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/builders/ - Hero and Nation Builders!

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

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

279113 No.35311 [Last50 Posts]

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)

____________________________
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279113 No.35312

>>35311

forgot to put, add where you want to be next with you post.

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279113 No.35315

File: 2be6bd55b8efd91⋯.png (1.08 MB,1360x768,85:48,Map left.png)

File: c6d58722ba8f3b9⋯.png (1.05 MB,1360x768,85:48,Map right.png)

>>35311

For those having trouble with roll20, or are lazy bums. Not the best but here you go.

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279113 No.35316

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279113 No.35318

File: 734a5ed4f95c63e⋯.png (6.9 KB,570x180,19:6,literally me.png)

>>35311

>>35312

>>35315

>>35316

This is me. Literally me. No other name can come close to relating to me like this. There is no way you can convince me this is not me. This name could not possibly be anymore me. It’s me, and nobody can convince me otherwise. If anyone approached me on the topic of this not possibly being me, then I immediately shut them down with overwhelming evidence that this name is me. This name is me, it is indisputable. Why anyone would try to argue that this name is not me is beyond me. If you held two screencaps of me and this name side by side, you’d see no difference. I can safely look at this name every day and say “Yup, that’s me”. I can practically see this name every time I look at myself in the mirror. I go on IRC and people stop me to comment how similar I look and act to this name. I chuckle softly as I’m assured everyday this name is me in every way. I can smile each time I get out of bed every morning knowing that I’ve found my identity with this name and I know my place in this world. It’s really quite funny how similar this name is to me, it’s almost like I wrote it in the name field. When I first wrote this name, I had an existential crisis. What if this name was the real me and I was the fictional being. What if this name actual became aware of my existence? Did this name have the ability to become self aware itself?

(USER WAS BANNED FOR THIS POST)
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279113 No.35319

File: ce22d58a80bcb17⋯.jpg (56.48 KB,564x499,564:499,e48662f8d6d21e6973a0b79f2a….jpg)

File: cb734e7b2e1724c⋯.jpg (397.11 KB,1350x900,3:2,red-cliff_53563.jpg)

Name: Quin' Shi

Race: Tehr'a Koht'aa

Fluff: The Koht'aa are a subspecies of mankind that were genetically modified by Tolnari sorcery to become the perfect slave soldiers. Enhancing bodily organs, modifying reproductive systems, and changing the very flesh the Koht'aa were created for a single purpose, to breed and serve. All Koht'aa armies were magically bound to serve Tolnari slaver mages, who would give them orders in service to the Empire.

Koht'aa are known for their distinct features such as squinted eyes, black hair, and the pallor of their skin. Yet it is their species traits that define them. Koht'aa were designed to need as minimal food as possible, their metabolism allowing them to sustain themselves on a single handful of rice and fight and work for weeks before exhaustion kicks in, and last a full month and a half without food before starvation. Their men and women are highly virile, the average birth being twins but triplets are also common, single births are rare and considered ill omens. From conception to birth is only 4 full months of gestation, and both sexes Koht'aa reach mature adulthood by the age of 11.

Even their magics, inherited by their Tolnari slavers, were directed into churning out soldiers for the empire. Quin' Shi magics are defined either as Women's Magic or Man's Magic.

Women's Magic centers around the care of the farm and the family while the husband is away for war. Although the individual Koht'aa does not need a great amount of food, Farming and childbearing are considered sacred among Koht'aa women. Social status in Quin' Shi society can be determined by how many farms and farmers a noble family owns, and wealth by how much food they can produce. Quin' Shi magic, taught from mother to daughter, revolves around the growing of food and crops, and blessing the land with rain and sunshine. The greatest demons of Quin Shi' myths are shaped like Locusts and Pests for a reason, and indeed, one of the major arts is how to drive such threats to the fields away. Apart from that, other Women's magic mostly falls into the categories of medicine, particularly fertility spells, as well as learning how to treat injuries and warding off ailments using spells and herbs.

Man's Magic is split into two professions, the Craftsman's Magic and the Soldier's Magic. The Craftsman learns important charms and runes that aid him in building houses, or the blacksmith in crafting weapons. The Soldier's Magic is vital to him, and typically is fire based, it allows him to cauterize wounds, start fires, and send signals into the sky.

At the height of the Empire it was said that there were more Koht'aa than there were humans. Whether or not this is true will never be known. Most of the Koht'aa were forced to fight and kill each other in the great Imperial Civil War, and then further decimated by being sent in desperate defense against monsters.

The Koht'aa were almost wiped to extinction, save for one, last city. Fate would have it that the last Tolnari slave mage died here, but before he did he cast a spell freeing his Koht'aa from his grip. Now for the first time in history, a city of free Koht'aa exists no longer bound to the orders of their masters. They call themselves Tehr'a Koht'aa, "Free Koht'aa" and seek to establish a nation for themselves.

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279113 No.35320

Nation: Mahlatar

Race: Jungle Uruk

No one really knows how the Orcs of Mahlamar came to be, or who created them. What is known is that they were brutish, savage creatures, barely surviving in their unforgiving jungle home, spirits and gods of their forest took pity on them, and taught them the ways of the more civilized races. With their help, the Orcs of Mahlatar progressed rapidly, soon forming great cities of stone in the jungle. Masters of their homeland, they seek to strike out and bring civilization to the rest of Ilaria.

Location: Howling Jungle

Food: 3

Resources:

Units: 1 Uruk Berserker

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.35321

>>35319

Location, the foork of the Arinawr River (north of the Citadel Hills, east of the Tydy woods)

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279113 No.35322

File: 21f58716c7c43d4⋯.jpg (98.7 KB,752x1063,752:1063,dark elf.jpg)

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

Resources:

Units: 1 Shade Warrior

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.

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

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279113 No.35325

File: 193b6479f97eb32⋯.png (108.27 KB,773x602,773:602,2j2uias.png)

Name: Achionae

Race: Human

Fluff: The Bredy Riverlands are a land of grassy plains, rolling hills, babbling creeks, and man-eating monsters. The people here once made up some of the Empire's largest farmlands, and held some of its most important cities owing to its central location. Now it is a scattered and broken land. The only remaining element of the Empire is the city of Achionae. In the past it was little more than a fortress defending the land between the Bredy River and the Scepter Mountains. It has since swelled from refugees and its own prosperity. The Triumvirate rules the nation. Made up of a Merchant, a Farmer, and a Warrior; it is the foundation of Achionae's survival. The land that was once of plenty has bred hard men and women who care little for politics and prefer direct action over scheming. In Achionae everyone works together to defend their homes and to defend one another. As the Empire fell so too did the idea of everyone for themselves. Achionae survives because all of its elements work together, without fail, without hesitation. The Triumvirate reflects the three aspects of Achionae society working together to lead it just as those elements work together to ensure its survival. It is a simple land, unimpressed with the decadence of Empire that brought the previous low. The most enviable traits in Achionae are courage, resilience, and charity. Conversely, the most reputable professions are Farmers and Builders. Soldiers are seen as important, but the idea of defending hearth and square is so ingrained into the national psyche that everyone considers themselves a soldier when the horn is blown and enemies emerge at the palisade. In many respects the national flag represents much of what the Achionae mindset is like. One in the brightness of the future looks to learn from the past. The other, in the darkness of the present, looks courageously toward the future.

Achionae specializes in a specific form of magic that works well with this collectivist mindset. Here the wizards coax magic into the world through dance. The winds of magic swirl and flee from the domineering methods of traditional casters, but are attracted by graceful and flowing movements. Dance and weapon kata are both enticing to these magic spirits, who will listen to those whoever's movements most impress them. The larger the company dancing, the more magical is coaxed into their collective control. A single Dancer, be they Bladedancers or Spelldancers, can create useful spells. A full company of hundreds or even thousands dancing in concert can create the most powerful and devastating forms of magical spells.

—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.

Location:

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279113 No.35326

>>35325

Location: Hill between the Bredy river and the mountains.

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279113 No.35331

File: 2439b16646feadf⋯.jpg (50.47 KB,564x1039,564:1039,Romashiek.jpg)

File: fb04dd21a68cce6⋯.jpg (40.74 KB,518x800,259:400,Romashiek 2.jpg)

Name: The Romashiek Cabaliatte

Race: Humans, of the Romishiek

Fluff: Born from the sands of the ancient vally's of the world, the Romashiek are a venerable, and utterly antiquated subculture that has existed for what seems to be, the better half of humanity's existence. And through their own existence, they have been the target of prejudice, calamity, and often times, racism. Due to their enigmatic ways, and tendency for life on the move, the Romashiek have always been considered to be outsiders, and untrusted. Even during the times reign of the Tolnari Empire, they had been the target of programs to shun, forcefully disseminate into the population, or in some cases, be the target genocide. But, through their hardiness, and their unity as a culture, they have been able to escape time and time again. It is only now, with the fall of the Tolnari, do these nomadic peoples begin to flourish under a new, unified, leader, who promises them a verdant homeland.

—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.35333

>>35331

Location: In the valley between the western mountain ranges.

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279113 No.35339

File: eee52f097786eba⋯.jpg (48.72 KB,500x499,500:499,Drider.jpg)

>>35311

Name: The Web

Race: Arachne

Fluff: Deep within the Hina jungles the native creatures and savages do not venture, for there lies the lair of the Arachne, half spider-half human. A Matriarchal society they are normally content to reside within their lair and feed on any hapless wanderers who do not heed the warnings of the jungle natives, but sometimes excursions must be made in order to feed.

—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.

location: deep in the Hina Jungles

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279113 No.35344

>>35311

Sheet

Name: Gabdolamawgyl - "Pit of mazes"

Race: Fomorians, their slaves

Fluff: Generally Fomorians resemble strange elves. They reside underground, but venture to the surface regularly/daily. Men have a single large eye in the center of their forehead and have tails, and women have a single diagonal-up pointing horn on their forehead, as well as hoofed feet. The fomorians range in color from chalk-white (deepest depths) to corpse-green (shallowest depths). Fomorians practice cannibalism and slavery. The main differences between fomorians and elves is of course the facial appearance, but fomorians also have much longer ears than elves do and bigger noses, with longer fingers, as well as having pointed teeth. Fomorians drink rum, ale, wine, moonshine, and mead. They eat meat fish poultry nuts fruits and farm produce, as well as corpses, milks, cheeses, eggs, fungus, slaves, each other, and insects. As fomorians get older, they get uglier, gaining any and all of the following deformations; lumps, boils, fish-scale patches, reptile-scale patches, amphibian-like patches of skin, patches of hair, gnarled flesh, permanent wrinkles, overhanging flaps of skin, bristly hairs, bulbous growths, petrified (appearance only, no actual petrification) patches of flesh, Fish like eyes, Cat like eyes, Dog like eyes, Goblin like eyes, Dragon like Eyes, spiral-shaped fingernails/toenails, screw shaped fingernails/toenails, and general body bone-overgrowths. The Fomorians are generally hostile towards surface dwellers, and many ancient fables legends and fairytales warn misbehaving children and badly behaving adults that the fomorians will come drag them away to never be seen again, or worse, cut off a body part and, curiously, throw it in a well, most usually, if the offending person's deeds are to terrible. The most extremely terrible of people are dragged off to (possibly mythical) Beylrug's grist-mill, where they sit inside it being ground up for ages, before release at the end of time. Among the Fomorians, Beylrug is known as a historically verifiable king, but he lived an extremely long time before the game's time period, so the story of his grist-mill is most likely simply an interesting story. Fomorians are night creatures who practice raid based warfare, and show up as evil if alignment detection is used on them though despite their appearance they are not demonic beings, simply very hideous and unusual beings. Fomorians prefer curses, enchantments, and divination as magic skills, and having bardic skills is seen as desirable in their culture.

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.

>Mountains south of withered woods, underground/inside the mountains.

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279113 No.35349

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 Wilds except hidden supplies and totems.

—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.

Center of the Howling wilds

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279113 No.35350

File: 3043f74c7c637c5⋯.jpg (344.53 KB,1200x640,15:8,lone_tower_by_m_hugo-d6aio….jpg)

>>35311

Name: The Fishermen's Council

Race: Noble Men

Fluff:

The Noble Men: Magistrates, Advisors, Inventors and Generals of the Tolnari Empire. Enlightened by centuries of rigorous research into all Intellectual Pursuits and blinded by their pride all the same.

When the Tolnari Empire fell the world they had known descended into madness. Witchhunts for those who held great Knowledge began. Warlords searched far and wide for those who held on to fractions of the Tolnari's great Secrets.

Some Noble Men stayed and fought for Ancient Law, others gathered their own Bands of Warriors, carving their own Kingdoms out of the Fallen Empire's waning carcass.

But not all fought. Some could or would not. They fled, fearing for their lives, their Legacy one of Shame and Cowardice, they abandoned their Posts and left the Tolnari Empire to its Fate.

The Sea they crossed in their hasty Escape would be known as the Sea of Traitors, the Island they settled their silent refuge.

More than a century has passed. The Noble Men's legacy remains one only told to children in a hushed whisper. Little of the old Glory remains, weary of outsiders they call themselves the Fishermen's Council. Families of uncannily intelligent Fishermen and Farmers, oddly literate and interested in the Artifacts of old. Reluctant to engage with outsiders.

Perhaps one day the Spark of Knowledge will set alight the Hearts and Minds of Noble Men once more. Or perhaps in a Century or two it will have been snuffed out for good, swallowed by the Sea of Traitors' Black Waters.

Food: 3

Resources:

Units: 1 [Fishermen's Friends]

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.

Location:

The small island East of "The Sea of Traitors"

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279113 No.35352

File: eebfb5559e9a23a⋯.jpg (178.77 KB,1024x1449,1024:1449,unlight_max_by_raempire300….jpg)

File: 5ea136d793f9f69⋯.jpg (33.24 KB,400x300,4:3,72478b5d4ea1cb6be6929b6a2f….jpg)

Name: The Watchers

Race: Beholden

Fluff:

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

the Tolnari understood the need to protect the realm against threats beyond mortal man or wizard. eldtrich cults, daemonic infiltrators, and magical terrorism confounded the conventional methods, using otherworldly magic and black powers that defy the laws of this universe. the answer to this problem came from dying race of magical psychic creatures known as Beholders, who made a pact with the Tolnari. when a beholder died they would crumble to their death state, a tiny crystal eye but it was discovered they could survive and live on if their eye was placed in a human host, mending their soul with the host. the Beholden were created as a group of magically attuned men and women to host these beings, and to serve an organization known as The Watchers, sworn to protect the realm against dangers beyond man's reckoning. they were selected specifically from the children of mages and wizards, giving all of them magic in their blood. though not all of them become mages every one has an sensitivity to magic. at birth, the infants eyes are plucked and replaced with fake glass eyes, blinding their mortal vision. a crystal eye of a dead Beholder is embedded in their forehead, and this gives them the True Vision of the world. they see not with their eyes but with their mind, and perceive the spectrum of magic hidden to mortals. the beholder and its host can hear each others thoughts, and provide each other protection in a symbotic relationship. powerful Beholden who become magic users learn important magics which revolve around Divination. they learn how see the surrounding aura of any creature and and by its color and nature determine many things, if it is lying, if it is telling the truth, if it is angry or happy, or if it intends to kill, and even if it is about to die. they learn how extend their sight and scry over vast distances, piercing solid barriers, and how to penetrate illusions. the most powerful of them have been said to look at a place and see what has happened in the past, or what may happen in the future. the Beholden worship a being known as the All-Seeing-Eye, who they say fathered all Beholders and watches all things from his realm, guiding their actions through fate. The Watchers guarded the realm against hidden dangers and magic threats, fighting great monsters from the cosmos. it has been a long, terrible, unending fight for some, the eldest of the Beholdrs who live to a great age are both revered, and pitied, for their minds are scarred by these battles and are but a step away from insanity. still the Watchers served faithfully, protecting the realm by oath, and it is an oath they still swear themselves too even without the Tolnari.

Location: Ashwood Forest

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279113 No.35358

>>35350

Sup dud

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279113 No.35359

File: e8ab4c8c0d96bea⋯.jpg (33.58 KB,554x312,277:156,the_fomorians_john_duncan_….jpg)

>>35344

Beylrug (white shrouded figure) and a procession of formorians.

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279113 No.35366

>>35311

Name: Eisen Wachtturn

Race: Dwarves

Fluff: Long ago, while Tolnar was just a fledgling city state, a kingdom was founded in Fire Peaks. The dwarven people, hardy and stalwart carved out cities in the mountains and volcanoes of they called home.

Then the Tolnari empire was met. At first things went well, while the Tolnar empire was rather elitist trade was had and deals were struck. But the empire continued to grow, so much faster than dwarven kingdom. Eventually the Tolanri demanded subservience and surrender, for the dwarfs were a race beneath them and should serve them.

The Dwarves refused, vehemently. Thus a series of wars started. For centuries battles happened off and on, the dwarves slowly but surely driven back, worn down by sheer numbers and a bloody determination that was a greater if not perhaps greater than their own

The dwarves saw the writing on the wall, but their pride would not let them go quietly into chains. So the dwarves during the intermission and breaks in between wars and during winter searched, researched and explored the bounds of their knowledge for an edge. Armor and weapon smithing improved by leaps and bounds, stonework was made quickly and with great strength, mining was improved a myriad of items to keep up with demand, and new siege weapons of great size and greater range were made and deployed.

Still the Tolnari pushed the Dwarves back. They had too many men, too many warriors, and the cities and town in the hills and lesser mountains were ultimately too exposed to be held. So the Tolnari pushed, and pushed, captured and claimed what was not theirs. Up until they came to the Eisen Wactturn. A small site of only minor importance, it was quite literally the last hold out of the dwarves.

Placed high on a mountain with only one treacherous approach the legions of the Tolnari could not bring their full weight to bear. So a siege was laid, the Tolnari generals expecting to starve the few reaming free dwarves out. That never came to pass. The caverns under the fortress held fungus suitable for agriculture, and the mines it had kept the weapons and armor in repair, while the stones from it were cast downward towards the siege. So the fortress's long vigil began. For centuries the dwarves were hemmed in while the Tolnari reveled in things not theirs. Then a civil war came, and with it a volcanic cataclysm unleashed by fell war magics of the enemy, against themselves in foolishness. It collapsed much of what had kept the hold running, and killed many, but there was a boon in all the loss. The Tolnari, at least all in the region, had disappeared. So the dwarves, for the first time in millennia, move out into the world. So much had been, lost and forgotten, but now they can and WILL reclaim their birthright

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279113 No.35382

File: 69778b00cb113b2⋯.jpg (448.35 KB,2000x1125,16:9,1465330998629.jpg)

File: ed3532b97189ea5⋯.jpg (16.8 KB,236x370,118:185,6fc09ddf91f3bed38ff4db3347….jpg)

Name: The Grand Magnificent Sultanate of Jaffar

Race: All who bow before Jaffar [Mostly human but some naga and orcs]

Fluff: The Grand Magnificent Sultanate of Jaffar is lead by the an ancient Efreeti Jaffar who travels the planes settling in worlds just long enough to gather followers then moving to the next as he get's bored. A greedy creature he seeks to gather wealth wherever he goes and will trade with anyone for the right price. Employing legions of mercenaries to protect his hoards he is a fickle lord but accepting to all who will bow before him.

The Blazing Bulls are his elite guard lend by the fearsome orc warlord Lorkal skilled in both the art of the blade and use of fire magic. Most of the Bronze Bulls are slave groomed since birth for their loyalty and fighting prowess. With ruthless killers at his back and greed in his wicked heart, Jaffar would seek to take all he could from this world.

Location: Desert is the valley between the fire mountains right by Cutebold so I can enslave gypsies.

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279113 No.35403

>>35344

I fucked this up on accident.

Gabdolamawgyl is the name of the place they live, their leaders name is "Lulaccy apdub mawgmigon", a chief, and a descendent of the lineage of "Apdub Dabb", 1 of Beylrug's sons.

"Lulaccy apdub mawgmigon" means "The one who turns noon into night". All of Apdub Dabb's descendents take names that have something to do with darkness, because Apdub Dabb's name means "mouth that spews vile darkness".

As you can probably tell they speak a language similar to welsh (though it isn't welsh, its just very very similar).

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279113 No.35404

File: 49bdf851e1da1f7⋯.jpg (737.89 KB,1280x1280,1:1,Maximus Vortan Elidus IV.jpg)

File: 0300b2a9448970e⋯.jpg (254.45 KB,864x713,864:713,Flamen.jpg)

>>35311

Name: The Archival Conclave of Thermae

Race: Mostly human, minority of various races

Fluff: The Archmages of the Teloni Empire were a truly terrifying force. Though those who managed to achieve admission to the venerable Archival were few indeed, and those who made it to the upper echelons numbered in the tens during the entire extent of the Empire, but that was all that was needed to sustain the Teloni. A Maximums Vortan - the head of the Archival and of every Sorcerer in the Empire - was reputed to be able to cause whole armies to fall dead with a flick of his hand, to tear mountains in half and crush cities beneath their weight, to rip holes in the fabric of reality, to make the souls of Emperors dance as puppets; to bend existence as a rusted bar. Though these abilities are merely what are recorded in posterity, of course; though the high elders of the Archival kept their bodies from age with strange herbs and, in the case of the Uthonii, vile manipulations of the soul, even they were not immune to the sly pressure of evil factions. The last Maximus Vortan, Elidus IV, and all four of his ancient Uthonii (high elders of the Archival) died with the last recognized Emperor in a great explosion of assassin's fire within the Archival itself - an event which not only destroyed the majority of the Archival and its faction, but, according to many, heeded the final death of the Teloni.

After the death of the Maximus Vortan and the Emperor himself, what few Apprentices (Flamen) remained fled from the city with a small force of loyal servants, what knowledge they could carry, and the remains of the Maximus Vortan and the four Uthanii of the Archival. Though the few of the Archival that remained were horribly weak for its standards, they were still mages; and each one worth a fully century of men at the least. It was easy for the small group to take control of the outskirt city of Thermae, and the Flamen quickly established an iron grip over the city, using their own strength and its malnourished guard to hold the area during the time of troubles. Though devastated by war and famine, the Archival emerged alive, as one of the last living factions of the old Empire. Still in possession of the warm corpses of mages capable of holding whole worlds in their unbreakable grasp, the Archival Conclave of Thermae was officially formed from the ashes of the old Empire, uncertain of all save a steadily rising hunger for strength and knowledge.

[pls shift my stats to be extremely heavily magic-focused]

Location: Just outside the ruins of the Old Empire

—Don't fill out below—

Food: 3

Resources:

Units: 1 [Flamen] (Teloni Apprentice Mages)

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.35522

Everyone, give me a color for you on the map. Basic colors only, I don't have too many to work with.

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279113 No.35523

>>35522

Grey or Brown

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279113 No.35524

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279113 No.35525

>>35522

Bright Red

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279113 No.35526

>>35522

Yellow

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279113 No.35530

>>35522

lime green

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279113 No.35533

>>35522

Purple

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279113 No.35594

>>35319

+Tech: Drilling I (Fighting is ingrained in your people, and teaching your people how to fight can never be forgotten)

+Magic: Fire Magic I

+Bonus: 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.

+Artifact: 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.

Tech options:

1. Drilling II (200 progress); Training is always needed for a competent unit, and better training means a better unit.

2. Red Iron I (400 progress); One of your craftsmen, an elderly man who was once a soldier and was allowed to retire due to losing an arm and a leg to a monster attack, has found a way to imbue traces of fire magic into iron. The iron will resist being cooled and will not spread heat throughout the iron.

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.

Magic options:

1. Pact Life Magic (200 progress); Sho'ha, a minor spirit of life was attracted to one of your Wuyu and says that she can teach your people to use her power of healing and growth.

2. Pact Mountain Magic (200 progress); One of your scouting parties meets a minor spirit of the mountains known as Alko, he says he can teach your people to harness the power of the mountains.

3. Pact Fire Magic (200 progress); During one of your Nanwu training within a circle of fire a fire elemental by the name of Shi'hai erupts from the fire and gives an offer to teach your people to use his power over elemental fire.

>>35320

+Tech: Construction I

+Magic: Pact Divination magic I

+Bonus: Orcish blood - Your people are evolved from the common jungle orcs and while you have new differences you still have many commonalities. The most notable of these is the blood rage shown during combat, where an Uruk receives a massive increase in strength when harmed a great deal. When an Uruk unit is under half strength they get a +1 to combat rolls.

+Artifact: Bloodmoon basin - When the spirits of the jungle gifted the Uruk knowledge they also gifted them a bowl woven of magical wooden branches. The water in the basin turns red and allows those that look into the basin under the light of a full moon see insight into a situation.

Tech options:

1. Divined plans I (400 progress)- One of your priests has spoken with the one of the spirits that gifted knowledge to your people and it seems that it might wish to be a patron of construction, allowing it's priests to gain insight into where a project may fail and how to work around it.

2. Shaped iron I - (400 progress) Another priest says that a spirit wishes to patron the smiths, and will allow them to create better ironworkings.

3. Site Clearing I - (100 progress) Your engineers complain about the jungle getting in the way of road building and farm building and ask for some money to help research better ways to clear the uneven and jungle terrain so as to better build.

Magic Options:

1. Pact Storm magic I (200)- One of the spirits of the jungle, named Iatoa, approaches a priests and offers a deal of service to teach your people to how to wield rain and thunder.

2. Lightning magic I (200)- A competing priest says that a spirit's blessing is not needed as he looses a bolt of lighting into the jungle.

3. Blood magic I (200) - Another priest whispers that he can get the Uruk power, for a price.

>>35322

+Tech: Stealth I

+Magic: Pact Shadow Magic I

+Bonus: 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.

+Artifact: 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.

Tech Options:

1. Stealth II (200) - because you need to be more stealthy

2. Iron Working II (200) - because better tools are always good.

3. Lumbermills I (100) - some men have an idea to speed up wood production but need materials to test it.

Magic options:

1. Divinity Theory (800) - One of the priests presents a theory about how Chalatoa may have come to be. Some say it is heresy.

2. Pact Plant magic (200) - One priest brings says that he was approached by a spirit of the jungle that said they could teach him to use plant magic.

3. Air Magic (200) - One of your tribesmen has shown some small aptitude in controlling air.

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279113 No.35595

>>35325

+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.

Tech Options:

1. Steel I (100) - One of your blacksmiths has been experimenting with iron and has found how to harden it and make it stronger, but needs more material to fully find the right mix.

2. Philosophy I (400) - Some of the learned men have begun to gather and debate the nature of the world. Some of these debates have turned into brawls. Unless something is done the practice may be banned.

3. Political Theory I (400) - Some of these debates have been on the nature of the state and why it exists. These end up with brawls more often than not.

Magic Options:

1. Pact Air Magic II (400) - Some air spirits speak to some wind dancers saying that if they put on a good enough show they will teach them new ways to dance with the wind.

2. Spirit Theory I (800) - Just what are spirits anyway?

3. Lightning Magic I (200) - One of your spell dancers was caught practicing a harsh dance, bypassing the spirits and calling lightning from their own magic.

>>35331

+Tech: Scouting I

+Magic: Illusion Magic I

+Bonus: 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 will automatically dislike you and player towns may complain about lost items when you are near.

+Artifact: The Theif's staff - No one is really sure where it came from, but when the caravan leader is holding it the caravan can not be tracked. (Make sure to note which settlement this is in)

Tech Options:

1. Herding I (100) - One of your herders is experimenting with new ways to round up livestock to bring larger flocks, which means more food.

2. Astrology I (400) - One of the elderly has been staring at the stars so long be believes he can track where they will be months from now.

3. Lightbender Iron I (400) - After an accident with a young magus pranking a blacksmith the iron the blacksmith was working seems to be radiating disorienting patterns.

Magic Options:

1. Earth Magic I (200) - One of the young magus has been trying to figure out how to move the sand with magic.

2. Pact Sand Magic I (200) - One of the spirits of the desert, named Al'Jara, springs from the earth and states that if your people please him he will teach you to manipulate the sands.

3. Pact Disease Magic I (200) - On a moonless night, a mysterious man approaches and that he can give your people a way to revenge for the long years of oppression, for a small fee of course.

>>35339

+Tech: Web Weaving I

+Magic: Poison Magic I

+Bonus: Man eaters - your people eat other people, your villages don't produce food and you get a food for every village you destroy.

+Artifact: Spider Staff - wielder can command spiders.

Tech options:

1. Poisonous webs (400) - Your magic users can spin webs with contact poison.

2. Steel I (100) - You can make steel

3. Astrology I (400) - study the stars yo

Magic options:

1. Enchantment magic I (200) - befuddle the minds

2. Necromancy magic I (200) - raise what you don't eat to fight for you

3. Pact Poison magic I (200) - get poison magic from a spirit of poison.

>>35344

+Tech: Stone Carving I

+Magic: Divination magic I

+Bonus: Light Sensitivity - your people are used to the underground and as such do better in the dark; not so much with the light. When fighting on the surface if you initiate combat you get a +2, otherwise you get a -1.

+Artifact: Beylrug's Crown - user can open temporary rifts in the earth that will heal themselves over a few hours.

Tech Options:

1. Mining I (100) - Get more ore from your mines.

2. Stone Carving II (200) - Better carving of caves into livable space.

3. Stone Cutting I (100) - Better cutting of stone to gather and store for building.

Magic options:

1. Pact Earth magic I (200) - One of the spirits of the mountain approaches to make a deal.

2. Earth magic I (200) - One of your magic users says that he can do it without needing a spirit.

3. Metal Magic I (200) - Another magic user says fuck earth magic he can make metal magic.

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279113 No.35596

>>35349

+Tech: Raiding I

+Magic: Fire Magic I

+Bonus: 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.

+Artifact: 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.

Tech Options:

1. Drilling I (100) - One of your raid leaders demands that the men be taught how better to fight in open combat, just in case.

2. Logging I (100) - Another raid leader demands that work be put in to training loggers to get more wood for siege ladders.

3. Siege I (100) - Another raid leader scoffs at the idea and says that you need to find better ways to break into fortified cities.

Magic Options:

1. Pact Air Magic I (200) - A spirit of the wind, named Yille, says that you people need to lighten up and she can teach you air magic.

2. Basic Magic Theory I (800) - One of your more insane magic users wishes for resources to look into the source of all magic!

3. Explosion Magic I (200) - With all this talk of siege one of your pyromaniac magic users starts working on creating explosions, for reasons.

>>35350

+Tech: Bureaucracy I

+Magic: Water Magic I

+Bonus: 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.

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

Tech Options:

1. Drilling I (100) - Your general demands that the troops need better training.

2. Naval I (100) - Your Admiral demands that stronger ships be built.

3. Siege I (100) - Your head engineer puts forth that maybe you should focus on siege weaponry.

Magic Options:

1. Lightning Magic I (200) - One of your magic users has practiced creating lightning, says it could be useful in naval combat.

2. Mist Magic I (200) - A competing magic user has focused on mist magic, saying it would be more useful.

3. Light Magic I (200) - Another magic user sees the competition and decides to join in with the idea of light magic for ship signaling.

>>35352

+Tech: Inquisition I

+Magic: Divination I

+Bonus: 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.

+Artifact: 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.

Tech Options:

1. Alchemical Fire I (100) - One of the alchemists in your city has discovered a substance that burns even under water! This property was discovered at the cost of 3 nearby buildings.

2. Inquisition II (200) - One of your agents seems to be trying to figure out better ways to root out cults and unauthorized magic users. Should we fund it?

3. Logging I (100) - Some of the lumber workers are trying to figure out how to increase their speed in wood production and ask the government for funding.

Magic Options:

1. Enchantment Magic I (200) - One of your inquisitors has been looking into the art of enchantment magic in order to force confessions from those who guard their mind to divination.

2. Pact Earth Magic I (200) - Gnoma, a local earth spirit, seems to admire your stoic nature and says that he can teach some people earth magic.

3. Pact Wood Magic I (200) - Irena, a spirit of the woods, laughs at Gnoma's decree and says you need to liven up, and is willing to teach your people wood magic to do it.

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279113 No.35597

>>35366

+Tech: Stone Carving I

+Magic: Earth Magic I

+Bonus: 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.

+Artifact: 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.

Tech Options:

1. Smokeless lanterns I (100) - One of your alchemists has discovered a concoction using glowing mushroom goop that will glow for long periods of time. This will allow you to construct without having to carve out expensive paths for smoke!

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

3. Stone Carving II (200) - The carver's guild has been working on better methods of carving homes from the rocks.

Magic options:

1. Volcano Magic I (200) - Palelo, a spirit of the volcano, wishes to remove his competitors and if you agree to aid him he will teach you how magic to command the mountain.

2. Fire Magic I (200) - Alma, a spirit of fire, laughs at Palelo and says she will teach the dwarves fire magic for a few favors later.

3. Pact Mountain Magic I (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.

>>35382

+Tech: Slave Soldiers I

+Magic: Pact Fire Magic I

+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.

Tech Options:

1. Mining I (100) - The mine overseers are trying to figure out better supports to allow for better mining.

2. Slave Soldiers II (200) - One of the Blazing Bull trainers seems to be trying out better training methods; casualties are expected to be high for a while.

3. Mirrors I (100) - One of your alchemists seems to have found a formula to allow for fantastic silver mirrors for cheaper than actually having a silversmith work one out.

Magic Options:

1. Pact Desert Magic I (200) - Jaffar says that if you continue to please him, you may be taught more magic.

2. Transmutation Magic I (200) - One of your magic user looks into magic to turn useless materials to gold to please Jaffar.

3. Pact Moon Magic I (200) - A silver haired elf visits the room of the vizir at night, and says that if you are willing to defy Jaffar, even a bit, then a pact could be made.

>>35404

+Tech: Education I

+Magic: Necromancy I

+Bonus: Magocracy - Your nation is ruled by, and gives preferential treatment to, magic users and as such you gain a +10 to recruiting magic users and a -5 to recruiting non-magic units.

+Artifact: Skull of Varghul - Varghul was a powerful Sorcerer from before the empire and is said to have been the first necromancer. The wielder can command any undead within a mile, suppressing even the strongest of wills, but they always come back speaking of whispers in their head.

Tech Options:

1. Steel I (100) - One of your blacksmiths accidentally created a new substance, and is currently trying to recreate it.

2. Education II (200) - New methods of teaching are experimented with.

3. Tactics I (100) - Some captains start performing mock battles trying to better their own understanding of tactics.

Magic Options:

1. Divination Magic I (200) - Some sorcerers attempt to rediscover divination magic, to see beyond what is normal.

2. Transmutation Magic I (200) - Others attempt to redisover the art of transmutation magic, to change the properties of a substance.

3. Pact Air Magic I (200) - A spirit of the wind, named Lylia, swings by the tower and tells every mage she sees they need to lighten up and if the can she will teach them air magic.

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279113 No.35598

Notes: I forgot to note you all start with 5 wood or 5 stone, your choice.

Underground races with the Stone Carving tech do no require building materials to build underground.

You need a tech to build a building, and you need a building in your settlement and a properly placed village to automatically produce resources.

Some villages, like those in mountains or deep jungle/forests will not produce food without proper techs.

I will work on the map tomorrow, so if you want to know what is around you before posting wait for that.

Dice are 3d100 , I take both results for cumulative dice actions.

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279113 No.35609

Dice rollRolled 80, 75, 20 = 175 (3d100)

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

Resources:

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.

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

Line Green

Center of the Howling Jungles

1. Expand our Territory for more room for our fledgling nation

2. Build some walls to protect our people from bandits, nobles, and even armies

3. Research a way to build a weapon with what we have so that we won't be defenceless and fallen

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279113 No.35610

File: 1820c549d5e2339⋯.jpg (881.65 KB,1008x1008,1:1,25mm_wholesale_2_by_glamou….jpg)

Dice rollRolled 68, 23, 94 = 185 (3d100)

Name: The Watchers

Race: Beholden

Fluff: >>35352

Food: 3

Resources: 5 Stone

Units: 1 [Player named]

Tech: [Iron working I] [Inquisition I]

Magic: [Divination I]

Research:

Magic (+20/turn) - 0/200 Enchantment Magic I

Tech (+20/turn) - 0/100 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 there is only one All-Seeing-Eye relic among us. but if we are to survive we must find the eyes of the dead beholders, that our children can carry on our legacy. though they may not be nearly as powerful as a true artefact nor do they turn one into a magic user who is not already, we shall continue our pledge that they live on through us as hosts and hear their voices. take the All-Seeing-Eye and scour our dungeons for where we may have stored the crytal eyes of the Beholders.

+Artifacts: All seeing eye

#3 build a village in the forest near the trees

+5 Stone

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279113 No.35612

Dice rollRolled 25, 99 = 124 (2d100)

>>35597

Name: The Archival Conclave of Thermae

Race: Mostly human, minority of various races

Fluff: The Archmages of the Tolnari Empire were a truly terrifying force. Though those who managed to achieve admission to the venerable Archival were few indeed, and those who made it to the upper echelons numbered in the tens during the entire extent of the Empire, but that was all that was needed to sustain the Tolnari. A Maximums Vortan - the head of the Archival and of every Sorcerer in the Empire - was reputed to be able to cause whole armies to fall dead with a flick of his hand, to tear mountains in half and crush cities beneath their weight, to rip holes in the fabric of reality, to make the souls of Emperors dance as puppets; to bend existence as a rusted bar. Though these abilities are merely what are recorded in posterity, of course; though the high elders of the Archival kept their bodies from age with strange herbs and, in the case of the Uthonii, vile manipulations of the soul, even they were not immune to the sly pressure of evil factions. The last Maximus Vortan, Elidus IV, and all four of his ancient Uthonii (high elders of the Archival) died with the last recognized Emperor in a great explosion of assassin's fire within the Archival itself - an event which not only destroyed the majority of the Archival and its faction, but, according to many, heeded the final death of the Tolnari.

After the death of the Maximus Vortan and the Emperor himself, what few Apprentices (Flamen) remained fled from the city with a small force of loyal servants, what knowledge they could carry, and the remains of the Maximus Vortan and the four Uthanii of the Archival. Though the few of the Archival that remained were horribly weak for its standards, they were still mages; and each one worth a fully century of men at the least. It was easy for the small group to take control of the outskirt city of Thermae, and the Flamen quickly established an iron grip over the city, using their own strength and its malnourished guard to hold the area during the time of troubles. Though devastated by war and famine, the Archival emerged alive, as one of the last living factions of the old Empire. Still in possession of the warm corpses of mages capable of holding whole worlds in their unbreakable grasp, the Archival Conclave of Thermae was officially formed from the ashes of the old Empire, uncertain of all save a steadily rising hunger for strength and knowledge.

Color: Yellow

Food: 3

Resources: 5 Stone

Units: 1x [Empire Century]

Tech: [Iron working I] [Education I]

Magic: [Necromancy I]

Research: Transmutation Magic I (20/200, +20/turn), Education II(20/200, +20/turn)

Adventurers: 4

Heroes: 0

Artifacts: Skull of Varghul - Varghul was a powerful Sorcerer from before the empire and is said to have been the first necromancer. The wielder can command any undead within a mile, suppressing even the strongest of wills, but they always come back speaking of whispers in their head.

Bonus: Magocracy: [Your nation is ruled by, and gives preferential treatment to, magic users and as such you gain a +10 to recruiting magic users and a -5 to recruiting non-magic units.]

1. The first issue that must be dealt with in Thermae, the small group of Flamen agree, is that of food - Thermae's external fields were mostly ravaged by the war, and have yet to be rebuilt. Organizing the proper layout of the fields around the city so that there might be a steady inflow of crops is a boring task, but one absolutely necessary.

2: Just as important is the building of a literal, physical archival in-town. Of course, the humble stone building the Flamen agree upon is nothing like the grand, sprawling archival of the old Empire, but it is a start - a solid building of raw stone, constructed in the center of Thermae, to serve as an archive and library for the brought knowledge of the Thermae, and a place to store the bones of the many powerful Sorcerers brought underhand. The purpose of building such a construction is twofold: As the Flamen are in control of Thermae itself, the Archival will serve as an administrative center where the Flamen can meet and speak in peace for decisions of the state. Its more important function, however, is to provide an area for research. A quiet, secluded space with room for basic experimentation, the Archival should have more than enough room to deal with the basic needs of the Flamen as they rediscover the magical theory based in their books, and to collect and safeguard the knowledge of the Conclave. It is this function that makes it so essential: Magical and technological ability, and its advancement, is absolutely essential if the Conclave is to grow - and a basic Archival, serving as a library and quarter, is the first step towards that.

Makes a solid seat of power too, apparently.

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279113 No.35613

Dice rollRolled 28 (1d100)

>>35612

3. Thermae has a decent population - it was once a proper city of the Empire, though it now can sport hardly four thousand citizens and a hundred fighting men, led by a single old, but loyal Centurion. The population is large enough to allow for a small amount of specialization, and the Empire's remnant technology means that not the entire population need farm. Therefore, reopening some of the stone quarries that were closed down after depopulation ought be a priority, the Flamen decide - though there's enough good stone to build the Archival easily and in proper, grand Imperial style, the need for stone will increase greatly as the city grows. That is more important than reopening the old forestry lodges; there's enough firewood to last for a while, and stone has always been the material of the Empire.

((p.s. - we're the best mages))

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279113 No.35614

Dice rollRolled 31 (1d100)

>>35613

edit: You can't make automatic resource gatherers even for basic materials without the tech. Change this action to speeding up research on Education II

By the way, action 2 gets +Education I

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279113 No.35616

Dice rollRolled 70 (1d100)

>>35614

randomperson: you can't roll to speed up research

uhhh fuck rebuild the Thermae barracks?

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279113 No.35618

Dice rollRolled 55, 79, 45 = 179 (3d100)

>>35595

Name: Lulaccy Apdubb Mawgmigon

Race: Fomorians, their slaves

Fluff: see >>35344

Food: 3

Resources: 5 stone

Units: 1 Slaughabwgy ("slaughter-warrior")

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

Magic: [Divination magic I]

Research: Magic: Presently Metal Magic I (+20/turn), Tech: Presently Mining I (+20/turn)

Adventurers: 4

Heroes: 0

Bonus: Light Sensitivity - your people are used to the underground and as such do better in the dark; not so much with the light. When fighting on the surface if you initiate combat you get a +2, otherwise you get a -1.

+Artifact: Beylrug's Crown - user can open temporary rifts in the earth that will heal themselves over a few hours.

ACTIONS

1-2-3: Build a gate on the main entry to our home.

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279113 No.35626

Dice rollRolled 29, 91, 61 = 181 (3d100)

>>35597

Name: Eisen Wachtturn

Race: Dwarves

Fluff:http://pastebin.com/mXYbgQRz

Food: 3

Resources: 5 Stone

Units: 1 Guardian Dwarves

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

Magic: [Earth Magic I]

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

Tech: 2. Mining I (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 (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. Begin scouting the lands around the fortress to determine if there are any threat or resources about.

2.Begin Building a temple to Sturnz. If we are to uphold our pact with him, we will need to worship properly.

3. Finally attempt to clear the stone that fell in the cataclysm. WE can use it for raw materials.

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279113 No.35630

Dice rollRolled 6, 94, 99 = 199 (3d100)

>>35596

Name: The Fishermen's Council

Race: Noble Men

Fluff:

The Noble Men: Magistrates, Advisors, Inventors and Generals of the Tolnari Empire. Enlightened by centuries of rigorous research into all Intellectual Pursuits and blinded by their pride all the same.

When the Tolnari Empire fell the world they had known descended into madness. Witchhunts for those who held great Knowledge began. Warlords searched far and wide for those who held on to fractions of the Tolnari's great Secrets.

Some Noble Men stayed and fought for Ancient Law, others gathered their own Bands of Warriors, carving their own Kingdoms out of the Fallen Empire's waning carcass.

But not all fought. Some could or would not. They fled, fearing for their lives, their Legacy one of Shame and Cowardice, they abandoned their Posts and left the Tolnari Empire to its Fate.

The Sea they crossed in their hasty Escape would be known as the Sea of Traitors, the Island they settled their silent refuge.

More than a century has passed. The Noble Men's legacy remains one only told to children in a hushed whisper. Little of the old Glory remains, weary of outsiders they call themselves the Fishermen's Council. Families of uncannily intelligent Fishermen and Farmers, oddly literate and interested in the Artifacts of old. Reluctant to engage with outsiders.

Perhaps one day the Spark of Knowledge will set alight the Hearts and Minds of Noble Men once more. Or perhaps in a Century or two it will have been snuffed out for good, swallowed by the Sea of Traitors' Black Waters.

Food: 3

Resources:

+ 5 Wood

+ 5 Stone

Units: 1 [Fishermen's Friends]

Tech: [Iron working I] [Bureaucracy I]

Magic: [Water Magic I]

Research:

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

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

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.

Location:

The small island East of "The Sea of Traitors"

1. With a screeching and rumbling old wheels began to turn. Machinery long forgotten and ignored, shut away behind locked doors awoke from its long Slumber. Men who had spent their life at sea began to dig on the Island their fathers and their fathers before them had called home, searching for long forgotten things within the Earth's womb. They were setting up a quarry. Yes, the wheels of Bureaucracy did turn slowly, but they would stop for nothing and grind down anything that would stand in its way.

2. An Island shrouded in Mist, invisible Currents leading unsuspecting ships to break apart on grim Cliffs, dragging their Crews down into the Black Wet. It was little more than a vision for now, an inspiration to the people of the Fishermen's Council to finally be left alone. A vision that perhaps someone else had already fulfilled. Four young lads, Bazius, Randomo, Glitzen and some other guy would set out on their ship, to take the Wayfinder's Compass and locate an island that was not marked on any of the maps. It would be sure to hold the most fantastic treasure.

3. What good was a Bureaucracy that did not serve the people? Food stocks and production would be accounted for. Reserves put into place where they were needed. Available Education would be inspected and reliable quality standard for all would be ensured. Lacking a sprowling industrial base the Bureaucracy would then proceed to accounting for the population, children, women, men who could fight if need be. Further very relevant and important interferences with the lives of the Fishermen's Council's people would be sure to follow.

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279113 No.35643

I forgot to add a Pop tab, as such add one.

Pop: 10 +4/turn.

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

>>35630

Read what I said like you read the Koran and fix your shit.

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279113 No.35645

Dice rollRolled 26, 77, 44 = 147 (3d100)

Name: Achionae

Race: Human

Pop: 10 +4/turn

Food: 3

Resources: 5 Stone

Units: 1 Hearth Guard

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

Magic: Pact Air Magic I

Research: Pact Air Magic II 0/400 (+20/turn), Steel 0/100(+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. [Construct Roads] -1 stone

+Construction I

+10: Unity Through Labor

The nation of Achionae is split by rivers, hills, mountains, and woods. The construction of roads will make the travel between the regions of our territory simpler and safer.

2. [Construct Schools] -1 stone

+Construction I

+10: Unity Through Labor

The Triumvirate dictates through a new policy that all children should learn their letters between ages 5 and 10. The Merchants also push for knowledge in some numbers to provide more accurate accounting during harvest seasons.

3. [Gather Lumber]

We'll need additional building materials.

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279113 No.35647

File: f6dd38026bd83df⋯.jpg (143.07 KB,736x552,4:3,eb9109be285cb7be12786c9c90….jpg)

Dice rollRolled 1, 51, 20 = 72 (3d100)

Name: Quin' Shi

Race: Tehr'a Koht'aa

Fluff:>>35319

Food: 3

Pop: 10 +4/turn

Resources: 5 Stone

Units: 1 Militia of a Hundred-Thousand

Tech: [Iron working I][Drilling I]

Magic: [Fire Magic I]

Research:

Magic: Life Magic 0/200 (+20/turn)

Tech: Drilling II 0/200 (+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.

the Tehr'a Koht'aa are a curious people. they are comparable to a teeming mass, a great crowd, or a huge herd. where the normal human town may comprise of a few thousand, most Tehr'a Koht'aa towns comprise of hundreds of thousands, their cities rival even the great Metropolis' of others. Admittedly, such sprawling masses of homes mean they are hugely inefficient, and so despite the disparity of population a Quin' Shi town of 500,000 still only can produce as much as the average human town of 1000. The Teh'ra Koht'aa were made to breed, to eat little, and to fight. A sack of rice is enough food to feed a family for a year. The merits of bureaucracy and basic efficiency somewhat escape them, knowing only to make up for any deficiencies in numbers.In fact because of their great numbers and defiency in math, they have a curious population census that treats entire town sectors as individual population units, which makes it easier to quantify than accurately counting the huge volumes of people.

Even needing little food to support the mass, as always the Tehr'a Koht'a need more farms, more towns, more people and in that pursuit seek the resources to build it. The great Quin 'Shi swarms move out to cut down the trees and gather stone.

1. Gather more Stone

2. Gather more Stone

3. Gather more Wood

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279113 No.35649

File: 8bef0b0d0aa82df⋯.jpg (45.67 KB,493x750,493:750,Dancer AL.jpg)

Dice rollRolled 79, 18, 62 = 159 (3d100)

>>35597

[Grand Sultanate of Jaffar]

Pop: 10 +4/turn.

Food: 3

Resources: 5 Wood 5 Stone

Units: 1 [Brazen Bulls]

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

Magic: [Pact Fire Magic I]

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

—-

The Vizier scratched his rough beard, he hadn't shaved in the severals week since Jaffar had arrived and declared himself as sultan of the fair city of Abu Dazir. He had do his best to avoid by the chopping block so far but if Jaffar ever found out about his dealings with the strange elf… no, noone could know about that, if he gathered enough wealth the Sultan would be appeased.

1. Send out the adventurers to look for ancient ruins.

2. We shall also begin vetting the slaves, Jaffar wants one moulded as his champion a killer…

+5

+[Slave Soldiers I]

3. Begin creation of a great forge to arm the new armies of the Sultan.

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279113 No.35661

Dice rollRolled 87, 65, 65 = 217 (3d100)

>>35595

>Name: The Romashiek Cabaliatte

>Race: Humans, of the Romishiek

>Fluff: Born from the sands of the ancient vally's of the world, the Romashiek are a venerable, and utterly antiquated subculture that has existed for what seems to be, the better half of humanity's existence. And through their own existence, they have been the target of prejudice, calamity, and often times, racism. Due to their enigmatic ways, and tendency for life on the move, the Romashiek have always been considered to be outsiders, and untrusted. Even during the times reign of the Tolnari Empire, they had been the target of programs to shun, forcefully disseminate into the population, or in some cases, be the target genocide. But, through their hardiness, and their unity as a culture, they have been able to escape time and time again. It is only now, with the fall of the Tolnari, do these nomadic peoples begin to flourish under a new, unified, leader, who promises them a verdant homeland.

>—Don't fill out below—

>Food: 3

>Resources:

>Units: 1 [Scout]

>Tech: [Iron working I][Scouting I]

>Magic: [Illusion Magic I]

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

>Adventurers: 4

>Heroes: 0

>Artifacts: The Theif's staff - No one is really sure where it came from, but when the caravan leader is holding it the caravan can not be tracked. (Make sure to note which settlement this is in)

>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 will automatically dislike you and player towns may complain about lost items when you are near.

1. Begin scavenging for food.

2. Work on training some soldiers

3. Explore the surrounding areas.

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279113 No.35663

>>35661

There was a mid game change in this sheet, it's located here >>35643

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279113 No.35665

>>35663

Sorry, I'll add it next post

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279113 No.35666

Dice rollRolled 60, 49, 14 = 123 (3d100)

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

Magic Choice: Divinity Theory

1. Construct a village on the western edge of the western most town, in the jungle, bordering the hills

2. We believe to be One with the Jungle, yet perhaps it still hides some secrets from us. Send an adventurer to explore the jungles

3. Attempt to gather building resources and materials from our various towns and villages

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279113 No.35667

>>35665

ditto

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279113 No.35922

>>35311

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.

—Don't fill out below—

Food: 3

Resources:

Units: 1 Tolnari Velite

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.

Northwest of the sea of traitors smack dab between the two hilly areas

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279113 No.35934

>>35922

+Tech: Steel I

+Magic: Pact Fire Magic I

+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:

1. Red Steel I (400 progress); One of your craftsmen has found a way to imbue traces of fire magic into iron. The iron will resist being cooled and will not spread heat throughout the iron.

2. Steel II (200) - Some craftsmen are trying to create stronger steel.

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.

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.

2. Pact Plant Magic I (200) - A thread of plant magic can be pulled and given, but it must be grasped.

3. Necromancy Magic I (200) - One of your magic users has the bright idea that if you could bring back the dead you could ask them about lost technologies and magics, and as such begins research into just that.

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279113 No.35935

Dice rollRolled 34, 41, 77 = 152 (3d100)

>>35934

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: 14 +4/turn.

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

Food: 3

Resources: 5 Wood

Units: 1 Tolnari Velite

+Tech: Steel I

+Magic: Pact Fire Magic I

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

1. Red Steel I (400 progress); One of your craftsmen has found a way to imbue traces of fire magic into iron. The iron will resist being cooled and will not spread heat throughout the iron.

2. Steel II (200) - Some craftsmen are trying to create stronger steel.

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.

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.

2. Pact Plant Magic I (200) - A thread of plant magic can be pulled and given, but it must be grasped.

3. Necromancy Magic I (200) - One of your magic users has the bright idea that if you could bring back the dead you could ask them about lost technologies and magics, and as such begins research into just that.

1 Gather Stone

2 Scout Westward with our Adventurers

3 Start building a Library.

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279113 No.35977

Map has been completed! If you can't get on the roll20 then ask me to get a picture of the area around you.

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279113 No.35978

>>35977

I request a picture of my surrounding area

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279113 No.36008

File: d9a5a8cdb8f64a6⋯.gif (389.28 KB,1360x768,85:48,Map_Watchers.gif)

>>35978

Auras arn't being shown in player view, I'll fix it later.

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279113 No.36009

>>35977

need a picture too

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279113 No.36015

>>35977

I'd like a picture as well, please.

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279113 No.36016

File: 3c4648c9c83ce82⋯.gif (407.39 KB,1360x768,85:48,map_assholes.gif)

File: 143c3550c26d50c⋯.gif (414.33 KB,1360x768,85:48,Map_Dwarves.gif)

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279113 No.36047

>>35609

1. (Expansion is done by building towns, as such this action does nothing and I can't think of anything to give you. dice refunded.)

2. (Anon you illiterate fuck, read shit you have 5 of either stone or wood make sure you have everything on your sheet)

You send for the lumber to be brought and a palisade to be built around your capital city.

+Nameless capital: Palisade +1 defense. (read notes at end of update.)

3. (You can not use actions to research, you choose the research from the list and it automatically gets researched based on your progress, the +20 you have. You rolled shit so dice is lost.)

>>35610

1&2. You send a man into the old storage and while he was unable to find any of the true crystal eyes he was able to find a few of the weaker rejects. They were rejects because they were too easy to fool. +3 Broken Eyes (Allow the users to see mana, but can't see through illusions)

3. Peasants are rounded up and supplies are gathered. It is a good season and the weather is clear so construction is predicted to not take long. 4/5 (please give me a specific spot and or which settlement you want it to be near.

>>35612

1. You hand the orders off and they come back with a note about how no one was sure what you meant to do.

2. Construction begins at a record pace as such an important building is given a high priority. Soon enough the magical section of the archive is complete. +Building Magic Archive +3 Magic research

-2 Stone

3. You send some resources to rebuild the barracks, weakened due to age from lack of upkeep.

-2 Stone. +Building Barracks.

>>35618

1-3. Stone is carved out and a gate is put into the entrance of your underground home. With all effort put into the gate there is even time to make upgrades and barricading, but resources run short near the end.

+Gate (in capital) +1 defense, Gate level 2 4/5 (need 1 stone to complete) -5 stone

>>35626

1. Your scouts head out, and return faster than you thought they would. They say they found nothing of interest.

2&3. You decide to use the cleared out stone to construct the temple and work begins, and ends, quite quickly.

+Small temple to Sturnz (in capital city)

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279113 No.36048

>>35630

(You get 5 stone or wood, remove one of those

1. (You don't have the tech or hills to make a quarry village)

2. The young men set sail for the south, in search of treasure and lost lands. Most thought them fools going to die. Those people were surprised when they returned speaking tales of a land of men with towers reaching the sky and ships of iron.

3. (I have no idea what you are trying to do with this action. Dice refunded)

>>35645

1. Road crews have been brought together and roads begin to be built.

-2 Stone (1 per hex, 1 per success pretty much) (Tell me where the roads are going.

2. A small school is constructed, but teachers are harder to come by as no one is really sure how best to teach children, or anyone for the matter besides how master teach their apprentices and that does not help in such an environment.

+School (In capital) -3 stone.

3. Lumber is gathered from the woods at the edge of your domain. +2 wood

>>35647

1&2. Stone is gathered from the hills at the edge of your domain. +2 stone

In the gathering one of your citizens say they found a cave in the hills.

3. Men are sent to gather wood, but are scared away by some wild animals. The young ones are such cowards.

>>35649

(You get 5 stone or 5 wood, remove one)

1. Adventures are sent out and return some time later saying there are rumors of two ruins near you. One to the south, and the other to the south east. They are not sure what may be nesting in the ruins.

2. Weak, old, weak, old, weak, weak. None of these slaves are useful as soldiers!

3. You order a forge be built and work is done quickly and efficiently.

+Forge (In capital) -3 stone.

>>35661

1. (You need a stable food supply to increase food, dice refunded)

2. A new group of scouts are recruited and trained.

-1 pop, +1 Scout

3. Your scouts return stating that in the mountains near the southern camp they have found traces of precious metals.

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279113 No.36049

>>35666

1. Construction begins on a new village for your people. 3/5 (you will need the tech before it gives resources.)

2. The adventurers scout through the eastern part of the jungle of shadows and find nothing but the groves of magical trees your people already know about.

3. You send people into the jungle to gather wood, and they do not return.

>>35935

1. Stone is gathered, but the haul was low due to the weather recently. +1 stone.

2. Adventurers are sent to the west, but return when the wizards of East tower tell them to leave for annoying them.

3. A library is constructed quite quickly. It seems some of the more learned people have been pushing for this for a while.

+Small library (in capital) +3 to tech research, -3 stone.

Notes:

Defense: defense gives a static +x to defenders in the settlement.

Siege: Units with the siege tag give a penalty to defense equal to their bonuses to a minimum of 0. In certain situations they can also bombard the enemy.

Remember to keep track of your research progress, I will not do it for you unless I suspect you of trying to cheat.

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279113 No.36051

>>35935

>>36049

Edit: -2 stone, not 3

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279113 No.36052

Dice rollRolled 17, 68, 27 = 112 (3d100)

>>36047

Name: Lulaccy Apdubb Mawgmigon

Race: Fomorians, their slaves

Pop: 14 +4/turn

Fluff: see >>35344

Food: 3

Resources: 0 stone

Buildings: Gate I (in capital), Gate level II 4/5

Units: 1 Slaughabwgy ("slaughter-warrior")

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

Magic: [Divination magic I]

Research: Magic: Presently Metal Magic I, currently 40%, (+20/turn), Tech: Presently Mining I, currently 40% (+20/turn)

Adventurers: 4

Heroes: 0

Bonus: Light Sensitivity - your people are used to the underground and as such do better in the dark; not so much with the light. When fighting on the surface if you initiate combat you get a +2, otherwise you get a -1.

+Artifact: Beylrug's Crown - user can open temporary rifts in the earth that will heal themselves over a few hours.

ACTIONS

1-2-3: Gather resources generally, but stone especially.

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279113 No.36053

Dice rollRolled 38, 48, 40 = 126 (3d100)

>>36049

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: 18 +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:

1. Red Steel I (400 progress); One of your craftsmen has found a way to imbue traces of fire magic into iron. The iron will resist being cooled and will not spread heat throughout the iron.

2. Steel II (200) - Some craftsmen are trying to create stronger steel.

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.

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.

2. Pact Plant Magic I (200) - A thread of plant magic can be pulled and given, but it must be grasped.

3. Necromancy Magic I (200) - One of your magic users has the bright idea that if you could bring back the dead you could ask them about lost technologies and magics, and as such begins research into just that.

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

1 Investigate rumors of metal ore in the hills to the west.

2 Investigate rumors of metal ore in the hills to the east.

3 Investigate rumors of magic trees to the south near the town of Magnus and the village of Pompei

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279113 No.36054

Dice rollRolled 16, 3, 30, 29 = 78 (4d100)

>>36047

Name: The Archival Conclave of Thermae

Race: Mostly human, minority of various races

Fluff: The Archmages of the Tolnari Empire were a truly terrifying force. Though those who managed to achieve admission to the venerable Archival were few indeed, and those who made it to the upper echelons numbered in the tens during the entire extent of the Empire, but that was all that was needed to sustain the Tolnari. A Maximums Vortan - the head of the Archival and of every Sorcerer in the Empire - was reputed to be able to cause whole armies to fall dead with a flick of his hand, to tear mountains in half and crush cities beneath their weight, to rip holes in the fabric of reality, to make the souls of Emperors dance as puppets; to bend existence as a rusted bar. Though these abilities are merely what are recorded in posterity, of course; though the high elders of the Archival kept their bodies from age with strange herbs and, in the case of the Uthonii, vile manipulations of the soul, even they were not immune to the sly pressure of evil factions. The last Maximus Vortan, Elidus IV, and all four of his ancient Uthonii (high elders of the Archival) died with the last recognized Emperor in a great explosion of assassin's fire within the Archival itself - an event which not only destroyed the majority of the Archival and its faction, but, according to many, heeded the final death of the Tolnari.

After the death of the Maximus Vortan and the Emperor himself, what few Apprentices (Flamen) remained fled from the city with a small force of loyal servants, what knowledge they could carry, and the remains of the Maximus Vortan and the four Uthanii of the Archival. Though the few of the Archival that remained were horribly weak for its standards, they were still mages; and each one worth a fully century of men at the least. It was easy for the small group to take control of the outskirt city of Thermae, and the Flamen quickly established an iron grip over the city, using their own strength and its malnourished guard to hold the area during the time of troubles. Though devastated by war and famine, the Archival emerged alive, as one of the last living factions of the old Empire. Still in possession of the warm corpses of mages capable of holding whole worlds in their unbreakable grasp, the Archival Conclave of Thermae was officially formed from the ashes of the old Empire, uncertain of all save a steadily rising hunger for strength and knowledge.

Color: Yellow

Food: 3

Population: 18 (+4/t)

Resources: 5 Stone

Buildings:

Thermae (City)-

1x [The Archival] (+3 M. Research)

1x [Rebuilt Imperial Barracks]

Units:

Thermae (City)- 1x [Empire Century]

Tech: [Iron working I] [Education I]

Magic: [Necromancy I]

Research: Transmutation Magic I (43/200, +23/turn), Education II(40/200, +20/turn)

Adventurers: 4

Heroes: 0

Artifacts: Skull of Varghul - Varghul was a powerful Sorcerer from before the empire and is said to have been the first necromancer. The wielder can command any undead within a mile, suppressing even the strongest of wills, but they always come back speaking of whispers in their head.

Bonus: Magocracy: [Your nation is ruled by, and gives preferential treatment to, magic users and as such you gain a +10 to recruiting magic users and a -5 to recruiting non-magic units.]

1.[Refunded Action] Send some of Thermae's recovering population to the old farming village that used to support it. Rebuild its ravaged farms and houses, and begin to harvest to support the Archival. (Specializing a village in food production, or however this weird ass system works)

2/3: The Flamen of the Archival are going into deep study with what knowledge was scraped from before the fall of the old Empire, attempting to further their understanding thereof, and set themselves on the path both to becoming fully-fledged mages and recovering the vast troves of magical knowledge held by the Archival. Some, too, apply their effort to more physical theorizing, crafting methodology and rationale for engineering, mathematics, and, most importantly, applied research.

+ [Education I]

4. Finally, the quarries must be reopened if Thermae is to be rebuilt properly. Again, with the growing population of the City due to stable times, there are enough to send some to the nearby quarries, dusting off the old facilities and beginning to work on the harvest of stone.

[Specializing a village in stone gathering]

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279113 No.36055

Dice rollRolled 35 (1d100)

>>36054

Change 4 to begin rebuilding walls around Thermae

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279113 No.36056

Dice rollRolled 47, 29, 69 = 145 (3d100)

>>36047

Name: Eisen Wachtturn

Race: Dwarves

Fluff:http://pastebin.com/mXYbgQRz

Food: 3

Pop 14+4/turn

Resources: 5 Stone

Units: 1 Guardian Dwarves

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

Magic: [Earth Magic I]

Structures:

+Small Temple - Eisen Sturnz

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

Tech: 2. Mining I (20/100) - One of the mine overseers is trying to figure out better layouts for mines to gather more ores.

Magic: 3. Pact Mountain Magic I (20/200) - 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. Now with a temple to Sturnz built and consecrated we can get busy. WE need a forge to build weapons and armor for our men. Start building one.

+Stonecarving I

+earth Magic I

+Iron working I

2.The earthquakes shook loose much stone for use. Go out and grab some.

+Stonecarving I

+earth Magic I

3.Lastly scouts shall go forth and investigate the rumors of an odd magical metal to our east.

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279113 No.36068

File: 9c10d4c3999b7c9⋯.jpg (718.22 KB,1390x602,695:301,OrcArmyGorgoroth2.jpg)

Dice rollRolled 59, 68, 20 = 147 (3d100)

Name: Quin' Shi

Race: Tehr'a Koht'aa

Fluff:>>35319

Food: 3

Pop: 10 +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 0/200 (+20/turn)

Tech: Drilling II 0/200 (+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.

1-2. Build a Village anywhere there is Stone for a stone mine (no not the cave place)

-5 Stone

3. The Quin Shi decide to investigate or "solve" the mystery of the cave in textbook fashion.

A huge mass of men armed with pointed branches are sent forward, shaking the earth and churning grass into mud as they go. Hundreds of thousands of them, shaking the earth a they go, pour from the village and into the cave to see what was inside.

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279113 No.36069

>>36068

>>36068

Edit

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

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

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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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