5ef2ae No.38645 [Last50 Posts]
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.
____________________________
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5ef2ae No.38646
>>38645
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.
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)
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5ef2ae No.38647
Here's a geographic map for anyone wondering about terrain, but I'll be using the black-and-white map for updates
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5ef2ae No.38648
Group Name: the Deathcap Liberation Front
Location: across the lake from Svelnitka
Color: purple
Race: Domovoi (brownie, whatever 3 inch tall people)
Group Fluff: the Deathcap Domovoi were always fascinated with poisonous plants and fungi, to the point that their herb culture is unmatched, particularly when it comes to harming others. The newest Empire, however, has taken to making slaves out of us, forcing us to make medicine, of all heresies. Well, let's see how much medicine they need with some nightshade in their pies.
Leader Name: Ivyfang
Leader Fluff: Ivyfang is more comfortable with assassination than leadership. He got the name "Ivyfang" on account of the snake fang filled with poison and his great skill at climbing. After his close friends were captured and put to work making painkillers (shudder) for the Empire’s military, he got himself deeply involved with disorganized rebel groups among the Domovoi. He quickly became popular for his skill and lethality, ultimately cementing the splintered Deathcap rebels into one group, the Deathcap Liberation Front.
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5ef2ae No.38649
Group Name: Red Rose Movement
Location: East of Koriskov
Color: Red
Race: Human majority, some emigres
Group Fluff: After the Coup there had long been rumors that the true Tsar was still alive, and had simply gone into hiding. As the Empire begins to destabilize a pretender claiming birthright to the throne has arisen. "Tsarina" Ekaterina Ivanova arrived from Pruhl backed by a small but effective force of adventurers from various nearby nations. She claims right to the throne by birth. Green of eye and blonde of hair, she physically fits the bill but no one had ever heard of the old Tsar having any children - much less a daughter. Even so, her force had claimed a small section of eastern Imperial territory neighboring Pruhl where she hopes to expand and reclaim the Kingdom. For her device she took a red Rose, symbol of strife and slightly related to an older one-time royal device.
Leader Name: Ekaterina Ivanova
Leader Fluff: In truth Ekaterina is but a seventh daughter to a minor exiled noble who had been near to the old Tsar. She has good education by birth, and can read, write, and handle numbers. She has limited combat or managerial experience, but makes up for it by having intense charisma and force of personality. Driven by a legitimate desire to reclaim her country from the usurper and restore rightful noble rule; she could be qualified as a true believer in her cause.
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5ef2ae No.38650
>>38649
For some reason I thought this was on /qst/. Guess I'll need a trip.
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5ef2ae No.38651
>>38645
Group Name: The Brazen Fist
Location: West of Engelsgrad, in the swamps and forests on the border of the inland southern sea.
Color: Orange-brown/Bronze
Race: A motley collection of goblinoid races - with a handful of the very few remaining trolls and ogres used as shock troops.
Group Fluff: Under the God-Emperor's tyranny, the goblinoid people of the southern swamps and western forests were afforded next to no rights. For the "Public Safety" of the Myestrovan imperial citizenry, a large portion of the ogre and trollish populations were outright culled - the rest forced into indentured servitude alongside orcs and goblins of all strains. Toiling in labour camps for the benefit of the tyrannical empire, they came to regret their support of the Iron Hand in the painstaking civil war to overthrow the old regime. Many had died to secure him his throne, but as a result they had been too weak to resist when the coup was over and they were blamed (not entirely unjustly) for some of the worst atrocities committed during the war - used as a scapegoat as the new emperor consolidated his power.
Now, after years upon years of drudging slavery, the orcs and goblins have thieved and crudely forged enough simplistic armaments to seize control of the city of Orukungrad - and while the bronze weapons forged in secret from stolen scraps of copper and tin have largely been set aside for the looted armaments of the slain garrison, the name of the orcish people's rebellion acknowledges the part those primitive weapons played in their initial victory.
THE IRON HAND WILL BREAK BEFORE THE BRAZEN FIST!
Leader Name: Zlafgor
Leader Fluff: Zlafgor is an orc of unusual intelligence. Beneath his heavy-set, brooding expression is the mind of a born leader and gifted tactician, and he has laboured in the slave camps of southern Myestrova for his entire life, giving hope to his suffering people.
He longs for the freedom of the goblinoid races, and he has worked with a stubborn single-minded bullheadedness to organise a rebellion for years, instructing his fellow slaves to steal what weapons and metal scraps they could - amassing a crude armoury in secret until the ideal opportunity presented itself.
Upon the death of the God-Emperor he led a bloody slave revolt - and though casualties were high, freedom for the orcs is on the horizon!
DON’T FILL IN:
Territory: 1
Cities: (Orukungrad)
Population: 10 (+x/turn)
Culture: 5 (+x/turn)
Supplies: 10 (+x/turn)
Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)
Buildings: (Town Hall of Orukungrad)
Technology: (determined by fluff)
Inventory: None
Leader Bonus: (determined by fluff)
Group Bonus: (determined by fluff)
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5ef2ae No.38652
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5ef2ae No.38655
>>38652
I've been around since like January, played in a bunch of games and now I feel like trying my hand at running one
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5ef2ae No.38656
>>38645
Group Name: The Autumn Revolution
Location: Anywhere
Color: Orange
Race: Human
Group Fluff: The Autumn Revolution is a populous revolution sparked after the execution of a peasant sympathetic Judge named Autumn Fetherstien. In the city of Baldergrad men and woman of all creed, nationality and religion have banded together to throw off the shackles of oppression to create a land where everyone has the right to live free! One of the great industrial centers of the Empire Baldergrad now churns out the weapons of revolution strengthening the this from some mere serf rebellion to a true revolution!
Leader Name: Timothy Marxson
Leader Fluff: Timothy was a simple baker before the revolution. While not an inspired man by any description Timothy has the uncanny ability to get the right people for the right jobs. If anyone can organize this rabble into an effective force to topple the Empire it’s Timothy.
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5ef2ae No.38660
>>38645
Group Name: Classis VII, The Marines
Location: The island between Novograd and Yeltsinski.
Color: Dark Blue
Race: Vyresian Humans, Vyresian Dwarves, Vyresian Hobgoblins
Group Fluff: Gilthrim, The Autumn Empire, is mighty, far reaching, and unshakably secure. Owning roughly half of the southeastern continent of Vyre, Gilthrim has long since taken its attention to lands beyond. Once, in decades past, it had a diplomatic embassy with Myestrova and traded goods with its sea-worthy, wind-propelled brigs. When the Iron Hand siezed power, it withdrew its diplomatic envoys and put an embargo upon the tumultuous nation. Now, with the ascension of the "God-Emperor" (a ridiculous notion among the Vyrese, whose imperial line has changed hands six times in as many centuries), they have sent a military excursion. Vyresians in Myestrova have suffered under the Iron Hand's rule, prosecuted and exterminated with brutality, and the Autumn Empire will stand for this no longer. They send their 7th fleet, known as "The Marines" for their long and bloody history of foreign expeditions, to establish a foothold in Myestrova and demand the crumbling regime permit all Vyresian ethnics to leave with their property and wealth, back "home," where they belong.
And if, for -any- reason, the God-Emperor refuses, then Classis VII's orders are simple. Show the backwater bumpkin and his incompetent drones that the Autumn Empire will NOT be denied. If it has to carve out a chunk of Myestrova for itself, so be it…
Leader Name: Admiral Karisus Vulcan.
Leader Fluff: Son of Karisus Mandus, Vulcan has led Classis VII for well on ten years now. A savvy naval commander and a ruthless practitioner of guerilla tactics, Vulcan sees in the Myestrovan Expedition more than a chance to bring his kinsmen home; he sees a chance to install a regime that will favor the Autumn Empire. Most of his fleet is busy enforcing the embargo out at sea and hunting Myestrovan merchant ships, so to Myestrova itself he brings a modest clutch of strong-hulled warships propelled by sails and manned with repeating crossbows. His marines, veterans all, are trained to improvise and adapt rather than stick by the tired and true block formations of proper Vyresian infantry. If the God-Emperor will not give the Autumn Empire its people, he is prepared to make him pay in blood.
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5ef2ae No.38661
Gonna post some rules addendums regarding trading and looting mechanics just because I think they're gonna come up and I'd like to get them done before the game starts.
–TRADING—
Rebel groups can trade with each other or any nations that are willing to trade with them. You can set up trade routes to boost supplies (keep in mind the Empire can break them if discovered, in which case you’ll either have to build a new trade route or send troops to kick the occupiers out.). You can also trade resources, inventory items, looted weapons, etc. Research cannot be directly traded (i.e. Bob trades Swordsmithing for Underwater Basket Weaving, so Bob automatically learns Underwater Basket Weaving), but countries can instead help each other research it on their own. Research cooperation will give boosts to the receiving country. Keep in mind that these research agreements won’t boost your level of skill (so Bob won’t learn Swordsmithing II for helping Steve learn Swordsmithing I, he'll still have to research the specifics themselves).
–LOOTING AND RESOURCE GATHERING IN ENEMY TERRITORY—
Looting and stealing from Empire-occupied sectors is an easy but high risk way to get supplies, weapons, etc. from the enemy without having to make them yourself. However, you’ll have to roll high for it to succeed. Anything less than 50 on a loot roll means that the operation isn’t successful, and anything less than 20 means your operatives are caught. These numbers increase by 20 in heavily controlled sectors (so anything less than 70 is a failure and anything less than 40 means you get caught). You can loot from other rebel groups, although they are treated as heavily controlled areas and players can take measures to further lessen the odds of your success.
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5ef2ae No.38662
>>38645
Group Name: Children of Ysrỉꜣr
Location: In the mountains west of Svelnitka
Color: Indigo
Race: The Chosen Ones(Rat-Folk)
Group Fluff: The Chosen Ones, guided by The Lord to rule all of his creation, have wandered from kingdom to kingdom for a long time before settling in Myestrova 66 years ago. Things were peaceful and they were fruitful under the kind king who let them live there, until he died and the evil oppressor took over. The heretic called himself GOD EMPEROR! Luckily, some good goys have decided to do The Lord's work for us and so we can finally retake the holy city and our holy land, praise be! The Chosen Ones are almost identical to most humans if not for the rat tails they grow and their usually large two front teeth. Some even grow rat ears instead of human ears, but those are hardly seen. All Chosen peoples go through a ritual where they cut their tail off when they're born, and then when they're fully matured, to signify the bond between the people and The Lord. They can usually only be identified by their large front teeth.
Leader Name: Yaakov Yəhūḏāh, Patriarch and King of Urušalim
Leader Fluff: Son of the group patriarch that led our people to where we are now, Yaakov has been groomed from birth and preordained by The Lord to save his people from the oppression and lead them to the promise land. Handsome, intelligent, strong, Yaakov is ambitious and has the characteristics of a perfect leader. He's gathered all the People he could find and led them to the Temple of Sinai where he plans to wage a holy war for the reclamation of his peoples lands and reparations for what the Mysetrovans did.
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5ef2ae No.38663
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5ef2ae No.38664
Group Name: Magnoque Commeatu Aduecto III, "The Lobsters"
Location: The island southwest of Novograd
Color: Light Blue
Race: Vyresian Mermen, Vyresian Merfolk-Half Breeds
Group Fluff: Where history fails and legend prevails, it is storied that in ancient times past, when Gilthrim was not yet called that, was under threat from civil war after the death of one of its own Emperor's. If the rumors are to be believed, an alliance of men, merfolk, dwarves and other races held fast against the treason of trolls, necromancers, and traitors within the Vyre's own island capital and army.
But they prevailed, as evidenced, Gilthrim rules the waves. And now the Autumn empire seeks to expand its glorious influence far across the seas in the crumbling backwater of Myestrova.
This is no easy task. There is an ocean and vast distances separating Gilthrim and Myestrova, and a full on invasion force isn't now feasible. But difficulty at sea has not and will never stop Vyresians. In addition to the 7th Fleet, Gilthrim has also sent the 3rd Great Convoy, the "Lobsters".
Why are they called that? Few know the real answer. Some say its a derision based on their predominantly merman population, or because they wear stark red uniforms, others say that the iron and steel Lobster on their banners tell of a forgotten past.
3rd Convoy was a natural choice to send with the 7th Fleet, having a shared history in Imperial Navy going further than anyone bothers to remember. If legends are to be believed, both descend from the same groups that took part in the mythical ancient civil war; the Lobsters descend from ancient seafaring traders, the Marines descended from an ancient warrior race of sea raiders and pillagers which many say gives them the fire for amphibious and naval attacks and raids they possess today.
Leader Name: Admiral Alvert Vectan
Leader Fluff: Son of Lord Alvert Quintus. Vectan is an educated member of the noble class of Gilthrim, having grauduated from its academies, and has experience from direct tutleage of his father. A practical man with experience in his craft, he believes logistics and supplies just as vital to a war effort as battle, and has managed 3rd Convoy well. His fleet has played crucial roles in some of Gilthrim's colonization efforts through a greater focus on naval supplies and self sufficiency, indeed most of his fleet is still busy performing that role so it is only a handful of large armed cargo vessels armed with harpoon ballistae he can actually bring to Myestrovan himself.
Wherever the 3rd Convoy goes, Vectan immediately sets out to establishing a base of supplies in the region. This has made them experts in fishing, underwater weed farming for food and woven sails, and the logging and use of sea-wood to build and repair their ships and ocean constructs. This gives many of their ships a distinct characteristic, appearing at face value to be waterlogged and ridden with barnacles and saltwater, but in truth far more sturdy, durable, and bouyant as a ship building material than any land wood.
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5ef2ae No.38665
>>38645
Group Name: The Morningstar of St. Godric
Location: Sector in touch with 8. Oktabursk
Color: Yellow
Race: Mostly humans, some others
Group Fluff:
With the coming of the Tyrant the Church of St. Godric became illegal in the Empire, but this did not mean that its many believers simply disappeared. In secret the faithful of perhaps the continent's biggest religion continued their worship never loosing hope that one day they may be liberated from their shekels.
St. Godric has provided them with an opportunity as a spark was struck within the powder keg that was the Empire, the time has come for St. Godric's faithful to rise, not with prayer, but fire and sword. Led firmly by Warrior Priest Luther they will seek to reclaim lands along the Galacian border, take the city of Oktabursk and join the Theocracy of Galacia where they will be free as their grandfathers were.
Leader Name: Warrior Priest Luther
Leader Fluff:
Warrior Priest Luther is what it says on the tin, a military strategist and a scholar. Once Luther was a different man under a different name, smuggled across the border a little more than a decade ago he used to serve the Theocracy of Galacia, an officer in its Holy Armies.
Luther is unwavering in his beliefs and his mission. To take Oktabursk is a condition not negotiable, as is to rejoin the surrounding lands into the Holy Theocracy. Indifferent to the faiths and beliefs of others, the Warrior Priest knows that only St. Godric provides the one truth, still in his indifference he tolerates whatever fools errand other men may set themselves on.
As the Theocracy of Galacia is busy with another Crusade elsewhere the Morningstar of St. Godric may not be able to expect much support, thus Luther will use every tool at his disposal to wrestle Victory from the Dictatorship's corrupted grasp.
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)
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5ef2ae No.38666
Group Name: Romadavynia
Location: West of 8. Oktabursk, on the white mountain peaks. >>38647
Color: Dark Red
Race: Guanyin – Akin to tall, multi-limbed humans, usually with four but sometimes rarely six arms, and ambidextrous, and have lifespans a little shorter than most species of elf.
Group Fluff: Romadavynia was not always a part of the Empire, it was once a Pruhl principality, until it was forcibly annexed by the Empire in an old war. Although they saw fit to raise the God-Emperor’s flag, establish his churches, and tax the people of the mountain, their culture and language remained firmly Pruhl, in part due to their isolation and reclusiveness so common to many members of Pruhl culture.
The Empire promised a new era of “civilization”, expansion, construction. But due to the remoteness of their mountain towns and castles, and the reluctance of the capital to expend resources on such a remote area, these promises were never kept. “Civilization?” Romadavynia considered it an offense, their ruling family was an educated noble class of Pruhl and their tall castles contained libraries and books, many of which had to be hidden or risk being burned away by zealous Imperialists.
Offended and neglected, it was no wonder most of Romadavynia simply bided their time until they could break free of Imperial yoke, whether to return to Pruhl or claim full independence could be dealt with later, but as it stands all the Empire offers is taxes and bigotry.
Romadavynia warriors are typically the noble and aristocratic elite, having been trained by veteran knights and swordsmen who themselves practice the art handed down to them. Living in an area where hunting animal game is a vital food source, they are dominantly ranged experts, many are proficient in the bow, the crossbow, and some of the rare firearm technology. The most elite of their knights stylize themselves as snipers, and dress in light armor painted white to blend in with the snow and provide ample movement. Their best fighters know how to simultaneously load and fire two weapons at the same time with proficiency. Though they prefer ranged combat, they are decent swordsmen, albeit this may be less to overt skill and more to having two more arms to fight with than their opponents, allowing for some interesting new styles of combat.
Living in the mountain wilderness has also taught them the art of winter warfare, so it is no coincidence that their banners are mostly shades of white, as are their capes and uniforms. Most of their food is reliant on either mountain game or very primitive glass-houses which are warmed to allow plants to grow in the cold mountains.
Leader Name: Count Dlasolyev
Leader Fluff: Count Dlasolyev is descended from the ruling dynasty of Romadavynia, which was a noble house of Pruhl before it was made a noble Imperial house. Like most of his people, he is proficient at the bow and its use in hunting mountain game, but was also educated as a noble himself teaching him how to manage his county, overseeing stone quarries to maintain the castles and provide coal for warmth, the movement of men and supplies over rugged terrain, learning how far a Guanyin can march through the cold and a snow personally by making the trek himself. In tune with his people, he seeks a better standing for Romadavynia that isn’t taxation without any reparation or benefit.
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5ef2ae No.38668
>>38664
Hello, yes.
Can you kindly fuck off and make your own concept.
Thank you.
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5ef2ae No.38670
>>38664
Yeeeaaaah gotta agree with >>38668. It makes it easier for me to give you unique bonuses if you mix it up a bit
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5ef2ae No.38672
>>38668
…Didn't realize you'd be angry about this. Ok then.
>>38669
Alright, I wanted to continue to play the merfolk concept I had on the /qst/ game (you were in too, so you should remember) and it felt like Jaundice also wanted to continue playing a sea nation. I wasn't aware he'd be so mad if I fluffed ties with him, but I'll change my faction since he doesn't want any.
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5ef2ae No.38675
>>38670
Are giants an acceptable race to play?
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5ef2ae No.38678
>>38675
Sure, although I'd request that you keep the size within reasonable limits (i.e. not 100 feet tall)
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5ef2ae No.38679
>>38678
For reference the giants in Jack the Giant Slayer were 25 feet tall.
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5ef2ae No.38685
>>38678
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)
Group Fluff: The Giant tribes were once a savage race of barbarian clans, held together by the first Giant King, who united the clans by war . Back then life was primitive. Giants roamed around, plucking trees to eat the leaves and branches which were in abundance. Though filling Giants find this distasteful and monotonous, and grew a desire for meat. Any kind of meat, deer, or man, or even their own dead. Thus in old times they began to raid human settlements. Often for their cattle and sheep, leaving the humans alive to grow more, but in hard times it was not uncommon to hear tales of man eating giants.
Eventually the tribe was brought to heel by Myestrova. The humans were small and puny, a good stomp or a swipe by a tree could crush at least five of them at a time. But for every one the giants killed, 100 more humans would come and they brought other enslaved races with them. Though tiny, the humans carried steel armor, a forest of steel tipped spears, and launched arrows like the rain on the almost primitive giants, bleeding them with a thousand wounds and bringing them down with chains and ropes on the tips of ballistae bolts. The giants were made to bend the knee to Myestrovan rule, and made into laborers and fighters.
Myestrova found they could buy the giants loyalty very easily, by providing a constant source of cattle, sheep, and meat, satiating their hunger. Over years they began to use the large creatures more and more. They taught them how to make shovels, to dig deep into the earth to mine metals and ores. How to forge these metals into steel axes to chop down even more trees for wood and lumber, or hammers to carve stones out of the mountain for their castles. Whenever Myestrova had a new grand palace to build or a massive fortress, they would call on the giants.
Ages passed, and the giants would be used such an extent, taught how to craft for them Iron Armor and Weapons so they might terrorize the enemies of Myestrova on the battlefield. The giants had learned much wisdom and knowledge, no longer the primitive barbarians as before but now a proper intelligent race.
And like intelligent races, they began to feel the need to break away from bad deals. The decline of Myestrova saw the constant shipments of cattle stop, forcing the Giants to rely on their own herds. And yet their allegiance, labor, and warriors were still demanded by the Iron Hand. Irritated by the sudden decrease in supply, they saw Myestrova as a burden, demanding giant allegiance but not willing to pay for it. And in the north there are tales of a different empire gifted in supplying its people with every want and desire, meat and food to fill the bellies of even giants.
Now the giants are no longer backwards savages, but gifted with skills and knowledge. They now see themselves as free and independent people, to work and eat for themselves from now on.
Leader Name: Ulfric Longshadow
Leader Fluff: Ulfric Longshadow is the son of the last Lord of the Giants. His family is traditionally the tallest among the giants (an unspoken requirement to rule) but they are also the most experienced in dealings with other races.
As leader of the ruling family among the giants, it was his duty to act as liaison between his people and Myestrova and to oversee all major projects. He would arrange for shipments of cattle, plan new ore mines and cattle farms, organize the production of arms and tools, send giant warriors as mercenaries to Myestrovan armies and warbands. If there were any of the Giants who understand the arts of trade, forge, and war Ulfric would be among them. Indeed, his preferred weapon is non other than a blacksmiths hammer, fit for a giant
He has witnessed the coup of the Iron Hand and the death of the Emperor, and seen how it has turned Myestrova into a burden to his people with no benefit them. Ulfric has declared the Giants to be a free race, and plans on using the knowledge and craft taught by Myestrova to lead his people to glory.
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5ef2ae No.38689
Check here for your stats and bonuses and be sure to add them to your posts:
https://pastebin.com/Tvsu6DCs
Map key:
Green: The Old Circle
Purple: The Deathcap Liberation Front
Red: The Red Rose Movement
Orange-brown or "Bronze": The Brazen Fist
Orange: The Autumn Revolution
Dark Blue: Classis VII, The Marines
Indigo: Children of Ysrỉꜣr
Yellow: The Morningstar of St. Godric
Dark Red: Romadavynia
Light Orange: The Giants
–If you're dissatisfied with your bonuses or your map location please let me know as soon as possible, I'm going to be much less likely to accept changes as the game goes on.–
Conformity, obedience and despair. These are the words that best describe the Empire. Even the Empire's very name paints a bleak and melancholic landscape of shades of grey, a far cry from the colorful Myestrova of old. The nail that sticks out gets hammered down in the Empire, and rebels are big bent nails just waiting to be smacked into place. That is, until now. Now is the time for the people to rise up and fight for their cause. The cost of failure is a swift execution at best and a life in the labor and re-education camps at worst. Still, remain true to what you fight for and you will prevail.
It's in the OP but I'll say it again (along with some other stuff): Actions are 3d100. Combat rolls are 1d10. For looting rolls, roll d20 if you succeed in your roll to see what you get.
-GAME START-
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5ef2ae No.38692
| Rolled 12, 11, 26 = 49 (3d100) |
>>38689
The Autumn Revolution
Territory: 1
Cities: (Player-named City)
Population: 10 (+3/turn)
Culture: 5 (+2/turn)
Supplies: 10 (+2/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.
—–
1-2. Spread word of the Autumn Revolution to our neighbouring territories! We bring freedom and liberty to all! Every man deserves the right to stand up proud and tall!
3. Begin constructing a large foundry to produce weapons to arm our revolution!
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5ef2ae No.38693
| Rolled 84, 43, 73 = 200 (3d100) |
>>38689
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: 10 (+3/turn)
Culture: 5 (+1/turn)
Supplies: 10 (+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.
1-3. Search the surrounding forest for any plants or beasts of use. We lack supplies, troops, monster support, and the iron-wood and other plants we once grew to defend ourselves. Let us go find some of those under the Wild God's blessing.
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5ef2ae No.38697
| Rolled 40, 38, 64 = 142 (3d100) |
>>38689
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: 10 (+3/turn)
Culture: 5 (+1/turn)
Supplies: 10 (+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.
1. We have secured Tyrophos and made allies of both the numerous Vyresian expatriates and the local Myestrovans. Now begins the hard part of our expedition.
A letter is written up and then sent upriver to the new God-Emperor himself, stating Gilthrim's terms and conditions. Myestrova will cease the persecution of Vyresians and allow them to leave Myestrova by ship, with all of their wealth, escorted by Classis VII. So demands the Autumn Emperor.
2. It is unlikely that the Myestrovan fool shall acquiesce to the Emperor's generous terms. So, that being said, we begin construction of a Lumber Mill within our claimed territory…
3. Trade and commerce have suffered under the Iron Hand's rusting rule. We will rectify this, at least for those supportive of Gilthrim intervention. Re-establish a Market.
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5ef2ae No.38701
| Rolled 57, 23, 51 = 131 (3d100) |
>>38689
Territory: 1
Cities: Ekaterinburg
Population: 10 (+3/turn)
Culture: 5 (+2/turn)
Supplies: 10 (+4/turn)
Military: 1 Red Guards (C: 1 D: 1 M: 1)
Buildings: Spring Palace, Farm 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 Campaign]
+[God Save The Queen]
Dear Igor,
I hope this letter finds you well. These are dark days, and they grower darker still. Invasion by foreign powers, machinations of our neighbors, and revolution in the fields. The time for old rivalries and old loyalties to a dead emperor are finished. While the sun sets on this Empire a new dawn is coming. I have returned to claim my birthright as Tsar and to put an end to the Empire and its ilk. The weak Imperial administration caused this downfall after the death of my great and noble father. If the nobility does not stand together under a new Tsar this magnificent country of ours is destined to be carved up by others and consumed. Only through unity under the old banner with the Old Blood returned to the throne can this country survive the coming winter. Will you stand with me, Count?
2. [Increase Culture]
Riders are sent among neighboring provinces proclaiming the return of the Ivanov dynasty, heralding the return of the rightful Queen to the throne of Myestrova. They proclaim not only a return to peace, but the dissolution of debts among merchants and townsfolk. Rumors abound of abolition of serfdom among the peasants, and a return to the old privileges among the nobility.
3. [Develop Metalworking Industry]
The province administered by Ekaterinberg lies in the mountains bordering many plains. A cursory survey shows it suitable for farming but with sizable iron and copper deposits. The farming had long been exploited by the local nobles but the mining had been painfully neglected. No longer. Ekaterina tasks some locals to figure out to how best make use of the limited forges and mines in the area.
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5ef2ae No.38706
>>38645
ADDENDUM: ADVANCED UNIT CREATION AND UPKEEP + BUILDINGS
Here’s an addendum based on questions that came up that I’d like to clarify:
>Initial Unit Costs:
The base initial cost for unit creation is 2 supplies which accounts for the bare necessities of the unit. Added onto that is the cost of gear, which scales by gear level. So, if you want to equip [Swords II] and [Armor I] on a unit, the unit would cost 5 supplies to make all together (2 base + 2 for the swords + 1 for the armor). Non-gear related enhancements such as fanaticism and such also cost 1 supply per level. You don’t have to pay the equipment cost if you equip your troops with weapons from your inventory (i.e. looted, traded or premade weapons)
>Upkeep Costs:
Units require a certain amount of supplies per turn to maintain them, such as food, pay, etc. The base upkeep cost is 2, plus 1 for every one point in combat, defense or movement (whichever’s highest) (so a 2/2/2 unit would cost 3 supplies/turn for its upkeep, but a 1.75/1.75/1.75 would still only cost 2. A 1/2/1, on the other hand, would cost 3 though).
>Training Time:
Fresh units will take some time to train. New base units can be trained in 2 tics provided you have the necessary materials and population, though it can take longer depending on how intense the training is. There are a variety of things that play into length, including forging weapons (equipping gear from the inventory takes no extra time), non-gear related combat bonuses (e.g. fanaticism, drill, etc.), and the complexity of the training (trying to stack a whole bunch of weapons/techs on at once).
>Buildings
Buildings can only be upgraded up to Lv. 3 and only one of a given building can be built in a sector (so no stacking tons of Lv. 1 mines or other shenanigans like that)
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5ef2ae No.38708
| Rolled 63, 87, 62 = 212 (3d100) |
>>38689
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: 10 (+4/turn)
Culture: 5 (+1/turn)
Supplies: 10 (+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]
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.
1. Search out known non-lethals.
2. Test them for first hand experience.
3. Scout out the surrounding area.
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5ef2ae No.38709
| Rolled 98, 32, 88 = 218 (3d100) |
Territory: 1
Cities: Draconia
Population: 10 (+3/turn)
Culture: 5 (+0.5/turn)
Supplies: 10 (+3/turn)
Military: 1 Guanyin Militia (C: 1 D: 1 M: 1)
Buildings: Castle Draconia, Farm I
Technology: [Ironworking I] [Fletching I] [Construction I]
Inventory: None
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. >Construct Library
For years under the Imperial yoke, we have had to suppress our knowledge and history. No more. Open the doors to the old libraries, and dust off the books. The time has come to once again remember our history, and shed light on who we really are.
In addition a library will not only aid in rebuilding our Pruhl culture, but provide a writing space for our scholars and craftsmen to research new designs and technologies.
+Group Bonus: [Four Hands Are Better Than One]
+[Construction I]
2. >Construct Castle Market
In addition to food we need other supplies some which aren't immediately available here. It would be good to open up a market, especially in the purview of reestablishing trade with Pruhl once again.
+Group Bonus: [Four Hands Are Better Than One]
+[Construction I]
3. >Letters to Pruhl
Send ravens to Pruhl, sent from the "lost territory"
The Iron Hand's grasp is like clay, and the Imperial bond like straw. Though the time is not yet ripe for a full return to Pruhl, as was our birthright, as was our ancestors, we would like to resume trade with those who are our true brothers and sisters, fellow Guanyin and men of Pruhl.
Inform them we are reopening our markets to Pruhl trade. We need not fear Imperial decree's against foreign trade, after all Pruhl are not foreigners to us.
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5ef2ae No.38710
>>38709
>98 on the Library
"We need not guess on which ideology is superior in regards to Pruhl and Myestrova. You will know by the one who does not burn books they cannot understand."
https://www.youtube.com/watch?v=FrWMqXanj_0
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5ef2ae No.38715
| Rolled 73, 32, 15 = 120 (3d100) |
>>38689
Group Name: The Morningstar of St. Godric
Location: Sector in touch with 8. Oktabursk
Color: Yellow
Race: Mostly humans, some others
Group Fluff:
St. Godric Strong
Leader Name: Warrior Priest Luther
Leader Fluff:
Warrior Priest Luther a best
Territory: 1
Cities: St. Godricsgrad
Population: 10 (+3/turn)
Culture: 5 (+2/turn)
Supplies: 10 (+3/turn)
Military: 1 (St. Godric's Fist) (C: 1 D: 1 M: 1)
Buildings: (Chapel of St. Godric)
Technology:
+ [Ironworking I]
+ [Religion I]
+ [Fanaticism I]
Inventory: None
Leader Bonus:
+ [Holy Liberator] – Warrior Priest Luther is determined to liberate the believers of St. Godric in the Empire and return the lands usurped from Galacia. The many oppressed believers of St. Godric flock to your cause and are willing to give their lives in the name of the faith. The troop recruitment process will be easier and cheaper in initial supply cost, although you must still have the necessary population, will still have to pay supply upkeep, and will still need to equip them should you wish to do so.
Group Bonus:
+ [In the Name of the Saint] – As you are a movement in the service of the Church of St. Godric, you can petition the Theocracy of Galacia for supplies and other aid. The aid provided won’t be much due to their total war against the heathens occupying the holy land, but it can arrive quickly due to your proximity to Galacia.
1-2. St. Godric's Fist will seize the territories lying to its West immediately, expanding its borders with Galacia and beginning to secure the surroundings of Oktabursk.
3. Warrior Priest Luther would assign more men and equipment to St. Godric's fist. The fires of Revolution were burning and they would need more soldiers if they wanted to secure Oktabursk.
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5ef2ae No.38719
>>38715
Roll d10 to see how combat goes. If you don't want to fight I'll refund your actions next turn just this once. It seems like you weren't expecting a battle and I wasn't expecting anyone to jump the gun with their only babby unit.
Every Empire-controlled territory has at least a few garrisoned troops, be they proper armies or just a few guards and militia. Keep in mind that starting out you're still a fledgling group. So while the starting unit I gave you will suffice for defense the garrisons will generally be stronger than you until you can get more troops or get better equipment for the ones you have.
It's wise to scout out enemy terrain before you attack as well. Doing a general scouting run (this will give you the number of troops and tell you whether they're stronger or weaker than you) in adjacent territories is a free action, but doing scouting runs in territories farther away will cost an action. You can also send spies to enemy sectors for more detailed information but this costs an action and there is a chance of being caught.
You'll see more fun stuff start to happen next turn, which is when I was hoping to explain this shit too
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5ef2ae No.38723
And if there's anything you're unsure about please ask first.
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5ef2ae No.38752
| Rolled 10, 61, 99 = 170 (3d100) |
>>38689
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: 13 (+3/turn)
Culture: 6 (+1/turn)
Supplies: 13 (+3/turn)
Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)
Buildings: (Town Hall of Orukungrad), Farm I
Technology: [Ironworking I] [Tactics I] [Looting I]
Inventory: None
1. The swamps and forests west of Engelsgrad are where the goblinoid races feel most at home - but venturing closer to the city at this point would be foolish to the extreme. Orukungrad is still scarcely guarded, and though the free goblinoid peoples are strong willed and glad to be free, they are still not particularly well outfitted. Fortunately, there may be a way to secure vital supplies without moving closer to the city but still stick to the forests and marshes we call home. Bands of orcs and goblins roam south-east along the coast, raiding and looting small villages.
>Loot empire provinces to the south
+[Master Looters], Looting I
2. Zlafgor knows, however, that these raids are unlikely to go ahead without provoking a response from the local garrisons. Fortunately, as ever, he has a plan. Reliable trails through the swampy ground and woodland are few and far between - and the trees and fens provide excellent cover for skulking goblinoids. If he leads an advance troop deep into the empire territory, he may be able to ambush any reinforcements coming to drive off the raiders - or get a warning to the looters in time for them to make a safe and orderly retreat.
>Scout and wage guerilla warfare against the southern province
+[The Tactician], Tactics I
3. At home, a handful of trolls begin work on an iron foundry to create plentiful weapons and other equipment for The Brazen Fist.
>Build an Iron Foundry to make supplies
+Ironworking I
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5ef2ae No.38761
>>38692
Unfortunately, your messengers find it unusually hard to move about in enemy territory and must fall back lest they get caught…for now.
However, you are able to lay the foundation for a foundry, which will give supplies and add to your weapon production ability once complete. Keep in mind that you’ll need relevant skills (Swords I, Bows I, Armor I, etc.) in order to actually make weapons (you basically “equip” the tech to your troops) but your smithing ability will both make it easier to research these and improve their quality. (-2 supply, progress: 1/4)
>Your supplies should be +3/turn as well, my bad there
>>38693
The woods around Seo are quite vibrant and homey for lovers of nature such as yourselves - up until you reach the borders and its disgusting traces of civilization, but even the outside lands seem to have good boons for you to take advantage of. You find a variety of resources about, including the fabled ironwood tree - a tree with wood that, like its name, possesses an unnatural hardness making it sturdy as any steel. It has less ability to hold a sharp edge but you think you might be able to improve on that with a little research. Aside from that, there are a few worg packs (large and ferocious black wolves, bigger and more intelligent than the average wolf) roaming about the woods that can be tamed, along with twinhorns (giant, lumbering beasts known for the two long bull-like horns on their head), plentiful wild game animals, one or two dire bear dens, and a few herds of wild horses. Rumor has it that there are other beasts, both big and small, that may be useful to you scattered about the Empire, but you've pretty much seen everything there is to see here.
>>38697
A letter returns down the river to you sometime later from a bruised and raggedy messenger. "You are a fool to think that I will be intimidated by a band of Vyresian brutes such as yours. Regardless of where you come from, the God-Emperor reigns supreme in these lands. You will find this out the hard way if you continue this foolish struggle." Your messenger reports that the river was eerily quiet during his trip up it - although your sense that it will not remain that way for long as he noticed troops mobilizing. He also notes the river would be a quick but risky means of attack - the riverbed would scrape the hell out of the hull of a seafaring vessel and it would be vulnerable to attacks from the shore, but a faster riverboat might work. The capitol is probably the most well-guarded place in the Empire and the hardest place to take, so be careful. (Add Infamy Level: 1 to your sheet, think of infamy level as stars in GTA - if it hits 10 expect an attack squad headed your way. Laying low will gradually lower this)
Aside from that, you get started on a lumbermill (-2 supplies, progress: 1/4) which will give much-needed supplies along with providing wood for ships and weapons, along with a market (-2 supplies, progress: 2/4) which will give extra supplies once finished along with strengthening any trade routes you may form.
>>38701
The Response from the former Count Igor is troubling indeed. "The God-Emperor reigns supreme. Despite our past or your lineage you will receive no help from me." However, as you put the letter down you notice tiny handwriting in the corner. Good thing you studied up on Ancient Galacian, otherwise you'd have no idea what this bit of code would say. It reads simply, "Please send help. I will do what I can here. Take care of what you say and do, there are eyes everywhere." (Campaign progress: 15%).
You silently spread your message to the nearby sectors, you notice there is fear in the eyes of the people you speak with - fear that they will be punished for their transgression should they resist the Iron Hand - but you also see glimmers of hope in their eyes as well upon hearing that an heiress to the throne has returned and is willing to fight for them. (+4 Culture).
Lastly, you start working on your plans for a strong metalworking industry, starting with the most essential component - a foundry. This will give supplies and, if you have the right techs (Swords, bows, armor, etc.) you can make weapons with it too. (-2 supplies, Progress: 2/4)
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5ef2ae No.38762
>>38708
You begin looking for ingredients for a non-lethal serum, learning much about how to make effective non-lethal toxins in the process. Your continued testing has proven to be a success in the "clinical trials". You get the feeling it can be refined further if you keep working on it. (Add [Nonlethal Toxins I] to your research tab.
Also don't forget to equip your toxins should you wish to make an attack or assassination attempt). The Empire is starting to grow suspicious of the random happenings of soldiers vomiting their guts out and entering mild states of paralysis, but they still have no idea who might have done it. They're beginning to grow wary of your activities.
The surrounding territory is mostly farmland, although this is your typical police state and there's in the local villages of each sector that you'll inevitably have to deal with if you want to take them. They're definitely going to be troublesome but killing the commanding officer of a unit will lower the strength of that unit. Scouting results are as follows (see zoomed in map): A: 2 units, both strength 1.5/1.5/1, B: 3 units, strength 1.5/1.5/1, C: 3 units, all strength 1.5/1.5/1, D: 4 units, three at strength 1.5/1.5/1 and a commanding cavalry unit at 2/2/2).
>>38709
The library goes up with ease, the Guanyins' craftsmanship is truly a force to be reckoned with. (-2 supplies, add [Library I] to your building tab, it will grant a boost to research. The people are happy that you’re providing a place of knowledge and looking out for their well-being, resulting in an additional +1 culture per turn)
You also start building a castle market, which will give supplies and bolster trade routes (applies to max 1 unit per level) (-2 supplies, Progress 1/4).
Your trade offer to Pruhl is surprisingly accepted, although they are not willing to risk trading much unless you can gain access to some useful resources and items. Still, the groundwork is laid. (Add Small Trade Route: Pruhl) to your sheet, you’ll get +1 supplies per turn for now, but will get more as you build up relations. You’ve also changed your diplomatic status with Pruhl from distrustful to neutral as some of the Pruhlis seem to be interested in helping out their lost kin.
>Also your base culture/turn should be 1/turn, I decided to give you a little bit more.
>>38715
>I'm gonna refund your actions since you didn't roll for combat - gain an additional 2 dice for this turn only. I also moved you adjacent to Oktabursk as you wanted - be aware that as I said this will be dangerous, enemy armies spawn from major cities and they're right at your doorstep. I’m not lying when I say that most of the Empire’s troops are concentrated in the major cities too and that your group just started and is still very weak…keep your infamy low and don't roll 1s if you don't want to be attacked and possibly defeated. Also consider scouting territory like I said and using methods like propaganda and such to undermine enemy strength.
Unfortunately the troop recruitment isn't successful, looks like the only people you found are old geezers not fit for service.
>>38752
Your looters would have nearly been captured had your guerrilla attack squad not managed to sneak in unseen and warn the looters of incoming guards. Unfortunately, the thieves are forced to abandon their loot in their escape and end up coming back empty-handed, but the Empire is none the wiser to your attempt. You think that if your troops had a bit more time they could survey the land and maybe prepare a prime ambush strategy for when you launch an attack should you instruct them on how to do so (a.k.a research guerrilla warfare)
Work at home is much more productive, and a foundry is quickly constructed, giving much-needed supplies. You'll need relevant techs to make weapons (e.g. swords, shields, armor, etc.) but this foundry will give you a good start
(Add [Foundry I] to your buildings tab, you also get +3 supplies per turn from it.) (-2 supplies as building cost)
—
EMPIRE TURN:
News of rebel outbreaks and foreign invasions has spurred the Empire to mobilize its forces into armies. They seem to be on standby right now but they’re still a threat as they can A. Fortify Imperial sectors, turning them from lightly controlled to heavily controlled (this works in reverse too), B. Attack you directly, although they’ll only do this if you hit 10 infamy or roll a 1, or C. Initiate crackdowns in their own sectors if the army is on top of it, negating any propaganda campaigns until they’re removed from the area. They may do other sneaky things as well.
As stated before armies will always spawn from major cities. The Capitol will be able to produce more armies than a city would.
Squares represent armies, while circles represent ship fleets. They’ll move up to the movement speed of their slowest unit per turn, as your troops do.
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5ef2ae No.38764
| Rolled 81, 25, 50 = 156 (3d100) |
>>38762
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: 10 (+4/turn)
Culture: 5 (+1/turn)
Supplies: 10 (+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.
1. Ivy fang rubs his temples as he reads reports of toxins that cause paralysis and vomiting. He looks up at the nerd who brought him the papers, "What made you think I would want to take a 200 pound prisoner? We can't afford to keep something that big alive. I want you to find mind altering substances FOR OUR OWN USE!" He slams his fist on the makeshift desk, splintering the bark surface.
2. A it is clear that an imperial ship has been placed on the lake, we shall need to ready ourselves for a sea attack, and for that it would be prudent to gather some archers.
3. In the mean time we need some food to keep our rebellion going, try to keep the local farmers/fishers working like nothing is happening.
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5ef2ae No.38765
| Rolled 22, 28, 5 = 55 (3d100) |
>>38761
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: 10 (+3/turn)
Culture: 5 (+1/turn)
Supplies: 10 (+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. Send a group to tame some of the warg packs.
+Beast Taming I
+Eco-Warriors
2. Then send another group to tame some of the twinhorns.
+Beast Taming I
+Eco-Warriors
3. Finally take some of the seeds from the ironwood and begin to regrow the ironwood groves for the harvest of ironwood.
+Cultivation I
+Eco-warriors
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5ef2ae No.38766
| Rolled 86, 71, 3 = 160 (3d100) |
Territory: 1
Cities: Ekaterinburg
Population: 13 (+3/turn)
Culture: 11 (+2/turn)
Supplies: 12 (+4/turn)
Military: 1 Red Guards (C: 1 D: 1 M: 1)
Buildings: Spring Palace, Farm 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. [Develop Metalworking Industry] 2/4
+Education I
It wasn't enough for the forge to simply be built. People would need to work it. Metalworking is a difficult task to learn especially when there is a shortage of experts to teach. Thankfully, the Queen has access to books, and the people to teach others how to read them. Through education she could develop her own force of metalworkers, independent of the Empire's experts.
2. Propaganda Campaign [15%]
Cadres of Red Guards are sent into the countryside of Count Igor. Not to fight, but to train. Chosen for this task are literate Adventurers and other true believers of the cause. They were tasked to create bands of fighters who could be called up from the countryside to fight with javelins, spears, and other simple but effective weapons. The Guards could also use trusted members to mingle among the countryside to act as spies and informants or gather support.
3. Research Espionage I
Queen Ekaterina realizes very quickly that simply waging an outright military campaign against the Empire was impossible. Even assaulted on many fronts and rotting from within it could crush any nascent movements by strength of arm. The Movement would need to be clever and it would need to be able to outwit the authorities. She takes to the books to research the most successful means of espionage and intrigue.
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5ef2ae No.38769
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: 6 (+1/turn)
Supplies: 13 (+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.
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5ef2ae No.38770
| Rolled 15, 9, 62 = 86 (3d100) |
>>38761
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: 13 (+3/turn)
Culture: 6 (+1/turn)
Supplies: 9 (+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. As expected, the feeble "God-Emperor" refuses to capitulate. Our hand is forced, then, and we will act accordingly.
Send word to the Autumn Empire: we require a shipment of extra supplies as we begin to establish a foothold. We will need to liberate our people through raw muscle…
2. Continue constructing our Market! 2/4
3. Continue constructing our Lumbermill! 1/4
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5ef2ae No.38771
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 51, 85, 32 = 168 (3d100) |
>>38820
Dredge the dice out of the damn sand, first.
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5ef2ae No.38827
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
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5ef2ae No.38901
| Rolled 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
>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
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5ef2ae No.38913
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 13 (1d20) |
>>38916
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5ef2ae No.38920
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
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ee1b02 No.38996
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
| Rolled 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
| Rolled 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
| Rolled 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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