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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1d20ffc083ab986⋯.png (98.03 KB,1712x1041,1712:1041,open rebellion map.png)

File: 5712f135b9e86e0⋯.gif (119.97 KB,400x303,400:303,moscow-riot.gif)

5ef2ae No.38645 [View All]

Open Rebellion Nation Builder

It is the year 551 of the Fourth Era and not all is calm in the world. After a long and bloody coup, the Kingdom of Myestrova was overthrown by a power-hungry group known as the Iron Hand. Thus, the “God-Emperor” rose to power, ushering in a decades-long era of oppression and tyranny for the people of Old Myestrova, now known simply as the “Empire”. However, with the death of the first God-Emperor, an economic decline and ever-growing unrest, an opportunity has presented itself for rebel groups of all shapes and sizes to rise up and retake Myestrova. You are one of these rebel groups. Maybe you fight for the people. Maybe for a specific ideology. Maybe yours is a racial movement, or even a religious one. Perhaps you’re just a bunch of criminals who finally found the right opportunity or you’re a loyalist group striving to crush the rebel scum for the glory of the God-Emperor. Whatever the case, you know that the time is now and the God-Emperor’s days are numbered, but be warned – you must be extra vigilant if you wish to survive the Imperial onslaught, not to mention your rival rebel groups.

The setting is late-medieval, and fantasy races are allowed. However, magic does not exist in this universe so races that depend on magic (undead, elementals, etc.) likewise do not exist. The Empire is largely Slavic-themed, although you do not necessarily have to be. Primitive guns and cannons do exist, but keep in mind that usable gunpowder is very hard to find, even moreso for rebel groups. Technology is not quite advanced enough for complex machinery either.

To start playing, simply fill out the following sheet.

FILL IN:

Group Name:

Location: (Pick a sector on the map. Grey sectors cannot be selected, as they are firmly under Imperial control. Once the game starts all empty sectors will be turned light grey (under light Imperial control) so choose carefully)

Color: (Anything but white or grey)

Race: (As stated above no magic-dependent races, also no aerial races (winged things, etc.), most other races are fine. Fetish fuel will be sent directly to the ovens of the Empire’s lovely concentration camps)

Group Fluff: (Detail is your friend, but no need to write me a book about it. Make sure to tell me why your group is rebelling against the Empire. Bonuses will be dependent on this so try to give me a clear idea of what your group is like)

Leader Name:

Leader Fluff: (Who are you? What is your background? Why are you rebelling against the Empire? Your leader will be getting a bonus so clarity is your friend if you want to get an accurate one. However, as with the group fluff no need to give me a wall of text about it)

DON’T FILL IN:

Territory: 1

Cities: (Player-Named City)

Population: 10 (+x/turn)

Culture: 5 (+x/turn)

Supplies: 10 (+x/turn)

Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)

Buildings: (Player-named HQ building)

Technology: (determined by fluff)

Inventory: None

Leader Bonus: (determined by fluff)

Group Bonus: (determined by fluff)

Actions are 3d100.

Please read https://pastebin.com/NdQZkE4D for more detailed descriptions of rules and mechanics.

If you have any questions just ask over IRC or discord.

43 postsand22 image repliesomitted. Click reply to view. ____________________________
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5ef2ae No.38771

File: caba7c966455537⋯.jpg (6.59 MB,3678x5265,1226:1755,shovel_knight_by_goldendan….jpg)

Dice rollRolled 29, 82, 6, 66, 2, 14 = 199 (6d100)

>>38769

Sorry I missed my post. There was a major test today.

1-2. In the many years of fighting smaller tiny races, what is the Giants most reliable weapon. Against beings who, if giants thought of as men of the average height of 5'10, would face massed beings who stood scarcely of 12 inches? Is it the sword to slice, the hammer to smash, or some other weapon?

Actually the Giants have found the most effective weapon against massed smaller beings low to the ground to be: the shovel. Swords are not practical weapons to try to sweep low on the ground, a task more suited to something with a pole. Hammers and maces are slow to swing. Slicing weapons like Halberds or Scythes are a bit better, but the capabilities of the Shovel are many. First, if you swing a shovel on its edge fast enough it cuts just as well as any halberd or scythe against even an armored man. But more crucially, if you swing it on its flat end you can send tiny men flying through the air. Few men can survive the impact from being flung by a giant swinging long shovel around, whether in armor or not, and the shovel can be swung fairly quickly.

But it has other uses. A giant may fling boulders and rocks as a man would fling stones and pebbles with his shovel, just as strong and powerful as a catapault. He may dig trenches and raise dirt walls like little ravines much deeper than the trenches of man, difficult to cross. In one lucky instance, a large band of men tried to storm a giants trench. He pulled out of it, and pushed back in the mound of earth he had dug out for it, burying them alive in a massed grave.

One more thing. Unlike every other weapon in a giants arsenal, the shovel is the only one that lets him work and build in times of peace, aiding in construction efforts.

>Research War-Shovels I

+Leader Bonus: [The Master Smith

+[Ironworking I] [Smithing I]

3. The Giants are accustomed to cutting down trees. They are a food source, providing leafy greens for them to eat (as bland and distasteful as they are) while the wood can be used for large bonfires to warm them. Since ages past they have had to hew down huge numbers of trees for the Empire's construction, but now they do so for their own.

>Build a Giants Logging Yard (Lumberill)

4. A double-axe is not a bad weapon either. They are better at slicing small armored men in half than a shovel, and can attack on the backswing as well as the foreswing. And for the same reason as the shovel, are useful in times of peace for cutting trees as well.

>Research Double-Bladed Axes I

+Leader Bonus: [The Master Smith

+[Ironworking I] [Smithing I]

5. The giants have never actually attempted to build a castle for themselves. The idea of such a massive fortress fit for giants instead of men was thought of as ludicrous. But Ulfric intends to do it. For that, a Quarry is needed and so the giants bring chisels and little hammers to set up a quarry.

>Build a Quarry

6. With what simple shovels and primitive pickaxes they have now, the Giants make up for it with their great strength and begin to carve into the ground to dig up Iron for their large weapons and tools.

>Build an Iron Mine

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5ef2ae No.38786

File: e1c5da2f8c45820⋯.jpg (260.93 KB,1300x866,650:433,12114300-Mountain-mine-rui….jpg)

Dice rollRolled 46, 100, 71 = 217 (3d100)

>>38762

Territory: 1

Cities: Draconia

Population: 13 (+3/turn)

Culture: 7 (+2/turn)

Supplies: 14 (+4/turn) (+3 Base, +1 Trade)

Military: 1 Guanyin Militia (C: 1 D: 1 M: 1)

Buildings: Castle Draconia, Farm I, Library I

Technology: [Ironworking I] [Fletching I] [Construction I]

Inventory: None

Trade Route: Pruhl (small)+1

Leader Bonus: [The Sharpshooter] – Count Dlasolyev and his men have been trained long and hard by hardened veterans in the art of ranged combat. Fighting at range will grant you a bonus, although keep in mind that ranged troops in general are vulnerable if the opponents manage to close the distance between them.

Group Bonus: [Four Hands Are Better Than One] – The Guanyins’ four arms allow them to multitask much easier than those with just two. This gives them a boost to both resource production and construction. However the Guanyins are largely viewed as freaks in the Empire, and their reclusive nature doesn’t help with this. Thus, the Guanyins take a penalty to diplomacy with non-Pruhlis.

Castle Market 1/4

1. >Continue the Castle Market 1/4

Excellent. Now that we have set the seeds of trade with Pruhl, we'll need to continue to build our market to facility better trade. Eventually we'll need to investigate into new avenues of resource and trade goods to improve our profit.

+Group Bonus: [Four Hands Are Better Than One]

+[Construction I]

2. >Develop Metal-Working Industry

Metal is important to everyone. For weapons, for armor, for trade, and such. Now that we have a library we have access to whatever books and technical knowledge we need to start up our own metal-making industry. Perhaps we start with the Forge.

+Library I

+Group Bonus: [Four Hands Are Better Than One]

+[Construction I]

3. >Construct a Mine

We are a mountainous region. To feed our Metal-Working projects, we'll need to prospect for ores to mine.

Send men and prospectors out and proceed with establishing a new ore mine. There are some mines which have been abandoned due to neglect by the Empire, but certainly there is surely new veins as yet untapped in these vast mountain range.

+Group Bonus: [Four Hands Are Better Than One]

+[Construction I]

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5ef2ae No.38788

File: ffdd375d1678db7⋯.jpg (158.75 KB,620x582,310:291,d41fe15f1575dd96d467daf67e….jpg)

Dice rollRolled 99, 77, 46 = 222 (3d100)

>>38762

Group Name: The Brazen Fist

Location: West of Engelsgrad

Color: Bronze

Race: Orcs, goblins, trolls

Group Fluff: >>38651

Group Bonus: [Master Looters] – One of the Brazen Fist’s greatest strengths is stealing and scavenging supplies and armaments from the Empire – indeed, this played heavily into their rise to power. The threshold for failure on looting operations is reduced by 10 (for example, 30 or less would equal a failure in lightly-controlled territory and 10 or less would mean you’d get caught. The failure threshold in heavily controlled territories is reduced by 10 as well)

Leader Name: Zlafgor

Leader Fluff: >>38651

Leader Bonus: [The Tactician] – Zlafgor is smarter than your average orc. He has a knack for moving troops to effective positions, coming up with good plans of attack and taking advantage of enemy weaknesses. His troops will get a bonus to attack when the enemy is fighting in adverse conditions (ambushes, flanking, traps, etc.)

Territory: 1

Cities: (Orukungrad)

Population: 16 (+3/turn)

Culture: 7 (+1/turn)

Supplies: 14 (+6/turn)

Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)

Buildings: (Town Hall of Orukungrad), Farm I, Foundry I

Technology: [Ironworking I] [Tactics I] [Looting I]

Inventory: None

1. With the success of the trollish foundry, most of the Brazen Fist's trolls find something to do. Many of the smaller goblinoids react with surprise that these savage titans are so eager to do creative work rather than join the revolution on the front lines. Recognising their talent for pumping bellows, the Fist's leadership puts a trollish overseer in charge of the foundry, and offers to build them larger facilities.

>Expand the Iron Foundry

+Ironworking

2. The success of the trollish foundry has Zlafgor intrigued. He assigns a few of the brightest goblins to work alongside the trolls, to see if the smaller creatures can think of any inventive ways to improve their ironworking techniques.

>Research Ironworking

3. The looters continue to harry the Iron Hand territories to the south - many prominent warleaders rankle at having had to be bailed out at the last minute when the garrisons were dispatched to drive them off last time.

>Loot in the south

+[Master Looters], Tactics I, Looting I

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5ef2ae No.38789

File: 297a5151c3df40f⋯.png (2.75 MB,1000x1435,200:287,TGoblinArt.png)

Dice rollRolled 13 (1d20)

>>38689

>For looting rolls, roll d20 if you succeed in your roll to see what you get.

>>38788

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5ef2ae No.38808

Dice rollRolled 27, 49, 22 = 98 (3d100)

>>38761

The Autumn Revolution

Territory: 1

Cities: (Player-named City)

Population: 13 (+3/turn)

Culture: 7 (+2/turn)

Supplies: 11 (+3/turn)

Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Smithing I] [Construction I]

Inventory: None

Leader Bonus: [Labor Specialization]: Timothy Marxson is an expert at choosing the right man for the right job. Assigning population to resource and supply production buildings will produce greater returns. However, it’ll be important to keep them happy if you want them to stay productive.

Group Bonus: [The Peasant Rebellion]: Your movement greatly appeals to the overworked and oppressed lower class of peasants, and propaganda campaigns in areas heavily populated by them (rural areas, slums, etc.) will be more effective. However, the upper-class scoffs at the idea of peasants ruling over them, so your propaganda campaigns will be less effective than normal in wealthier areas.

—–

1. Continue work on the Foundry 1/4

2-3. Research how to make proper swords

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5ef2ae No.38813

>>38764

The Domovoi head out and begin looking for herbs when they find suspicious-looking flowers whose nectar not only tastes sweet but acts as a potent stimulant, in addition to giving a good high. Your alchemists get to work at once to refine this "Moon Nectar" into a usable elixir. (Stimulants I progress: 3/4). The Domovoi start making tiny bows as well, which, although they are flimsy on their own you think that they can definitely pierce human skin. With a little poison they could become an effective and deadly weapon. (Bows I progress: 1/4)

Work begins on a fishing industry as well - soon you'll be reeling in the big catches (aka minnows). (-2 supply, Fishery I Progress: 2/4)

>>38765

Progress with the worg packs goes slowly. The worgs are intelligent beasts and not prone to servitude. However, this has never stopped the elves of the Old Circle before, and it won't stop them now. (Worg Training Progress: 1/4)

Perhaps a more troubling problem is the daunting task of reining in the mighty twinhorn beast - massive, lumbering buffalo-like beasts with two long horns, as their name suggests. This will be a bit more of a hassle, but the twinhorns' charges are devastating and would make a good addition to any tamer's army. (Twinhorn Taming Progress: 1/8).

Unfortunately, the ironwood seeds don't grow at all, meaning that you ended up wasting a good portion of your precious seeds and fertilizer (-2 supplies).

>>38766

>keep in mind you got +4 culture from last turn

You walk into your palace to find that many books have mysteriously vanished..that cookbook with the good borscht recipe, your copy of the Holy Codex of St. Godric, and even the treatise on Pruhli counterespionage tactics that you were hoping to learn from. You suspect Imperial spies to be behind this – they’re known to snatch and burn books that might foster rebellion (-3 culture). Fortunately, you're able to find a book full of various forge blueprints and diagrams, and you're able to use that knowledge to complete your foundry. (Add Foundry I to your buildings tab, get an additional +3 supplies/turn and the ability to make weapons/armor with it).

Trainers are stealthily sent to the western territory, and are able to give the would-be rebels critical advice on how to fight their oppressors, all done right under the Imperials' noses. You think that soon they'll be prepared to revolt, but keep in mind that while they'll definitely do their part you'll still need to send troops in to deal the final blow. (Propaganda campaign progress: 55%)

>>38769

>>38771

The giants get hard to work at designing new weapons to arm themselves for the coming struggle. They make progress with two innovations - the war shovel, a spade with a razor-sharp edge good for pounding and slashing alike (War-Shovels I progress: 3/4), and the double-bladed axe (Axes I progress: 2/4).

The giants wish they had those tools, however, as their efforts to build resource buildings both fall flat. The giants overestimate their strength when building the lumbermill, splintering wood and crumbling stone and making the whole building an unusable mess that topples like a house of cards after a strong breeze. (-2 supply). A rockslide fills in the quarry that was being worked on, crushing one unfortunate giant (-1 population). Attempts at striking iron fall flat too.

>>38770

"No good sir, there's a storm brewing and we can't risk sending anyone out to sea until it passes." Indeed he's right, and as the storm clouds grow closer a fierce wind picks up, toppling some of the scaffolding on the market and blowing construction supplies around, generally making a mess of the place and setting the project back a bit. (-1 progress on market). The workers at the lumbermill make some headway in their construction progress before the storm hits while securing the site from any potential damages such as what happened to the market as well. (Lumbermill progress: 3/4)

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5ef2ae No.38814

File: 5bd576190e39dc5⋯.png (113.04 KB,1712x1041,1712:1041,open rebellion map.png)

>>38786

Progress on the castle market goes swimmingly. You even spot some Pruhli investors promisingly surveying the site. (Market progress: 3/4)

The Guanyins switch into overdrive as they work furiously on their foundry. A truly epic show of cooperation and ingenuity speeds their hammers and saws as they put together a superb foundry befitting of the Guanyin. (Add Guanyin Metalworks I to your buildings - this foundry is more efficient than most, giving +1 supplies per level. Add +4 supplies/turn as well. -2 supplies as construction cost)

The mountains around Draconia are indeed rich with iron and other metals, and the Guanyins are able to hit a vein of iron and start on a mine. It won't be long until it's completed and a steady supply of iron can begin flowing to the new metalworks. (Mine I progress: 1/4)

>>38788

The troll put in charge of the foundry does his job well, and the renovation and expansion proceeds at a hasty clip (-2 supply, Foundry II Progress: 4/8). Meanwhile the goblins toil about despite the construction going on, seeking out new ways to improve their smithing technique (Smithing I progress: 3/4 - note that ironworking is a static tech - it basically says you know how to make iron stuff. Smithing is the tech that improves technique, and helps with metalworking in general, meaning it would probably be more useful to you anyway.) Your looters find their mark this time, hitting an Imperial storage depot and running off with a supply crate and a shipment of spears. The supplies are mostly food and ore and the spear is basic-looking but still sturdy enough. (Add Spear I x1 to your inventory tab, also add +5 supplies).

>>38808

Work on the foundry continues, slowly but surely. (Progress: 2/4)

In the meantime, your men stumble upon a few notes left behind by Imperial swordsmiths about how to practice their art. Diagrams, instructions and tips are included, which will be a great help. As loathsome as you and your men think copying Imperial designs is, the notes will help greatly with coming up with your own ideas. (Swords I progress: 2/4)

—EMPIRE TURN—

The Empire seems to be taking a defensive stance for now as their armies work to fortify the garrisons surrounding the cities. The Giants notice troop movement directly to their south, but they do not seem to be headed on an attack route towards them. Another wave of imperial troops will arrive in 2 turns.

Lastly here’s a pastebin with all the rules so far (and I can update it if I need to as well – check this for pretty much everything from this point forward): https://pastebin.com/KbetqjbC

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5ef2ae No.38815

>>38814

>>38786

Made some fuckups, your progress on the mine should be 3/4 and for the Guanyin Metalworks I should clarify that it gives +1 extra supplies/turn per level. So it gives +4 right now, +8 next level, etc. whereas other foundries give +3 per level

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5ef2ae No.38817

Dice rollRolled 90, 38, 49 = 177 (3d100)

>>38813

Group Name: The Old Circle

Location: Northern Border, near the lake.

Color: Blue

Race: Elves

Group Fluff: The Old Circle is a group of elves started by those that have lived from before the conquest of the empire. They worship the god of the wilds and believe in only using things that come from other life. They are masters of taming monsters and breeding them. They also learned to grow plants and trees to house them.

Leader Name: Ticuckn

Leader Fluff: An old elf and was the leader of the circle from before the empire's conquest of the elven lands. He brought the circle into hiding to preserve their ways, and now he brings them back in the empire's moment of weakness. He was given the leadership of the circle by taming or breeding the strongest beast. In this case he had tamed his long lived companion, Xeros.

Territory: 1

Cities: Seo (Capital)

Population: 16 (+3/turn)

Culture: 7 (+1/turn)

Supplies: 14 (+3/turn)

Military: 1 Untrained (C: 1 D: 1 M: 1), Xeros (C: 2.5, D: 2, M: 2) [Hero Unit][Flying]

Buildings: Home Tree, Farm I

Technology: [Woodworking I] [Cultivation I] [Beast Taming I]

Inventory: None

Leader Bonus: [Master Trainer] – The members of the Old Circle are renowned for their beast taming skills, but no one does it better than their leader, Ticuckn. He starts with Xeros, an intelligent and long-lived wyvern who serves as a hero unit. Take care that he doesn’t die though, as hero units don’t exactly just grow on trees.

Group Bonus: [Eco-Warriors] – Your people have long lived with nature, developing a close bond with it. You gain a boost to nature-related skills, such as survival, woodcrafting, beast taming, cultivation, etc. However, your kind abhors the idea of using metal things and industrialization will be exceedingly difficult.

1. Continue warg training. 1/4

+Beast Taming I

+Eco-Warriors

2. Continue attempts to train the Twinhorns. 1/8

+Beast Taming I

+Eco-Warriors

3. Look at the natural environment that the ironwoods grow in and find out how we failed. Once we learn that attempt to plant the seeds of a grove once again.

+Cultivation I

+Eco-warriors

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5ef2ae No.38819

Dice rollRolled 41, 28, 28 = 97 (3d100)

>>38813

Group Name: the Deathcap Liberation Front

Location: across the lake from Svelnitka

Color: purple

Race: Domovoi (brownie, whatever 3 inch tall people)

Leader Name: IvyfangTerritory: 1

Cities: Wickedroot

Population: 14 (+4/turn)

Culture: 6 (+1/turn)

Supplies: 12 (+3/turn)

Military: 1 (Domovoi rebel) (C: 1 D: 1 M: 1) [Stealthy]

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Toxins I] [Cultivation I][Nonlethal Toxins I]

Inventory: None

Leader Bonus: [Small but Deadly] – Ivyfang is a master of stealth and infiltration, and has taught his people to be the same.  Your Domovoi units start with the [Stealthy] tag, giving them a large bonus to stealth and infiltration and making them ideal spies and assassins.  However, being 3 inches tall isn’t easy, as the Domovois’ diminutive stature leaves them both frail and fragile.  Thus, direct combat is ill-advised as the Domovoi fight at half strength in such situations.

Group Bonus: [Tiny Toxicologists] - The Domovoi pride themselves on their knowledge of toxins, and all those years of toiling under the Empire taught them to make all kinds of dreaded concoctions as well, even foul things like medicine.  Thus, the Domovoi receive a bonus to alchemy related rolls.

Progress: Stimulants I (3/4) Bows I (1/4) Fishery I (2/4)

1. Let's do drugs (continue Stimulants research)

2. Get them bows done

3. Produce lethal poison.

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5ef2ae No.38820

>>38813

Group Name: Classis VII, The Marines

Color: Dark Blue

Race: Vyresian Humans, Vyresian Dwarves, Vyresian Hobgoblins

Leader: Admiral Karisus Vulcan.

Territory: 1

Cities: (Tyrophos)

Population: 16 (+3/turn)

Culture: 7 (+1/turn)

Supplies: 12 (+3/turn)

Military: 1 Gilthrim Marines (C: 1 D: 1 M: 1), 1 Vyresian Warship (C: 2, D: 2, M: 3) [Naval]

Buildings: Admiral's Command Building

Technology: [Ironworking I] [Shipbuilding I] [Guerrilla Warfare I]

Inventory: None

Leader Bonus: [The Great Admiral] – Admiral Vulcan is a force to be reckoned with on the open seas, even amongst the great seafaring nations such as Edelweiss and Schwarzwald. He starts with a strong ship unit and has bonuses to naval and amphibious combat. However, he loses this bonus on during extended land operations, meaning he has to fight normally.

Group Bonus: [Gilthrim’s Finest] – As Classis VII is a Gilthrim expeditionary unit, it can request aid from Gilthrim such as extra supplies, weapons, and other things, although Gilthrim is too preoccupied with other affairs to send large-scale reinforcements. However, the journey from Gilthrim to the Empire is long and it will take several turns for any deliveries to arrive. You only need to spend a single action to request supplies and after that it will progress passively.

Infamy - 1

1. Bugger.

Very well, then. Continue on with our efforts to build our Lumbermill! More wood means more ships, meaning we can take the fight to the "imperals" themselves. Lumber Mill 3/4

2. Wind and rain are not so fearsome a happenstance, not for the Marines. Repair our market in progress. Market 1/4

3. This isle we're upon is known for its high concentration of Vyresian ethnics. It only makes sense that we would, should, take advantage of this. Begin a propaganda campaign to our southeast.

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5ef2ae No.38821

Dice rollRolled 51, 85, 32 = 168 (3d100)

>>38820

Dredge the dice out of the damn sand, first.

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5ef2ae No.38827

Dice rollRolled 24, 8, 72 = 104 (3d100)

>>38813

Territory: 1

Cities: Ekaterinburg

Population: 16 (+3/turn)

Culture: 10 (+2/turn)

Supplies: 23 (+7/turn)

Military: 1 Red Guards (C: 1 D: 1 M: 1)

Buildings: Spring Palace, Farm I, Foundry I

Technology: [Ironworking I] [Education I] [Diplomacy I]

Inventory: None

Leader Bonus: [God Save The Queen] – The people see Lady Ivanova as the rightful heir to the old Myestrovan throne, giving her movement a great deal of legitimacy and inspiring those who wish to return Myestrova to the good old days before the Empire took over. Actions to increase culture are more effective, giving more culture points per turn than normal. However, if the secret of your true lineage ever gets out expect a steep drop in culture and possibly other bad side effects.

Group Bonus: [Friends in High Places] – Lady Ivanova’s time in Pruhl has allowed her to form connections with many important people there. This has allowed you to make inroads with the normally reclusive and isolationist nation. Diplomacy and trade is much easier with the Kingdom of Pruhl for you.

1. Propaganda Campaigns 55%

The establishment of a Royalist Vanguard in the neighboring province is a large step forward. Queen Ekaterina orders the slow supply of arms for the rebels in the form of spears, shields, and javelins.

2. Halberds I

With a foundry completed the Queen orders her smiths to begin devising simple but effective weapons for production in the new industrial district of Ekaterinberg.

3. Capture the spy!

The Queen's library was raided, books burned! She is furious and the Reg Guard move quickly throughout the territory to find and apprehend the culprits of this desecration.

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5ef2ae No.38834

Dice rollRolled 65, 64, 41 = 170 (3d100)

Territory: 1

Cities: Draconia

Population: 16 (+3/turn)

Culture: 9 (+2/turn)

Supplies: 20 (+8/turn) (+3 Base, +1 Trade, +4 Metalworks)

Military: 1 Guanyin Militia (C: 1 D: 1 M: 1)

Buildings: Castle Draconia, Farm I, Library I

Guanyin Metalworks I (+4 per level)

Technology: [Ironworking I] [Fletching I] [Construction I]

Inventory: None

Trade Route: Pruhl (small)+1

Leader Bonus: [The Sharpshooter] – Count Dlasolyev and his men have been trained long and hard by hardened veterans in the art of ranged combat. Fighting at range will grant you a bonus, although keep in mind that ranged troops in general are vulnerable if the opponents manage to close the distance between them.

Group Bonus: [Four Hands Are Better Than One] – The Guanyins’ four arms allow them to multitask much easier than those with just two. This gives them a boost to both resource production and construction. However the Guanyins are largely viewed as freaks in the Empire, and their reclusive nature doesn’t help with this. Thus, the Guanyins take a penalty to diplomacy with non-Pruhlis.

3/4 Mine

Market progress: 3/4

1. >Continue the Castle Market 3/4

Complete the Castle Market, providing us with an excellent source to both aquire and sell supplies. Hopefully it will allow us to purchase some level of Pruhl goods and hardware from the west.

+Group Bonus: [Four Hands Are Better Than One]

+[Construction I]

2. >Continue the Mine 3/4

We are almost finished with the mine, and soon we will have a steady supply of metal from which we can craft weapons and trade goods.

+Group Bonus: [Four Hands Are Better Than One]

+[Construction I]

3. >Education I

Setting up schools and education for children and adults will be useful. Not merely because an intelligent populace can research better, but because they act as mediums for us to indoctrinate te populace and remind them of their Pruhl heritage.

+Library I

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5ef2ae No.38837

File: 1ed8e871342df12⋯.jpg (282.14 KB,1920x1080,16:9,faee4139cacccb043b93ce1588….jpg)

Dice rollRolled 81, 97, 74 = 252 (3d100)

>>38814

Group Name: The Brazen Fist

Location: West of Engelsgrad

Color: Bronze

Race: Orcs, goblins, trolls

Group Fluff: >>38651

Group Bonus: [Master Looters] – One of the Brazen Fist’s greatest strengths is stealing and scavenging supplies and armaments from the Empire – indeed, this played heavily into their rise to power. The threshold for failure on looting operations is reduced by 10 (for example, 30 or less would equal a failure in lightly-controlled territory and 10 or less would mean you’d get caught. The failure threshold in heavily controlled territories is reduced by 10 as well)

Leader Name: Zlafgor

Leader Fluff: >>38651

Leader Bonus: [The Tactician] – Zlafgor is smarter than your average orc. He has a knack for moving troops to effective positions, coming up with good plans of attack and taking advantage of enemy weaknesses. His troops will get a bonus to attack when the enemy is fighting in adverse conditions (ambushes, flanking, traps, etc.)

Territory: 1

Cities: (Orukungrad)

Population: 19 (+3/turn)

Culture: 8 (+1/turn)

Supplies: 23 (+6/turn)

Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)

Buildings: (Town Hall of Orukungrad), Farm I, Foundry I

Technology: [Ironworking I] [Tactics I] [Looting I]

Inventory: Spear I x1

1. The goblin innovators continue to mull about the working of iron - making sure to focus on developing techniques that uniquely benefit from the immense size of the Brazen Fist's gentle giants: the trolls.

Smithing I progress: 3/4

+[Ironworking I]

2. The construction teams working to expand the Trollish Iron Foundry take heart from the encouraging enthusiasm the massive creatures show in their work, providing not only supplies for the war effort, but also items set to improve the quality of life of the average goblinoid.

Foundry II Progress: 4/8

+[Ironworking I]

3. Zlafgor takes charge of the raiding teams. They are to be applauded for their successes in the south, but he warns them against raiding the same places too often lest the Fist's rebellion draw the ire of the Iron Hand's men. As such, he redirects looting operations to the north - out of the forests and swamps of home into the vulnerable grasslands. The orcish raiding parties perform hit and run attacks on isolated settlements, hoping to catch small town guard posts unprepared and make off with their weaponry.

+[Master Looters], [The Tactician], [Looting I], [Tactics I]

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5ef2ae No.38838

Dice rollRolled 1 (1d20)

>>38689

>For looting rolls, roll d20 if you succeed in your roll to see what you get.

>>38837

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5ef2ae No.38851

File: 082dfaaf87e7f6e⋯.jpg (13.93 KB,279x300,93:100,Kobold's.jpg)

File: 899242150bb500a⋯.jpg (33.43 KB,425x600,17:24,Half-troll.jpg)

Location: on the tiny two sector island next to the island with novograd on it. (Pick a sector on the map. Grey sectors cannot be selected, as they are firmly under Imperial control. Once the game starts all empty sectors will be turned light grey (under light Imperial control) so choose carefully)

Color:Amethyst (Anything but white or grey)

Race: Half-Troll's and kobolds! Stocky and big and gray extremely strong and durable but not the brightest though and kobolds dumb but small and agile and rather good at thievery espionage and other such things that require being unseen maybe this duo might not fail instantly?

Group Fluff: An….interesting group The Amethyst Gem is a rebel group that has only recently woken up the courage and organization to spring into action. They were formed mainly due to imperial prejudice towards kobolds and half-trolls so much so that they were literally segregated from the rest of the population on an island.

They have always been disliked and their done taking it. Their done being treated like garbage. Their done being treated as inferior beings that should be grateful that they even get to live in squalor. They want freedom. They want to be able to live a good life. They are willing to die for this.

Their name comes from the desire to be seen as something of value. Something of worth and something solid beautiful and solid.

Leader Name: Fredrick.

Leader Fluff: Frederick is a half-troll bastard of noble lineage from the kingdom of Sturin. He was rather obviously shunned by his birth family and found himself in this kingdom. He was quickly segregated as well. One thing that marked a difference for Fredrick.

He could read. He was markedly intelligent he was fast and genuinely tried to help those around him. In a squalor filled place his acts of charity earned him much good reputation. He was eventually locked up for it defending a child from a human guardsman's advances and was jailed.

It could be said that his imprisonment was a last straw for when the rebellion broke out he was the first freed. He is the one who leads. He is who all look up to now. in a role he didn't expect. But he sees why its necessary. Words wont solve this anymore.

He wont let these people be forced to live like this anymore.

Any chance I could join?

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5ef2ae No.38868

File: 6bf64c7e24f5876⋯.jpg (13.71 KB,190x266,5:7,download.jpg)

Dice rollRolled 22, 7, 65 = 94 (3d100)

>>38814

The Autumn Revolution

Territory: 1

Cities: (Player-named City)

Population: 16 (+3/turn)

Culture: 9 (+2/turn)

Supplies: 14 (+3/turn)

Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Smithing I] [Construction I]

Inventory: None

Leader Bonus: [Labor Specialization]: Timothy Marxson is an expert at choosing the right man for the right job. Assigning population to resource and supply production buildings will produce greater returns. However, it’ll be important to keep them happy if you want them to stay productive.

Group Bonus: [The Peasant Rebellion]: Your movement greatly appeals to the overworked and oppressed lower class of peasants, and propaganda campaigns in areas heavily populated by them (rural areas, slums, etc.) will be more effective. However, the upper-class scoffs at the idea of peasants ruling over them, so your propaganda campaigns will be less effective than normal in wealthier areas.

—–

1. Get that foundry done! If we want to get anywhere we need to be properly armed! 2/4

2-3. If it ain’t broke don’t fix it! I don’t care if we copy the swords of Satan get it done 2/4

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5ef2ae No.38869

Dice rollRolled 58, 80, 24 = 162 (3d100)

Group Name: The Giants

Location: North of Central City, on the River

Color: Orange

Race: 10-15 meter tall Giants (most resemble humans, a few have minor deformities)

Territory: 1

Cities: Titans Peak

Population: 13 (+2/turn)

Culture: 7 (+1/turn)

Supplies: 14 (+3/turn)

Military: 1 Band of Giants (C: 1.5 D: 1.5 M: 1) [Huge]

Buildings: Titans Cave, Farm I

Technology: [Ironworking I] [Smithing I] [Agriculture I]

Inventory: None

Leader Bonus: [The Master Smith] - Constant demand for Giant-forged weapons and armor has drilled the art of superior forging into the heads of the giants. Ulfric Longshadow and his kin are masters of working metal. They can make [Masterwork] weapons and armor, which give higher combat and defensive strength increases when applied to units. However, the giants know that they cannot rush perfection. Choosing to equip your soldiers with masterwork weapons will increase the time it takes to create them and will add a bit to the initial supply cost. You can still choose make normal weapons instead if you wish.

Group Bonus: [Bigger Is Better] – The giants are naturally huge, making them have much higher natural strength than average units. They also get the [Huge] tag by default. However, this has a few disadvantages. For one, troop upkeep costs will be increased, as giants require much more food to survive and stay in fighting shape. Secondly, the giants’ huge size makes them quite conspicuous, and actions like looting and spying without alerting the enemy of your activities will be much harder.

War-Shovels I progress: 3/4

Axes I progress: 2/4

1. In war they are the war shovels. Without war, they are simply shovels. The Giants have used their tools as weapons and weapons as tools since before the civilized days.

>Research War-Shovels I 3/4

+Leader Bonus: [The Master Smith]

+[Ironworking I] [Smithing I]

2-3. The giants forge the great axes that will fell foes and trees alike.

>Research Double-Bladed Axes I 2/4

+Leader Bonus: [The Master Smith]

+[Ironworking I] [Smithing I]

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5ef2ae No.38870

File: 88ce311f2f8c6a7⋯.png (113.81 KB,1712x1041,1712:1041,open rebellion map.png)

>>38817

Your tamers feel satisfied as they have managed to break in a breeding pair of worgs along with a few extra worgs suitable for battle. (Add 3 Worgs and 1 Worg Breeding Pair to your inventory tab. If trained into your military they're a 1.5/1.5/1 unit with the [Tamed] and [Pack Hunter] tab. Be warned though that they need a regular unit to lead them into battle, and they'll run off and escape if there are no regular units remaining in your away team.)

Twinhorn taming continues slowly - the beasts are proving to be a handful but at least they know how to not get trampled now. (Progress: 2/8)

The elves discover that the reason behind the lack of ironwood tree growth is that the soil needs to be deeper - the tough trees consume a lot of nutrients and they need to be planted deep to support their weight. The elves try this method and lo and behold, the ironwood trees are starting to grow. (Ironwood Grove Progress: 2/4)

>>38819

The moon juice is now done, much to the joy of the domovoi looking for their fix. The drugs will boost a unit's combat ability, but be careful as you're not entirely sure what bad effects it may have yet. (Add [Stimulants I] to your research tab)

Progress is made on the bows as work carries on to get them more optimized and to get them to shoot farther. (Progress: 2/4)

Lastly the domovoi get to work brewing up some usable poison. It'll get done soon. (Toxins I production progress: 1/2)

>>38820

After the storm, the men go out in force to repair the damage and eventually finish both their projects. (Add Lumbermill I to buildings tab, this gives +3 supplies and the [Wood] resource (as its own tab or in inventory). Also add Market I to your buildings tab, this gives +1 supplies which will increase once you develop trade routes with other rebel groups and nations.)

Wresting the support of the Vyresian ethnics from the Imperials might be a bit harder than originally thought, as they know the punishment for defying the Empire is severe. That said, they're definitely not averse to aiding you, they just need a little push. (Propaganda campaign progress: 15%)

>>38827

Supplies are gradually sent to Count Igor's lands to prepare them for the coming uprising. The Imperial presence is a concern, however, as large shipments are made nearly impossible without giving away not only your position but the rebels as well and thus compromising the mission. However, your runners make do and some smaller shipments are brought to the resistance. (Propaganda Campaign progress: 70%)

Halberd production has stalled, however. The men just can't get a good design right - at present it looks like a metal blob on a stick, barely able to hold an edge.

Meanwhile Queen Ekaterina orders a manhunt for the thief who stole the books. The thief is caught trying to raid the manor again, although all your men found of the books was a pile of ashes where they heard the burnings were taking place. Still, you may not have your books but you do have another source of information, if you can get him to talk. (You can use an action to try to get your new "friend" to spill any secrets he may have. If you fail, you may roll again. If successful continuing the conversation is a free action)

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5ef2ae No.38871

>>38834

The market and mine are both completed, much to the joy of the Guanyin. Iron now flows freely to the metalworks, where the Guanyin ship it to the markets to Pruhli merchants. In addition, Pruhl's reluctance to trade with you is starting to fade due to promises of new wealth, allowing your trade route to grow. (+3 supplies from mine and add iron to your resources tab, +3 supplies/turn from the market and +2 supplies/turn from your trade route)

The Guanyin begin investing in education as well, devising new curricula and promoting scholastic growth. They'll probably want to spend a little more time researching before they tell all this stuff to their kids, however. (Education I progress: 2/4)

>>38837

The goblins feel content with their progress in learning smithing, having finally learned the basics of shaping all sorts of metals into all sorts of things. (Add Smithing I to your research tab)

Man, that troll in charge must be something special, as the foundry expansion is completed much faster than expected. (Foundry I upgraded to Foundry II, +3 supplies/turn)

The raiding teams manage to sneak by the Imperial sentries, although they couldn't find much that wasn't locked away. They are, however, able to get a small crate of supplies, though your raiders can probably find more in future runs. (+2 supplies gained)

>>38851

No.

>>38868

Foundry progress is slow, but progress is still being made. It's in the final stages of construction and just a few more finishing touches need to be applied before the fires of the forge can roar to life. (Foundry I progress: 3/4)

In addition, the workers quickly study the designs and learn how to forge basic swords, from broadswords to scimitars to falchions and more. The designs could definitely be made more sophisticated, but they are still more than capable of dealing some damage.

>>38869

The giants' latest batch of experimental war shovels is a great success, and the smiths feel that they are proficient enough to make more of them. Should smash a few arrogant humans good. (Add War-Shovels I to your research tab)

They feel confident with their axes as well. An axe with two blades for slashing humans in half. Not only that, but they've learned a bit about hatchets, battleaxes, and even some throwing axes. (Add Axes I to your research tab)

–EMPIRE TURN—

No enemy movements – armies are currently preoccupied with strengthening control around the cities. However, more troops are being gathered and will arrive next turn.

Also just keep in mind diplomacy is a free action so you can pal around with (or scream at) other groups as you wish.

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5ef2ae No.38874

Dice rollRolled 11, 99, 29 = 139 (3d100)

>>38870

Group Name: Classis VII, The Marines

Color: Dark Blue

Race: Vyresian Humans, Vyresian Dwarves, Vyresian Hobgoblins

Leader: Admiral Karisus Vulcan.

Territory: 1

Cities: (Tyrophos)

Population: 19 (+3/turn)

Culture: 8 (+1/turn)

Supplies: 19 (+7/turn)

Military: 1 Gilthrim Marines (C: 1 D: 1 M: 1), 1 Vyresian Warship (C: 2, D: 2, M: 3) [Naval]

Buildings: Admiral's Command Building, Lumbermill I, Market I

Technology: [Ironworking I] [Shipbuilding I] [Guerrilla Warfare I]

Resources: Wood

Inventory: None

Leader Bonus: [The Great Admiral] – Admiral Vulcan is a force to be reckoned with on the open seas, even amongst the great seafaring nations such as Edelweiss and Schwarzwald. He starts with a strong ship unit and has bonuses to naval and amphibious combat. However, he loses this bonus on during extended land operations, meaning he has to fight normally.

Group Bonus: [Gilthrim’s Finest] – As Classis VII is a Gilthrim expeditionary unit, it can request aid from Gilthrim such as extra supplies, weapons, and other things, although Gilthrim is too preoccupied with other affairs to send large-scale reinforcements. However, the journey from Gilthrim to the Empire is long and it will take several turns for any deliveries to arrive. You only need to spend a single action to request supplies and after that it will progress passively.

Infamy - 1

1. Continue extolling the benefits of Vyresian society, the cultural acceptance of the Autumn Empire, and how Gilthrim's finest will soon help break the crushing hand of the "God-Emperor!"

2. Begin mustering up some soldiers. We need all the men we can get.

3. Get to work on setting some of those decrepit iron mines up and running again! We can't slit throats without blades!

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5ef2ae No.38875

>>38874

Propaganda Campaign at 15 Percent

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5ef2ae No.38876

Dice rollRolled 70, 8, 5 = 83 (3d100)

>>38870

Group Name: the Deathcap Liberation Front

Location: across the lake from Svelnitka

Color: purple

Race: Domovoi (brownie, whatever 3 inch tall people)

Leader Name: IvyfangTerritory: 1

Cities: Wickedroot

Population: 18 (+4/turn)

Culture: 7 (+1/turn)

Supplies: 15 (+3/turn)

Military: 1 (Domovoi rebel) (C: 1 D: 1 M: 1) [Stealthy]

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Toxins I] [Cultivation I][Nonlethal Toxins I][Stimulants]

Inventory: None

Leader Bonus: [Small but Deadly] – Ivyfang is a master of stealth and infiltration, and has taught his people to be the same.  Your Domovoi units start with the [Stealthy] tag, giving them a large bonus to stealth and infiltration and making them ideal spies and assassins.  However, being 3 inches tall isn’t easy, as the Domovois’ diminutive stature leaves them both frail and fragile.  Thus, direct combat is ill-advised as the Domovoi fight at half strength in such situations.

Group Bonus: [Tiny Toxicologists] - The Domovoi pride themselves on their knowledge of toxins, and all those years of toiling under the Empire taught them to make all kinds of dreaded concoctions as well, even foul things like medicine.  Thus, the Domovoi receive a bonus to alchemy related rolls.

Progress: Bows I (2/4) Fishery I (2/4) Toxins I production (1/2)

1. Get the bows done

2. Get the fishing done

3. Get the poison done

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5ef2ae No.38877

Dice rollRolled 68, 33, 10 = 111 (3d100)

Territory: 1

Cities: Draconia

Population: 19 (+3/turn)

Culture: 11 (+2/turn)

Supplies: 39 (+19/turn) (+3 Base, +3 Trade, +4 Metalworks, +3 Market, +3 Mine)

Military: 1 Guanyin Militia (C: 1 D: 1 M: 1)

Buildings: Castle Draconia, Farm I, Library I, Market I, Mine I

Guanyin Metalworks I (+4 per level)

Technology: [Ironworking I] [Fletching I] [Construction I]

Inventory: None

Trade Route: Pruhl (small)+1

Leader Bonus: [The Sharpshooter] – Count Dlasolyev and his men have been trained long and hard by hardened veterans in the art of ranged combat. Fighting at range will grant you a bonus, although keep in mind that ranged troops in general are vulnerable if the opponents manage to close the distance between them.

Group Bonus: [Four Hands Are Better Than One] – The Guanyins’ four arms allow them to multitask much easier than those with just two. This gives them a boost to both resource production and construction. However the Guanyins are largely viewed as freaks in the Empire, and their reclusive nature doesn’t help with this. Thus, the Guanyins take a penalty to diplomacy with non-Pruhlis.

1. >Acquire Pruhl Cultural/Luxury Goods

It will be good for morale, especially of our older and patriotic groups, to acquire an influx of Pruhl luxury and specialty goods. Fine foods, cloths, and other things to remind them of the good old days when we were where we belonged. The younger generations will get to enjoy these items as well, spreading the culture of Pruhl among them.

2. >Investigate the territory west of us

The province west of us is even more close to Pruhl than we, so they seem like the logical first step in finding support for a return to Pruhl. Send riders and scouts to take a lay of the land and people, and see their disposition.

3. >Education I 2/4

In such a little time we are going to do what the Empire could not do in decades, establish a proper educational system for our people. The age of imperial neglect and ignorance is over.

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5ef2ae No.38896

test

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5ef2ae No.38901

File: 3ae825a020d2e5f⋯.jpeg (59.28 KB,334x192,167:96,73183969-A.jpeg)

Dice rollRolled 66, 6, 12 = 84 (3d100)

>>38871

The Autumn Revolution

Territory: 1

Cities: (Player-named City)

Population: 19 (+3/turn)

Culture: 11 (+2/turn)

Supplies: 17 (+3/turn)

Military: 1 (Pitchfork Mob) (C: 1 D: 1 M: 1)

Buildings: (Hall of Justice), Farm I

Technology: [Ironworking I] [Smithing I] [Construction I][Swords I]

Inventory: None

Leader Bonus: [Labor Specialization]: Timothy Marxson is an expert at choosing the right man for the right job. Assigning population to resource and supply production buildings will produce greater returns. However, it’ll be important to keep them happy if you want them to stay productive.

Group Bonus: [The Peasant Rebellion]: Your movement greatly appeals to the overworked and oppressed lower class of peasants, and propaganda campaigns in areas heavily populated by them (rural areas, slums, etc.) will be more effective. However, the upper-class scoffs at the idea of peasants ruling over them, so your propaganda campaigns will be less effective than normal in wealthier areas.

—–

1. Get that bloody foundry WORKING! 3/4

2-3. Work on better ways to spread propaganda to instill power within the masses!

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5ef2ae No.38908

File: 30011f57b1bd4a4⋯.jpg (19.8 KB,236x335,236:335,f633ec4a066404c763198ca799….jpg)

>I posted in the wrong thread

>>38905

Rolled 100, 52, 26 = 178 (3d100)

Group Name: The Giants

Location: North of Central City, on the River

Color: Orange

Race: 10-15 meter tall Giants (most resemble humans, a few have minor deformities)

Territory: 1

Cities: Titans Peak

Population: 15 (+2/turn)

Culture: 8 (+1/turn)

Supplies: 18 (+3/turn)

Military: 1 Band of Giants (C: 1.5 D: 1.5 M: 1) [Huge]

Buildings: Titans Cave, Farm I

Technology: [Ironworking I] [Smithing I] [Agriculture I][War-Shovels I][Axes I]

Inventory: None

Leader Bonus: [The Master Smith] - Constant demand for Giant-forged weapons and armor has drilled the art of superior forging into the heads of the giants. Ulfric Longshadow and his kin are masters of working metal. They can make [Masterwork] weapons and armor, which give higher combat and defensive strength increases when applied to units. However, the giants know that they cannot rush perfection. Choosing to equip your soldiers with masterwork weapons will increase the time it takes to create them and will add a bit to the initial supply cost. You can still choose make normal weapons instead if you wish.

Group Bonus: [Bigger Is Better] – The giants are naturally huge, making them have much higher natural strength than average units. They also get the [Huge] tag by default. However, this has a few disadvantages. For one, troop upkeep costs will be increased, as giants require much more food to survive and stay in fighting shape. Secondly, the giants’ huge size makes them quite conspicuous, and actions like looting and spying without alerting the enemy of your activities will be much harder.

1. The giants raise a unit of "Giant Pioneers". The empire understood the giants main advantage is their size and strength, and used them to that advantage. The most common type of giant unit they would raise are the Giant Pioneers. These giants act as the grunts of an army, using their axes and shovels to cut down wood for siege weapons, dig trenches for troops, and as large laborers working alongside Imperial engineers. When the time for battle arrived, they would use those same axes and shovels against their enemies.

>Raise Giant Pioneers

+Leader Bonus: [The Master Smith]

>+[Ironworking I] [Smithing I]

>Use Masterwork for:

>[War-Shovels I][Axes I]

2. The Giant Pioneers are proud of their tradition as both soldier and worker. By using their axes and shovels in hard labor day to day, they build strong muscles and become familiar with holding their weapon. Before any Pioneer learns how to fight, he learns how to dig and cut and builds strong backs and arms.

>Pioneer Traditions I. Giant pioneers can aid directly in construction actions and creating defensive-works.

3. Tree leaves, while bland and often loathed by Giants (especially children) are still the most stable source of food besides meat which so often is in short supply. So long as there is a forest nearby, a giant will not go hungry. Foraging is a distasteful, but important skill for many giants.

>Forest Foraging I. Troop upkeep can be reduced when in forested provinces

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5ef2ae No.38909

>>38908

Saw it, no worries

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5ef2ae No.38910

>>38909

Thanks

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5ef2ae No.38913

Dice rollRolled 49, 37, 75 = 161 (3d100)

>>38870

Group Name: The Old Circle

Location: Northern Border, near the lake.

Color: Blue

Race: Elves

Group Fluff: The Old Circle is a group of elves started by those that have lived from before the conquest of the empire. They worship the god of the wilds and believe in only using things that come from other life. They are masters of taming monsters and breeding them. They also learned to grow plants and trees to house them.

Leader Name: Ticuckn

Leader Fluff: An old elf and was the leader of the circle from before the empire's conquest of the elven lands. He brought the circle into hiding to preserve their ways, and now he brings them back in the empire's moment of weakness. He was given the leadership of the circle by taming or breeding the strongest beast. In this case he had tamed his long lived companion, Xeros.

Territory: 1

Cities: Seo (Capital)

Population: 19 (+3/turn)

Culture: 8 (+1/turn)

Supplies: 17 (+3/turn)

Military: 1 Untrained (C: 1 D: 1 M: 1), Xeros (C: 2.5, D: 2, M: 2) [Hero Unit][Flying]

Buildings: Home Tree, Farm I

Technology: [Woodworking I] [Cultivation I] [Beast Taming I]

Inventory: 3 Worgs, 1 Worg Breeding Pair

Leader Bonus: [Master Trainer] – The members of the Old Circle are renowned for their beast taming skills, but no one does it better than their leader, Ticuckn. He starts with Xeros, an intelligent and long-lived wyvern who serves as a hero unit. Take care that he doesn’t die though, as hero units don’t exactly just grow on trees.

Group Bonus: [Eco-Warriors] – Your people have long lived with nature, developing a close bond with it. You gain a boost to nature-related skills, such as survival, woodcrafting, beast taming, cultivation, etc. However, your kind abhors the idea of using metal things and industrialization will be exceedingly difficult.

1. Begin attempts to have the iron wood keep their points and edges, as well keep tools made from it from rotting. Maybe we can make some sort of laqure or something.

+Eco-Warriors

2. Continue attempts to train the Twinhorns. 2/8

+Beast Taming I

+Eco-Warriors

3. Continue to grow the Ironwood grove. 2/4

+Cultivation I

+Eco-warriors

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5ef2ae No.38915

File: 1f159a1249cfe60⋯.jpg (596.56 KB,796x1200,199:300,1490144615841.jpg)

Dice rollRolled 45, 32, 12 = 89 (3d100)

Territory: 1

Cities: Ekaterinburg

Population: 19 (+3/turn)

Culture: 12 (+2/turn)

Supplies: 30 (+7/turn)

Military: 1 Red Guards (C: 1 D: 1 M: 1)

Buildings: Spring Palace, Farm I, Foundry I

Technology: [Ironworking I] [Education I] [Diplomacy I]

Inventory: None

Leader Bonus: [God Save The Queen] – The people see Lady Ivanova as the rightful heir to the old Myestrovan throne, giving her movement a great deal of legitimacy and inspiring those who wish to return Myestrova to the good old days before the Empire took over. Actions to increase culture are more effective, giving more culture points per turn than normal. However, if the secret of your true lineage ever gets out expect a steep drop in culture and possibly other bad side effects.

Group Bonus: [Friends in High Places] – Lady Ivanova’s time in Pruhl has allowed her to form connections with many important people there. This has allowed you to make inroads with the normally reclusive and isolationist nation. Diplomacy and trade is much easier with the Kingdom of Pruhl for you.

1. Propaganda Campaigns 70%

The final stretch of the propaganda campaign more directly targets Imperial officials. Blackmail, extortion, and maneuvering are done to try to angle Roses into positions of influence in the territory. With official channels somewhat under the control of the Red Roses it would be significantly easier to act in the area.

2. Weapons Development

+[Friends in High Places]

The Queen instead reaches out to Pruhl to provide some manuscripts of weapons that her smiths could create. Alternatively, the hiring of effective weaponsmiths for her own forges from either Imperial or Pruhlish territory.

3. Espionage I

+Education I

The Queen establishes a board of inquiry from some of the Red Guards. Their job is to see what worked and what hadn't among other rebel groups and to analyze their own actions in Igor's territory to see what could be refined.

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5ef2ae No.38916

File: 6781cab9d9f71a8⋯.jpg (26.74 KB,480x480,1:1,12479208_1649555855296087_….jpg)

Dice rollRolled 92, 98, 58 = 248 (3d100)

>>38871

Group Name: The Brazen Fist

Location: West of Engelsgrad

Color: Bronze

Race: Orcs, goblins, trolls

Group Fluff: >>38651

Group Bonus: [Master Looters] – One of the Brazen Fist’s greatest strengths is stealing and scavenging supplies and armaments from the Empire – indeed, this played heavily into their rise to power. The threshold for failure on looting operations is reduced by 10 (for example, 30 or less would equal a failure in lightly-controlled territory and 10 or less would mean you’d get caught. The failure threshold in heavily controlled territories is reduced by 10 as well)

Leader Name: Zlafgor

Leader Fluff: >>38651

Leader Bonus: [The Tactician] – Zlafgor is smarter than your average orc. He has a knack for moving troops to effective positions, coming up with good plans of attack and taking advantage of enemy weaknesses. His troops will get a bonus to attack when the enemy is fighting in adverse conditions (ambushes, flanking, traps, etc.)

Territory: 1

Cities: (Orukungrad)

Population: 22 (+3/turn)

Culture: 9 (+1/turn)

Supplies: 34 (+9/turn)

Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)

Buildings: (Town Hall of Orukungrad), Farm I, Foundry II

Technology: [Ironworking I] [Looting I] [Smithing I] [Tactics I]

Inventory: Spear I x1

1. Sporadic looting continues in the north. There doesn't seem to be much resistance, but then again pickings seem slim. The warleaders might be hoping that they find hidden caches containing everything they missed the first time.

+[Master Looters], [Looting I], [Tactics I]

2. The gangs of goblin "engineers" at home in Orukungrad caught wind of the spears recovered from earlier raids. They petitioned to have the weapons released to them in the hopes that they can find away to mass produce spears by taking them apart and figuring out how they work.

>Reverse engineer the Spears I

+[Ironworking I], [Smithing I]

3. With the extra supplies from the trollish foundry, life in Orukungrad has never been better for the disparate goblinoid races calling it their home. With an easier life for the rebels, they hope to attract hopefuls from other parts of the empire who come to join their rebellion - and anticipate a record number of young to be birthed.

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5ef2ae No.38917

File: e029489a719fae3⋯.jpg (208.03 KB,1278x1600,639:800,treasure-goblin-d3-by-nick….jpg)

Dice rollRolled 13 (1d20)

>>38916

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5ef2ae No.38920

File: e3c2b5e0526e29a⋯.png (114.39 KB,1712x1041,1712:1041,open rebellion map.png)

>>38874

Though your words sent to the south have virtue, the police state is unfortunately too strong for the time being for any message to be heard.

Meanwhile, Classis VII's newest recruits have arrived. Although they are drilled in guerrilla tactics, making them a step above the average conscript, they could still use some armaments and training to be more effective. (Add (Player-named Unit) C: 1.25 D: 1.25 M: 1 [Guerrillas] to your military tab - the Guerrillas bonus will allow your troops to gain a bonus to indirect combat/ambushes) (-3 supply, -2 supplies/turn, -5 population)

Your workers strike a vein of iron and begin digging out a proper mine to excavate it. (Mine I progress: 1/4, -2 supply)

>also infamy is back at 0

>>38876

The Deathcaps put the finishing touches on their bow designs. They'll be enough to provide a good ranged assault, but they could be improved further. (Add [Bows I] to your research tab)

The Deathcaps' other projects meet setbacks. Their fishing poles break too easily, and the domovoi are forced to go back to the drawing board and work on a new design. (Lose some progress on Fishery I, new progress 1/4). In addition there’s no progress on the toxins – apparently they’re doing other

>>38877

The Pruhli traders part with some cultural treasures in exchange for the iron and forged goods of the metalworks. Books, paintings, some vintage Pruhli wine and more are shipped in. (+6 culture)

The province to your west has a large population of Galacian ethnics, although there are some Pruhlis about. You suspect many of the citizens here would rather return to Galacia rather than Pruhl, so you’ll have that to deal with. But still, beggars can't be choosers when they're living in a despotic hellhole. The population in this sector is largely concentrated in the border town of Igorovsk, although there is a significant rural population as well. There is a garrison here, likely in place to deter Galacian invasion, though it is still minor (not to mention the province is rather isolated) - three Imperial Soldiers at 1.75/1.75/1 keep the peace here.

Research into educational systems has stalls however as the teachers hit mental blocks when trying to come up with new things to teach.

>>38901

At long last, the foundry is up and running, churning out valuable swords and supplies. (Add Foundry I to your buildings tab, you can now equip your soldiers with the swords you have!)

Your workers are hitting mental blocks when trying to come up with new ideas to spread propaganda, so no progress is made for the time being.

>>38908

The giants train an exemplary pioneer unit, much more talented and stronger than expected. Although it may be expensive, this unit is led by an elite giant pioneer and is a cut above similar units. (Gain one (Player-named Hero Unit) C: 2.75 D: 1.5 M: 1 [Builder] [Huge] [Hero Unit] - the Builder tag gives you a bonus to construction tasks as long as the unit is present in the sector in which the building is constructed.) (-7 supplies initial, -4 supplies/turn upkeep, -5 population)

The giants work with their new elite giant pioneer to spread the pioneer tradition throughout the giants' ranks. Upon completion it will give your units the [Builder] tag, giving a boost to construction when a unit with the tag is present in that sector. Keep in mind this does not stack, so you’ll only gain the bonus for one [Builder] unit per sector. (Pioneer Tradition I Progress: 2/4).

The giants take to the trees and experiment with choosing which leaves are the most nutritional for eating and feeding hungry giant bellies. It'll lower troop upkeep costs slightly when done, but only within forested areas. (Forest Foraging I progress: 1/4)

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5ef2ae No.38921

>>38913

The elves work to hone their techniques with refining ironwood, eventually settling on an all-natural lacquer as the best method of having the ironwood keep its edge. They're still getting the formula down but they've got a good start at least. (Progress: 2/4)

Twinhorn taming progresses a bit - it seems the tamers found a type of plant that the twinhorn likes and they think they might be able to use it to gain their affection. (Progress: 4/8)

The ironwood grove has grown very well and the first batch is ready for harvest, much to the joy of the elves. (Add Ironwood Grove I to your buildings tab, get +3 supplies/turn)

>>38915

The blackmailing succeeds, and the Imperial leadership within the territory now has many moles and traitors within its ranks working it undermine its operations.

Count Igor senses that the time is now right, and leads a full-scale peasants' revolt against the Empire! Imperial units in the sector are now weakened considerably. (Gain +4 infamy)

The Queen manages to secure some documents relating to Pruhli poleaxes - one of their most well-known weapons. Although very similar to halberds, the spear point is less prominent, with the axe part being larger instead. The documents will take some time to be read over and put into practice, however. (Poleaxes I progress: 1/4)

Unfortunately there's no progress in espionage, as the board of inquiry finds it hard to move about in Igor's lands which are now in open revolt.

>>38916

>Add an additional +1 supplies/turn for your Foundry II, I got that wrong. Also a lv. 2 foundry will speed up weapons production, meaning reduced training time.

Looting this time around proves to be much more successful. Your thieves stumble upon an Imperial convoy that had been traveling through the region. Under the cover of night the troops were able to sneak past the guards and make off with a shipment of swords and armor, along with 5 supplies. (Gain 1x Swords I, 1x Armor I and 5 supplies)

The goblins quickly figure out how to smelt the Imperial spears, adding to the Brazen Fist's armory (add Spears I to your inventory tab).

Word begins to spread of your group and a few trolls trickle in - you suspect it'll be a bit longer before you'll get a steady stream however. (Population/turn increase progress: 2/4)

—EMPIRE TURN—

More armies are spotted around the cities, which, like the wave before, are primarily taking a defensive stance. However, rumors spread that the God-Emperor plans to send armies to attack each rebel group in 3 turns – you don’t think they’ll be much because they’re split in so many directions but to be caught defenseless would likely be disastrous.

Also a brief addendum on equipping units:

As far as units go, you can only equip them with so many weapons, after all you can only use so many effectively. Therefore you'll be allowed two weapons to equip units with - a primary and a secondary. This is mostly to prevent people from stacking tons of Lv. 1 weapons and instead to enourage them to upgrade the ones they have. As for training techs, while there's no real limit to how many of these you can put on your units, keep in mind that stacking tons of different Lv. 1 techs will make it take a LONG time to train units.

Lastly players who haven’t posted at all recently (WhiteDeath, Ash) will be declared inactive and will be wiped from the map if they don’t post this turn.

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5ef2ae No.38923

Dice rollRolled 14, 10, 22 = 46 (3d100)

>>38920

Group Name: the Deathcap Liberation Front

Location: across the lake from Svelnitka

Color: purple

Race: Domovoi (brownie, whatever 3 inch tall people)

Leader Name: IvyfangTerritory: 1

Cities: Wickedroot

Population: 14 (+4/turn)

Culture: 6 (+1/turn)

Supplies: 12 (+3/turn)

Military: 1 (Domovoi rebel) (C: 1 D: 1 M: 1) [Stealthy]

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Toxins I] [Cultivation I][Nonlethal Toxins I][Stimulants][bows I]

Inventory: None

Leader Bonus: [Small but Deadly] – Ivyfang is a master of stealth and infiltration, and has taught his people to be the same.  Your Domovoi units start with the [Stealthy] tag, giving them a large bonus to stealth and infiltration and making them ideal spies and assassins.  However, being 3 inches tall isn’t easy, as the Domovois’ diminutive stature leaves them both frail and fragile.  Thus, direct combat is ill-advised as the Domovoi fight at half strength in such situations.

Group Bonus: [Tiny Toxicologists] - The Domovoi pride themselves on their knowledge of toxins, and all those years of toiling under the Empire taught them to make all kinds of dreaded concoctions as well, even foul things like medicine.  Thus, the Domovoi receive a bonus to alchemy related rolls.

Progress: Fishery I (1/4) Toxins I production (1/2)

1. You call yourselves deathcaps? Just make some death soup ya loons. (Finish producing toxins, [Tiny Toxicologists])

>>38915

>>38766

2/3. This is how you espionage. (Research espionage)

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5ef2ae No.38925

Dice rollRolled 39, 12, 45 = 96 (3d100)

Territory: 1

Cities: Ekaterinburg

Population: 21 (+3/turn)

Culture: 14 (+2/turn)

Infamy: 4

Supplies: 37 (+7/turn)

Military: 1 Red Guards (C: 1 D: 1 M: 1)

Buildings: Spring Palace, Farm I, Foundry I

Technology: [Ironworking I] [Education I] [Diplomacy I]

Inventory: None

Leader Bonus: [God Save The Queen] – The people see Lady Ivanova as the rightful heir to the old Myestrovan throne, giving her movement a great deal of legitimacy and inspiring those who wish to return Myestrova to the good old days before the Empire took over. Actions to increase culture are more effective, giving more culture points per turn than normal. However, if the secret of your true lineage ever gets out expect a steep drop in culture and possibly other bad side effects.

Group Bonus: [Friends in High Places] – Lady Ivanova’s time in Pruhl has allowed her to form connections with many important people there. This has allowed you to make inroads with the normally reclusive and isolationist nation. Diplomacy and trade is much easier with the Kingdom of Pruhl for you.

1. Poleaxes I 1/4

Using the Pruhlish document the Queen instructs her smiths to figure out how to replicate the weapons, but also to add some Myestrovan flair.

2. Raise Troops

The the nearby province in open revolt the time for the Red Guards to move into the area is neigh. New soldiers are raised on a purely volunteer basis from the countryside of Ekaterinburg.

3. Purchase Weapons

+[Friends in High Places], Diplomacy I

With the nearby province in open revolt the process of shipping weapons from Pruhl should be easier. Leveraging her contacts in the nearby Kingdom the Queen attempts to purchase some basic weapons for her soldiers.

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5ef2ae No.38929

File: 42e91e0a76a50f3⋯.jpg (285.73 KB,826x629,826:629,scannedimage.jpg)

Dice rollRolled 13, 78, 61 = 152 (3d100)

>>38920

The Autumn Revolution

Territory: 1

Cities: (Dunvin Hollow)

Population: 22 (+3/turn)

Culture: 13 (+2/turn)

Supplies: 20 (+3/turn)

Military: 1 (Pitchfork Mob) (C: 1 D: 1 M: 1)

Buildings: (Hall of Justice), Farm I, Foundry I

Technology: [Ironworking I] [Smithing I] [Construction I][Swords I]

Inventory: None

Leader Bonus: [Labor Specialization]: Timothy Marxson is an expert at choosing the right man for the right job. Assigning population to resource and supply production buildings will produce greater returns. However, it’ll be important to keep them happy if you want them to stay productive.

Group Bonus: [The Peasant Rebellion]: Your movement greatly appeals to the overworked and oppressed lower class of peasants, and propaganda campaigns in areas heavily populated by them (rural areas, slums, etc.) will be more effective. However, the upper-class scoffs at the idea of peasants ruling over them, so your propaganda campaigns will be less effective than normal in wealthier areas.

—–

1. Begin arming a new group of enforcers with our new swords

2. Construct new farms, a well fed people will be the backbone of our new state.

3. Begin construction of firm walls to defend our city.

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5ef2ae No.38932

Dice rollRolled 98, 8, 75 = 181 (3d100)

Territory: 1

Cities: Draconia

Population: 22 (+3/turn)

Culture: 19 (+2/turn)

Supplies: 58 (+19/turn) (+3 Base, +3 Trade, +4 Metalworks, +3 Market, +3 Mine)

Military: 1 Guanyin Militia (C: 1 D: 1 M: 1)

Buildings: Castle Draconia, Farm I, Library I, Market I, Mine I

Guanyin Metalworks I (+4 per level)

Technology: [Ironworking I] [Fletching I] [Construction I]

Inventory: None

Resoures: Iron

Trade Route: Pruhl (small)+1

Leader Bonus: [The Sharpshooter] – Count Dlasolyev and his men have been trained long and hard by hardened veterans in the art of ranged combat. Fighting at range will grant you a bonus, although keep in mind that ranged troops in general are vulnerable if the opponents manage to close the distance between them.

Group Bonus: [Four Hands Are Better Than One] – The Guanyins’ four arms allow them to multitask much easier than those with just two. This gives them a boost to both resource production and construction. However the Guanyins are largely viewed as freaks in the Empire, and their reclusive nature doesn’t help with this. Thus, the Guanyins take a penalty to diplomacy with non-Pruhlis.

1. >Education I 2/4

"Stop thinking of them as only children, and think of them as future men and women. People who will work the jobs that need doing, who must know of their heritage and history. If you cannot think of new things to teach, then think of ways to teach more. Does everyone know how to read and write? Certainly there are many men and women who do not."

2. >Powder I

"Guns and cannon are but another weapon of warfare we must become attuned with if we have to fight for our independence from the Empire, and a return to Pruhl"

3. >Investigate the territory Southwest of us

"Understandably many directly west are more favorable to Gallia being closer to them. We ourselves are trying to break free from Imperial rule to return Pruhl, let us see if those Southwest of us are more inclined to that."

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5ef2ae No.38941

Dice rollRolled 86, 48, 60 = 194 (3d100)

>>38921

Group Name: The Old Circle

Location: Northern Border, near the lake.

Color: Blue

Race: Elves

Group Fluff: The Old Circle is a group of elves started by those that have lived from before the conquest of the empire. They worship the god of the wilds and believe in only using things that come from other life. They are masters of taming monsters and breeding them. They also learned to grow plants and trees to house them.

Leader Name: Ticuckn

Leader Fluff: An old elf and was the leader of the circle from before the empire's conquest of the elven lands. He brought the circle into hiding to preserve their ways, and now he brings them back in the empire's moment of weakness. He was given the leadership of the circle by taming or breeding the strongest beast. In this case he had tamed his long lived companion, Xeros.

Territory: 1

Cities: Seo (Capital)

Population: 22 (+3/turn)

Culture: 9 (+1/turn)

Supplies: 20 (+6/turn)

Military: 1 Untrained (C: 1 D: 1 M: 1), Xeros (C: 2.5, D: 2, M: 2) [Hero Unit][Flying]

Buildings: Home Tree, Farm I, Ironwood Grove I

Technology: [Woodworking I] [Cultivation I] [Beast Taming I]

Inventory: 3 Worgs, 1 Worg Breeding Pair

Leader Bonus: [Master Trainer] – The members of the Old Circle are renowned for their beast taming skills, but no one does it better than their leader, Ticuckn. He starts with Xeros, an intelligent and long-lived wyvern who serves as a hero unit. Take care that he doesn’t die though, as hero units don’t exactly just grow on trees.

Group Bonus: [Eco-Warriors] – Your people have long lived with nature, developing a close bond with it. You gain a boost to nature-related skills, such as survival, woodcrafting, beast taming, cultivation, etc. However, your kind abhors the idea of using metal things and industrialization will be exceedingly difficult.

1. Continue working on the balance of the formula to get the best lacquer. 2/4

+Eco-Warriors

2. Good, good. Maybe we can farm some of these plants to keep the Twinhorns calm. Continue attempts to train the Twinhorns. 4/8

+Beast Taming I

+Eco-Warriors

3. Speak to the elves in the nearby woods. Whisper of a possible return to the old ways, gauge their support and try to raise support of our cause.

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5ef2ae No.38958

File: 3ab6dca29bbfb9d⋯.jpg (89.8 KB,800x398,400:199,orc armorers.JPG)

Dice rollRolled 9, 43, 56 = 108 (3d100)

>>38921

Group Name: The Brazen Fist

Location: West of Engelsgrad

Color: Bronze

Race: Orcs, goblins, trolls

Group Fluff: >>38651

Group Bonus: [Master Looters] – One of the Brazen Fist’s greatest strengths is stealing and scavenging supplies and armaments from the Empire – indeed, this played heavily into their rise to power. The threshold for failure on looting operations is reduced by 10 (for example, 30 or less would equal a failure in lightly-controlled territory and 10 or less would mean you’d get caught. The failure threshold in heavily controlled territories is reduced by 10 as well)

Leader Name: Zlafgor

Leader Fluff: >>38651

Leader Bonus: [The Tactician] – Zlafgor is smarter than your average orc. He has a knack for moving troops to effective positions, coming up with good plans of attack and taking advantage of enemy weaknesses. His troops will get a bonus to attack when the enemy is fighting in adverse conditions (ambushes, flanking, traps, etc.)

Territory: 1

Cities: (Orukungrad)

Population: 25 (+3/turn)

Culture: 10 (+1/turn)

Supplies: 49 (+10/turn)

Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)

Buildings: (Town Hall of Orukungrad), Farm I, Foundry II

Technology: [Ironworking I] [Looting I] [Smithing I] [Tactics I]

Inventory: Spear I x1 1x Swords I, 1x Armor I

1. With the loot from the neighbouring counties and the news of imperial armies on the march, the goblinoid peoples of Orukungrad start to train volunteers into a real regiment - equipping them with the swords and armour in order to put up a fight if and when they come under attack.

2. A few enterprising goblins try spreading some basic propaganda to isolated communities in the nearby area, encouraging as many assorted goblinoids to gather to orukungrad and start families in a place they can call their own.

(Population/turn increase progress: 2/4)

3. Throughout the countryside in preparation for the potential attack coming this way, Zlafgor leads a team of orcs and trolls in setting traps and lookout stations to wreak havoc on any invaders before battle is even joined.

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5ef2ae No.38976

Dice rollRolled 26, 16, 6 = 48 (3d100)

Group Name: The Giants

Location: North of Central City, on the River

Color: Orange

Race: 10-15 meter tall Giants (most resemble humans, a few have minor deformities)

Territory: 1

Cities: Titans Peak

Population: 12 (+2/turn)

Culture: 9 (+1/turn)

Supplies: 13 (+3/turn) (-4/turn military)

Military:

1 Band of Giants (C: 1.5 D: 1.5 M: 1) [Huge]

Paul's Bounione's Pioneers C: 2.75 D: 1.5 M: 1 [Builder] [Huge] [Hero Unit] -4 supplies/turn upkeep (5 Pop)

Buildings: Titans Cave, Farm I

Technology: [Ironworking I] [Smithing I] [Agriculture I][War-Shovels I][Axes I]

Inventory: None

Leader Bonus: [The Master Smith] - Constant demand for Giant-forged weapons and armor has drilled the art of superior forging into the heads of the giants. Ulfric Longshadow and his kin are masters of working metal. They can make [Masterwork] weapons and armor, which give higher combat and defensive strength increases when applied to units. However, the giants know that they cannot rush perfection. Choosing to equip your soldiers with masterwork weapons will increase the time it takes to create them and will add a bit to the initial supply cost. You can still choose make normal weapons instead if you wish.

Group Bonus: [Bigger Is Better] – The giants are naturally huge, making them have much higher natural strength than average units. They also get the [Huge] tag by default. However, this has a few disadvantages. For one, troop upkeep costs will be increased, as giants require much more food to survive and stay in fighting shape. Secondly, the giants’ huge size makes them quite conspicuous, and actions like looting and spying without alerting the enemy of your activities will be much harder.

Pioneer Tradition I Progress: 2/4

Forest Foraging I progress: 1/4

1. Paul the Pioneer is a hero among the pioneers and the giants, with his double bladed axe and hob nail boots, he goes where the timber is tall. He swings with his mighty axe and fells a tree in one stroke, and then fells another on the return swing, and the sound of his axe is like a song. His deeds in peace and war are many. All the pioneers aspire to be as him.

>Pioneer Tradition I 2/4

+1 [Builder] [Hero]

2. The giants separate and sample the different trees, for nutritional value, but also taste and palpability. Tree's can wear the teeth so, so soft trees with a pleasant taste are ideal.

>Forest Foraging I 1/4

3. With Paul the Hero Pioneer on the scene, the giants immediately get to work building a new lumbermill to feed and supply themselves.

>Lumbermill I

+1 [Builder] [Hero]

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f36f65 No.38982

Dice rollRolled 1, 63, 13 = 77 (3d100)

>>38920

Group Name: Classis VII, The Marines

Color: Dark Blue

Race: Vyresian Humans, Vyresian Dwarves, Vyresian Hobgoblins

Leader: Admiral Karisus Vulcan.

Territory: 1

Cities: (Tyrophos)

Population: 17 (+3/turn)

Culture: 9 (+1/turn)

Supplies: 17 (+5/turn)

Military: 1 Gilthrim Marines (C: 1 D: 1 M: 1), 1 Vyresian Warship (C: 2, D: 2, M: 3) [Naval], 1 Gilthrim Guerillas (C: 1.25 D: 1.25 M: 1 [Guerillas])

Buildings: Admiral's Command Building, Lumbermill I, Market I

Technology: [Ironworking I] [Shipbuilding I] [Guerrilla Warfare I]

Resources: Wood

Inventory: None

Leader Bonus: [The Great Admiral] – Admiral Vulcan is a force to be reckoned with on the open seas, even amongst the great seafaring nations such as Edelweiss and Schwarzwald. He starts with a strong ship unit and has bonuses to naval and amphibious combat. However, he loses this bonus on during extended land operations, meaning he has to fight normally.

Group Bonus: [Gilthrim’s Finest] – As Classis VII is a Gilthrim expeditionary unit, it can request aid from Gilthrim such as extra supplies, weapons, and other things, although Gilthrim is too preoccupied with other affairs to send large-scale reinforcements. However, the journey from Gilthrim to the Empire is long and it will take several turns for any deliveries to arrive. You only need to spend a single action to request supplies and after that it will progress passively.

1. Send another request to the rest of the Autumn Empire's forces; we require weaponry and armor to outfit our new recruits!

2. Continue the mine. Mine I 1/4

3. News of an attack reaches our ears, and to this way say bugger the "God-Emperor." Take some of our Wood supplies and begin erecting Spiked Palisades around our holdings! +[Lumbermill I] +[Wood]

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41d38d No.38992

dero fix

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ee1b02 No.38996

File: f3ab7c6ffd0eb75⋯.png (114.28 KB,1712x1041,1712:1041,open rebellion map.png)

Some shit rolls this turn

>>38923

The "death soup" is finally done, much to the domovoi's delight (add Toxin Vials I x1 to your inventory tab) and the domovoi take steps to refine their espionage abilities. (Espionage I progress: 1/4)

>>38925

The poleaxes progress, slowly but surely as your researchers work hard to fully translate the text. It will soon be finished. (Poleaxes I progress: 1/4)

You have a bit of trouble getting people to join your armies due to the fact that they're currently occupied with other tasks. You may get results if you try again, however.

The Pruhli merchants come with several shipments of weaponry. Costs are a bit high due to the fact that they had to smuggle the goods and bypass both Pruhli and Empire inspections but there's a decent selection at least. The weapons for sale and their prices are as follows:

Swords II x1: 25 supplies

Armor I x2: 15 supplies each

Bows I x2: 10 supplies each

Spears I x3: 10 supplies each

You can accept or decline trades as a free action, provided you have the necessary resources to do so.

>>38929

>Your supplies/turn should be +6/turn, you got +3 from your foundry

The new farm's production goes smoothly. All that's needed now is to apply the finishing touches such as roofing and tilling. Soon the fields will be ready to be planted. (Farm I progress: 3/4)

The walls see decent progress as well. Once completed they'll give a defensive boost to all troops stationed within the sector, However keep in mind they're vulnerable to siege attacks. (Walls I progress: 2/4)

Unfortunately all these projects has made it difficult for you to levy troops, for now at least. If you try again you may get better results, however.

>>38932

The educators take Count Dlasoyev's words to heart and finally perfect their curricula and pedagogical techniques. This should make learning things a bit easier, although the technique can still be improved. (Add Education I to your research tab)

Powder research doesn't go so well, however. The Guanyin find it difficult to find the necessary compounds to make a good black powder base, and they find out that the ones they find are extremely volatile. Some supplies are destroyed in the resulting explosion. (-4 supplies)

The province to the southwest is mostly based around the mining town of Pavlova. There's a much higher concentration of Pruhli ethnics here, which is a relief since the rugged and mountainous terrain will prove to be troublesome for those trying to invade using conventional methods. The area is rich with minerals, although it has little arable terrain. Defending forces include one bowman at 1.5/1.5/1 and one spearman at 1.75/1.75/1. However as said before they'll get a defensive bonus due to terrain if directly attacked.

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ee1b02 No.38997

>>38941

The lacquer is completed and the elves have a better understanding of how to better utilize ironwood in making weapons. (Add Ironwood Crafting I to your Research tab - this is pretty much the Old Circle variant of Smithing I)

The trainers speculate that the twinhorns will be trained soon, a welcome relief for those poor souls who ended up black and blue in the training process. (Twinhorn taming progress: 6/8)

>Which sector did you want to do the propaganda campaign in? You can't do it to multiple sectors with one action. Let me know what one you want and I'll apply this roll to it

>>38958

Some bandits infiltrated the ranks of your levied troops in training, and make off with 3 supplies in addition to disrupting any training attempts when they decide to break it off. (-5 supplies)

The team led by Zlafgor proceeds to plant all manner of traps and ambush points around Orukungrad - assuming they're completed in time they'll give a defensive boost to the sector's troops and will trigger Zlafgor's bonus if he chooses to utilize them.

>>38976

Paul Bounione proves to be a great teacher, although he has very high standards. He still makes progress in training the giants in his ways, but it'll take just a bit longer before Mr. Bounione will be satisfied with their progress. (Pioneer Tradition I progress: 3/4)

No progress is made on either the foraging or the lumbermill, however - the giants think the leaves are equally bad and an argument ensues on which trees are sturdy enough for giants to use.

>>38982

A report comes back from one of the sailors headed to Gilthrim - they were caught by an Imperial patrol ship! Their ships were unfortunately sunk, with only a handful of survivors escaping on a rowboat to tell the tale. (-4 population)

The workers make good progress on the mine, though it will be a bit longer before it's completely safe to enter. (Progress: 3/4)

Unfortunately the workers on the palisades start panicking over fears of an incoming Imperial attack, resulting in nothing getting done.

—EMPIRE TURN—

An Imperial naval attack squad is spotted off the shores of Engelsgrad, en route towards Tyrophos! It will arrive at the end of next turn, so prepare yourself! (Attack squads are dark grey)

2 turns until an imperial attack squad is spawned for everyone else

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340fbe No.38998

Dice rollRolled 99, 90, 9 = 198 (3d100)

>>38996

Group Name: the Deathcap Liberation Front

Location: across the lake from Svelnitka

Color: purple

Race: Domovoi (brownie, whatever 3 inch tall people)

Leader Name: IvyfangTerritory: 1

Cities: Wickedroot

Population: 14 (+4/turn)

Culture: 6 (+1/turn)

Supplies: 12 (+3/turn)

Military: 1 (Domovoi rebel) (C: 1 D: 1 M: 1) [Stealthy]

Buildings: (Player-named HQ building), Farm I

Technology: [Ironworking I] [Toxins I] [Cultivation I][Nonlethal Toxins I][Stimulants][bows I]

Inventory: [Toxin Vials I x1]

Leader Bonus: [Small but Deadly] – Ivyfang is a master of stealth and infiltration, and has taught his people to be the same.  Your Domovoi units start with the [Stealthy] tag, giving them a large bonus to stealth and infiltration and making them ideal spies and assassins.  However, being 3 inches tall isn’t easy, as the Domovois’ diminutive stature leaves them both frail and fragile.  Thus, direct combat is ill-advised as the Domovoi fight at half strength in such situations.

Group Bonus: [Tiny Toxicologists] - The Domovoi pride themselves on their knowledge of toxins, and all those years of toiling under the Empire taught them to make all kinds of dreaded concoctions as well, even foul things like medicine.  Thus, the Domovoi receive a bonus to alchemy related rolls.

Progress: Fishery I (1/4) Espionage (1/4)

1. Continue Espionage research.

2. Train riding squirrels.

3. Improve these bows.

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4a54b9 No.38999

Dice rollRolled 31, 1, 15 = 47 (3d100)

>>38997

Group Name: The Old Circle

Location: Northern Border, near the lake.

Color: Blue

Race: Elves

Group Fluff: The Old Circle is a group of elves started by those that have lived from before the conquest of the empire. They worship the god of the wilds and believe in only using things that come from other life. They are masters of taming monsters and breeding them. They also learned to grow plants and trees to house them.

Leader Name: Ticuckn

Leader Fluff: An old elf and was the leader of the circle from before the empire's conquest of the elven lands. He brought the circle into hiding to preserve their ways, and now he brings them back in the empire's moment of weakness. He was given the leadership of the circle by taming or breeding the strongest beast. In this case he had tamed his long lived companion, Xeros.

Territory: 1

Cities: Seo (Capital)

Population: 25 (+3/turn)

Culture: 10 (+1/turn)

Supplies: 26 (+6/turn)

Military: 1 Untrained (C: 1 D: 1 M: 1), Xeros (C: 2.5, D: 2, M: 2) [Hero Unit][Flying]

Buildings: Home Tree, Farm I, Ironwood Grove I

Technology: [Woodworking I] [Cultivation I] [Beast Taming I] [Ironwood Crafting I]

Inventory: 3 Worgs, 1 Worg Breeding Pair

Leader Bonus: [Master Trainer] – The members of the Old Circle are renowned for their beast taming skills, but no one does it better than their leader, Ticuckn. He starts with Xeros, an intelligent and long-lived wyvern who serves as a hero unit. Take care that he doesn’t die though, as hero units don’t exactly just grow on trees.

Group Bonus: [Eco-Warriors] – Your people have long lived with nature, developing a close bond with it. You gain a boost to nature-related skills, such as survival, woodcrafting, beast taming, cultivation, etc. However, your kind abhors the idea of using metal things and industrialization will be exceedingly difficult.

(Province to my immediate east on the lake shore)

1. Continue to train the Twinhorns. 6/8

+Beast Taming I

+Eco-Warriors

2. We require some buildings. Especially one to train perspective troops and house them and their weapons. Begin growing the trees into a barracks!

+Cultivation I

+Eco-Warriors.

3. Speaking of buildings we must prepare for the worst and prepare some defenses. Begin creating a palisade of Ironwood around Seo.

+Eco-Warriors

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149137 No.39001

Dice rollRolled 94, 33, 49 = 176 (3d100)

Territory: 1

Cities: Ekaterinburg

Population: 24 (+3/turn)

Culture: 16 (+2/turn)

Infamy: 4

Supplies: 44 (+7/turn)

Military: 1 Red Guards (C: 1 D: 1 M: 1)

Buildings: Spring Palace, Farm I, Foundry I

Technology: [Ironworking I] [Education I] [Diplomacy I]

Inventory: None

Leader Bonus: [God Save The Queen] – The people see Lady Ivanova as the rightful heir to the old Myestrovan throne, giving her movement a great deal of legitimacy and inspiring those who wish to return Myestrova to the good old days before the Empire took over. Actions to increase culture are more effective, giving more culture points per turn than normal. However, if the secret of your true lineage ever gets out expect a steep drop in culture and possibly other bad side effects.

Group Bonus: [Friends in High Places] – Lady Ivanova’s time in Pruhl has allowed her to form connections with many important people there. This has allowed you to make inroads with the normally reclusive and isolationist nation. Diplomacy and trade is much easier with the Kingdom of Pruhl for you.

Free: Purchase 2 Spears I, and 1 Armor I for 35 total Supplies

1. Equip the Red Guard with 1 Spears I and 1 Armor I

2. Interrogate the spy

Some time ago we captured an Imperial spy in the Queen's household. The time to question him has arrived. Whether we learn about Imperial espionage tactics, deployments, or even how much they know about the Movement anything he spills could be useful. Even more useful would be the ability to flip him to our side. A double agent would be of unparalleled use.

3. Raise Troops

+1 Spear

We know that the Imperials intend to send a small force our way. We need to be prepared to fend them off.

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