)

- Tech (+20/turn) -> Mist Magic I (60/200)

Adventurers: 4

+ Bazius

+ Randomo

+ Glitzen

+ Some other guy

Heroes: 0

Buildings:

+ Lumber-Mill (+1 Wood / turn)

Artifacts:

+ Wayfinder's Compass - compass, who's make was lost in time, points towards nearest land.

Bonuses:

+ Old Roots - while your people may have given up their roots some things can not be left behind, and some things are learned from the experience. You get a +5 to calming your populace and reworking your government.

1. Stop getting drunk and get back to constructing that library instead!

2. Start building some more ships. Living on islands ships were a relevant thing after all.

3. Send out a few scouts to find territory that will give us access to stone so we can settle there. Should scouts need to be trained, train them.

4. It's Adventure Time! Comeon grab your Baz! We're gonna find a monster and.. kick its ahass! With Random the Grumpster and Glitz the Funboii the fun will never end its Adventure Time!

Oh yeah and then there's another guy.

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279113 No.36736

Dice rollRolled 1 (1d20)

>>36732

Shh now, no tears, only theft now.

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279113 No.36739

Dice rollRolled 29, 99, 25 = 153 (3d100)

Name: The Watchers

Race: Beholden

Fluff: >>35352 (You) (You)

Pop: 14 +4/turn

Food: 4

Resources:

3 Stone

+3 Broken Eyes (Allow the users to see mana, but can't see through illusions)

Units: 1 [Player named]

Tech: [Iron working I] [Inquisition I]

Magic: [Divination I]

Research:

Magic (+20/turn) - 40/200 Enchantment Magic I

Tech (+20/turn) - 40/100 Alchemical Fire I

Adventurers: 4

Heroes: 0

Artifacts: All seeing eye - Where once you had many, now you only have the one. The user of this item can see the flow of mana around them, can see through illusion magics not affecting mana directly, and can see through disguises and lies.

Bonuses: Protectors of the world - Your people remember their old cause and continue to seek to protect the world from the forces of the dark. When you fight an army which has a unit of demons, fey, eldritch abominations, undead, or soul powered machinery, or show magics of similar origins, your troops gain +1 to their rolls.

#1-2 enchant some iron divination rods, which can alert our adventurers or opportunities or dangers nearby by shaking or vibrating.

+Iron Working I

+Divination I

#3 build a library in our capital (or one of our settlements if there is no room)

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279113 No.36740

>>36739

pop should be 18

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279113 No.36742

Dice rollRolled 23, 96 = 119 (2d100)

Event rolls:

1. Locations

1-5. Global

6-15. Continental

16-75. Player who has posted this turn, split evenly (fuck counting)

76-80. Wizard towers. (N,S,E,W, All)

81-90. Random other NPC

91-95. ????

96-98. Small ruin.

99-100. Major ruin.

2. Degree

Lower is worse for all involved.

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279113 No.36743

Name: Shakongo

Race: Cursed orcs

Fluff: Once a proud group of orcs, the shakongo lived relativly peacefully. That was until ogres came about, They demanded blood sacrifices from the tribe, the orcs sent several people to convince them not to go through with it, alas it was not to be. In desperation they ran as far as they could. After settling down they came to a horrible realization. They've been cursed with an insatiable lust for blood and battle, now they wherever they got destruction and suffering comes!

—Don't fill out below—

Food: 3

Resources:

Units: 1 [Player named]

Tech: [Iron working I] More will be given based on fluff

Magic: Based off fluff

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: You will get one based off of fluff

Bonuses: Based off fluff.

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279113 No.36783

File: 127899ef7328a2b⋯.jpg (51.79 KB,736x541,736:541,FUN.jpg)

>>36551

1. Good progress is made on the library 2/3 -2 stone

2. Some issues are brought to your attention. One, you don't have enough building materials to build the village needed to sustain the farm. Two the silver leaf do not grow outside the area they were found.

3. Some twigs with flowers on them are taken and burned. Many of your learned men are eager to witness the event, but as the smoke spreads all the witnesses fall asleep. They are awoken by a high pitched voice and the feeling of sand being thrown in their face.

"Hey! Hey wake up! It's dangerous to sleep in the middle of a field you know!" When the witnesses awake they see a small humanoid with wings like a butterfly. "There, now then. Hi how are ya? I'm Siri, a pixie, who are you?" the pixie says in a cheery voice, fluttering between the waking observers.

Event: A shepard has found an old quarry site in the hills. Your learned men think they can figure out how to create even stone blocks from it.

+Tech: Quarries I

>>36554

1. The forge is finished +Building: forge I (in capital)

2. Repairs begin on the walls. 2/3 -2 stone (choose one of your towns to put this in, also fix your stone total)

3. A barracks is quickly constructed. No one wants to repeat the time of the empire. -2 stone +Barracks I (In capital)

>>36569

1. Attempts to build farms are blocked by raid leaders who fear that they will lose their positions of power.

2&3. You have a learned man in the ways of monsters take a look at them. They are similar to bats in physiology, and seem to drink blood for nutrition. One is male and one is female. He theorizes that when they are fully grown they could be ridden.

4&5. They report back that there are no more felbats.

>>36644

Adventurers: Peaceful travels for the adventurers.

2&4. Men are sent to chop wood. One such man, a drunkard, was quite hung over that morning. Reports say he shouted at the winds rushing through the trees to pipe down. The winds took offense to this.

+Bonus: Angered wind spirits - Your people have angered the wind spirits, and they now work against you until appeased. You can not use Pact Air magic, have a -10 to building and resource gathering rolls, and sea travel autofails.

3. The southern mountains are rich in gems, precious metals, and more useful metals.

>>36724

1. A forge is rapidly built. -2 Stone +Building: Forge I (In capital)

2&3. As well a library is rapidly constructed. -2 Stone +Building: Library I (in capital) +3 Tech research

4&5. Heating the drills at the current level of power does not help as much as you would think. A normal mason workshop is built instead to allow for smoothing out of gathered stone so more can be used. -2 Stone +Building: Mason's workshop (in capital)

Your soldiers in your capital are awoken abruptly as they hear spears clatter in the nearby armory. After a brief scuffle in the dark the culprit is killed. A large insect was seemingly trying to tear off the iron spearheads.

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279113 No.36784

>>36735

1. The learned men win out and the library is constructed. -2 wood +Building: Library I (In capital) +3 tech research

2. A ship is built and is sent on it's maden voyage… to the bottom of the ocean. -2 wood.

3. The scouts go into the next room and bring you a map of the continent.

Adventure: No news.

>>36739

1&2. (While a good idea enchanting is a specific tech, sorry. Dice refunded.)

3. A small argument breaks out about what should fill the library. No progress is made.

>>36743

+Tech: Raiding I

+Magic: Blood Magic I

+Bonus: Blood Frenzy - Your people are cursed with a hunger for blood. Your units all have a +1 in combat but you have a higher chance of having rebellions and infighting when you roll low.

+Artifact: Bloodstone axe - A red metaled axe decorated with bone. Wounds inflicted with the axe do no heal.

+Tech Options:

1. Bloodmetal I (200) - In an attempt to recreate the Bloodstone axe one of your metallurgists found a way to imbue blood magic into iron.

2. Lumbermills I (100) - The need for a continuous source of wood is needed, and some think they may know a way.

3. Drilling I (100) - Your raid leaders say the men need more discipline, always running off to kill civilians.

+Magic Options:

1. Pact Lunar Magic I (200) - A trio of elderly women approach, speaking of promises of power. Promises to control the power of the moon

2. Pact Curse Magic I (200) - or to curse your foes with ill fate

3. Pact Enchantment Magic I (200) - or even to befuddle their minds, to turn foes to friends and friends to foes. All it will take is a payment to come at a later date.

You are replacing Anniria in the Withered Woods

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279113 No.36785

Dice rollRolled 19, 19, 70 = 108 (3d100)

>>36783

Name: Eisen Wachtturn

Race: Dwarves

Fluff:http://pastebin.com/mXYbgQRz

Food: 3

Pop 22+4/turn

Resources: 2 Stone

Units: 1 Guardian Dwarves

Defenses: Walls 2/3 - Eisen Sturnz

Tech: [Iron working I] [Stone Carving I]

Magic: [Earth Magic I]

Structures:

+Small Temple - Eisen Sturnz

+Forge I - Eisen Sturnz

+Barracks I - Eisen Sturnz

Research: Magic (+20/turn), Tech (+20/turn)

Tech: 2. Mining I (60/100) - One of the mine overseers is trying to figure out better layouts for mines to gather more ores.

Magic: 3. Pact Mountain Magic I (60/200) - Sturnz has contacted your priests and says that his worship has not been adequate in centuries and if you want the power he gave your ancestors to bring worship back to adequate level.

Adventurers: 4

Heroes: 0

Artifacts: Forge-king's Hammer - An ancient hammer created by a great artisan only known as the Forge-king. The hammer radiates heat and burns those it strikes; as well the user can control molten rock around them.

Bonuses: Stonewall - Your people were fighting a defensive war with the Empire for centuries and only the most thick skulled dwarf won't learn a thing from it. When fighting in your own lands every dwarf or dwarf manned troop gets a +1 to combat.

1. Finish up the walls so we are not defenseless!

+Stonecarving I

+earth Magic I

2. Begin building a quarry so we may have a constant source of stone.

+Stonecarving I

+earth Magic I

3. Send some adventurers down into the now cleared or rubble lower levels. Make sure nothing is festering in the deep.

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279113 No.36786

>>36644

Sorry, +3 to tech research is what the library gives.

>>36785

Make sure you add progress or I will forget what your progress on actions are.

Also add where you are building the defenses, you have two towns on the edge of the mountains where it would work.

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279113 No.36788

Dice rollRolled 81, 23, 19 = 123 (3d100)

>>36783

Name: Han Kana

Race: Humans that look distantly european

Fluff: Hanverun Kanaet was a fortress in Tolnari land until the empire started to be more decadent. As they get more under equipped and much more deteriorating for the fortress, the soldiers promptly deserted and renounced their allegiance to the crown. They have become raiders and barbarians lost their former nobility as soldiers and now resorted to taking the people, pillaging the lands, and burning the settlements as a defiance to the crown.

Within the now christened territory of Han Kana they are almost nomadic traveling within the Howling Wilds, as the women could fight and lead with the men if they swore a oath of chastity within their service in the army or in leadership as well. However other leadership are considered to be lesser than the highlord in their language. While they never set up anything periment within the Howling Jungle except hidden supplies and totems

—Don't fill out below—

Food: 3

Pop: 18 +4/turn.

Towns will give you +1/turn, cities +2/turn, and Metros +3/turn.

Han Kana: Palisade +1 defense

Resources: 9 wood

Units: 1 Han Kana Raider

Tech: [Iron working I] [Raiding I][Monster Taming I]

Magic: [Fire Magic I]

Research: Magic (+20/turn), Tech (+20/turn)

Adventurers: 4

Heroes: 0

Artifacts: The Founder's Blade - Given to the first captain of the fortress, those that follow the wielder are immune to fear but can't retreat unless the wielder gives the order.

Bonuses: Nomads - You can use an action to move the location of your settlements in any direction 3 hexes. This action can be used over multiple turns to move farther. Villages can be moved around as the settlements move. NPCs automatically dislike you and most PCs towns will complain about bandits when you are near.

Tech: Siege I; This better work otherwise I'll have your head in a pike and the animals eating you. III

Magic: Explosion Magic I; We need something that can pierce holes in buildings not other forms of magics III

Beasties: 2 Felbat young. (4 turns until adulthood)

Line Green

Center of the Howling Jungles

1-2. Force the raid leaders to farm or they'll be castrated and sold as whores , that is mighty sin to deny our people safety and resources. If they rebel for this I'll personally castrate them myself and crucify them

3. Gather more wood we need to be prepared and we need more.

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279113 No.36789

>>36785

>>36786

2/3 on walls

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279113 No.36804

>>36548

Didn't you say that you *could* roll to 'educate your populace'? Pretty sure you directly mentioned that when I asked how I was supposed to increase my research other than spamming libraries like I'm playing a video game.

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279113 No.36899

File: 8e1aae7db250e0e⋯.jpg (211.28 KB,772x1034,386:517,Elendil.jpg)

Dice rollRolled 79, 18, 86 = 183 (3d100)

>>36783

"You are a pixie and your name is Siri?" Sirius gets up slowly and tries to shake the sleepy feeling and sand.

"What a coincidence, my first name is Sirius. I assume the smoke from the silver leaf tree brought lured you here? Or summoned you here?" Sirius is a fairly stern looking man in the prime of his life, dark eyes and dark hair.

"What can you tell me about yourself? I am very interested" He focuses on her, magic is a power to control but here it is also evident to have life.

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279113 No.36901

>>36899

Siri happily replies "Yep, yep. It smelled sweet so I decided to check it out! Now about me. Hmmm. Well, I like dancing on the wind and playing with the zolsufs, my favorite color is tickle and I my favorite food is mischievous delight."

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279113 No.36902

>>36901

"Siri you are a magic being yes? Can you tell if another person possess magic? Or has the potential for magic? I would like you to look at some adventurers to see if they have the potential for greater magic."

Sirius ponders for a moment "and what is a zolsuf?"

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279113 No.36904

>>36902

"A zolsuf is a fey beast, big and fluffy, like to eat children's happiness. As for the magic thing…" Siri seems to ponder for a moment. "Nope!"

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279113 No.36905

Dice rollRolled 93, 58, 73 = 224 (3d100)

>>36783

Name: Dominion of Ilaria

Race: Men

Fluff: Fluff: The Throne of the Dragon Emperor crafted in a distant realm and bathed in the blood of divinity. For eons after the fall of that world as it was consumed by apocalypse its master sat and waited and turned to bones. In time their spirits became one and the Golden Throne's power became painted in his ego. Its will and presence blinds the meek and mighty alike . The Throne must constantly change its arcane equations for maintaining form and focus in a constantly changing cosmos. Shamelessly powerfully none the less, it seeks dominion over this new world to soothe its new ego. Men are the first race The Throne has encountered and in His golden radiance they have been adopted and He has graciously accepted a new position at the peak of their society. To protect Him that is Supreme one man has stepped forth to hold command and guide the expansion of the Dominion, named Sirius Tolbrin of the Tolnari Remnant State. The lack of guidance that led to civil war was that they could not find the other worlds that can reached and to never allow the self destructive ideas of old to take hold again. They fly a flag of a red dragon on a gold field.

Pop: 22 +4/turn.

Towns will give you +1/turn, cities +2/turn, and Metros +3/turn.

Food: 3

Resources: 2 Stone

Units: 1 Tolnari Velite

+Tech: Steel I

+Magic: Pact Fire Magic I

Research: Magic: (+20/turn), Tech (+23/turn)

Adventurers: 4

Heroes: 0

+Bonus: Dragon Throne - You are lead by the Dragon Throne, a sentient magic item of immense power with the power to grant pact magic, although with you continued shifting of arcane formula you have no control of the kind. You can not lose pact magic to upsetting your patron.

+Artifact: Dragon Throne - A sentient artifact that enthralls those around it and can bestow pact magic.

Tech Options:

3. Road building I (100 progress); Your civil engineers have been studying old empire roads, but need your research funding in order to look into it more.

89/100

Magic Options:

1. Enchantment magic I (200) - One of your magic users has been studying the enthralling ability of the throne and has started conducted experiments to replicate it.

80/200

+Small library (in capital) +3 to tech research

Magnus Library 2/3

1 Library 2/3

2 Gather Stone

3 Bring the 4 Adventurers before the Throne and grant the one with the greatest magical potential Pact Fire Magic

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279113 No.36906

>>36905

Tech: Steel I, Quarries I

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279113 No.36932

>>36804

1/3 for educating them then.

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279113 No.36937

>>36904

"Is there anything a zolsuf doesn't like to play with?"

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279113 No.36973

>>36937

"Many things, especially Unseelie and winter fey."

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279113 No.36979

>>36973

"Winter fey? Are there fey for every season?"

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279113 No.36981

>>36979

"Oh yes yes yes, we fey are born from feelings and things that hold strong feelings. It's why winter fey are so cold!" She pauses, as if expecting you all to laugh.

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279113 No.36988

>>36981

Some air escapes his nose and the skin around his mouth tightens upwards almost imperceptibly, he is amused.

"So they are not a very merry sort like our little lady Siri I take it."

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279113 No.36990

>>36988

"Yep! Well a few are, but most are quite stuck up and distant. If you see one and it doesn't look jolly you should hide, some of the happiest winter fey will kill mortals to get their jollies." She pauses again, expecting laughter.

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279113 No.37061

>>36990

"Hmph, are pixies the only fey friendly to humans? So far it seems like id end up in someone's black ledger or on the menu." Sirius pauses as he expects Siri will start laughing.

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279113 No.37068

>>37061

"Noooope, there are plenty that will help humans, some fey eat happiness after all."

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279113 No.37126

Dice rollRolled 92, 78, 59, 5, 100 = 334 (5d100)

Name: The Watchers

Race: Beholden

Fluff: >>35352

Pop: 18 +4/turn

Food: 4

Resources:

3 Stone

+3 Broken Eyes (Allow the users to see mana, but can't see through illusions)

Units: 1 [Player named]

Tech: [Iron working I] [Inquisition I]

Magic: [Divination I]

Research:

Magic (+20/turn) - 60/200 Enchantment Magic I

Tech (+20/turn) - 60/100 Alchemical Fire I

Adventurers: 4

Heroes: 0

Artifacts: All seeing eye - Where once you had many, now you only have the one. The user of this item can see the flow of mana around them, can see through illusion magics not affecting mana directly, and can see through disguises and lies.

Bonuses: Protectors of the world - Your people remember their old cause and continue to seek to protect the world from the forces of the dark. When you fight an army which has a unit of demons, fey, eldritch abominations, undead, or soul powered machinery, or show magics of similar origins, your troops gain +1 to their rolls.

#1-2. the library should be filled with all our tomes and knowledge in such a manner that our students and teachers can use them to advance our magical arts

#3+(2 refunded dice) we should also build a research room where we can directly test certain magics safely, without risk of harming our denizens

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