90410b No.43734 [Last50 Posts]
Shattered earth NationBuilder
The year 2018 The earth collided with a magical singularity. Shattering the earth and settling in its core, enveloping the remains in a magical field. Now the earth consists of shattered landmasses floating around in the air. Occasionally crashing into eachother, connecting the landmasses or destroying them. Sometimes the islands also fall down into the hungering void below, never to be heard from again.
Each round there is a chance for a completely random landmass to fall down, taking everyone on it down with it 2 turns later.
Entire areas have had their people mutated into new races with magical traits and abilities. However for some any technology more advanced than a simple steam engine fails when they try to use them. Other areas have been spared the magic and can still use technology. Though they have still suffered greatly and their technological level has been greatly reduced.
The magical energies people have learned to harness have been mostly Elemental, Spatial and mutagenic. In that order.
It has now been 50 years since the event. Societies have stabilized a bit and new knowledge has been amassed. Now also islands have started to fall and there is impetus to save yourselves. Migration, conquest and prejudice is all around. Who will reign supreme and who will fall?
The larger the island the better the bonuses you can get from searching them or making projects on them, but the smaller the easier to defend. The largest islands even give an extra dice.
you each turn roll 4d100 for actions.
To make a nation you fill in the following and roll 1d100 to decide your starting island.
Nation stats:
Fill in:
Nation name:
Race name:
Racial traits:
Color:
fluff:
Do not fill:
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
____________________________
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480f4f No.43735
Saving a spot until I get home
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72a529 No.43737
| Rolled 31 (1d100) |
>>43734
Nation name: Societas Alienius Dies
Race name: Mongrels
Racial traits: Mongrels look unique in appearance where they may be any combination of the different races that have come into being. They are a cowardly lot that prefers to flee when confronted and will accept slavery to ensure safety. Ironically despite seeming as if their condition comes from mutagenic magic they infact have no ability to cast at all, ensuring that their condition will never change easily without help from others.
Color: Brown
fluff: The Societas Alienius Dies is the organization that all mongrelfolk are part of. whether they are free and the only species on the island or are a brutally repressed population under tyrannical rule from slavers they all are able to contact one another in some form or another. The Society itself is only interested in their propagation and how they can normalize themselves once more. due to their inability to use magic, ugly appearance, and unwillingness to fight and conquer they are forced to ingratiate themselves to other races in a servile manner so that they can make any progress at all. due to being in such a vulnerable position the society has become notably efficient in retreating from islands which seeks to genocide them all and having them repopulate new islands, ensuring that their population and economy stays stable from which they can ingratiate themselves to better people that appreciates their work.
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247019 No.43738
>>43734
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corps, ripping the conquered lands apart.
Will there ever be an emperor that can unite the monsters?
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247019 No.43739
| Rolled 27 (1d100) |
>>43738
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c3d122 No.43740
| Rolled 78 (1d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
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c73978 No.43741
>>43734
Nation stats:
Fill in:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Do not fill:
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
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c73978 No.43742
| Rolled 48 (1d100) |
>>43741
fucked the rolling of the dice up, been a while since I've done this
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aaad6e No.43743
| Rolled 86 (1d100) |
>>43734
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
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bc811d No.43744
>>43734
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Any
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
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bc811d No.43745
| Rolled 29 (1d100) |
>>43744
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bb9dab No.43746
| Rolled 46 (1d100) |
>>43734
Nation stats:
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
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480f4f No.43747
| Rolled 33 (1d100) |
Location
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90410b No.43748
First roll is for island sinking. If it's one of your islands the first time I will be a bit kind and give extra time and aid in you getting off it. otherwise it will take 2 turns for an island to sink.
Each island you have gives a +2 to (almost) all rolls. Sharing the island removes the bonus and makes projects harder to make there. Each island also gives you an army capacity of 10.
Everyone add a Mana: 10 +territory x 5/turn to your sheet. the number before spells eg. (5) is the mana cost of activating the spell for one of your armies/cities etc.
>>43737
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
>>43738
you start on a large island. so +1 action per turn.
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic weak:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
>>43740
Bonus:
Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Tech: smithing weak
Weaponscrafting weak
enchantments Weak
Magic:
Aeromancy Average:
(10)Tempests (allows the user to create tempests through magic. giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
(x depends on what is enchanted) Levitating enchantment (creates a levitating structure)
>>43741
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak
Electronics weak
Guns weak
>>43743
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
>>43744
Color: green
Bonus:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Tech:
Smithing Weak
Architecture weak
Weaponsmithing weak
Magic:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
>>43746
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial magic:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
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90410b No.43749
| Rolled 9, 33, 50 = 92 (3d100) |
>>43748
oh right this was how you rolled on 8chan
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bb9dab No.43750
| Rolled 90, 59, 1, 82 = 232 (4d100) |
>>43748
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial magic:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Action 1: Research explosion magics, these penals needs some motivations!
Action 2: Create new army
Action 3-4: Expand towards island 64
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bb9dab No.43751
| Rolled 39, 83 = 122 (2d100) |
>>43750
Action 3-4: Improve teleportation magic
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c73978 No.43752
| Rolled 9, 25, 76, 23 = 133 (4d100) |
>>43748
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Do not fill:
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak
Electronics weak
Guns weak
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (48)
Action 1: Start producing a decent stockpile of booze, our boys need to be absolutely smashed if we are to get anything done!
Action 2:Work on setting up and getting the mines running on our fortress
Action 3-4: Work on figuring out a way to keep our island in the air, the last thing we need is dorfs endlessly plummeting through the sky, we need a contingency plan, lets put our smartest dorfs to work here.
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c73978 No.43753
| Rolled 6 (1d100) |
>>43752
Re-rolling action one and switching it
Action 1: Work on improving our electronics, our technology in general, it must be the most powerful of all, no one out techs the dwarves!
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72a529 No.43754
| Rolled 27, 81, 99, 2 = 209 (4d100) |
>>43748
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Territories: 1 (31)
Resources:
Projects:
Armies: 1 Militia (31)
1/2. create air vehicles so that we can get off this rock.
3. expand to the rest of the island
4. find ways of settling new lands easier.
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dc41b3 No.43755
>>43734
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
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c3d122 No.43756
| Rolled 42, 82, 12, 25 = 161 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
Territories: 1 (78)
Resources:
Projects:
Armies: 1 Winged Militia (Island 78)
1. The Sky King orders a new, superior form of weapon to be made…taking the simple arrow and combining it with tempest magics, a magnificent new arrow can be fashioned that strikes like a lightning bolt when loosed. (Research lightning arrows)
2. We should continue researching aeromancy in general as well, taking the holiest of magics to new heights.
3. We should not neglect the other magics either. Let us research geomancy as well, so that we may preserve the little land we have remaining.
4. Finally we will use the technologies available to us to raise a true army of dedicated Sky Knights to defend the realms of the Sky King.
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247019 No.43757
| Rolled 14, 23, 8, 90, 20 = 155 (5d100) |
>>43748
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic weak:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources:
Projects:
Armies: 1 Militia
—–
1) Research spatial magic to open gateways to other islands
2) Scout the island for resources and other inhabitants.
3) Upgrade our Bestial mutation
4,5) Recruit noble units.
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247019 No.43759
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aaad6e No.43760
| Rolled 21, 22, 26, 57 = 126 (4d100) |
>>43748
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Mana: 10 +1 x 5/turn
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
—–
1.The smiths of Asgardia work deep into the night expanding their knowledge of Smithing
2. What good is a warrior without a weapon to match! Improve our weaponsmithing!
3-4. Using smaller chunks of floating rocks as a heart the Raiders of Asgardia will craft longships around them so they can sail the skies and raid new lands!
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90410b No.43761
>>43748
Bonus:
Magic aptitude: gets 50% more magic income rounded down
Tech:
Taming weak
Smithing weak
Weaponsmithing weak
Magic:
Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have avaible in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
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dc41b3 No.43762
| Rolled 98, 27, 100, 3 = 228 (4d100) |
>>43761
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have avaible in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
Mana: 10+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
1. Search around the island and see what beasts we ended up with.
2. Then begin taming them.
+Taming Weak
3. Begin constructing a lab facility for further research into magic.
4. As well begin research into different kinds of magic, a safe distance from settlements and under supervision. Just in case.
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8f5fad No.43764
Nation name: The Holy State of Pepeiana
Race name: The Pepe
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
fluff: From the primordial Soup of the what was once known as the "Enturwomb" came the Pepe, from the land once known as "FoorChin" arose what was to be the Greatest "Meem" ever known, at least that is what the prophecy. The Pepe's are a varied people, but by and large hold a conservative viewpoint and have a structured society based around the "rarity" of their individuals, that being the relative abundance of like members in their population. It is technically ruled by a nominal king, but is in practice ruled by and oligarchy of the second rarest Pepes. There are Pepe classes of all positions, soldier, worker, peasant and politician Pepes, but all are for some reason ingrained in their servitude to the rarer breeds. Their state seeks none other then the complete domination of the world that is, and the world that will be, for as preordained by the great "OP" the Fag in the Sky, Pepes are the greatest meme that ever was or will be, and this world shall be theirs for the taking.
Do not fill:
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
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8f5fad No.43765
| Rolled 100 (1d100) |
>>43764
location
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8f5fad No.43766
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90410b No.43767
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bc811d No.43769
| Rolled 52, 88, 18, 49 = 207 (4d100) |
>>43748
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 5
Per turn: 10 +1 x 5 / turn
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (The Convicted)
1-2. The rest of the island would need to be discovered, resources located and potential resistance.. dealt with.
(Use 10 mana for scrying, already substracted) + 20
The conviction +5
3. The portals were nice and nifty. But what if the portal's size could be increased. If the portal's size were as large as the island it could be used to prevent the island from falling and keeping it in a constant limbo of falling, if the two portals were then put closely enough together the island would be virtually standing still. Research would begin immediately, the survival of the Convicted and their eventual escape depended on it.
The conviction +5
4. Who knew what else inhabited the Island? The Prisoner had many enemies and his enemies were the Convicted's
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8f5fad No.43770
>>43764
>>43765
Note: All Mentions of "Pepe" are replaced with "Frogmen"
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90410b No.43771
>>43764
*sigh* all meming better be gone from your char sheet when you post your actions… ALL of it.
Bonus:
frogmen: Your people are amphibious and can jump really far.
Tech: smithing weak
Weaponsmithing weak
Fishing weak
Magic:
Hydromancy average:
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
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90410b No.43772
>>43771
wait shit. that's geomancy weak
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2e4785 No.43773
| Rolled 95 (1d100) |
>>43734
Fill in:
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
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90410b No.43774
>>43773
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystal structures weak
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
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615fb1 No.43775
| Rolled 25 (1d100) |
Nation stats:
Fill in:
Nation name: The Greater Church of Equality
Race name: Equal Ones or Changelings to some
Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior
Color:Magenta
Fluff:They are altered humans that have descended from their various pantheons known as the Bee-l-em the Black, Annteefa the Being That Revolts, Es Jay Dubya the child of equality, Femme the strong mother, Heejab and Is-real the brother and sister of sands, and lastly many others lost to time. But the main deity that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
Do not fill:
Bonuses:
Magics:
Technologies:
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
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2e4785 No.43777
| Rolled 91, 22, 37, 17 = 167 (4d100) |
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystal structures weak
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:10 +5/turn
Resources:
Projects:
Armies: 1 Militia (on territory "Psirenia")
1-2. Build a Crystalline research center to learn more about our cyrstals and song resonance, also magic.
3. Improve our Structures, they cover us from the element but are NOT child proofed.
4. Work on improving our Aeromancy. We will need it to reach more islands.
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90410b No.43778
>>43775
Keep the memery down
Bonus: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
Tech: Weaponsmithing weak
smithign weak
stealth weak
Magic:
Mutagenic:
(50)Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
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a5d5eb No.43781
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c3d122 No.43783
>>43778
How about no memery?
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8f5fad No.43784
| Rolled 58, 11, 41, 48 = 158 (4d100) |
Nation name: The Holy State of Små grodorna
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics:Hydromancy average:
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 1 (Territory "number")
Resources:
Projects:
Armies: 1 Militia (on territory "home number"
1. Our great nation shall begin its life by laying the first bricks of what will be a great city, a city by the name of "Chadlia"
2. The Great Tome holds many secrets, our scholars have deciphered only but a small portion of its wealth has been decoded. Still, there are other sources of information in this world, and we must seek them out and find them.
3. Our military strength is lacking as well, we must build up our forces if we are to take over this world.
4. Finally, the lands in this world are unstable and constantly falling, this could included our own island. Begin research into how to pack everything up and prepare to leave a moment's notice
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615fb1 No.43785
| Rolled 88, 18, 32, 15 = 153 (4d100) |
Nation stats:
Fill in:
Nation name: The Ones of Equality
Race name: Equal Ones or Changelings to some
Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior
Color:Magenta
Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
Do not fill:
Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
Technologies:Weaponsmithing weak, smithing weak, stealth weak
Territories: 1 (Territory "25")
Resources:
Projects:
Armies: 1 Militia (on territory "25")
Mana: 10 (+1 x 5/turn)
1. We shall try to build a farm to feed our masses and feed future generations as well so that our great diety's work can be done and many will know our gods and our great deity (build a farm)
2. We need to find what we can gather so we can make what we need (Try to find resources we can get)
3-4 Lastly we need more of our own to protect each other because there's danger that could be lurking in the wilds or anywhere (work on recruiting more for the militia)
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8f5fad No.43786
| Rolled 31 (1d100) |
>>43784
5. And we begin construction of a bridge to the small island directly to the southwest of us
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90410b No.43787
| Rolled 87, 65, 41 = 193 (3d100) |
>>43750
The shamen are working on a spell which is meant to compress mana into a single point which then expands into a forceful shockwave. creating an explosion. they are doing the initial tests now but it's far from stable yet.
Two armies are raised from among the populace and armed with bronze and iron spears having scant protection.
2/4 shockwave spell
+2 goblin Spearmen
Spatial magic weak 2/6
>>43752
Your scientists are unsure on how to keep such a massive island from collapsing. Their best bets are to excavate most of it and filling it with something that has better bouyancy, anchoring it to other islands or a lot of massive engines, but how to get it on that scale or get the energy for it eludes the scientists. Other scientists suggest instead focusing on mobile flying carriers that can carry the neccessary equipment and people from island to island in case the is a fall. Most agree though that the most reasonable solution unless some huge advances are made would be a mix of the above.
Digging deep your miners have found veins of metal
+ 1 metal (territory number)
>>43754
Designs for old propeller planes are dug up and a realization is had… these designs use gasoline instead of the electricity your cars do. Prospectors are sent out and eventually a rich underground oil deposit is found in what used to be the oceanbottom.
2/4 aeronautics
Resources: +3 oil (territory number)
>>43756
The creation of the lightning arrow is a first for your researchers. They think they understand how to do it but it will take time and effort to get a working prototype. While doing this other mages are also studying how to better tap into the power of the winds to learn the secrets to more powerful spells.
aeromancy average 2/8
+1 sky knight
Lightning arrows weak 1/4 (can't be higher than your aeromancy/enchantment)
>>43757
Bickering between the bloodlines keep anything really useful from being done. The bickering ends though as the nobles are made into two different armies that are made to compete with eachother regarding who can win the most glory for their houses.
+2 Noble vampire armies.
>>43760
Turns out there is more to making flying ships than just putting rocks in them…. especially when these rocks are super rare and hard to come by (get them as a resource until then progress for dragonships is stuck at a maximum of 3/10). But your shipmakers and shamen are drawing up real neat designs
1/10 dragonships
>>43762
Your scouts explore the mountainrange that is the center of your island and in it they find the nests of giant flying lizards that can be seen occasionally flying to other islands and also returning carrying a cow in each of their two claws or even what appears to be humanoids. They have also seen them fight for the right to mate, battering eachother and shooting lightningbolts at eachother until one of the males give up and slink away. with a wingspan of about thirty meters these twolegged giants truly are awe-inspiring.
The Lab seems to have been built on some kind of natural magic well. Filling the structure with easy energy that however seems to be impossible to store. but it's great for trying out spells.
Resource: Lightning wyverns (wild) (33)
Project: Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
>>43769
Put your damn territory number in your stat sheet
troops are raised and sent across the island to find out its secrets. First they find a plentiful metal vein. But what really caught the attention of the convicted is a writhing rift in the air which seems to suck in all the light around it.
Resource: 2 Metals (your territory number)
Resource: Dark rift (your territory number)
>>43777
The psireneans have developed a renewed intrest in buildings. Architects are appearing with ideas for how to make better buildings and one of them has decided to show off her ideas by starting on a research center.
crystaline structures weak 1/6
2/10 crystaline research center
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90410b No.43788
>>43784
*sigh* good enough I guess if you remove små grodorna also include your territory number in the correct spots on the stat sheet. and knock off the chan stuff >:(
Setting down roots on this island is good and well. But being able to uproot and leave if it would be needed is good too so for that your swampmages think long and hard, eventually coming up with a concept tha would be difficult to pull off safely but if mastered could be a truly great tool. The bridge attempt did not go well. crossing the kilometer proved hard as the bridge collapsed after only a few dozen meters.
1/8 city
+1 frog spearhoppers
1/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a recieving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
>>43785
The changelings are voracious eaters to fuel their natural abilities and great farmlands are tilled to sate that hunger. And to guard these lands an army is formed.
Project: +1 farm (25) allowing 1 extra army cap
+1 spearmen army
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2e4785 No.43789
| Rolled 89, 35, 73, 99 = 296 (4d100) |
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystal structures weak
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:15 +5/turn
Resources:
Projects:
Armies: 1 Militia (on territory "Psirenia")
1-2. Continue of the Research center 2/10
3-4. Continue working on dealing with the rough edges of our structure architecture,.
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247019 No.43790
| Rolled 48, 44, 5, 38, 86 = 221 (5d100) |
>>43771
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic weak:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources:
Projects:
Armies: 1 Militia
Mana: 15 + 5/turn
—–
Lets try this again shall we.
1,2) Research spatial magic to open gateways to other islands
3) Scout the island for resources and other inhabitants.
4) Upgrade our Bestial mutation
5) Recruit standard units.
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aaad6e No.43791
| Rolled 76, 89, 34, 68 = 267 (4d100) |
>>43787
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Mana: 10 +1 x 5/turn
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
—–
1. Search our island for resources
2. Search our Island for resources
3-4. Search for proper flight stones for our Dragonships!
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c73978 No.43792
| Rolled 65, 40, 42, 17 = 164 (4d100) |
>>43787
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak
Electronics weak
Guns weak
Territories: 1 (Territory "number")
Resources: 1 metal (48)
Projects:
Armies: 1 Militia (48)
Action 1-2 Work on improving our tech assign the scientists once more
Action 3:Work on getting a more "robust" and dorfy army we need our army to be strong!
action 4:Commence work on these mobile flying carriers that the scientists have been discussing.
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dc41b3 No.43793
| Rolled 44, 53, 70, 70 = 237 (4d100) |
>>43787
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have avaible in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
Mana: 17+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (33)
Resources:
Lightning wyverns (wild) (33)
Projects:
Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
Armies: 1 Militia (33)
1. Begin trying to tame the Lightning Wyverns.
+Taming Weak
2. As well continue searching the island for beasts to tame.
3. Have the wizards start working on mutagenic spells to increase the abilities of those affected.
4. As well we should get some training grounds to train troops and beasts for war.
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72a529 No.43794
| Rolled 64, 24, 43, 6 = 137 (4d100) |
>>43787
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Territories: 1 (31)
Resources: (oil +3 (31), )
Projects:
Armies: 1 Militia (31)
1/2. research aeronautics 2/4
3. Research ways to make colonization easier
4. Improve our electronics so that all our technology is sustainable.
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2e4785 No.43795
>>43789
+2 to all rolls from island control
1/6on actions 3-4 already.
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615fb1 No.43796
| Rolled 11, 88, 36, 57 = 192 (4d100) |
>>43788
Nation stats:
Fill in:
Nation name: The Ones of Equality
Race name: Equal Ones or Changelings to some
Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
Color:Baby blue
Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
Do not fill:
Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
Technologies:Weaponsmithing weak, smithing weak, stealth weak
Territories: 1 (Territory "25")
Resources:
Projects:Farm (25) allowing 1 extra army cap
Armies: 1 Militia (on territory "25") and 1 spearmen army
Mana: 16 (+1 x 5/turn)
1-2. The food is essential for us to feed our people and our future generations so we must find ways to grow more crops so more of us can stay. (Research ways to grow more crops)
3-4. We need to know this land and see if we can find anything on it so we can spread our great deity's work. (explore the land we're on)
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8f5fad No.43799
| Rolled 51, 36, 73, 48, 74 = 282 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics:Hydromancy average:
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 1 - Territory 100
Resources:
Projects:
1/8 city
1/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a recieving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 1 Militia, 1 Frog Spearhopper (on territory 100)
1. Continue work on the Giant Hop Spell, the world can change at a moment's notice so we must always be prepared.
2. Retrain our militia units as spearhoppers
3. Devise a smaller hop spell, or better yet two spells that have a constant hop effect to transfer both items and people from close islands.
4. Continue construction of the City! Chadlia shall rise highest on this world!
5. Scour our great island for resources
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bb9dab No.43818
| Rolled 84, 7, 11, 40 = 142 (4d100) |
>>43787
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial magic:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Armies 1 militia 2 goblin spearmen
Mana: 15 +5 every turn
2/4 shockwave spell
Spatial magic weak 2/6
Action 1: These gobbos aint good enough, off to the mines with you (Send militia to the pits AKA give them the penal mark)
Action 2: If we don't get tha explosions soon YOU'LL get thrown down into the pits!
Action 3-4: We need to get to the other islands soon! now hurry up with the teleportation magics
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90410b No.43819
| Rolled 35, 24, 100 = 159 (3d100) |
>>43789
The research center continues to grow from the architects singing. Taking shape and growing large as they learn more and more about how to shape the crystal.
5/10 research center
crystaline structures weak 5/6
>>43790
The mages are hard at work trying to figure out how to bend time and space. It's a complicated task and the ones working on improving the already existing school of mutagenic magic find it a lot easier.
2/12 spatial magic weak
Mutagenic magic weak 1/6
+3 Vampire armies
>>43791
Fix your damned stat sheet! the places with your territories and such.
The entire island is searched piecemeal and many discoveries are made. There is a lake of flaming water, a rock formation which emitts crackling lightning and finally deep in a cave you find what appears to be a vein of floatrock. However the shamen are uncertain of what will happen to the islands ability to stay afloat if too much is extracted.
+Reseources: +Flamewater (territory#)
+Lightning ore (territory#)
+Floatstone (territory#)
>>43792
Keep your stat sheet updated and tell me what tech you work on or I will have to remove all progress and just decide myself what you're working on.
(combining action 1-3 due to no clear description of what they do) Your Craftsmen and engineers toil at figuring out ways to make your dwarfs less vulnerable to enemy projectiles and knive and work on protective gear.
3/4 Armorcrafting weak
>>43793
While Snatching eggs from the wyvern nest your scouts also spot white glowing wolves who seem to spread cold and frost wherever they roam.
The wizards have started tinkering with ways to cause a magically boosted flood of adrenalin into someones system.
1/8 Tamed lightning wyverns
+ Resource: Winter wolves wild (33)
1/4 mutagenic magic: (5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
1/6 Training grounds
>>43794
The first prototype planes are up in the air now and getting impressive airtime. The older Mongrels however remember the days of old where planes crossed the entire earth in hours and are not all that impressed.
The way they come up with to aid coloniziation a bit is to make premade modular buildings that can be transporter and assembled on site to speed it up and get important facilities in place quickly.
3/4 Aeuronautics weak
1/4 Modular buildings
>>43796
(your mana is wrong. you get 5 per territory you control per turn.)
Ways to increase cropyeild are researched and tested. No huge advances have been made yet but you feel optimistic. Your scouts report back finding good metal veins to mine as well as a groove with strage trees whose fruit float upwards. One of your scouts plucked one of the fruits and released it, it Rapidly drifted up into the air.
2/4 Farming weak
Resources: + Metal (25)
+Floatbulbs (25) (bulbular fruits that float upwards from their trees)
>>43799
Survival is paramount and hence most of the efforts of your people is spent trying to devise spells that might spread your people. The Giant hop that might save your entire civilization and the Lesser hop which can be used tactically in battle and to save a select few to some of the neighbouring island.
Your scouts also report in that they have seen giant burrowing creatures. Tubular with spines they measure hundreds of meters long.
2/20 Giant hop spell
Militia are now spearhoppers
2/4 (5) lesser hop (allows one of your armies or small ammount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands)
Resource: Giant wyvrms wild (100)
>>43818
You use up the mana to mark the gobbos as penal armies and then send them off to do something usefull (you can just pay the mana when raising the armies next time to make them penal)
The mage in charge of research joins the penal legions due to his lack of progress. His nervous disciple promises better results.
Your armies get the "penal" trait
spatial magic weak 3/6
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90410b No.43820
>>43819
EVENT TIME: GIANT BAT-LIKE CREATURES APPEAR ALL OVER THE MAP WITH A WINGSPAN OF TWENTY METERS.
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c73978 No.43821
| Rolled 97, 77, 82, 85 = 341 (4d100) |
>>43819
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak
Electronics weak
Guns weak
Territories: 1 (Territory "number")
Resources: 1 metal (48)
Projects:Armorcrafting weak3/4
Armies: 1 Militia (48)
action 1: Finish off our armourcrafting research
Action 2: Scout the island and see if we can find anything useful
Action 3:Research more effective electronics, our technology must increase for our people to prosper
Action 4:Refine our diggin process, we need to become better at Diggin if we are to survive for long.
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bc811d No.43822
| Rolled 64, 64, 32, 24 = 184 (4d100) |
>>43787
(it is)
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 20
Per turn: 10 +1 x 5 / turn
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
Projects:
Armies: 1 Militia (The Convicted)
1-2. Investigate the rift at once!
Conviction +5
3. It would seem the Prisoner's enemy had grown in strength and was sending his winged servants to hinder the Convicted's quick progress. More Convicted would have to take up arms to ensure they continued to make progress.
4. Continue research on creating a portal large enough to prevent the island from falling.
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72a529 No.43823
| Rolled 13, 97, 36, 51 = 197 (4d100) |
>>43819
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak 3/4
modular buildings 1/4
Territories: 1 (31)
Resources: (oil +3 (31), )
Projects:
1. Finish Aeronautics
+2, electronics, oil, land vehicles
2. work on modular buildings
+2
3/4. capture and tame the giant bats
+2, stealth, land vehicles, electronics
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dc41b3 No.43824
| Rolled 70, 82, 16, 40 = 208 (4d100) |
>>43819
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have avaible in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 24+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (33)
Resources:
Winter Wolves (wild) (33)
Lightning wyverns (wild) (33)
Projects:
Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
Armies: 1 Militia (33)
1. Continue trying to tame the Lightning Wyverns. 1/8
+Taming Weak
2. Start work on taming the those giant-bat like creatures.
+Weak Taming
3. Continue work on the adrenal overload spell. 2/4
4. Continue building the training grounds. 1/6
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615fb1 No.43825
| Rolled 17, 56, 35, 69 = 177 (4d100) |
>>43819
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, 2/4 Farming weak
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees)
>Projects:Farm (25) allowing 1 extra army cap
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 20 (1 x 5/turn)
1-2 We should try to increase crop yield using the strange fruit after all it can help improve our crops (Research ways to grow more crops using the floatbulb)
3. Establish a mine for the great deity so we can use the metal to our advantage (build a mine)
4. We should know more about our land for you see we live on it and we shall use it to serve our great deity. (Explore our land more)
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3d775a No.43826
| Rolled 50, 52, 92, 25, 90 = 309 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 1 - Territory 100
Resources:
Giant wyvrms - wild (100)
Projects:
1/8 city
2/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a recieving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
2/4 Lesser Hop - allows one of your armies or small ammount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
Armies: 2 Frog Spearhopper (on territory 100)
1. Continue scouring the island for any other resources of note
2. Our military shall be stronger, and for that we shall need stronger soldiers as well. Our caste system already has a warrior class, but there is no reason as to why controlled breeding of the strongest individuals of that class should not take place!
3. These creatures can be of use to us. Have scouts follow them to their lairs, and if possible, take some of their young for hand rearing and eventual domestication. Scouts are to take a long way home through several routes to throw potentially angry parents off the scent of the Frogmen.
4. Continue work on the greater hop spell! It is paramount we be able to leave at a moments notice!
5. The Lesser hop spell as well, one of the Rarer Frogmen has his eyes set on a particularly lovely hilltop the isle over.
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c3d122 No.43827
| Rolled 82, 83, 36, 56, 86, 73, 96, 23 = 535 (8d100) |
>>43787
>>43819
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
Territories: 1 (78)
Resources:
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78)
In Progress: Aeromancy average 2/8, Lightning Arrows (Weak): 1/4
MISSED TURN:
1. The Sky King commands that the Empire of Aetherius be expanded to new isles, starting with the large island to our west. (Claim 76)
2. The Sky King likewise commands that research into the lightning arrows continues. Using the power of lightning we'll rule the skies, and none will oppose us. (Progress: 1/4)
3. The researchers improve their knowledge of aeromancy further in order to fulfill the wishes of the Sky Gods. (Progress: 2/8)
4. The Sky King demands that we search the island for suitable resources to bolster our troops with.
CURRENT TURN:
1. Resources are once again sought after. Hopefully some are found so that the Empire may prosper.
2. Further research into the holiest magic, Aeromancy, is conducted. (Progress: 2/8)
3. Lightning arrows are researched as well. (Progress: 1/4, if I go over what's needed just apply it to upgrades to the next level)
4. The Sky King orders the construction of a mystical academy where the citizens of Aetherius may research and perfect all sorts of magic.
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c3d122 No.43828
>>43827
Because I keep forgetting
Mana: 20 + 5/turn (1 x 5)
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cd9722 No.43833
| Rolled 64 (1d100) |
>>43734
Nation name: Nightmare Pioneers
Race name: Dreamers
Racial traits: The Dreamers retain abilities of bio-morphing when outside the bubbles, the bubbles can produce miracles but extracts a risky cost from the nation the next time that the magical singularity pulsates.
Color: Black
Fluff:
We carelessly took advantage of the strange bubbles offerings. A hole in reality that could create from nothing, we became entrapped in its ways thinking it was completely safe. What was sustaining the bubble was our desires, when people grew satisfied with their every desire sated it had to find a new way to collect its dues. The main bubble started rapidly consuming those inside it, just as they had consumed from it.
With little to offer in return for miracles we escaped the main bubble and settled elsewhere, leaving the island by our flying cars but the fuel only lasted long enough for one journey. The bubbles are scattered everywhere and remind us we are never safe so long as we are dependent on them, this is a time to rebuild hopefully by our own hands
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997d2e No.43834
| Rolled 44, 6, 31, 76 = 157 (4d100) |
>>43819
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 20 + 5/turn
—–
1-3. Get working on those Dragonboats you mongrels! 1/10
4. With the new lightning ore will shall craft weapons that will make our enemies shake in fear! Improve Weaponsmithing!
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247019 No.43835
| Rolled 2, 6, 17, 68, 19 = 112 (5d100) |
>>43819
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic weak:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources:
Projects:
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies
Mana: 20 + 5/turn
—–
Eh actually fuck spatial magic.
1,2,3) Keep working on mutagenic magic.
4) Scout the island for resources and other inhabitants. Please.
5) Recruit standard units.
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247019 No.43836
>>43835
Spatial magic weak 2/12
Mutagenic magic weak 1/6
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bb9dab No.43837
| Rolled 99, 57, 63, 77 = 296 (4d100) |
>>43819
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial magic:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Armies 1 militia 2 goblin spearmen (All penal)
Mana: 5 +5 every turn
2/4 shockwave spell
Spatial magic weak 3/6
Action 1-2: You better hurry up with that magic ya git!
Action 3-4: WHERES DA SPATIAL MAIGC!
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90410b No.43838
>>43833
sorry. but that's not how the world works. there are no bubbles and there are no flying cars. and tech and magic does not work together. make a valid nation and I'll stat you
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90410b No.43839
| Rolled 33, 31, 56 = 120 (3d100) |
>>43821
The dwarves search the island and eventually manage to search the entire thing. The one thing they report of note on your small island is an old decript biofuel plant from before the shattering. They think it will be possible to get it up and running. Your armorers also come up with various defensive vests and such for your soldiers.
armourcrafting weak
Armourcrafting weak 2/6
Project: +Broken down biofuel factory (48)
electronics weak 2/6
Digging weak 2/6
>>43822
The Dark rift is examined extensively and it's revealed to be some kind of portal leading to places unknown. One of your shaman develops a chant meant to keep it stable as it appears to be highly volatile and unstable. The solution to its state is to always have two of your mages chanting the proper chants while steadily infusing it with spatial magic. The rift widens and evens out, becoming an oblong dark portal instead.
Stabilized dark portal (29) 1 mana cost per turn to keep stabilized
+1 spearman army
>>43823
The modular buildings are completed and ready to use. Your people sneak up on one of the giant sleeping beasts. They manage to get up to it an throw wires across it when it wakes up with a earbursting supersonic screech. Snapping the wires it rises as your people rush to the vehicles and start driving off. The bat assails them, picking the cars up and dropping them to their deaths. The few survivors report in but it seems this has not been enough to sate the bats anger as it keeps flying over inhabited areas, screeching its horribly screech and attacking any vehicles it sees moving.
Modular buildings weak
-10 to all rolls from angry bat for 3 turns or until bat is dealt with.
>>43824
The taming process of the Wyverns has begun. Eggs are stolen and hatched in captivity.
A few of the monstrous bats are found and baited into a cave with carcasses. AS they enter and squabble over the food your tamers collapse the entrance, leaving only holes much too small for them to exit from. Guarding day and night and shoring up the blockade you keep them trapped.
3/8 lightning wyvern taming
resource: +Demonic giant bats (33)
2/6 training ground
>>43825
(you have 5 actions due to being on one of the large islands you know)
The floatbulbs are not found to have any positive effects on crops. The opposite really. When opened they release a shimmering powder that floats away, and when that poweder was mixed with water and soil to grow crops in the resulting crops came up stunted. The soil was lighter and easier to carry around though.
However the scouts manage to find Large creatures. Looking like huge kangaroos they are observed to work together to forage food and even to hunt down deer.
resource: +Monsteroos(25): large omnivorous kangaroos that can be trained as mounts,the size of a rhino.
>>43826
Your scouts while following the wyrms also manage to spot what seems to be an old mine. Following the wyrms all that they find out is that 1.the wyrms seem to roam a huge territory. and 2. they are way faster than you. and 3. even the smallest one is very very very large.
Your mages finish the lesser hop spell. Making the nearmost islands accessible.
resource:
+ 1 metal (100)
1/25 Wyrm taming (huge penalty to your roll due to the fluff used for it. did you miss the part where they were hundreds of meters long?)
1/8 toadmen
+Lesser hop spell.
>>43827
The lightning arrows are completed. When they strike something they release their electrical charge, not enough to kill a fully grown man but enough to hurt and disable with spasms. Your settlers fly off with packs and what they can carry to another island to set up a settlement. The island is just at the edge of their possible distance while carrying supplies so the settling takes time. Crystals with strange mana-storing capabilities are also found on your island, your mages don't yet know what to use them for but they think there are many possibilities.
2/6 settling of 76
3/4 lightning arrows
Resources: 1 metal (78)
Resources: Mana crystals(78): manastoring crystals
3/8 aeromancy
Lightning arrows Weak
Enchantments weak 2/6
>>43834
Progress on the dragonboats are made. Only half of the testers died this time as it collapsed. progress! But you are sure it is possible.
2/10 dragonboats
Weaponsmithing weak 2/6
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90410b No.43840
>>43839
>>43835
Your scouts find that on the northern side of your island there are settlements of a strange people. Looking much like you but more drawn out, taller. They appear to be very meek and peaceful and bow down to displays of agression.
Resource: Serviles (27) The serviles are a changed people that migrated to this island a decade ago as their island crashed into this one. They are meek and submissive.
>>43837
Great advances are made in spatial magic and with them the shockwave spell is completed. A spell which compresses magical force into a single point and then lets it detonate. Its range is not great so your mages actually have to be nearby to cast it.
Magic:
Spatial:
(10) Shockwave (your armies can use this spell to instantly do 1d100 damage to an opposing army.)
Spatial magic average
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247019 No.43841
| Rolled 12, 85, 49, 56, 44 = 246 (5d100) |
>>43840
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic weak:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27)
Projects: Spatial magic weak 2/12, Mutagenic magic weak 1/6
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies
Mana: 25 + 5/turn
—–
1,2,3,4) Keep working on mutagenic magic. Please.
5) Now scout the south. Please.
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72a529 No.43842
| Rolled 39, 51, 52, 60 = 202 (4d100) |
>>43839
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak 3/4
modular building
Territories: 1 (31)
Resources: (oil +3 (31), )
Projects:
1/4. Set up the modular houses as alluring nests with food in them and bait the rampaging bat in one of them and see if it attracts any others, once inside we can remotely shut them off and then tame them at our leisure.
+2, modular building, Stealth, land vehicles, electronics
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dc41b3 No.43843
| Rolled 70, 52, 84, 5 = 211 (4d100) |
>>43839
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have avaible in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 31+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (33)
Resources:
Winter Wolves (wild) (33)
Lightning wyverns (wild) (33)
Projects:
Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
Armies: 1 Militia (33)
1-4. Hurry up and finish taming those wyverns. We need to get off this island asap. 3/8
+Taming Weak
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c3d122 No.43844
| Rolled 35, 40, 58, 81 = 214 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
Territories: 1 (78)
Resources:
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78)
In Progress:
Aeromancy average 3/8
Settling of 76 2/6
Enchantments weak 2/6
1. The Sky King is furious over the weak thunder arrows. Is this the best that the Chosen of the Sky could do? No! The Sky King orders the research of enchantments so that the Aetherians may learn how to improve their lightning arrows further.
2. Further research is conducted into lightning arrows.
3. The Sky King also orders research into these mana crystals and manastoring crystals. Perhaps they may unlock many mysteries that the Aetherians have been trying to crack.
4. The Aetherians continue to work to colonize Island 76, which they call Fal'shai in honor of one of the Sky Gods.
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c3d122 No.43845
>>43844
Corrections to my character sheet
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 25 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 2/6
- Enchantments weak 2/6
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615fb1 No.43846
| Rolled 14, 38, 23, 4, 80 = 159 (5d100) |
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, 2/4 Farming weak
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Monsteroos(25): large omnivorous kangaroos that can be trained as mounts,the size of a rhino.
>Projects:Farm (25) allowing 1 extra army cap
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 25 (1 x 5/turn)
1-2. Well that was a failure but we can still try and we will be able to farm for our generations. (Research ways to grow more crops)
3. These strange creatures can be useful send few of our own to mimic them and bring the young to us. (Send few of our own to steal the young)
4. Experiment with ourselves we need to see what more can we do and the great deity will be pleased if we find out more about ourselves and others (See what more can we do with shapeshifting)
5. Explore this land some more I don't think we know what the land is capable of (Explore the land)
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91d8c3 No.43847
| Rolled 77, 68, 30, 13 = 188 (4d100) |
>>43839
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 25 + 5/turn
—–
1-2. Work faster you dogs! 2/10 Dragonboats
3-4. Smith harder you bastards! Weaponsmithing 2/6
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c73978 No.43849
| Rolled 82, 79, 80, 85 = 326 (4d100) |
>>43839
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak 2/6
Electronics weak 2/6
Guns weak
Armourcrafting weak
Territories: 1 (Territory "number")
Resources: 1 metal (48)
Projects:Broken down biofuel factory (48)
Armies: 1 Militia (48)
Action 1: commence repairs on the biofuel plant to get it running
Action 2: continue research into electronics
Action 3: start forming plans for building some sort of airships that can be powered using bio-fuel engines
Action 4: Look into trapping technology for the bats, perhaps we can build cages to trap one and tame it
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bb9dab No.43850
| Rolled 96, 75, 85, 26 = 282 (4d100) |
>>43840
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial average:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Spatial:
(10) Shockwave (your armies can use this spell to instantly do 1d100 damage to an opposing army.)
Armies 1 militia 2 goblin spearmen (All penal)
Mana: 10 +5 every turn
Action 1-4: This aint good enough! we will bring down STARS, now hurry up before you get thrown to the pits!
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901fac No.43851
| Rolled 93 (1d100) |
>>43840
Nation name: Naecia
Race name: faerie
Racial traits: tiny, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
fluff: Oh, you laughed earlier, but now that I've got your so called "Immortal God-King" strung up by his back skin it's "Please have mercy!" Fuck you! We're exterminating your pathetic kingdom and then we'll make a name for ourselves.
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8f5fad No.43853
| Rolled 55, 69, 97, 45, 64 = 330 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 1 - Territory 100
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
1/25 Wyrm taming
1/8 city
2/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a recieving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100)
1. The first ritual the move some of our people and troops to the island to the southwest of us (58) shall commence, and if we do not have the means or mana to do so, we shall do that instead.
2. The Taming of the jew giant worms shall proceed as planned, they shall be valuable assets for us in the future wars to come!
3. The construction of the mighty city of Chadlia shall continue as planned, as ordained by the Holy Stash
4. As will the giant hop spell, we must be able to leave this paradise at a moments notice.
5. We have our brave spearhoppers, but no units that can strike from afar, though we jump high, there are those that may fly beyond our reach. We must come up with weapons to counter these foes, be they mundane or magical.
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449712 No.43854
| Rolled 63 (1d100) |
>>43851
Oh shit, additional racial trait, they do, in fact fly. With bug wings n sheit.
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2e4785 No.43855
| Rolled 98, 86, 28, 23, 3, 21, 7, 89 = 355 (8d100) |
>>43839
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystal structures weak 5/6
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:25 +5/turn
Resources:
Projects:
5/10 research center
Armies: 1 Militia (on territory "Psirenia")
Make up turn
1. Continue to work on our structures, we've refined them a great deal, but we're not quite done. 5/6
2. Keep building the research center. We need to know how to work our tonal magic better. 5/10
3. Search our island for resources
4.Begin working on improving and empowering our aeromantic skills. Flight is of the highest import in a land where islands fall and are divided by air.
Current Turn
1. Expansion into our island
2. Continue on research center
3. Continue to search for resources
4. Continue work on improving aeromancy
Keep in mind I have an island to myself for +2 bonus to all rolls
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bc811d No.43857
| Rolled 57, 23, 59, 96 = 235 (4d100) |
>>43839
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 34
Per turn: 10 +1 x 5 / turn - 1 (Dark Portal)
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
Armies:
+ 1 Militia (The Convicted)
+ 1 Spearman Army
1. Begin to weaponize the ways of the Void. The Convicted would use the Prisoner's power to destroy their enemies!
2. Investigate what lies beyond the Stabilized Dark Portal.
3. Get to work on stabilizing the island through the use of the Prisoner's powers to prevent it from falling in case of emergency.
4. Expand across the island.
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bc811d No.43858
| Rolled 67, 40, 14, 11 = 132 (4d100) |
>>43857
+5 to all actions because Convicted
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90410b No.43859
>>43851
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
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bc811d No.43860
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90410b No.43861
>>43841
Your mages work hard, studying the world and the effect of their magic and suddenly a groundbreaking discovery is made. A way to channel more magic and more efficiently through your mages. Unlocking entirely new possibilities for what you can do with magic.
Farmers report that they've had trouble cutting down some trees for more farmland. One of your local nobles inspected and realized the potential in these trees, with a strength approaching that of copper these trees can be quite useful if they could be prepared and worked properly.
Mutagenic magic average
Resource: Ironwood (27)
>>43842
The bat lands on the houses and promptly start tearing them apart to get to the food inside it then flies off a little sated.
-1 turn length of penalty +10 bonus to taming THAT SPECIFIC bat or +5 bonus to taming giant bats in general from the recorded behaviour and food preference observed.
>>43843
The people are panicing. Disorder is everywhere and resources are thrown at the last hope. taming those lightning wyverns… And it work. A horde of tamed wyverns are raised and with slight magical manipulations they are controlled and ready.
Resource: + Lightning Wyverns Tamed
>>43844
progress is made all around. Enchantments are studied and slowly improved. The mana crystals are tested. They seem to have an innate ability to absorb mana.
The settling of the new island is slow as the distances is just at the edge of what your people can fly and many end up not making it the entire way. Instead falling down into the swirling magical vortex, sometimes dragging familymembers who try to save them down with them.
enchantments weak 4/6
1/4 mana storage crystals
4/6 settling of 76
>>43846
(please include an progress you ahve in techs/projects on your sheet)
Your scouts find a burned down meadow and in the center of it are large glowing stones. one of you scouts go up to it to try to chisel a part off and is immediately scorched to death.
1/4 farming weak.
Resource: +Emberstones (25)
>>43847
The dragonboats are now able to stay the right way for extended periods of time!! However one of the boats drift off away from the island without anyone able to stop it with several craftsmen aboard. The craftsmen then start on a way to steer the boats.
5/10 Dragonboats.
>>43849
The gearheads are working overtime to progress all the various projects. There is some complaints that they don't have enough boozebreaks but they are ignored as grumbling is a favorite dwarven pasttime.
2/3 Biofuel plant repairs
electronics weak 4/6
2/8 biofuel-Zeppelins (research auronautics or these mofos will be slow as fuck and such)
2/4 Trapping weak
>>43850
The mages have done well. Not a single one has been needed to be thrown into the pit. You are even considering REWARDING some of them. A strange concept but it seems to be effective.
Spatial magic average 6/8
The first wave of settlers are flung across the vast distance that separates the islands. landing safely the army follows behind them. They quickly start setting up the infrastructure for the settlers that shall follow. One of the giant wyrms eat up all your taming parties and pure luck stops it from following the fleeing survivors into your settlements.
1/3 Colonizing progress (5 mana cost per progress +5 for the army you sent with them)
No meming allowed wyrm taming at 0/25
4/8 city
3/20 giant hop
1/4 bowyery weak
>>43855
Your crystaline structures stand sturdier and taller than ever! They grow faster and better and all in all make your old ones look like dull garbage in comparison. The research center is progressing well and soon it's time to start with the equipment inside it.
Crystaline structures average
crystaline structures average 2/8
research center 7/10
(you don't need to expand on your island, you already are assumed to controll all of it)
aeromancy weak 2/6
>>43857
One of the convicted. A man called Alan decide to investigate the dark portal. Kissing his wife farewell he ruffles the hair of his firstborn son. He sets off to the portal with steeled will. Walking through it armed to the teeth he is never heard from again. However he is SEEN and felt from again as he splatters back through the portal with graven and dirt inside him… It would seem the portal is leading into solid ground. Through magic you pull through soil and create a small chamber on the other side of the portal. Your mages try to come up with a way to prevent the island from falling but come to the conclusion that their mastery of magic is too lacking for that.
spatial magic weak 1/6
Projects: Underground chamber on other side of Dark portal (??)
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bc811d No.43862
| Rolled 3, 39, 68, 69 = 179 (4d100) |
>>43861
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 14
Per turn: 1 x 5 / turn - 1 (Dark Portal)
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
+ Underground chamber on other side of Dark portal (??)
+ spatial magic weak 1/6
Armies:
+ 1 Militia (The Convicted)
+ 1 Spearman Army
1-2. Continue to advance spatial magic.
+ spatial magic weak 1/6 (+5 for convicted)
3. Continue work on the Underground Chamber.
+ Underground chamber on other side of Dark portal (??) (+5 for convicted)
4. Strengthen the bond to the Prisoner. Learn of his teachings and bask in his power.
(Increase mana per turn gain) (+5 for convicted)
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90410b No.43864
| Rolled 91, 42, 11, 38 = 182 (4d100) |
>>43861
durr rolls
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bd9974 No.43870
| Rolled 28, 37, 84, 60 = 209 (4d100) |
>>43861
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 25 + 5/turn
—–
1-2. Work harder you bastards! 5/10 Dragonboats
3-4. Smith better you cunts! Weaponsmithing 2/6
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c3d122 No.43871
| Rolled 21, 52, 46, 83 = 202 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 30 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 4/6
- Enchantments weak 4/6
- Mana storange crystals 1/4
1. The Sky King orders the continuation of enchantment magic study.
2. And another attempt is made at the study of enchantment magic. The Sky King WILL have those arrows!
3. The Sky Knights will need a suitable weapon for his warriors, and to that end the Sky King orders the production of a weapon from the old world - the repeating crossbow. A suitable weapon that can still function in the mana-heavy lands of Aetherius while remaining among the most effective of its kind.
4. The Sky King also orders the production of a great ship to be used for war and peace alike to be designed and built in order to aid the settlers of Fal'shai. Powered by aeromancy and enchanted to float across the skies as the islands do, the Sky King hopes that this will allow his people to traverse their inherited domain unfettered.
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615fb1 No.43872
| Rolled 68, 65, 5, 61, 25 = 224 (5d100) |
>>43861
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, 3/4 Farming weak
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Monsteroos(25): large omnivorous kangaroos that can be trained as mounts,the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap 3/4 Farming weak
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 30 (1 x 5/turn)
1-2 We need to grow more food for our generations and many others that'll come after us. (Research ways to grow more crops) Farming 3/4
3-4 Now then we shall infiltrate the Monsteroos and steal their young before they'll ever know it (Steal monsteroo young)
5. We need to work on mining the metal so we can use it (Try to mine the metal)
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dc41b3 No.43874
| Rolled 99, 68, 55, 45 = 267 (4d100) |
>>43861
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 28+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (33)
Resources:
Winter Wolves (wild) (33)
Lightning wyverns (tamed) (33)
Projects:
Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
Armies: 1 Militia (33)
1. Chimerify the hell bats and the wyverns and hope the result is tamed.
2-4. Load up everything and everyone we can and move to island 39
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72a529 No.43876
| Rolled 59, 40, 29, 28 = 156 (4d100) |
>>43861
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak 3/4
modular building
Territories: 1 (31)
Resources: (oil +3 (31), )
Projects:
1. finish aeronautics
+2, land vehicles, electronics, oil
2/4. Tame that specific bat
+2, +10 ,modular building, Stealth, land vehicles, electronics
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c73978 No.43877
| Rolled 46, 67, 86, 55 = 254 (4d100) |
>>43861
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak 2/6
Electronics weak 4/6
Guns weak
Armourcrafting weak
2/4 Trapping weak
biofuel-Zeppelins
Territories: 1 (Territory "number")
Resources: 1 metal (48)
Projects:Broken down biofuel factory-Repairs 2/3 (48)
Armies: 1 Militia (48)
Action 1-2:Commence research on basic Aeronautics
Action 3:finish repairs on the biofuel plant
Action 4:continue research into Electronics
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bb9dab No.43878
| Rolled 80, 39, 23, 43 = 185 (4d100) |
>>43861
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial average:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Spatial:
(10) Shockwave (your armies can use this spell to instantly do 1d100 damage to an opposing army.)
Armies 1 militia 2 goblin spearmen (All penal)
Spatial magic average 6/8
Mana: 10 +5 every turn
Action 1-4: REWARDS?!? If you gits get us over the island you might be REWARDED. UNLESS YOU WANT TO GET THROWN INTO DA PITS?
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2e4785 No.43881
| Rolled 2, 39, 63, 29 = 133 (4d100) |
>>43861
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystaline structures average
crystaline structures average 2/8
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
aeromancy weak 2/6
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:30 +5/turn
Resources:
Projects:
7/10 research center
Armies: 1 Militia (on territory "Psirenia")
1.Continue to improve and refine our architecture. Being able to build structures quickly and surely is a major asset.
2/8
2. Continue to work on the research center. We need to understand and master our new gifts. 7/10
+Crystalline Architecture average
3.Continue to perfect our mastery of Aeromancy. 2/6
4. Search our isle for resources.
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449712 No.43882
| Rolled 32, 100, 59, 4 = 195 (4d100) |
>>43859
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
Territories: 1 (Territory 93)
Resources:
Projects:
Armies: 1 Militia (on territory 93)
1. Practice evasive Maneuvers, it's not like it's very easy to hit what is essentially an intelligent bee with a sword or whatever.
2. Get our blades sorted out, they don't need to take much, they can be razor sharp and very large weapons for our size. Our enemies eyes are torso sized targets after all.
3. Our soldiers should be razor lightning. Speed training.
4. Get prisoners for some serious blood rituals.
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247019 No.43883
| Rolled 39, 35, 20, 60, 41 = 195 (5d100) |
>>43861
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27), Ironwood (27)
Projects: Spatial magic weak 2/12,
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies
Mana: 30 + 5/turn
—–
1,2) Experiment with keeping Ironwood in vats of blood letting it seep in and then working it with mutagenic magic. +Mutagenic average
3,4) Make Airtransport units. Basically boxes of normal wood that are bound to flying creatures. +27 Serviles +Mutagenic average
5) Upgrade our Bestial mutation spell, making it less risky +Mutagenic average
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8f5fad No.43887
| Rolled 99, 29, 25, 44, 77 = 274 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 30 +5/turn
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 1 - Territory 100
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
1/4 Bowery Weak
1/25 Wyrm taming
4/8 city
1/8 toadmen
3/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a recieving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100 and 58)
1. Continue with the colonization of the new land!
2. Those damn Wyrms, they foil us yet again, but we frogs are a determined people and will surely prevail in this affair! They shall be bent to our will.
3. The construction of the city continues as planned, the outer burbs are coming together nicely
4. As is the norm, we continue the work on the spell that may one day save our people from certain doom!
5. The work on our new ranged weapons shall continue, doubtless in this new world that there be foes who fly in the deep blue sky
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90410b No.43889
| Rolled 26, 48, 43 = 117 (3d100) |
>>43874
70+ on first roll = result is a tamed resource and not just an army. second and third roll is for result.
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90410b No.43890
| Rolled 98, 69, 1 = 168 (3d100) |
The bats seem to be decreasing in numbers all over the world. They seem to be returning to from whence they came. Their destination is unknown.
>ATTENTION! ONLY 2 MORE TURNS OF BAT PRESCENCE
>>43862
The convicted enter through the portal into the small chamber with shovels and picks. putting up support beams they start expanding the chamber until it's the size of an ordinary dininghall
spatial magic weak 2/6
1/4 mana extraction weak (+1 mana income per island per level of this tech)
>>43870
The cunts seem to be doing better than the bastards. though the bastards are making some progress by adding a weight to the bottom of the boats to improve the stability some.
6/10 dragonboats-
5/6 weaponsmithing.
>>43871
A "great ship" is constructed and it takes to the sky. Though in truth it's more of a cumbersome and defenceless barge. However it is a place for your people to land and rest as well as carry heavy supplies slowly between the islands.
enchantments weak 5/6
crossbows weak 1/4
+ 1 primitive magical airship (army) (78)
-20 mana
>>43872
Advances has allowed your farms to produce more food and sustain a greater population.
Mining of the Emberstones has commenced… However all attempts to break up the rock has been met with the same result, A wave of heat killing anyone nearby and progress has stalled.
Farming weak (increases food from each farm by 0.75 rounded down)
Farming average 1/6
1/6 Monsteroo taming
>>43874
The descent of the island has become quite noticeable now and the panic is fullblown. Ferrying of important people and supplies to the new land is in full force. A settlement is made and as many as possible are transported over there with the infrastructure needed for the continuation of your nation. However the majority of your people will be left to fall down into the swirling all-consuming vortex underneath.
One of your wyverns is infused with the essence and flesh of one of the bats. The wyvern ends up shrinking but has gained amazing recuperative abilities and hardened scales. It's suspected it can survive almost anything if given time to recover.
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+Island colonized (39)
>>43876
The taming fails as the bat seems to have grown tired of your people and flown off to another island instead.
On a more positive note you are now ready to produce functioning airplanes to take your people to the skies in puffs of smoke and much noise.
Aeronautics weak
>>43877
The biofuel factory is up and running. Producing plenty of fuel for your zeppelins and enough to start piling up barrels of the stuff. The dwarves turn down the production a bit to fit the demand more.
2/4 basic aeronautics
Biofuel plant (48)
Weak electronics 5/6
>>43878
The little gits did it! They announce that they have mastered the arts of magic enough to begin working on a spell that will take you over to one of the distant floating islands. Ready to spread your will and iron fisted rule your people are at the ready.
Spatial strong
Spatial strong 2/10
>>43881
The research center is nearing completion. Lists of applicants are prepared and speeches are written for the opening ceremony. Your researchers are salivating over the new facilities and gear they will have to work with.
8/10 research center
aeromancy weak 3/6
>>43882
One of your practitioners of the dark arts is experimenting with infusing dark magic and the remnants of souls into his smithings. Suddenly something overcame him. He describes it as a dark purpose overcoming him and he went through a series of rituals and dark incantations. The result was the Bane blades. Dreadful swords which causes wounds to quickly fester and spread the decay over the victims body. Leading to a painful death within minutes for larger foes and seconds for one of your faeries.
The practitioner hurriedly writes down his findings and contacts his peers. Presenting his findings in front of the assembly of mages he starts coughing and then bleeding from his eyes. Vomiting up blood he falls down and shrivels into a bloodless husk.
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Mutagenic magic weak 1/6 (no straight up speed training. Need to use magic to improve it)
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90410b No.43891
>>43890
>>43883
Something strange happens as your mages try dousing the ironwood in blood. The wood soaks in the blood and seems to do even more. It seems to soak in remnants of the very beings which were the source of the wood. Not much is understood but when prompted no serviles could replicate this when set to the task. no lesser vampires for that matter either. Only the nobles seem to have this ability.
Restricted tech:
Soulinfusion weak (will be gained upon completion of soulwood crafting):
2/12 Soulwood crafting
1/6 (6)Improved bestial mutation: lowers the post battle death chance to rolls under 40.
>>43887
(put that damn wyrm taming at 0/25….)
The hops are made and finally a viable settlement is up on the new land. A place to call home. Sure doesnt have the cozy swamps but it's still very habitable. And it's also a great source of relief for your people as the threat of extinction is lessened.
+1 territory (58)
3/4 Bowyery
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90410b No.43892
EVENT! Island 69 has uncontrollaby slammed into island 68. Leaving behind a field of dangerous debris floating around.
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bb9dab No.43893
| Rolled 31, 47, 62, 45 = 185 (4d100) |
>>43890
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial Strong:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Spatial:
(10) Shockwave (your armies can use this spell to instantly do 1d100 damage to an opposing army.)
Armies 1 militia 2 goblin spearmen (All penal)
Spatial strong 2/10
Mana: 15 +5 every turn
Action 1: Well what are you waiting for! Get us into the islands! (Island 64)
Action 2: LET'S SEE IF WE CAN'T GET SOME MORE MEN FROM THE PITS, (RECRUIT MORE UNITS)
Action 3: THESE PENALS AINT GOOD ENOUGH, GET ME SOMETHING TO IMPROVE THESE FOOLS, AND TO ALSO MAKE THEM UNABLE TO ESCAPE
Action 4: YOUR REWARD FOR MAKING US ABLE TO TELEPORT IS…. TO KEEP RESEARCHING THIS MAGIC, I WANT IT TO BE STRONGER!
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615fb1 No.43894
| Rolled 10, 15, 86, 56, 11 = 178 (5d100) |
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming weak (Average 1/6)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Monsteroos(25): large omnivorous kangaroos that can be trained as mounts,the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap 1/6 Farming average, 1/6 Monsteroo taming
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 35 (1 x 5/turn)
1-2 Continue to farm more so we can grow more food for future generations (Research ways to grow more crops) 1/6 Farming average
3-4. Steal more Monsteroo young the future in taming them lies in the youth and starts now (Steal monsteroo young)
5. We need to have an army that will be able to protect the large fields so for our great deity we must add more to our army. (Recruit for the army)
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dc41b3 No.43895
| Rolled 25, 92, 31, 89 = 237 (4d100) |
>>43890
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 42+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 2 (33) (39)
Resources:
Winter Wolves (wild) (33)
Lightning wyverns (tamed) (33)
Projects:
Lab of wonders(33) gives one extra success to magic research actions whenever it actually succeeds.
Armies: 1 Militia (33)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1-4. Continue saving as many people and resources as we can.
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c3d122 No.43896
| Rolled 57, 48, 76, 32 = 213 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 30 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (weak)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78), 1 Primitive Magical Airship (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 4/6
- Enchantments weak 5/6
- Mana storage crystals 1/4
- Crossbows weak 1/4
1. The Sky King is pleased with the progress of the enchantment research, soon it will be complete. (Progress: 5/6)
2. Repeating crossbows are also being developed at a steady pace, much to the delight of the Sky Knights. (Progress: 1/4)
3. More research into the mysteries of the mana storage crystals is conducted so that we may utilize them to their fullest extent. (Progress 1/4)
4. With new ships to facilitate travel the Sky King orders the completion of the settlement of Fal'shai at once. (Progress: 4/6)
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8fa329 No.43897
| Rolled 87, 77, 15, 58 = 237 (4d100) |
>>43890
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 25 + 5/turn
—–
1-2. Continue to work on the Dragonboats 6/10
3. Finish the improved weapons 5/6
4. Craft clay pots to hold Flamewater so it can be thrown as a weapon.
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2e4785 No.43898
| Rolled 43, 95, 50, 56 = 244 (4d100) |
>>43890
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystaline structures average
crystaline structures average 2/8
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
aeromancy weak 3/6
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:35 +5/turn
Resources:
Projects:
8/10 research center
Armies: 1 Militia (on territory "Psirenia")
1.Continue to improve and refine our architecture. Being able to build structures quickly and surely is a major asset.
2/8
2. Continue to work on the research center. We need to understand and master our new gifts. 8/10
+Crystalline Architecture average
3.Continue to perfect our mastery of Aeromancy. 3/6
4. Search our isle for resources.
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247019 No.43899
| Rolled 59, 15, 47, 60, 21 = 202 (5d100) |
>>43890
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27), Ironwood (27)
Projects: Spatial magic weak 2/12, 2/12 Soulwood crafting, 1/6 (6)Improved bestial mutation, 1/8 vampiric flying box
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies
Mana: 35 + 5/turn
—–
1,2) The vampires are fascinated by the iron woods reaction to their blood, they keep experimenting with its capabilities. +Mutagenic average
3,4) The Serviles keep working on hammer together the boxes while the vampires mages create flying creatures to carry them. + Serviles +Mutagenic average
5) Keep working on the bestial mutation spell. +Mutagenic average
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c73978 No.43900
| Rolled 16, 69, 60, 73 = 218 (4d100) |
>>43890
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Diggin weak 2/6
Electronics weak 5/6
Guns weak
Armourcrafting weak
Basic Aeronautics 2/4
2/4 Trapping weak
biofuel-Zeppelins
Territories: 1 (Territory "number")
Resources: 1 metal (48)
Biofuel Plant (48)
Projects:
Armies: 1 Militia (48)
Action 1: Continue research on Aeronautics
Action 2-3 Re-commence research on the zeppelins our aeronautics should improve things
Action 4: Finish off our research into electronics
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8f5fad No.43901
| Rolled 84, 58, 58, 76, 11 = 287 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 40 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Fishing weak
Territories: 2 - Territory 100, 58
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
3/4 Bowery Weak
0/25 Wyrm taming
4/8 city
1/8 toadmen
4/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100 and 58)
1. We have spearhoopers, but there is no reason why we couldn't refashion some of our spear into throwing spears for a midrange skirmishing unit.
2. Continue the work on the bows as well, as long range units in support of our planned heavy toadmen will be crucial as well in the development of the frogmen military.
3. That being said the Toadmen research is to progress as well, we must evolve as a people in accordance with the Holy Tomes
4. The construction of Chadlia shall continue as well, a beacon of civilization in this fractured world, and the nexus from which the frogman empire shall extend over all! \
5. Finally, another attempt at taming the worms are made, feisty beasts. We frogs respect that
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8f5fad No.43902
>>43901
and that's a +4 to all rolls
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72a529 No.43903
| Rolled 69, 41, 56, 41 = 207 (4d100) |
>>43890
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 1 (31)
Resources: (oil +3 (31), )
Projects:
1. Colonize 37
2/4. Capture and tame the demon bats
+2, +5, Electronics weak, Land Vehicles weak, Stealth weak, Aeronautics weak, modular building
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72a529 No.43904
>>43900
While the dwarves start testing their latest plane prototypes they find an unknown plane flying towards them. When this foreign plane reached them it had not shown any hostility, indeed it was flying with and around them doing fanciful maneuvers. When the dwarves finished their tests and started to land, the strange plane landed also. What came out of the plane was the size of a dwarf and had arms the size of them as well, but his body was thin and gaunt, with hooves for legs, and bulbous frog like eyes.
"Greetings fellow pilots! I am Ruthacar and Im part of the Societas Alienius Dies. We have recently been able to expand past our island and I was assigned to scout out others for any sign of civilization. May I speak with your leader?"
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bc811d No.43905
| Rolled 49, 39, 43, 1 = 132 (4d100) |
>>43890
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 18
Per turn: 1 x 5 / turn - 1 (Dark Portal)
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
+ Underground chamber on other side of Dark portal (??)
+ spatial magic weak 2/6
+ 1/4 mana extraction weak (+1 mana income per island per level of this tech)
Armies:
+ 1 Militia (The Convicted)
+ 1 Spearman Army
1. Expand the room further.
+ 5 convicted
2. Continue drawing upon the prisoner's power.
+ 1/4 mana extraction weak (+1 mana income per island per level of this tech)
+ 5 convicted
3. Try to better understand the powers of the Prisoner.
+ spatial magic weak 2/6
+ 5 convicted
4. Train additional units.
+ 5 convicted
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72a529 No.43906
>>43905
When Arithel saw people walking around he was quite excited and soon landed his plane to greet everyone, but when he saw what was going on…
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2e0b64 No.43926
| Rolled 23, 24, 67, 66 = 180 (4d100) |
>>43890
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources:
Projects: mutagenic magic weak (1/6)
Armies: 1 Militia (on territory 93)
1/2. Continue work on mutagenic magic (1/6 +2)
3. We really need prisoners for sacrifices.
4. Secure control of this island.
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c73978 No.43931
>>43904
The dwarven king calmly strode out to greet the strange creature, Urist Mc Battleblood slowly opened his mouth and spoke
" I dinna even ken what tha fuckin' hell ye're supposed ta be, ye bluddy abomination, Armoks blood, ye got fookin fish eyes and horse hooves,did yer da have a fekin three way wit' a goat and a frog ta get ye? is it too feckin late to abort you? Armoks blood git out o' me sight it hurts ta look at ye' "
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bc811d No.43932
>>43906
Shit's fucked innit?
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72a529 No.43933
>>43932
yeah…wanna work together to fix it?
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bc811d No.43934
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90410b No.43936
| Rolled 54 (1d100) |
>>43905
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90410b No.43937
| Rolled 42, 6, 41 = 89 (3d100) |
Very light on fluff today. cause tombkings
>>43893
Preparations are made for the invasion and settlement of new lands as soon as the spell is finished.
Spell:
spatial strong:
1/4 (10) Cataportation (Moves a group of your people [an army or one colonization roll] to another island in reach)
1/4 (5) stored shockwave (allows you to prime a 'Penal' army with a stored shockwave)
1/4 (1) Detonate a stored shockwave (detonates a stored shockwave on a 'penal' army. allowing you to first roll combat for it then instantly kill it and cast a shockwave spell on the engaged enemy. This action must be declared before you roll for combat. it can also be used on fleeing or renegade armies)
+2 armies, pay mana to give them the penal trait (you may always do this without action upon recruitment)
>>43894
(please include taming progress)
The monsteroo young are very impressionable and franky adorable. Training of them goes well. Now it's just a matter of scale to get a viable and useable Roo population.
4/6 monsteroo taming
>>43895
The evacuation goes well on the back of wyverns and special baskets are developed for the wyverns to carry, greatly improving their carrying capacity. With this even some caged winterwolves are brought over to the new island. Not everyone is saved. Not everyone is willing to leave their homelands. But atleast the majority are now safe.
+Winter wolves (wild) (39)
+10 to rolls for next 2 turns.
>>43896
The enchanting skills are improved with improved with better knowledge of how magical energies interact with various materials.
Enchantment Average
2/4 Crossbows weak
3/4 mana storage crystals
5/6 settling
>>43897
The dragonboats are majestic. Floating longships able to carry your men across the vast voids between islands. Moving with the speed of wind and with giant fan-oars they move and turn. Rudders are used to adjust the height along with magic channeled into the floatstone arrays.
Dragonboats!
1/4 Flamewater bombs
>>43898
The research center is finished. Aiding with research it's the marking of a new era for the psirenean. One ruled by progress and knowledge! No longer struggling just to stay alive.
On the illand small hawks are found that when attacking prey let our a burst of intense heat from their talons to kill and cook the prey.
crystaline structures average 3/8
Project: research center +10 to research rolls (95)
Aeromancy weak 4/6
Firehawks (wild) (95)
>>43899
Your mages are learning so much. It is very exciting.
3/12 souldwood crafting
3/8 vampiric flying boxes
>>43900
The strange mongrels seem dejected by your response. But fuck them, they're abominations right?
Aeronautics weak (moved 2 progress from zeppelins here)
1/6 Improved Biofuel-zeppelins
Electronics average
>>43901
(roll under 10 on any roll next turn and an angry wyrm will attack. you may skip however many rolls you choose)
Bows are made and some of your scouts panic when a wyrm moves close. None of the arrows seem to really be doing anything but the wyrm seems to have grown angry
2/4 Peltasts
Bowyery weak
2/8 toadmen
6/8 city
Angry wyrms.
>>43903
Finally the demonic bats seem to have calmed down and some have set up nests near you. even allowing your people to get close and give them food.
The dwarves don't seem to care for you very much. Though the Convicted seem more amiable
Demonic bats (untamed) (31)
1/3 colonizing (37)
>>43903
>>43905
Something seems to have gone very wrong.. As the strange plane sets down and an even stranger pilot steps off to greet you it goes well at first. However a faction withing the convicted are of the opinion that any non-convicted are by default enemies of the prisoner. They attempt to assasinate the Pilot at the same time as they Rush the portal. Killing the researchers and breakt through, A tunnel is created and they bring through people and supplies, barricading the tunnel and swearing that they are the true convicted and that your ranks need to be purged in blood.
-1 spearman army. -10 to all rolls next 3 turns. Hostile nation appears, taking over the portal.
>>43926
You manage to find a population of serviles.
+Serviles (93)
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049b2c No.43938
| Rolled 12, 46, 43, 67 = 168 (4d100) |
>>43937
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 39+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (wild) (39)
Lightning wyverns (tamed) (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1. Chimerify some lightning wyverns and some winter wolves. +12
2. As well begin taming the winter wolves. +12
+Taming Weak
3. Begin researching spatial magic.
4. As well begin training men to ride the wyverns so we can better fight and fly in the air.
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8f5fad No.43939
| Rolled 67, 65, 90, 36, 26 = 284 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 40 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Territories: 2 - Territory 100, 58
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
2/4 Peltasts
0/25 Wyrm taming
6/8 city
2/8 toadmen
4/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100 and 58)
>Host Induced Memery
Angry Wyrms
1. If our weapons cannot hurt their hides we simply need stronger weapons
2. Furthermore, these beast in their anger simply show their inferiority to our people, and why they must be brought to heel. Continue the training
3. Construction of Chadlia continues
4. AS does the Toadmen breeding experiments. While the average frogman is a stout creature, with legs strong enough to leap a building in a single bound, a toadman will be twice as strong and wide, and shall form the backbone of our eventual army!
5. Scouts on the new land shall scout our new territory, to discover its worth
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8f5fad No.43940
>>43939
Also +4 to all rolls applicable and mana should be 50
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247019 No.43941
| Rolled 64, 87, 100, 76, 85 = 412 (5d100) |
>>43937
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27), Ironwood (27)
Projects: Spatial magic weak 2/12, 3/12 Soulwood crafting, 1/6 (6)Improved bestial mutation, 3/8 vampiric flying box
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies
Mana: 40 + 5/turn
—–
1-5) Finish the facking boxes. Armies are getting unruly.
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247019 No.43942
>>43941
+2 Islands
+Mutagenic average
+Serviles
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72a529 No.43943
>>43941
holy crap I hate you for wasting all those rolls.
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c73978 No.43944
| Rolled 12, 65, 75, 8 = 160 (4d100) |
>>43937
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak
Armourcrafting weak
2/4 Trapping weak
Improved biofuel-Zeppelins 1/6
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48)
Projects:
Armies: 1 Militia (48)
1-3 Finish progress on the zeppelins make improvements where possible, seriously we need to make these the best fucking aircrafts ever
4:Attempt to create bombs that can be strapped to the zeppelins, real bombs, good bombs powerful bombs that can destroy things with ease
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615fb1 No.43945
| Rolled 56, 95, 23, 31, 6 = 211 (5d100) |
>>43937
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming weak (Average 1/6)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Monsteroos(25): large omnivorous kangaroos that can be trained as mounts,the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap 1/6 Farming average, 4/6 Monsteroo taming
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 40 (1 x 5/turn)
1-2. We must tame these beasts to help ensure that we can have docile trained mounts (Tame Monsteroos) 4/6 Monsteroo taming
3-4. Now we need to improve our magical skills so the great deity can bring change to others and we can understand the time of change much more thoroughly
5. Lastly explore this land to see what else we can use (Explore the land)
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2e4785 No.43946
| Rolled 81, 42, 69, 77 = 269 (4d100) |
>>43937
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystal weapons weak
Crystaline structures average
crystaline structures average 3/8
Magic:
Aeromancy weak:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
aeromancy weak 4/6
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:40 +5/turn
Resources:
Firehawks (wild) (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1. Continue to improve and perfect our Aeromancy. 4/6
+2 island bonus
+10 Research center
2.Continue to improve our ability to shape and refine our buildings. 3/8
+2 island bonus
+10 Research center
3.Begin work on a way to tame these magnificent fire breathing birds with song.
+2 island bonus
+10 Research center
4.We need to be able to grow our crystals quickly and accurately. We should improve our mastery of doing so.
+2 island bonus
+10 Research center
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b16849 No.43947
| Rolled 9, 84, 1, 95 = 189 (4d100) |
>>43937
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 25 + 5/turn
—–
1. Begin construction of a War Dragonboat
2. Finish weapons upgrade 5/6
3. Work on the Firewater bombs 1/4
4. Begin work on Lightning Ore Smithing
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72a529 No.43950
| Rolled 79, 3, 27, 84 = 193 (4d100) |
>>43937
>>43937
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 1 (31)
Resources: (oil +3 (31), Demonic bats (untamed)(31),)
Projects: 1/3 colonizing (37)
1. Construct an emigration office to help get mongrels off the island faster.
2. Colonize 37
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
3. Colonize 32
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
4. Colonize 22
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
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72a529 No.43951
>>43950
for relevant bonuses for action 1
+2, modular building,Land Vehicles weak,Electronics weak
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b2195c No.43957
| Rolled 21, 16, 76, 56 = 169 (4d100) |
>>43937
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93)
Projects: mutagenic magic weak (1/6)
Armies: 1 Militia (on territory 93)
1/2. Continue work on mutagenic magic (1/6 +2)
3. Build altar to the manifestation of horror.
4. Prepare flight, like, a majestic carpet barge, soaked in blood and gore.
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bb9dab No.43980
| Rolled 10, 42, 63, 54 = 169 (4d100) |
>>43937
Nation name: There is none
Race name: Scum
Racial traits: Goblins n shieet
Color: Orange if not anything else
Fluff: Led by the biggest and strongest goblin of them all Olx! he leads his "clan" (Nothing more than whatever goblins he can force into his service), anyone who speaks out against him gets their ass thrown in jail and eventually get used as penal soldiers. The way they use the penals is through teleportation magic which shamans use. The way the shamans use the teleportation magic is to teleport them into a batlte mid fight, both to give reinforcement and to cause chaos.
Bonus:
goblin swarms:-20 to all battle rolls but your maximum army limit per island is x2.
Tech:
Smithing weak
weaponsmithing weak
Enchantment weak
Magic:
Spatial Strong:
(5) Penal soldiers mark (marks an army as a penal arm giving them the "penal army" trait)
(5) Penal transport (teleports an army that has the "penal army" trait into combat. Giving both it and the enemy army it fights -10 to rolls due to the confusion)
Spatial:
(10) Shockwave (your armies can use this spell to instantly do 1d100 damage to an opposing army.)
Armies 1 militia 2 goblin spearmen (All penal)
Spatial strong 2/10
Mana: 20 +5 every turn
Action: 1-2: WE NEED TO HURRY BEFORE THE ISLAND FALLS ON US, NOW GET WORKING
Action: 3-4: These marks need to be done soon! otherwise, you get the PIT
1/4 (10) Cataportation (Moves a group of your people [an army or one colonization roll] to another island in reach)
1/4 (5) stored shockwave (allows you to prime a 'Penal' army with a stored shockwave)
1/4 (1) Detonate a stored shockwave (detonates a stored shockwave on a 'penal' army. allowing you to first roll combat for it then instantly kill it and cast a shockwave spell on the engaged enemy. This action must be declared before you roll for combat. it can also be used on fleeing or renegade armies)
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c3d122 No.43981
| Rolled 19, 30, 9, 45 = 103 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 30 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (average)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78), 1 Primitive Magical Airship (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 5/6
- Mana storage crystals 3/4
- Crossbows weak 2/4
1. Now that we have the knowledge, the Sky King orders that better lightning arrows be made, possibly using mana crystals in their design to amplify their power!
2. Crossbows (2/4)
3. Settling (5/6)
4. Mana crystals (3/4)
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90410b No.43982
| Rolled 63, 82, 92 = 237 (3d100) |
>>43938
The attempt to chemierify the wolves and wyverns ended with the subjects dying horribly in a bloody mess. Could be cause the wolves wouldn't stop trying to attack and freeze the mages during the proceeding.
1/4 winter wolves
1/12 spatial magic
1/6 Wyvern knights
>>43939
(have you forgotten the fact you paid 20 mana to use lesser hop to colonize and move army over?)
Finally the city is done. Hopping of joy can be heard all over it as the people move in and start up their businesses without constant construction work in the way. The largest metropolis in frog history. A nexus of trade, production and culture.
1/4 siege weaponry weak
1/25 wyrm taming
City (100) +4 to all rolls
3/8 toadmen
>>43941
The carriages are prepared and the mansized bats are about to be brought in to be harnessed, a dozen for each cage. The serviles are called upon to bring in the bats and the ground shakes as the walk in. Everyone looks on as a procession of dozens of Demonic giant bats are brought in and to the cages. Your nobles are dumbstruck. After investigating there apparently was a misscommunication about what kinds of bats you wanted when your supervisors told the serviles. Nobody is quite sure exactly how the serviles managed to tame the demonic bats… and so many at that…
Resources:
Demonic Giant Bats tamed
Demonic bat carriages
+2 Demonic bat carriage (armies) (27)
>>43944
The zeppelins are steadily getting faster, sturdier and able to carry more always better and better.
Bombs are something your people have forgotten how to make. You DO know the basics of it. But they tend to explode when you don't want them to and not explode when you do want them to.
4/6 improved zeppelins
>>43945
The monsteroos are affectionate and cuddly when with their trainers but when going into combat they are vicious. Pouncing enemies and crushing them with the force of their leaps or biting then to death while your men stab with spears.
Resource:
Monsteroos tamed
>>43946
The winds and sound itself more easily answers your beckon as the secrets of their connection to your people are unraveled. And as always your people keep learning more about the crystal they call forth.
Average aeoromancy
Crystaline structures average 4/8
2/4 taming weak
Crystaline growth weak 2/6
>>43947
Your people have learne a valuable lesson today… Treat firewater with respect… after a great conflagration that claimed many victims and all avaible manpower to manage.
-1 milita.
-10 to all rolls next turn
>>43950
The planes start landing on the new land. Setting up buildings and planting seeds. The emigrations office will probably be a great help for organizing it all.
2/4 emigrations office (31)
2/4 Colonizing 22
>>43957
You decree and your researchers have no idea how to follow your commands. They are starting to discover ways to imbue objects with magic though.
2/4 enchantment
>>43980
Progress is not made as fast as Olx would have wanted. However there IS some progress made. from time to time one can see a condemned gob teleported away to detonate in a shower of blood in the air as they combine the two projects to test. This amusing display however puts Olx into a better mood.
2/4 cataportation
3/4 stored shocwave
3/4 detonate
>>43981
The mana crystals are finally understood. They can be filled with magic either through being put in mana-rich enviroments or having magic channelled into them. The mana can later be extracted by applying certain materials to adjust the rate it's extracted at.
Down south you can see an island engulfed in a massive conflagration where there used to be signs of habitation. The fire dies away and the air is filled with smoke.
Mana crystals weak
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1b68a7 No.43983
| Rolled 55, 80, 60, 66 = 261 (4d100) |
>>43982
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 46+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (wild) (39)
Lightning wyverns (tamed) (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1. Start exploring this new island and seeing what their is to use.
2. Keep taming those winter wolves. 1/4
+Taming Weak
3. Keep working on spacial magic 1/12
4. Keep working on those wyvern knights. 1/6
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3d775a No.43984
| Rolled 98, 82, 65, 37, 49 + 8 = 339 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 35 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Territories: 2 - Territory 100, 58
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
2/4 Peltasts
1/4 siege weaponry weak
1/25 Wyrm taming
3/8 toadmen
4/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100 and 58)
>Host Induced Memery
Angry Wyrms
1. The Toadmen experiments will continue as planned, we shall have our troops, the backs upon which our empire will be built
2. As such we shall also work on our Peltasts, as our heavy troops will undoutably need ranged support as well.
3. And as steady as the flow of the winds our work on the greater hop spell will continue
4. Chadlia stands, beautiful and shining, but defenseless. Our new siege weapons shall ensure that this does not remain so for much longer
5. Finally, we shall continue our work on the wyrm training.
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615fb1 No.43985
| Rolled 79, 89, 45, 29, 36 = 278 (5d100) |
>>43982
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming weak (Average 1/6)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap 1/6 Farming average,
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 45 (1 x 5/turn)
1-3 Attempt to make more food for our next generations with the Monsteroos we can have them be able to plow the fields (Improve Farming)
4-5 See if we can have them able to be ridden and able to do warfare (Try to see if we can have the Monsteroos as mounts of war)
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247019 No.43986
| Rolled 98, 95, 48, 55, 47 = 343 (5d100) |
>>43982
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27), Ironwood (27)
Projects: Spatial magic weak 2/12, 3/12 Soulwood crafting, 1/6 (6)Improved bestial mutation, 3/8 vampiric flying box
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies, 2 Demonic bat carriage
Mana: 45 + 5/turn
—–
1,2,3) Keep researching soulwood crafting + mutagenic average, + ironwood, +2 islands
4,5) Transport 2 vampire armies to 28 and colonize it.
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247019 No.43987
>>43986
+2 from islands on 4/5
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c3d122 No.43988
| Rolled 21, 34, 69, 27 = 151 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 20 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (average)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78), 1 Primitive Magical Airship (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 5/6
- Crossbows weak 2/4
1. Battallions of Sky Knights is raised to ensure the protection of Aetherius from whatever caused that explosion on the neighboring isle.
2. More sky knights are recruited.
3. And even more!
4. The conflagration catches the attention of the Sky King, who sends his forces to the island to help with stopping whatever threat might be there so that it does not reach Aetherius. The island will be brought under the protection of the Empire, and the inhabitants will be converted to the ways of the Sky Gods so that they may learn right from wrong and not have such a tragedy befall them again. This will be done forcefully if need be. (Moving my two armies and boat to occupy the unguarded Asgardia, gg Cuckwallis :^) )
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72a529 No.43989
| Rolled 15, 55, 12, 46 = 128 (4d100) |
>>43982
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 1 (31)
Resources: (oil +3 (31), Demonic bats (untamed)(31),)
Projects: 1/3 colonizing (37), 2/4 emigrations office (31), 2/4 Colonizing (22)
1. Emigrations Office.
+2, modular building, Land Vehicles weak, Electronics weak
2. Colonize 37
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
3. Colonize 32
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
4. Colonize 22
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
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384c39 No.43990
| Rolled 52, 79, 71, 11 = 213 (4d100) |
>>43982
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93)
Projects: mutagenic magic weak (1/6) enchanting (2/4)
Armies: 1 Militia (on territory 93)
1/2. Continue work on mutagenic magic (1/6 +2)
3. Continue enchanting (2/4)
4. For serious I've got a plan, just build a shrine/temple or whatever for Horror.
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c73978 No.43991
| Rolled 68, 44, 13, 39 = 164 (4d100) |
>>43982
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak
Armourcrafting weak
2/4 Trapping weak
Improved biofuel-Zeppelins 4/6
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48)
Projects:
Armies: 1 Militia (48)
Action 1-3 Continue work on the zeppelins soon the dwarves shall rain thunder across the skies and it will be…….METAL!
Action 4: Figure out a way to strap guns or cannons onto the zeppelins, if need be we can devote some of our time to improving our gun tech
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65fab9 No.43992
| Rolled 4, 44, 51, 53 = 152 (4d100) |
>>43982
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 1 Militia
Mana: 30 + 5/turn
—–
1.Recruit Army -10
2.Recruit Army -10
3.Recruit Army -10
4.Recruit Army -10
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2e4785 No.43993
| Rolled 85, 5, 83, 15 = 188 (4d100) |
>>43982
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystaline growth weak 2/6
Crystal weapons weak
Crystaline structures average
crystaline structures average 3/8
Taming 2/4
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Territories: 1 (Territory "95" Psirenia)
Mana:45 +5/turn
Resources:
Firehawks (wild) (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1. Now with good ability to warp air, we need to learn how to warp and bend space better.
+2 island bonus
+10 Research center
2.Continue to improve our ability to shape and refine our buildings. 4/8
+2 island bonus
+10 Research center
+Crystalline Growth weak
3.Continue to work on taming these birds with our song. 2/4
+2 island bonus
+10 Research center
4. Continue to refine our ability grow our crystals. 2/6
+2 island bonus
+10 Research center
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90410b No.44056
| Rolled 24, 18, 30 = 72 (3d100) |
>>43983
This new island seems to be rich in various metal that your people start mining posthaste. The winter wolves seem to not be all that hard to tame. They are affectionate and friendly. The biggest issue is making them not randomly give their handlers frostbite.
Metal (39)
3/4 winter wolves tamed
2/12 spatial magic
2/6 wyvern knights
>>43984
Frogmen are trained in the special javelin hop. A hop to add extra power to the throw to make the javeling fly faster and longer. The biggest issue is accuracy and rate of fire without risking hitting your friends. The second part is solved by making the peltasts adopt a loose skirmishing formation.
6/8 toadmen.
Peltatst
+1 peltast army
5/20 giant hop
2/4 siege weaponry weak
2/25 wyrm taming
>>43985
The monsteroos are great for plowing the fields as long as you can accept that they from time to time snatch up some of the food and eat it as a snack. This however seems to make them very pleased with their new assignment as farmers who tried to stop them from their snacking sometimes ended up the snacks.
Farming average (1 extra food per farm. [include this in your sheet damn it])
Farming average 1/8
1/4 monsteroo knights
>>43986
Colonization is in progress for the new island. Soon the blood court shall spread and reign surpeme over the world. None shall be spared. The understanding of soulwood is making leaps and bounds. Exceeding anyones wildest expectations. The soulwood is hard, repairs itself and can be infused with magic.
10/12 soulwood crafting
2/3 colonizing 28
>>43988
(army movements doesn't take actions. they are free action.)
The boat flies and with it the escorts follow. They are almost at the island and the scouts report wingless people running about busy as can be. More and more troops are trained to pacify the new land.
+4 sky knights
>>43989
the colonizing progresses. Builings and factories are set up. Powerplants are made and roads are paved.
2/3 colonizing (37)
3/4 colonizing (22)
>>43990
(why are your normal techs not on your sheet?)
The people are still very doubting about the temple thing and are shying away. Finding construction workers for it is turning out to be difficult. But atleast simple enchantments are tried out.
mutagenic magic weak 4/6
3/4 enchanting weak
>>43991
The new zeppelins are majestic. Large propellers pushing the armored zeppelins. Weapon ports above and under the balloon for your cannons and rifles. Even a specific hatch for dropping things under them.
Guns weak 1/6 (your zeppelins already have guns on em. if you want a heavily armed one then you may make that but for now better guns would be best)
Improved biofuel-zeppelins
>>43992
Strange winged beings arrive in a cumbersome flying barge. They use spears and fly around. Alarmed by this the hirds assemble ready for battle.
+3 Viking armies.
>>43993
The firehawks are tamed. Handled with thick heatresistant leather gloves they can be unleashed upon whatever prey their handlers point out for them which they attack and try to incinerate.
Spatial magic weak 2/6
Firehawks tamed
>>43988
>>43992
TBR Roll 1d100 per army if you wish to attack. It will be ground combat or you may stay above and harrass/blockade to give CW a penalty until his skies are cleared.
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dc41b3 No.44057
| Rolled 87, 44, 6, 31 = 168 (4d100) |
>>44056
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 53+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (wild) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1. It happens, just wear some warmer clothes around them. Finish up winter wolf taming. 3/4
+Taming Weak
2. Have the wizards keep working on the spatial magic research. 2/12
3. As well continue to have men train to fight and ride the wyverns. Wyvern knights 2/6
4. As well have some of the wizards break off and start researching some mutagenic magic to enlarge creatures. It's magic, who cares about the cubed-squared law!
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247019 No.44058
| Rolled 18, 94, 83, 89, 85 = 369 (5d100) |
>>44056
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Territories: 1 (27)
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), 2/3 colonizing 28
Projects: Spatial magic weak 2/12, 10/12 Soulwood crafting, 1/6 (6)Improved bestial mutation,
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies, 2 Demonic bat carriage
Mana: 50 + 5/turn
—–
1) Keep colonizing 28, +2 islands
2,3) Finish Soulwood crafting +2 Islands, + mutagenic average.
4,5) Colonize 30, +2 Islands
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c73978 No.44059
| Rolled 86, 22, 4, 13 = 125 (4d100) |
>>44056
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak 1/6
Armourcrafting weak
2/4 Trapping weak
Improved biofuel-Zeppelins 1/6
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48)
Actions 1-3 Attempt to construct bombs to drop out of our zeppelins, they will be good!
Action 4: Continue researching better guns
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2e4785 No.44060
| Rolled 97, 55, 83, 91 = 326 (4d100) |
>>44056
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystaline growth weak 2/6
Crystal weapons weak
Crystaline structures average
crystaline structures average 4/8
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Spatial magic weak 2/6
Territories: 1 (Territory "95" Psirenia)
Mana:50 +5/turn
Resources:
Firehawks (Tamed) (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1. Continue working on how to warp space. 2/6
+2 island bonus
+10 Research center
2.Continue to improve our ability to shape and refine our buildings. 4/8
+2 island bonus
+10 Research center
+Crystalline Growth weak
3.Improve our crystalline weapons, we need better arms to defend ourselves.
+2 island bonus
+10 Research center
+Crystalline Growth weak
4. Continue to refine our ability grow our crystals. 2/6
+2 island bonus
+10 Research center
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968fef No.44061
| Rolled 85, 3, 2, 38 = 128 (4d100) |
>>43937
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 22
Per turn: 1 x 5 / turn - 1 (Dark Portal)
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
+ Underground chamber on other side of Dark portal (??)
+ spatial magic weak 2/6
+ 1/4 mana extraction weak (+1 mana income per island per level of this tech)
Armies:
+ 1 Militia (The Convicted)
1-4. Create more spearmen to beat back the enemy!
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5db1c8 No.44062
| Rolled 6, 17, 88, 57 = 168 (4d100) |
>>44056
(I don't have any normal tech)
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93)
Projects: mutagenic magic weak (4/6) enchanting (3/4)
Armies: 1 Militia (on territory 93)
1. Mutagenic magic. (4/6)
2. Enchanting (3/4)
3/4. I don't care if I must flog our slaves to hell and back, we need a Horror temple.
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615fb1 No.44063
| Rolled 12, 74, 58, 29, 43 = 216 (5d100) |
>>44056
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 1/8)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 1/8, 1/4 monsteroo knights
,
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 50 (1 x 5/turn)
1-2. Train our own into being able to ride monsteroos into battle for they'll serve the greater good (Try to improve progress on the Monsteroo Knights 1/4)
3-4 Work on our farms to make sure we'll ensure the next generation eats (work on farming average 1/8)
5. Lastly we need to find what else we can do with floatbulbs, they can't be used for farming but what if they can be used for other things perhaps as bait (Try to use floatbulbs as bait)
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b84c73 No.44064
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
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b84c73 No.44065
| Rolled 61 (1d100) |
>>44064
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b84c73 No.44066
| Rolled 63, 68, 21, 4 = 156 (4d104) |
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical actions
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Territories: 1 (61)
Resources:
Projects:
Armies: 1 Militia (61)
1. We have a lot of work to do gentlemen, if we are to develop our superior society. Our first task should be to reduce our labour intensity. Lets craft "Labour Golems" as a resource, which will help with most construction and development actions.
+golemcrafting weak.
+10 to all magical actions
2. Magic from the hand is very powerful, but not so easily guided. A foci is a tool that can help channel magic to more finese tasks. The most common of these are wands. Let's develop some wands.
+10 to all magical actions
3. We need to find a suitable magical material, something that has the correct properties to improve the useage of magic. Perhaps a crystal, or a mineral, or a metal something that can both hold a magical charge and use it. Begin searching for resources.
4. Begin working on our first Magical University. A place we can gather our greatest and brightest minds to pool together and improve our research efforts.
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8f5fad No.44068
| Rolled 100, 25, 81, 61, 37 + 8 = 312 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 45 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Peltasts
Territories: 2 - Territory 100, 58
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Projects:
2/4 siege weaponry weak
2/25 Wyrm taming
6/8 toadmen
5/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Frog Spearhopper (on territory 100 and 58)
1 Peltast army
>Host Induced Memery
Angry Wyrms
1. Our toadmen shall ribbit in eternity before long, we must on progress but a membrane more and they shall be…
Perfection…
2. In the meantime continue work on the siege engines, we must ensure our shining beacon of purity and liberty is secure!
3. And what is a flying world without flying beasts! We must have some on our island! Large, powerful, and hopefully not to fond of frogmeat!
4. Continue with the wyrm training, perhaps these beasts can learn yet!
5. Finally, we shall expand once more to the island to the south east of us, Island 60 by imperial charts. A new colony shall prosper there as well!
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8f5fad No.44069
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72a529 No.44070
| Rolled 31, 22, 98, 86 = 237 (4d100) |
>>44056
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 1 (31)
Resources: (oil +3 (31), Demonic bats (untamed)(31),)
Projects: 2/3 colonizing (37), 2/4 emigrations office (31), 3/4 Colonizing (22)
1. Emigrations Office.
+2, modular building, Land Vehicles weak, Electronics weak
2. Colonize 37
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
3. Colonize 32
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
4. Colonize 22
+2, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
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c3d122 No.44071
| Rolled 18, 50, 86, 1 = 155 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 25 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (average)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 1 (78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 78), 1 Sky Knight Platoon (Island 78), 1 Primitive Magical Airship (Island 78)
In Progress:
- Aeromancy average 3/8
- Settling of 76 5/6
- Crossbows weak 2/4
These barbarians would dare raise arms at us, the Children of the Sky!? They will be punished!
F. Send the other four sky knight battallions to the new battlefield!
F. Instruct all troops in the barbarians' lands to set up an aerial blockade, attacking any major projects from above and hindering their progress.
1. Finish the crossbows!
2. Finish colonizing Fal'shai!
3. More sky knights must be trained!
4. Yet more sky knights! The day will be ours!
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526eeb No.44073
| Rolled 71, 69, 43, 42 = 225 (4d100) |
>>44056
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 3 Viking
Mana: 40 + 5/turn
—-
1. Finish Weapons upgrade 5/6 +2
2. Recruit Warriors +2
3. Recruit Warriors +2
4. Recruit Warriors +2
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90410b No.44074
| Rolled 78, 53, 12 = 143 (3d100) |
>>43983
magic:
(10) Lesser earth elementals (through a mix of spatial magic and geomancy you summon a temporary army of lesser earth elementals that aid you in the battle. declare this with your rolls and roll for them with the rest of your army)
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90410b No.44075
| Rolled 73, 22, 43 = 138 (3d100) |
>>44057
The winterwolves are finally trained with proper procedures. It's discovered how to make them not release the cold aura around their handler. They are now used as hunting and guard animals as well as even pets!
Winter wolves tamed
3/12 spatial magic
>>44058
The wood is mastered. It's pliable to your mages, Sturdy like bronze and repairs itself over tears and gashes. It can hold magic and has a faint echo of life in it. With the completion of this the nobles realise there is more that can be done with this knowledge. The school of soulinfusion is born, the ability to infuse dead things with life energy and the essence of the living.
Soulwood crafting
Soulinfusion weak
Island 30 colonized.
>>44059
The secret of bombs is being unlocked. Or rather the secret of making them detonate when you mean them to.
2/4 bombs weak
>>44060
Your scholars are busy in the lab. Progress report after progress report floods the goverment to the degree they open up a new office just for managing them.
Spatial magic weak 5/6
Crystaline structures 5/8
Crystaline weapons weak 3/6
Crystaline growth weak 5/6
>>44061
The new spearmen set up watch over the portal where enemy troops can be seen guarding behind their fortifications on the other side. An uneasy standoff has begun by the chokepoint that is the portal.
+4 Spearmen.
>>44062
The temple is finally built though nobody really knows exactly the purpose of it. The threat and application of violence and pain worked wonders to motivate the workforce.
Project:
Horror tempel (93)
>>44063
The floatbulbs are to draw in curious animals and with a line and food attached to them several animals can potentially be lured into cages.
2/4 monsteroo knights
farming average 2/8
1/4 Trapping weak
>>44066
Special golems are made for heavy duty work. The prototypes are finished and what remains is wide-scale production of them.
Labour golems 1/4
2/4 focicrafting weak
>>44066
The uberfroschmench…. They are something else. Brainpower, brawn, durability and resilience. It's even suspected they don't age. Quickly society is overturned as these new ones take all the positions of power. The new highest caste that none can surpass. And on the norther side of the large island flying beings about five meters in length roam. They catch their prey by spraying them with a liquid that freezes them, either killing or severely hampering their victims enough to make them easy to put down.
Resource:
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Icedrakes wild (100)
3/25 wyrm training
1/4 colonizing 60
>>44070
The first new colony is finally completed! no longer are the mongrels confined to only one island. They shall spread and prosper over the entire world!
3/4 emigrations office.
colonizing (32) 2/3
Island (22) colonized.
>>44071
(76) colonized.
(also remember that your troops are currently at (86) include that in your sheet.
>>44073
>>44071
The aetherials start harassing the Asgardians. Attacking caravans and woodsmen. Any lone wanderer is fair game and night raids burn down storages. The aetherials avoid the actual troops and then retreat back to their barge for resting. Though this tactic has spread discontent among the aetherials. It's considered underhanded and evil treatment of civilians. This opinion spreads among the new troops and a large number of them fly off to these Asgardians and swear to protect them. Proclaiming the Sky Empire of Aetherius as evil and needing of reform through any means neccessary.
cw: +5 aetherlial sky knight armies. +5 viking armies (you are only allowed to be over the limit of 10 armies per island for 3 turnds due to you getting them from event. after that you must be at 10 or less armies due to death of armies or disbanding)
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27f792 No.44076
| Rolled 33, 77, 86, 47 = 243 (4d100) |
>>44075
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 50+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1. Chimerify some wolves and wyverns.
2. Have the wizards keep working on the spatial magic research. 3/12
3. As well continue to have men train to fight and ride the wyverns. Wyvern knights 2/6
4. As well have some of the wizards break off and start researching some mutagenic magic to enlarge creatures. It's magic, who cares about the cubed-squared law!
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615fb1 No.44077
| Rolled 63, 78, 39, 26, 39 = 245 (5d100) |
>>44075
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 1/8)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 2/8, 2/4 monsteroo knights, 1/4 Trapping weak
,
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 55 (1 x 5/turn)
1-2 Work on farming some more so we can grow the food needed for our next generations (Work on Farming average 2/8)
3. Work on the traps with food for the animals so we don't have to influtrate (work on 1/4 Trapping weak)
4. Train our knights we need a bond with the rider and monsteroo before others strike (work on monsteroo knights 2/4)
5. Also have one of our own ride a floatbulb and explore this land for our deity (See if one of our own can ride the floatbulb and see what more we can find)
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247019 No.44078
| Rolled 15, 21, 46, 68, 19 = 169 (5d100) |
>>44075
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Soulwood crafting
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 2 (27, 30)
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), 2/3 colonizing 28
Projects: Spatial magic weak 2/12, 1/6 (6)Improved bestial mutation,
Armies: 1 Militia, 2 Noble Vampire armies, 3 Vampiric Armies, 2 Demonic bat carriage
Mana: 55 + 10/turn
—–
1) Finish colonizing 28 +4 from islands
2) Develop Soulwood armorcrafting, +4 from islands, + soulwood crafting
3) Recruit More demonic bat carriages. +4 from islands
4) Recruit 2 Noble Demonic Bat riders. +4 from islands, + Weaponcrafting
5) The emperor gathers all magically gifted vampires and mortals to enslave and turn, establishing a new slave caste of mutagenic and soulinfusion specialist to increase the rate of magical research. +4 from islands.
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247019 No.44079
>>44078
2 Demonic bat carriages transport 2 noble vampire noble armies to invade 29
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c3d122 No.44080
| Rolled 5, 74, 87, 45 = 211 (4d100) |
Nation name: The Sky Empire of Aetherius
Race name: Aetherians
Racial traits: Aetherians are a race fundamentally similar to humans except bearing powerful wings on their back which give them the capability to fly in the skies unfettered. They have a special affinity for air magic, which perhaps combined with certain mutagenic magics gave them this shape to begin with.
Color: Light grey
Fluff: The Empire of Aetherius is an empire led by the Sky King and following the doctrine of the Church of the Sky, which preaches that the Earth was shattered by the gods for the old humans becoming too greedy, aside from those who have wings, who were chosen by the gods to survive this calamity. Those who still walk the Earth are viewed as corrupt and evil, and while some can be saved many are beyond redemption. The people of Aeros are incredibly gifted with magic, especially air magic, which they train in extensively. Using their powers they can lift whole buildings up off the ground, giving them the ability to float, which has helped ensure their survival over the past fifty years. Their Sky Knights are strong and true, excelling at aerial combat over the other ground-based races as they blast their foes with powerful magic from above.
—
Do not fill:
Bonuses:
- Angelic: The aetherians are changed to make them masters of the sky. leading them to innately have the ability to fly and get a +10 bonus to aerial battle rolls as well as be allowed to use their infantry in the sky. they do however get a -10 penalty to ground combat due to the bulky wings getting in the way and being vulnerable targets.
Mana: 30 (+1x5/turn)
Magics:
- Aeromancy (Average):
(10) Tempests (allows the user to create tempests through magic, giving a +20 to aerial combat rolls and +10 to ground combat rolls where applicable)
Technologies:
- Smithing (weak)
- Weaponcrafting (weak)
- Enchantments (average)
- Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Territories: 2 (76, 78)
Resources:
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Projects:
Armies: 1 Winged Militia (Island 86), 5 Sky Knight Platoon (Island 86), 1 Primitive Magical Airship (Island 86)
In Progress:
- Aeromancy average 3/8
- Crossbows weak 2/4
1. More troops
2. More troops
3. More troops
4. More troops
Send 'em to the front when done
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12bcea No.44082
| Rolled 45, 58, 56, 55 = 214 (4d100) |
>>44075
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing weak
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 8 Viking 5 Sky Knights
Mana: 45 + 5/turn
—-
1-2. Build War Dragonboat -8
3.4 Research Bows -8
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12bcea No.44083
>>44082
>Weaponsmithing weak
Change to
>Weaponsmithing Average
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12bcea No.44084
| Rolled 33, 33, 32, 64, 100 = 262 (5d100) |
>>44080
1-4. Sky Knights +25
The Sky Knights adorned in the sacred runes of the Guardians descend upon the raiders moving to destroy the floating ship and scatter the cowardly Knights
-5 mana
+blessing of Blood
+15 to Infantry combat rolls
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12bcea No.44085
>>44084
>1-4. Sky Knights +25
Correction
>1-5 Sky Knights +25
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c3d122 No.44086
| Rolled 97, 75, 35, 16, 63 = 286 (5d100) |
>>44084
Woosh, a tempest
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c3d122 No.44087
| Rolled 47, 66 = 113 (2d100) |
>>44086
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2e4785 No.44093
| Rolled 5, 96, 68, 47 = 216 (4d100) |
>>44075
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth weak
Crystaline growth weak 5/6
Crystal weapons weak
Crystaline weapons weak 3/6
Crystaline structures average
crystaline structures average 5/8
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Spatial magic weak 5/6
Territories: 1 (Territory "95" Psirenia)
Mana:55 +5/turn
Resources:
Firehawks (Tamed) (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1. Continue working on how to warp space. 5/6
+2 island bonus
+10 Research center
2.Continue to improve our ability to shape and refine our buildings. 5/8
+2 island bonus
+10 Research center
+Crystalline Growth weak
3.Improve our crystalline weapons, we need better arms to defend ourselves. 3/6
+2 island bonus
+10 Research center
+Crystalline Growth weak
4. Continue to refine our ability grow our crystals. 5/6
+2 island bonus
+10 Research center
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8f5fad No.44095
| Rolled 31, 93, 99, 80, 39 + 12 = 354 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 50 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Peltasts
Territories: 2 - Territory 100, 58
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Wild (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
2/4 siege weaponry weak
3/25 Wyrm taming
1/4 colonizing 60
5/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 1 Uber Frog Spearhopper (on territory 58)
1 Frog Spearhopper Army (on territory 100)
1 Uber Peltast army (on territory 100)
>Host Induced Memery
Angry Wyrms
1. The siege works around chadlia are continued, various battlements dotting the hills that would harry any foe by land or by air.
2. And with the new toadmen comes a call for more troops to be lead by them, equally distributed amongst peltasts and spearhoppers.
3. Meanwhile in the industrial heart of the city the Chadlian smiths would be hard at work refining their skills, weaving some of the natural magic in the island into their crafts.
4. Some of the newly crowned Ubertoads, eager to test their strength, would seek to tame these newly discovered flying creatures, to use them as both steeds of pleasure and war!
5. And in the background of all this, the great mages of Chadlia would continue their work on the giant hop spell
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c73978 No.44098
| Rolled 32, 68, 35, 39 = 174 (4d100) |
>>44075
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak 1/6
Armourcrafting weak
2/4 Trapping weak
Bombs weak 2/4
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48)
1-3: Continue work on crafting bombs, we shall get this right this time!
4: Train our army, we're getting rusty and a simple militia simply won't do
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72a529 No.44099
>>44098
A new plane arrives and lands on the dwarven island. When the pilot leaves a much more normal looking figure emerges. Only having a big bulbous dwarven nose and elven face on an otherwise human body.
"The Society has deliberated on our first contact and have sent me to correct any misunderstandings that may have occurred. Please take me to your leader."
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c73978 No.44100
>>44099
A party goes out to great the non-dwarf and several armed guards usher him in making sure he doesn't get lost in the numerous winding and twisted passageways of the fortress. Eventually the guards and the guest make their way to the throne room for an audience with King Urist.
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72a529 No.44101
>>44100
Honored King Urist, I have come here to offer friendship, trade, and collaboration. Walking through your tunnels I have noticed that you have dug everything by hand. We can offer machines that will let you dig and travel much faster in your fortress, oil to fuel your machines, how to set up new fortresses in other islands faster, and how to avoid detection from any that would bring you harm. If none of these things interest you then we simply ask that you tell us what you desire so that we can make it for you. All we ask for in exchange is that we work together making a better future for all and keep what little land there is afloat.
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c73978 No.44103
>>44101
The dwarven king nods in agreement as he listens before finally agreeing to work together and form an alliance.
"Ye will help us wit our research, I want ye to lend our scientists aid…in return we will provide ye wit' aid in your endeavors…also we want guns…big ones….big giant ones….also bombs…"
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72a529 No.44104
| Rolled 97, 55, 42, 84 = 278 (4d100) |
>>44075
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 3 (31, 22, 32)
Resources: (oil +3 (31), Demonic bats (untamed)(31),)
Projects: 2/3 colonizing (37), 3/4 emigrations office (31)
1. Finish the emigrations office
+6, modular building, Land Vehicles weak, Electronics weak
2. finish colonizing 37
+6, modular building, Aeronautics weak, Land Vehicles weak, Electronics weak
3. Start research on guns even if distasteful
+6, dwarven tech +20, Electronics weak
4. Improve our electronics
+6, dwarven tech +20, Electronics weak
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968fef No.44136
| Rolled 49, 90, 76, 25 = 240 (4d100) |
>>44075
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 22
Per turn: 1 x 5 / turn - 1 (Dark Portal)
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
+ Underground chamber on other side of Dark portal (??)
+ spatial magic weak 2/6
+ 1/4 mana extraction weak (+1 mana income per island per level of this tech)
Armies:
+ 1 Militia (The Convicted)
1-4. Create more spearmen to beat back the enemy!
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968fef No.44137
>>44136
fixed stats
Nation name: The Convicted
Race name: Convicted
Racial traits: Humans who hear a dominant voice that orders and guides them to an unknown goal. Whether this voice is an actual entity remains to be seen. In appearance they are largely human, however black cracks spring from their orifices over the course of their lives. Convicted are driven to the point of being fanatic.
Color: Green
Fluff: The Convicted believe out somewhere in the Universe a godlike being exists trapped within a black hole by some unknown enemy. They call this being the Prisoner. He speaks to the Convicted through unknown means unable to be heard by others. The Convicted believe the Prisoner will try to help them escape, however not simply because of his good will. Surely if they managed to escape their prison the Convicted could liberate the Prisoner and return him to his rightful place, whatever that may be.
Bonuses:
The conviction:
The conviction is shared by your entire people, giving them an unsurpassed unity and purpose. +5 to all rolls.
Mana: 27
Per turn: 1 x 5
Magics:
Spatial magic weak:
(10) Scrying (gives +20 to your roll to find special sites, resources or enemies)
(5) Short range portals (allows your mages to open a short range portal up to 100 meters away for a short time. the usefullness varies from situation to situation)
Technologies:
+ Smithing Weak
+ Architecture weak
+ Weaponsmithing weak
Territories: 1 (29)
Resources:
+ 2 Metals (29)
+ Dark Rift (29)
+ Stabilized Dark Portal (29) -1 Mana/turn
Projects:
+ Underground chamber on other side of Dark portal (??)
+ spatial magic weak 2/6
+ 1/4 mana extraction weak (+1 mana income per island per level of this tech)
Armies:
+ 1 Militia (The Convicted)
+ 4 Spearmen
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931adf No.44138
| Rolled 6 (1d100) |
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color:
fluff:
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931adf No.44139
>>44138
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
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90410b No.44140
>>44138
colour: black
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech: Robotics average
Cybernetics weak
Electronics Average
Missiles weak
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931adf No.44142
| Rolled 44, 21, 7, 62 = 134 (4d100) |
>>44140
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech: Robotics average
Cybernetics weak
Electronics Average
Missiles weak
1) "Alrighty fellas; Wake up! It is time to begin our quest, bestowed upon us by the mighty Nintendog in the sky! It's time to find some games!"
-Exlpore the Island
2) "Lets start working on a nice city so that when people stop by, they won't make fun of us for being peasants."
-Build a capital
3) "Also, I know for a fact that all those lesser consoles will at some point try to attack us, and steal our superior Hardware. Let us fortify!"
-Begin building fortifications.
4) "While we're at it, lets learn how to build some airships. Can't sell all these exclusives if we don't have anyway of reaching the suc- cutstomers. Reaching the customers, thats it."
-Work on flying machine technology.
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90410b No.44143
| Rolled 28, 78, 6 = 112 (3d100) |
>>44076
The results of the chimerification quickly expires in the test cages. The hearts of the wolves could not sustain the resulting bodies. The mages are ready to try again though with modifications.
5/12 spatial magic
4/6 wyvern knights
Mutagenic magic weak 1/6
>>44077
Floating around on the floatbulbs prove difficult due to the simple fact of there needing to be a lot of them to float on and that then there are no real way of controlling the floating mass. But it's discovered that the powder in them is what gives the floating properties.
farming average 5/8
2/4 Trapping weak
1/6 floatpowder
>>44078
Another troop of demonic bat carriers are prepared to take your vampiric reign across the world. Vampires and bats are trained to fight together as a cohesive unit. The armies you sent out arrive at the island and find humans with armies clustered around some kind of portal. (roll combat if you want to attack)
+1 demonic bat carriage
1/6 demonic bat knight
>>44080
The sky knights are trained and sent off south to chase after the traitor. However their arrival will be much too late… They arrive at the start of the next turn (not start of this one, you may decide not to send them if you want to.)
+6 sky knights
>>44082
+2 Dragonboats
2/4 bowyery weak
>>44093
The ability to shape and grow the everpresant crystals keeps improving. Sturdier, faster and more complex. They are used for everything in psirenean society.
Crystaline structures strong
Crystal weapons 5/6
Crystaline growth average
>>44095
The superior troops are raised, putting the rest of your armies to shame. Able to outperform them easily they dominate all the friendly competitions in the army.
siege weaponry 3/4
+2 Toadman peltast
+2 Toadman spearhopper
3/4 enchantment weak
2/8 Icedrake taming
6/20 Giant hop
>>44098
Finally the bombs are made in a way in which they detonate when you want them to! Both impact detonators and timed bombs have been made. A great improvement.
Bombs weak
+1 Dwarf Riflemen army
>>44104
The new relationship with the dwarves turn out to be very beneficial for you. propelling your electronics research to new heights. And that's not all that is going well. The emigrations office is finished AND is put to great use processing the emigrants to the new island.
Emigrations office +8 to colonizing rolls.
37 colonized
1/4 guns weak
Electronics weak 3/6
>>44136
Demonic bats arrive at your island carrying gaunt people with pointed fangs and sharp blades.
Luckily you had raised many armies to fight the defectors first. You may roll to attack the invaders or try to speak to them.
+6 spearmen
>>44142
You are on island (6) include that on your stats. as well as your milita army on (6)
Your scouts finds ample metal deposits from which you can make more stuff!!
Metals (6)
1/4 aeronautics weak
>>44084
>>44086
The renegade skyknights know the importance of the skybarge. Without which the aetherial knights can't stay up in the air indefenitely. So they charge in in a spearhead assault, going right for it and the resting troops on it. The loyalist armies converge there and there is a massive battle. Bretheren slaying bretheren as the Asgardians look on. Most of the renegades fall from the sky, their bodies breaking as it hits the ground of their new home. But with them falls the loyalists. One of the renegade platoons slay foe after foe and reach the skybarge. Making it crash down into the earth the battle start going the way of the renegades. The majority on both sides are dead but the renegades have a new home to rest in while the exhausted loyalists die as they fall down in the void trying to reach home or get hunted down as they need to rest on land and killed knight after knight.
TBR: -1 Skybarge. -1 Milita. -5 sky knights.
CW. -3 sky knights. 1 sky knight turned into Veteran aetherian sky knight
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931adf No.44145
>>44143
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech:
Robotics average
Cybernetics weak
Electronics Average
Missiles weak
Territories: 1 (Territory "number")
Resources:
Metals (6)
Projects:
Armies: 1 Militia (on territory "home number")
1) "Nice work!" Cried the little dog, carried by two smaller dogs on a platform of sorts. "Now, lets get to work building up this rock! Make it nice and shiny and NEW! That'll surely intrest some Investors."
-Work on a capital city.
2) "But if we aren't flyin' about, than how is anyone gonna know about us? Lets keep working on that flying thing."
-Continue research into flying Machines.
3-4) "Alrighty, now that things are going well, than its time to start looking towards figuring things out a bit better. We need to create a sort of instuition, where we can figure out how to better create technologies! Motion controls! Touch screen! Tablet Controllers! Nothin' but good ideas comin' through!"
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931adf No.44146
| Rolled 57, 93, 74, 58 = 282 (4d100) |
>>44145
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247019 No.44147
| Rolled 3, 2, 3, 1, 2, 3 = 14 (6d6) |
>>44143
>COMBAT
1,2) Demonic Bat carriages
3,4) Noble vampire armies
5.6) Bestial mutation on [1, 2]
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247019 No.44148
| Rolled 2, 66, 62, 27, 76, 88 = 321 (6d100) |
Now with correct dice
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2e4785 No.44149
| Rolled 30, 38, 47, 67 = 182 (4d100) |
>>44143
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystal weapons weak
Crystaline weapons weak 5/6
Crystaline structures strong
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic weak:
Spatial magic weak 5/6
Territories: 1 (Territory "95" Psirenia)
Mana:60 +5/turn
Resources:
Firehawks (Tamed) (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1.Continue working on how to warp space. 5/6
+2 island bonus
+10 Research center
2.Search our island for resources.
+2 island bonus
3.Improve our crystalline weapons, we need better arms to defend ourselves. 5/6
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals.
+2 island bonus
+10 Research center
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90410b No.44150
| Rolled 13, 63, 27 = 103 (3d100) |
map
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968fef No.44151
| Rolled 20, 61, 49, 54, 3, 23, 85, 2, 30, 68, 41, 95 = 531 (12d100) |
>>44143
1-10. Spearmen
11. Scrying to locate enemies and their tactics, spot leaders to precisely target them
12. Use Short Range Portals to quickly reinforce or make use of weakspots and overwhelm commanders when located
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72a529 No.44152
| Rolled 81, 81, 97, 31 = 290 (4d100) |
>>44143
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Territories: 4 (31, 22, 32, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects:
1. Establish a colony on 21
+8,Electronics weak, Land Vehicles weak, Aeronautics weak, modular building, emigrations office
2. Establish a colony on 23
+8,Electronics weak, Land Vehicles weak, Aeronautics weak, modular building, emigrations office
3. continue research on guns even if distasteful 1/4
+8, dwarven tech +20, Electronics weak
4. Improve our electronics 3/6
+8, dwarven tech +20, Electronics weak
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c73978 No.44153
| Rolled 6, 27, 14, 48 = 95 (4d100) |
>>44143
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak 1/6
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48) Dwarf riflemen army (48)
1-2 Load the bombs into the zeppelins the time has come, those fucking lights off in the distance and all that smoke is coming to an end….we ride east to rain hell from above
3-4 Time to continue research on our guns, we must improve, improve, improve!
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72a529 No.44156
after the latest wave of mongrel expansion the society deemed it time to send out another mass exploration team.
>>44145
The first new nation to be discovered were these strange little robotic dog creatures. The exploration pilot seeing that they were attempting their own aeronautics program landed to great them and to see if he would be allowed to help them make further developments.
>>44137
Seeing that things have now calmed down for the convicted. A envoy with great big horns and webbed feet arrived to see if the society could help avert any potential bloodshed from their civil dispute.
>>44078
Looking west The society had found an island dotted with numerous estates. Landing his plane near the largest one he could find, the pilot started walking towards the imposing structure.
>>44076
There have always been reports of strange flashes of light coming from the east. Despite this the society deemed it prudent to establish themselves further before investigating it. Now a pilot has been sent out unsure of what reception he would receive.
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931adf No.44158
>>44156
"Howdy! You new around here? What kind of console are you? Better not say Sony or Microsoft, if you know whats good! Anyways, what can we do, snot-nose?" Says the cute dog leader, standing on its peers so as to greet the stranger face to face.
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72a529 No.44159
>>44158
Greetings! Yes, I was sent to explore this part of the world where I then saw some of your own airplanes, but I am afraid there is a misunderstanding. I am not mechanical in nature and it if it was not for my grandfather being a programmer in the old world I would have no idea what you were referencing. Regardless, I have come here with the authority of the Societas Alienius Dies to offer our hand in friendship and mutual technological advancement.
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2125f5 No.44160
| Rolled 58, 32, 81, 54 = 225 (4d100) |
>>44075
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93)
Projects: horror temple (93) mutagenic magic weak (4/6) enchanting (3/4)
Armies: 1 Militia (on territory 93)
1. Mutate (4/6)
2. Enchant (3/4)
3/4. Ok, this is where it gets weird, we're going to need an outrageous amount of virgins.
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931adf No.44161
>>44159
"Good answer. Also, yeah, sounds pretty good to us! Say, while your helping us out, would you mind helping us build our capital city? Some supplies or construction workers would be super appreciated!"
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72a529 No.44163
>>44161
The envoy looks incredibly jubilant and says that the society will do all in their power to assist in your construction efforts.
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8f5fad No.44169
| Rolled 68, 23, 20, 80, 65 + 8 = 264 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 60 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Peltasts
Territories: 2 - Territory 100, 58
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Wild (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
3/4 siege weaponry weak
3/25 Wyrm taming
3/4 enchantment weak
2/8 Icedrake taming
1/4 colonizing 60
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 1 Uber Frog Spearhopper (on territory 58)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
1 Frog Spearhopper Army (on territory 100)
1 Uber Peltast army (on territory 100)
>Host Induced Memery
Angry Wyrms
1. The drake training progress as normal, the beast seemed damnably impertinent, this must be coaxed out of them while still maintaining their wild spirit
2. As such the Toadmen give the Wyrm training a try as well, maybe they'll have more luck with them then the frogmen will
3. With this all going on, not much notice is given to the ongoing effort to colonize 60, though it still proceeds as planned.
4. Along with this the final foundations are dug for the defenses around Chadlia.
5. Finally, the smiths in the city continue their work, which incontestably started out as smithing but somehow became magical? Best not to look a gift Wyrm in the mouth then.
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ed16da No.44170
| Rolled 27, 35, 5, 6 = 73 (4d100) |
>>44143
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 8 Viking 1 Sky Knight 1 Veteran Sky Knight 2 Dragonboats
Mana: 45 + 5/turn
—-
1. Research Lightning Ore Smithing
+Weaponsmithing Average
2. Research Flamewater Bombs
+Weaponsmithing Average
3. Begin Colonization of 85
4. Research Bows Weak 2/4
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ed16da No.44171
>>44080
An Asgardian is dropped of by a single Aetherian into the domain of the Sky Empire. He bellows in a thick accent
"I have come on behalf of High King Skarling Ironbreaker to treat with the Lord of these lands who raids our island!"
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247019 No.44174
| Rolled 76, 92, 11, 19, 65 = 263 (5d100) |
>>44143
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Soulwood crafting
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 2 (27, 30)
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27),
Projects: Spatial magic weak 2/12, 1/6 (6)Improved bestial mutation, 1/6 demonic bat knight
Armies: 1 Militia, 2 Noble Vampire armies (on 29), 3 Vampiric Armies, 3 Demonic bat carriage (2 on 29)
Mana: 55 + 10/turn
—–
1-5) nananananananana nananananananana batknights! +4 from islands, + tamed demonic bats.
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72a529 No.44176
>>44174
hey I sent a diplomatic envoy if you look above
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247019 No.44181
>>44156
Being met by vampire soldiers the small little creature is halted. " You are on territory claimed by the Blood court. State your business"
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72a529 No.44189
>>44181
I seek an audience with your master in order to establish diplomatic ties between the Societas Alienius Dies and the Blood Court.
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247019 No.44191
>>44189
Judging the creature to be harmless enough, they lead them to a imposing looking, gothic style half finished building. A tall vampire in impressive but old armor beckons it to speak.
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72a529 No.44193
>>44191
Great Lord, I am Ruedi Falk and I am here on behalf of the Societas Alienius Dies. The society desires cooperation with all nations and peoples so that we may preserve the islands and by extension our future. We request that you accept our offer of friendship, so that we can mutually advance together.
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247019 No.44194
>>44193
Sure, don't get in our way and everything will be fine. Anything else?
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72a529 No.44195
>>44194
I have noticed that you seem to be a magically inclined people, but it appears to be neither elemental or spatial in nature. Could you inform me with what type of magic you control?
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247019 No.44197
>>44195
We manipulate the matters of life. Flesh, blood, bones all living things are shaped by our will.
Now let me ask you Ruedi. What are your people like. You don't seem to be magically inclined.
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72a529 No.44198
>>44197
Ruedi Appears stunned for a moment before responding
"Indeed, We have not been blessed with magic like some other people. You would not be able to tell now, as I am composed entirely of the humanoid races, but we are born into forms which have no relation to the parents and will appear to have taken parts from both beast and humanoid giving us strange appearances. however you just said that you can shape life itself. Which means you have the capability of treating if not curing our condition. We would be eternally grateful if you could help us."
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247019 No.44199
>>44198
"Hm, a project of such magnitude would take much time and effort from our side. But indeed we would be up for the challenge.
But as matters stand right now we have much to do and little time to spare for benevolence.
Tell us what is your eternal gratitude worth. And be aware that eternity holds no idle meaning for the blood court. "
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72a529 No.44200
>>44199
"While we can cast no magic of our own we have been working towards reclaiming the technology of old to where one day we can surpass it. more immediately however, we have been working to settle many islands in order to increase our reach to find new friends and to get the resources necessary to further our endeavors, if you were to help us then it would be beneficial for you expand into the islands we have settled, as we would have already tamed the lands for your arrival and would be willing to do anything you require of us due to the great boon bestowed."
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72a529 No.44202
>>44201
sorry I am not abstracttraitorhero
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dc41b3 No.44204
| Rolled 63, 26, 43, 21 = 153 (4d100) |
>>44143
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 47+7/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
1. Chimerify some wolves and wyverns. +2
2. Have the wizards keep working on the spatial magic research. +2 5/12
3. As well continue to have men train to fight and ride the wyverns. Wyvern knights +2 4/6
+Weaponsmithing and Smithing Weak?
4. Continue work on mutagenic magic to increase the size of a creature. 1/6 +2
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b84c73 No.44206
| Rolled 16, 24, 7, 75, 81, 74, 24, 83 = 384 (8d100) |
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Territories: 1 (61)
Resources:
Projects:
Armies: 1 Militia (61)
1. Keep researching the labour golems, develop them for mass production! 1/4
+golemcrafting weak.
+10 to all magical research
2. Contiue the efforts to develop wands and staffs. 2/4
2/4 focicrafting weak
+10 to all magical research
3. Continue the search for a magical resource!
4. Continue to attempt to build a Magical University.
—
1-2. Put more efforts into the Magical University.
3. Put more efforts into searching for a magical resource
4. Continue the golem development! 1/4
+golemcrafting weak.
+10 to all magical research
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247019 No.44209
>>44200
"Yes, easing our expansion would be a great boon to us as well. We accept your proposal and will take the necessary preperations in the coming [turns]."
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247019 No.44210
>>44209
>Julian of the Ventrue
The emperors right hand, envoy of the bloodcourt, the butcher of the seven.
He just found the creature too beneath him to give his name or titles.
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615fb1 No.44212
| Rolled 21, 79, 32, 79, 94 = 305 (5d100) |
>>44143
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into genderless formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their diety's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies:Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 1/8)
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 5/8, 2/4 monsteroo knights, 2/4 Trapping weak, 1/6 floatpowder
,
>Armies: 1 Militia (on territory "25") and 1 spearmen army
>Mana: 60 (1 x 5/turn)
1-2 Lets finish up our knights so we can be able to strike (work on monsteroo knights 2/4)
3-5 Lets try to build traps so we can at least try to tame the fauna quickly (work on 2/4 Trapping weak)
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90410b No.44244
| Rolled 99, 99, 25 = 223 (3d100) |
>>44151
Renegades using the dissapearance of troops from the portal to attack
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247019 No.44246
| Rolled 23 (1d100) |
>>44244
Rolling for batmobile
No spells anywhere
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90410b No.44247
| Rolled 30, 2 = 32 (2d100) |
>>44246
spearmen
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90410b No.44249
| Rolled 82, 72, 87 = 241 (3d100) |
>EVERYONE IF YOU HAVE FINISHED ANY ARMY DESIGNS THEN ADD A "DESIGN:" TAB AND PUT THEM UNDER THEM. I WILL THEN GIVE THEM THEIR TRAITS AND YOU YOURSELF ADD APPLICABLE TECHLEVELS TO THEM AND KEEP THEM UPDATED.
>>44145
Shiny and chrome! that's what the city will be. There will be blinking lights and screens. Games aplenty and fun all around. However that is far in the future but the dream lives in the processors and hearts of all the switches.
1/8 city
2/4 aeronautics weak
2/8 research center
>>44149
your people gain both a deeper understanding of how to harness the powers of spatial magic AND of how to hone your weapons into sharper more deadly implements. Your scouts find a deposit of metals but you're not entirely sure what to do with it.
Spatial magic average
metal (95)
crystaline weaponry average
Crystaline growth average 1/8
>>44152
Two new colonies are set up at record speed. The society truly spreads out and now they have guns to help them tame these lands.
Guns weak
Guns weak 1/6
Electronics weak 4/6
colony 21 and 23
>>44153
(you don't need to roll actions to send armies out. it's a free action. but since you don't have any zeppelins on your stat sheet I'll count this as recruitment roll, so send it next turn)
The first squadron of Improved zeppelins have been armed and prepared for the future journey.
+1 improved zeppelin [Bomber] [Transport] [No need to rest] [only 3 per island]
guns weak 2/6
>>44160
A truly outrageous ammount of servile virgins have been gathered. They don't know why but they are avaible for you. Many people still wonder why you would do this though. The current theory is 1. You've become completely unhinged. 2. You're planning the wildest party in history or 3. Both.
Mutagenic magic 5/6
Resource:
Outrageous ammount of servile virgins
>>44169
Onagers have been designed for your usage. Not with the best range or power they nonetheless can lauch rocks the size of a head into enemy ranks and into their walls. Your mages also finally finish learning how to set up magical structures inside other objects to imbue them with magical abilities.
3/6 icedrake taming
Siege weaponry weak
Defences (100) 1/5
Enchantment weak
>>44170
More Atherian troops arrive over your island! these however don't have a skybarge to rest upon.
Roll combat if you wish to attack them.
1/4 Flamewater bombs
>>44174
Terrible and majestic bat knights. A Rider and a group of vampires of and hanging in saddles under demonic bats with long spears to defend the bat from angles it might not see as the bat unleashes hell upon your foes guided by the rider.
designs:
+ demonic bat knights [Monstrous flier] [Only two per island]
+ 1 demonic bat knight
>>44204
The new creation.. Your blizzard wyverns are truly terrible creations. Able to unleash a ferocious storm
through their magical roars, they absorb the mana around them like sponges to sustain their innate magic. If they should somehow come into an area that is void of magic they would die.
ADDENDUM. you may only have 3 wyvern armies per island you control.
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
5/6 wyvern knight
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90410b No.44250
>>44249
>>44206
4/8 Magical university
3/4 golems (workergolems right?)
>>44212
The monsteroo knights are finally avaible. Riding with spears on the back of the ferocious monsteroo they pack a mean punch. Your people also learn how to construct clever traps to catch or even kill whatever prey they wish,.
Trapping weak
Trapping weak 3/6
Designs:
+ Monsteroo knights
>>44147
>>44151
The convicted call all their troops to meet these invaders and rapidly close in to fight them. However seeing the guards disappear the renegade convicted stream through the gate and rapidly engaging loyalist armies. Not being able to put their full force against the invaders the convicted suffer badly, being killed off one by one by vampiric nobles sticking them with their spears inhumanly fast and taking unresonable levels of punishment to put down. But the true terror are the demonic bats. Huge demonic bats that shriek eardrumbursting screams with large cumbersome cages on their backs with a few vampires in them, directing the bats into the enemy lines. Swelling muscles and twitching tendons show that some foul magic is working on them to get more out of them than they normaly would be able to give. In the end slightly more than half the bats remain, tired and feasting on the corpses with their handlers surveying the carnage before them. They move in towards the settlements of the convicted to take control when they encounter celebrating armies of renegade convicted. The renageds freeze up when they realised why the portal had been left undefended. The both exhausted sides battle it out but the vampires prove victorious and ultimately take control of the island.
Keks:
-2 noble armies, -1 demonic bat carriage
+ Architecture weak
Territories: 1 (29)
Resources:
+ Metals (29)
+ Stabilized Dark Portal (29)
+ Convicted minority (29)
WD:
GAME OVER
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588904 No.44251
| Rolled 13, 8, 38, 96, 80, 16, 90, 13, 80, 27 = 461 (10d100) |
>>44249
8 Viking
1 Sky Knight
1 Veteran Sky Knight
2 Dragonboats
LET THESE DOGS WEEP AT THE DAY THEY ATTACKED ASGARDIA!
-15 Mana
+45 Blessing of Blood
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588904 No.44252
| Rolled 69, 100, 13, 90 = 272 (4d100) |
>>44249
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 8 Viking 1 Sky Knight 1 Veteran Sky Knight 2 Dragonboats
Mana: 30 + 5/turn
—-
1. Research Lightning Ore Smithing
+Weaponsmithing Average
2. Research Flamewater Bombs 1/4
+Weaponsmithing Average
3. Begin Colonization of 85
4. Research Bows Weak 2/4
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247019 No.44253
| Rolled 58, 96, 14, 91, 70 = 329 (5d100) |
>>44249
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 2 (27, 30, 29)
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29)
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation
Armies: 1 Militia (27), 3 Vampiric Armies (27), 1 Demonic bat carriage (29), 1 demonic bat knight (27)
Designs: demonic bat knights [Monstrous flier] [Only two per island], Demonic bat carriage
Mana: 70 + 15/turn
—–
1-3) Moe noble batknights +6 From islands.
4-5) Integrate with mutant society. +6 From islands
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247019 No.44254
>>44253
Also set up a research agreement with the mutants.
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384c39 No.44255
| Rolled 35, 12, 29, 88 = 164 (4d100) |
>>44249
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93) Outrageous ammount of servile virgins
Projects: horror temple (93) mutagenic magic weak (5/6) enchanting (3/4)
Armies: 1 Militia (on territory 93)
1/2. Now for a hell gate no need to start it up just yet, we just need it ready for the party.
3. Mutate (5/6)
4. Enchant (3/4)
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72a529 No.44256
| Rolled 37, 27, 76, 50 = 190 (4d100) |
>>44249
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns weak
Territories: 6 (31, 21, 22, 23, 32, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: electronics 4/6
1/2. Integrate with the bloodcourt
+12, Integrated and ingratiated, Demonic bats, Emigrations Office
3. huh it turns out guns are more useful than we thought, well it is time to work more closely with the dwarves to improve both our guns. 1/6
+12, guns weak, Electronics weak
4. Help the switches with their city
+12, modular building, Land Vehicles weak, Electronics weak
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72a529 No.44258
>>44254
it was set up last turn
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dc41b3 No.44260
| Rolled 94, 67, 23, 55 = 239 (4d100) |
>>44249
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 53+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Spatial Magic research continues. +2 5/12
2. Training men to ride wyverns in combat continues. Wyvern Knight +2 5/6
+Weaponsmithing and Smithing weak
3. Research into mutagenic magic to increase the size of a creature continues. +2 1/6
4. Send out a wyvern rider to see if there are any other islands within range to colonize.
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b84c73 No.44271
| Rolled 28, 74, 56, 51 = 209 (4d100) |
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Territories: 1 (61)
Resources:
Projects:
Armies: 1 Militia (61)
1. 3/4 Worker Golems! Soon we'll have an abundance of cheap reproducable labour. The best part is we can set them to make more Worker Golems too!
+golemcrafting weak.
+10 to all magical research
2. Keep building the Magical University! 4/8
3. How have we not found anything? Keep trying. Keep looking for magical resources.
4. Continue the efforts on wands and staffs.
2/4 focicrafting weak
+10 to all magical research
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2e4785 No.44273
| Rolled 82, 33, 20, 97 = 232 (4d100) |
>>44249
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystaline growth average 1/8
Crystal weapons Average
Crystaline structures strong
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
Territories: 1 (Territory "95" Psirenia)
Mana:65 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Armies: 1 Militia (on territory "Psirenia")
1. Begin drawing up designs for our warden class Infantry. Use our knowledge of magic and crystals to make a group with crystalline long rifle shooting Spatially accelerated bolts of high pressure air to harms the enemy.
Crystaline growth average
Crystal weapons Average
Aeromancy Average
Spatial magic average:
+2 island bonus
2.Begin working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range.
Crystaline growth average
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
+2 island bonus
3.Try to use our ability to grow song to transmute our islands metal into harder, sharper and lighter dura-crystal.
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals. 1/8
+2 island bonus
+10 Research center
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8f5fad No.44278
| Rolled 6, 25, 93, 55, 61 + 8 = 248 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 70 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Wild (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
3/25 Wyrm taming
3/8 Icedrake taming
1/4 colonizing 60
Defences (100) 1/5
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 1 Uber Frog Spearhopper (on territory 58)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
1 Frog Spearhopper Army (on territory 100)
1 Uber Peltast army (on territory 100)
>Host Induced Memery
Angry Wyrms
1. Continue the work on the defenses, increase the range on the onagers, perhaps even enchant them to be stronger
2. And continue with the taming of the drakes as well, we shall have proper mounts for our elite troops soon enough.
3. And the progression on colonizing 60 continues as well.
4. Instead of dicking around with magic our smiths shall now do what we initially sough to do and improve their smithing techniques
5. Finally, the attempts to train the wyrms shall continue as well
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c73978 No.44284
| Rolled 55, 93, 4, 85 = 237 (4d100) |
>>44249
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak 2/6
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48) Dwarf riflemen army (48) improved zeppelin [Bomber] [Transport] [No need to rest] [only 3 per island]
1-3 Continue research on guns, soon we shall create truly exquisite weapons worthy of being called dwarven tech.
4 Send a zeppelin over to the west to colonize things, we shall embark upon this island and build a grand fortress, no a grand city and it shall be named thus "Ossekbaktus Maskirunobnokgol"
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c73978 No.44287
>>44284
Failed to specify, I'm working on guns with the Mongrels, we are sharing a common pool of research
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72a529 No.44288
>>44256
to specify once integrated I open all my resources to be used by my new friends.
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90410b No.44291
| Rolled 88, 96, 74, 33 = 291 (4d100) |
>>44251
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90410b No.44292
| Rolled 18, 2, 9 = 29 (3d100) |
>>44252
the true power of the firewater is unlocked. It's alive and has sworn its allegiance to you as long as you let it consume. It wishes to spread in glorious blazes and will side with you as you are the one able to spread it.
lightning ore smithing 1/6
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Bowyery weak
Flamewater (86) turned to Flamewater queen (86)
Design:
Viking:
attack: 1
Defence: 1
Movement: 1
Dragonboat
Attack: 1
Defence:0.5
Movement:3
[poor Bomber] [No need to rest] [combat transport]
>>44253
The integration goes well. The subserivent mongrels arrive at your islands while your superior people arrive at theirs. Their technology is wonderous but they can't measure up to your splendour. And speaking of splendour the noble batknights are the pinacle of vampiric strength.
Designs:
Vampiric army:
Viking:
attack: 1
Defence: 1
Movement: 1
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
+5 noble batknights (30)
>>44255
The art of enchantment is finally understood. now your people know how to shape the magic into specific shapes in objects. More than just how to make the bane blades that is.
Enchantment weak
Enchantment weak 1/6
Design:
Faerie soldiers:
attack:1
Defence:1
Movement:3
[Flying] [suceptible to area attacks]
>>44256
Guns weak 3/6
Designs:
Mongrel infantry:
Attack: 2
Defence: 2
Movement: 1
[Ranged]
>>44260
Spatial magic 7/12
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyver/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
>>44271
With the new worker golems excavation goes faster and with that a cave with mana-storing crystals is found.
Worker golems +2 to all rolls.
5/8 magical university
Mana crystals (61)
3/4 Focicrafting weak
Designs:
Soldiers:
attack:1
Defence:1
movement:1
>>44273
Many think that seems like a good idea however the knowledge of how to do that just doesn't exist. so your people start working on how to infuse the crystal with structured magic.
2/4 enchanting weak
Great magical amplifier(95) 1/10
Crystal growth average 4/8
Designs:
Solder:
attack:1
Defence:1
Movement:1
>>44278
(remember to pay mana for colonizing)
The new island stands as a good home to the frogmen. Damp and semiflooded. Some of your scouts have managed to come within a kilometer of a wyrm without being killed horribly. so that's an improvement.
(60) colonized
weaponsmithing weak 1/6
4/25 wyrm taming
Designs:
Spearhopper
attack:1
Defence:1
Movement:1
[amphibian]
Peltasts:
Attack: 1.5
Defence:1
Movement:1
[poor ranged] [Amphibian]
Onagers:
Attack: 2
Defence: 1
Movement:1
[ranged] [siege] [artillery]
>>44284
Colonization has begun and almost completed.
Guns weak 5/6
Colonizing (48) 2/3
Design:
Dwarven infantry:
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
>>44251
The damned invaders are killed though many brave fighters die at the same time.
-1 veteran skyknight
-1 dragonboat.
-4 Vikings.
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cf4577 No.44293
| Rolled 56, 87, 82, 12 = 237 (4d100) |
>>44292
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Bows Weak
Dragonboats
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 1 (86)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
Projects:
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 2 Dragonboats
Mana: 30 + 5/turn
—-
1. Work on Lightening Ore Smithing 1/6
+Smithing Weak
2-3. Construct more Dragonboats
4. Research Smithing average
>Send 2 Vikings, 2 Dragonboats, 1 Sky Knight and 1 Veteran Sky Knight to invade the Angels
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c73978 No.44294
| Rolled 96, 72, 42, 51 = 261 (4d100) |
>>44292
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
Guns weak 5/6
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 1 (Territory "number")
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48) Dwarf riflemen army (48)
1 & 2 Finish research on our guns
3 Send out a zeppelin to the northeast to island 49 and attempt to scout it for valuable resources
4 Continue colonization
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247019 No.44295
A demonic bat carriage arrives at [31] carrying vampire knights and 2 distinct individuals. The knights ask to be led to the Societas Alienius Dies leadership, as their allies have a proposal to make.
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72a529 No.44296
>>44295
A plethora of mongrels swarm around the knights. Some go to the carriage and start cleaning it, others start grooming and feeding the bats, the more well dressed ones start leading you to the council hall, while the servile even by mongrel standards starts sweeping the path ahead of you to ensure no dust stains your boots. When the knights arrive they see a grand door that depicts what appears to be a perfect man surrounded by a mass of animals and even other humanoids. All seem to be in various states of submissiveness and worship. Quickly the doors are opened and they are ushered in a peculiarly dark room filled with shifting neon lights. in a semi-circle around the center of the room are high podiums from which the council of five sits. their features obscured by dark cloaks. With a single gesture the lesser mongrels quickly leave and shut the door behind them.
The central councilmen hisses
"We are told that you have a proposssal for usss."
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247019 No.44297
>>44296
One of the knights steps forward. "Before you stand Julian of the Ventrue, envoy of the bloodcourt and the emperors right hand" gesturing to the far more monstrous vampire he continues" and Farhad of the Nosferatu, grand mystic of the court."
Julian steps forward."I greet you dear allies. Let me get straight to the point. Farhad here has proposed a measure to significantly improve the speed of our magical research, so that we can cure your condition in good time." "We will construct laboratories to study the make of your people." Farhads hisses and growls more then speaks from behind Julian."Of course this will require extensive dissection of corpses and liv.." "It certainly will require extensive sacrifices of your people, but its for a good cause in the end, wouldnt you agree dear council" Julian smilingly interrupts Farhad, who bows his head and slinks a couple of steps further back.
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dc41b3 No.44298
| Rolled 98, 34, 39, 4 = 175 (4d100) |
>>44292
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 59+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Continue working on spatial magic. +2 7/12
2. Continue research into mutagenic magic to increase the size of creatures. +2 1/6
3. Continue colonization of island 40. +2 1/3
4. We can't let what happened to our home island happen again, at least not the point where we lose everything. Begin researching building designs that can easily be broken down and moved via wyvern in case we must flee a falling island again. +2
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72a529 No.44299
>>44297
"All our people knowss the value of ssacrifice and how it isss rarely a pleassant fate, but they will do ssso without hessitation". The central member's head turns towards Farhad. "We will provide the ssubjectsss needed in whatever condition you dessire, but we expect resultss and that we hear of thesse resultsss in regular reportss. Otherwise we will take a more direct interest in your ressearch. Now iss there anything elsse you desire?"
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247019 No.44300
>>44299
"Those terms are acceptable. You won't be dissapointed." With this the Vampires take their leave.
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247019 No.44301
| Rolled 50, 56, 30, 85, 99 = 320 (5d100) |
>>44292
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 27 +2, Shared with SAD: 30, 29, 37, 31, 32, 21, 22, 23 +8
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29)
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation
Armies: 1 Militia (27), 3 Vampiric Armies (27), 1 Demonic bat carriage (29), 1 demonic bat knight (27)
Designs: demonic bat knights [Monstrous flier] [Only two per island], Demonic bat carriage
Mana: 115 + 45/turn
—–
1-2) Share armocrafting research with the SAD +10 from islands
3-5) Recruit more batknights on 30 +10 from islands
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247019 No.44302
>>44301
Forgot to add noble batknights
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72a529 No.44303
>>44292
>>44292
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
Territories: 9 (31, 21, 22, 23, 29, 30, 32, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: electronics 4/6
1. It seems the dwarves managed to make their own breakthroughs in regards to ballistics. No matter, we shall quickly catch up. 4/6
+16, dwarven tech +20, guns weak, Electronics weak
2. Finish researching electronics 4/6
+16, dwarven/switches tech +20, Electronics weak
3/4. Research armor and help with the vampires own progress
+16, dwarven tech +20, Electronics weak
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72a529 No.44304
| Rolled 92, 35, 38, 65 = 230 (4d100) |
>>44303
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247019 No.44305
>>44301
Also forgot +5 noble batknights on 30 designs and movement.
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Fly the knight from 27 to 37 and the carriage transports 1 vampiric army to 30 or 37 whatever it can reach.
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dc41b3 No.44306
>>44156
A few wyvern riders have finally be sent to either drive off or force to ground that flying machine that has been buzzing around.
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72a529 No.44307
>>44306
Seeing that the wyverns were not immediately attacking him the pilot goes to ground.
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dc41b3 No.44309
>>44307
An official in a long, decorative robe, and guarded by a couple of guards approached the pilot. "Alright, the hell do you want? You've been hovering around our island for a while and, quite frankly, it's started to get damn annoying."
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72a529 No.44311
>>44309
The Pilot has the scaly arms and legs with a reptilian tail along with a dog like face.
"We have seen the flashes of light coming from your lightning wyverns and so I was sent to investigate. Now however I see that there are other people here, so on behalf of the Societas Alienius Dies I offer a declaration of friendship towards your nation and hope that we could work together in regards of technological and magical advancement."
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8f5fad No.44333
| Rolled 86, 65, 84, 93, 37 + 16 = 381 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 70 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Wild (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
4/25 Wyrm taming
3/8 Icedrake taming
Defences (100) 1/5
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 1 Uber Frog Spearhopper (on territory 58)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
1 Frog Spearhopper Army (on territory 100)
1 Uber Peltast army (on territory 100)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. A frog's work is never truly done, and it would seem that neither is this drake taming. Keep at it!
2. Whats more, the defenses are not done either! Get to work you commoners!
3. On the new island armies of spearhoppers and peltasts will be raised as well, can't have the colonies going undefended
4. The smiths continue their tinkering, using the metal naturally present on Greater Chadlia to form armor both complementing to the frogmen form while also being sturdy enough to deflect a blow and light enough to not hinder hopping.
5. The first bricks of a city upon isle 58 are to be laid, and though it shall surely pale to the great city of the frogs, there is no reason why a lesser beacon of our glory should not be raised on this island as well!
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2e4785 No.44366
| Rolled 26, 22, 50, 10 = 108 (4d100) |
>>44292
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystaline growth average 4/8
Crystal weapons Average
Crystaline structures strong
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
2/4 enchanting weak
Territories: 1 (Territory "95" Psirenia)
Mana:70 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 1/10
Armies: 1 Militia (on territory "Psirenia")
1. Work on creating a crystalline rifle that enhanced and amplifies sonics to deadly effect.
Crystaline growth average
Crystal weapons Average
Aeromancy Average
Spatial magic average:
+2 island bonus
+10 Research center
2.Begin working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 1/10
Crystaline growth average
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
+2 island bonus
3.Continue to work on enchantment 2/4
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals. 4/8
+2 island bonus
+10 Research center
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dc41b3 No.44367
>>44311
Obviously not expecting that the official says "Wait here. I'll bring this to the higher ups."
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259edd No.44370
| Rolled 74, 71, 69, 50 = 264 (4d100) |
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Enchanting magic weak (1/6)
Mutagenic magic:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93) Outrageous ammount of servile virgins
Projects: horror temple (93) mutagenic magic weak (5/6)
Armies: 1 Militia (on territory 93)
Designs:
Faerie soldiers:
attack:1
Defence:1
Movement:3
[Flying] [suceptible to area attacks]
1. Mutate (5/6)
2. DODGE!
3. recruit Fairy soldiers, make sure they all have bane blades
4. Begin conquest of nearby islands.
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931adf No.44372
| Rolled 9, 45, 39, 23, 92, 53, 8, 95 = 364 (8d100) |
>>44249
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech:
Robotics average
Cybernetics weak
Electronics Average
Missiles weak
Territories: 1 (Territory "number")
Resources:
Metals (6)
Projects:
1/8 City
2/4 Aeronautics Research
2/8 Research Center
Armies: 1 Militia (on territory "home number")
1+2+3) Continue work on the city! I'm tempted to name it New Donk city, but there was already one of those… New New Donk city? Nah, too much of a mouthful..
+Robotics average
+Cybernetics weak
+Electronics Average
+Cyborg
4+5) Gotta work on the fliers! We got to get the switch to launch!
+Robotics average
+Cybernetics weak
+Electronics Average
+Cyborg
6+7+8) Alright! With the help of the new-comers on their airship, they've given us a good push in the right direction! But
+Robotics average
+Cybernetics weak
+Electronics Average
+Cyborg
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90410b No.44379
| Rolled 61, 98, 65 = 224 (3d100) |
>>44293
(save your designs somewhere so you can post em for combat)
The troops go off and arrive at a poorly defended island. After a brief battle the Aetherial surrender to you in a city on fire. As is the right of conquest what was theirs is now yours to do with as you will. The renegade Aetherials however expects you to set up a just governance that will treat others well.
lightning ore smithing 2/6
+3 dragonboats
+ islands (78) (76)
Restricted tech:
Pillagers 1/6 (when conquering an island you may instead of taking it over remove the settlement completely to get +20 to ALL rolls (including combat) for the next 3 turns.
Resource:
Aetherial minority (78) (76)
1 metal (76), Mana Crystals (78), Manastoring Crystals (78)
Magic:
6/12 Aeromancy weak
Tech:
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
>>44294
(include your colonization progresses)
The first home of your people outside this island is completed. This new land is larger with more resources. However with this added land comes added difficulty to patrol and defend it all.
guns average 3/8
Colonizing 49 1/3
(47) colonized.
>>44298
The first few consistent results with spatial magic start being produced by your mages and excitement is abound. Knowing the fate that might await any one island your people are very keen to set up a prescence on more islands and this shows in their enthusiastic work on the new island.
10/12 spatial magic
2/3 colonizing (40)
>>44301
Those little mongrels seem very helpful. Atleast that's the impression your smiths gain from working with them. And they jealously look at the advanced machines. The one time a vampire smith tried to use one though the machine ground to a screeching halt and started smoking… So that didn't happen again.
+ 4 (noble?) demonic bat knights.
armorcrafting weak
armorcrafting weak 2/6
>>44303
with the vampiric smiths adding some insights you make great strides in the art of armorcrafting. And not to be outdone by the dwarves your people improve their gun designs greatly to keep stride with them.
armorcrafting weak
armorcrafting weak 2/6
Guns average
Guns average 2/8
>>44333
Troops are raised to defend the new territory. They are not yet joined by icedrakes though the drakes HAVE now allowed a toadman to actually sit on it while it walks around doing its stuff. So that's definite improvement from the frozen and halfeaten corpses of those that tried that before.
6/8 drake icedrake taming.
3/5 defences (100)
+2 spearhoppers +1 peltast
3/4 armorsmithing weak
1/8 city (58)
>>44366
Finally your mages figure out the art of creating permanent magical structures inside objects which will surely be useful for any future attemps at creating special properties in something.
enchanting weak
2/10 amplifier
>>44370
Due to the propensity of your soldiers to accidentally kill themselves with bane blades by getting small cuts a whole new training regimen has to be developed to drill into their tiny brains the proper way to use it. Your mages have mastered a whole new level of mutagenic magic. Easier to use and with greater power.
Mutagenic magic average
1/4 Evasion weak
Faerie bane-soldiers 2/6
Colonizing 94 (1/3)
>>44372
The mongrels are great friends! Helping you out with the city and teaching you how to make their quaint flying machines! Propellers and wings making them go wroom! Unlike your missiles where things go FWOOOSH and go away really quick.
3/8 city
missiles weak 4/6
Aeronautcis weak
Aeronautics weak 3/6
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cd0f6a No.44380
| Rolled 66, 75, 11, 29 = 181 (4d100) |
>>44379
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 65+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Finish working on spatial magic. This has taken longer than initial thought, and I swear if it takes longer someone is being transferred to the Dangerous Chimerification research department. +2 10/12
2. Continue research into mutagenic magic to increase the size of creatures. I know your department is low on staff but almost no progress after this long is inexcusable. +2 1/6
3. Finish colonization of island 40. The new creatures and resources will be valuable to our purposes. +2 2/3
4. We can't let what happened to our home island happen again, at least not the point where we lose everything. Begin researching building designs that can easily be broken down and moved via wyvern in case we must flee a falling island again. +2
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c73978 No.44381
| Rolled 88, 20, 40, 56 = 204 (4d100) |
>>44379
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: 1 Militia (48) Dwarf riflemen army (48)
1-3 Continue researching guns, soon we shall ascend past normalcy
4: Scout out our new island (47) For useful structures and useful resources, perhaps the forge gods will shine down favorably upon us this day.
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cd0f6a No.44382
>>44311
Finally a messenger brings the pilot to the capital building, which is little more than a tent, if bigger than all the other tents, filled with a large amount of papers and books. An old elf in a fairly plain suit sits at a desk looking over papers spread out before him. What appears to be a pure white-blue cat seems to be sleeping in the corner when the sun enters the tent. Without looking up the old elf says "I am the Ceo of the Sonafi Union. You may call me Herr Schreiber. Tell me what you want so you may stop wasting my time."
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72a529 No.44383
>>44382
I am Perceval and I represent the Societas Alienius Dies. Our goal is to ensure a prosperous future for all and to find a way of preserving the islands which we all rely upon and to reclaim our lost technology. We would like to offer our friendship and support so that we can all work together to find a solution to these problems. If you accept then you would be able to set up a research agreement with us and our magically gifted friends.
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cd0f6a No.44384
>>44383
"And what, pray tell, can you offer us in this research agreement of yours? As well, who are these friends of yours?"
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2aa387 No.44385
| Rolled 40, 4, 91, 39 = 174 (4d100) |
>>43748
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 45 + 15/turn
—-
1. Research Lightening Ore 2/6
+6
+Smithing Weak
+Weaponsmithing Average
2. Research Areomancy Weak 3/6
+6
3. Colonize 75
+6
4. Research Pyromancy Weak
+6
+Flamewater Queen
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72a529 No.44386
>>44384
Well as you can see we have managed to recreate the airplanes of old, however we also have guns, armor, vehicles, and even developed a style of architecture which allows us to quickly set up on new islands, but our greatest strength is not in the tech we just have, it is also our other technologically inclined friends as well. We have found half machine beings that have sustained technology rarely found even in the old world and dwarves that make advancements that rival even us! As for the friends mentioned earlier, they are a noble and aristocratic people able to shape life itself. Indeed after meeting with the council they have even agreed to work on normalizing our appearance! So as you can see, you are not just gaining the help of one nation, but many when you work with us.
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cd0f6a No.44387
>>44386
"How fast can that architecture of yours be taken down in case of an island fall or collision?"
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72a529 No.44388
>>44387
They are specifically designed to be quickly assembled or deconstructed so that they can conserve resources, space, and time.
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cd0f6a No.44389
>>44388
Herr Schreiber finally glances up at that, and lifts an eyebrow. "And these life shaping aristocratic allies of yours. What are they capable of?"
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72a529 No.44390
>>44389
Well as I said before they have the capability of correcting our entire race, so I would say they are able to do much.
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cd0f6a No.44391
>>44390
"Any other examples of what they could do?"
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72a529 No.44392
>>44391
I could not tell you much else, they seem to have the ability to bring out the inner beast of people to physically manifest and empower them, which is why I trust them to be capable of doing the reverse.
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615fb1 No.44393
| Rolled 26, 44, 43, 15, 58, 76, 33, 71 = 366 (8d100) |
>>44379
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 1/8) Trapping weak
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 5/8, 3/6 Trapping weak, 1/6 floatpowder
,
>Armies: 1 Militia (on territory "25") , 1 spearmen army
Designs: Monsteroo knights
>Mana: 70 (1 x 5/turn)
(Missed a turn)
1-2. We need to feed our people so we can grow many farms (Work on Farming Average 5/8)
3-4. We need to trap to make it easier and less risky for our own to tame animals(Work on trapping weak 3/6)
5-6. Try to experiment how the Floatpowder works (Work on Floatpowder 1/6)
7-8 We need more soldiers to defend our farms and land (Work on Recruiting for the armies)
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cd0f6a No.44394
>>44392
"It seems that this research agreement is worthless to us except for one or two techniques." The elf puts a cup near the purring cat and begins writing in silence. Finally he speaks up "I will send a delegate with you to meet with your allies and see about joining this confederation of yours and what it entails. Give me some time to find a proper delegate." The elf picks the cup back up goes to take a sip but puts the cup back down. The contents are frozen solid. "You may leave."
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2e4785 No.44395
| Rolled 49, 18, 3, 78 = 148 (4d100) |
>>44366
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystaline growth average 4/8
Crystal weapons Average
Crystaline structures strong
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
Territories: 1 (Territory "95" Psirenia)
Mana:75 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 2/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Work on creating a crystalline rifle that enhanced and amplifies sonics to deadly effect.
Crystaline growth average
Crystal weapons Average
Aeromancy Average
Spatial magic average:
Enchantment Weak
+2 island bonus
+10 Research center
2.Begin working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 1/10
Crystaline growth average
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Imrpove our enchanting once more!
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals. 4/8
+2 island bonus
+10 Research center
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2e4785 No.44396
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72a529 No.44412
| Rolled 19, 65, 14, 63 = 161 (4d100) |
>>44379
>>44379
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics weak
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
Territories: 9 (31, 21, 22, 23, 29, 30, 32, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: electronics 5/6, Guns 2/8, Armor 2/6
1. Finish electronics 5/6
+16, dwarven/switches tech +20, Electronics weak
2. Colonize 36
+16, Electronics weak, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
3. Colonize 38
+16, Electronics weak, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
4. Colonize 11
+16, Electronics weak, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
F. Apply the Guns, armor, and stealth to the pit dogs
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8f5fad No.44414
| Rolled 92, 39, 63, 60, 51 + 16 = 321 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 80 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Wild (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
4/25 Wyrm taming
6/8 Icedrake taming
Defences (100) 3/5
1/8 city (58)
3/4 armorsmithing weak
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. The drakes are finally brought around to the good life, the green life. Ribbit ribbit mother fucker
2. Work on the defenses continues as well
3. As does the construction of the new city on our second colony
4. And the smiths continue their work as well, we shall have armor befitting our race soon enough
5. Finally, our mages experiment with air magic in an effort to extend the duration of our hop spells, or perhaps to even craft a new, more effective spell from it.
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259edd No.44453
| Rolled 10, 4, 38, 4 = 56 (4d100) |
>>44379
Nation name: Naecia
Race name: faerie
Racial traits: tiny, flying, really fast, square cubed law works in their favor in terms of strength. "Dark magic" you know the stuff, rituals of blood and bone, etc.
Color: dark red
Bonus:
Vicous Pests: Your people are flying little pests who can use their infantry for aerial combat. You are diminutive and strong for your size, however not strong enough but the magic that flows through you is potent. +2 magic per island you control each turn. -10 combat rolls.
Magic:
Enchanting magic weak (1/6)
Mutagenic magic average:
(25)Curse of weakness (halves the roll of an enemy army. must be declared before rolls are made or I will random which armies are affected)
Technologies:
+Restricted technology:
+Dark weaponry weak (higher level items will require…. Sacrifices. Research at your own peril):
+Bane blades (any wound by these swords will cause rapid decay around the wound. Spreading out and most likely leading to death within minutes preluded by immense pain and suffering)
Territories: 1 (Territory 93)
Resources: serviles (93) Outrageous ammount of servile virgins
Projects: horror temple (93), Evasion weak (1/4), Faerie bane-soldiers (2/6), Colonizing 94 (1/3)
Armies: 1 Militia (on territory 93)
Designs:
Faerie soldiers:
attack:1
Defence:1
Movement:3
[Flying] [suceptible to area attacks]
1. Evade weak (1/4)
2. Faeries bane (2/6)
3. Colonizing (1/3)
4. Sacrifice all the virgins, make a huge event of it.
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90410b No.44454
| Rolled 59, 19, 14 = 92 (3d100) |
>>44380
Everything just.. I don't even.. Can't they just like do some progress? So dissapointing why do we even give them funding? Hopefully soon they'll come up with something useful instead of just showing how they can change the colour of rats.
11/12 spatial magic weak
mutagenic magic weak 2/6
>>44381
Your prospectors manage to find an oildeposit that can be utilized for your purposes. Pumps are deployed and busy extracting the valuable substance.
guns average 6/8
Oil (47)
>>44385
Your rule over the Aetherials gets cemented and pockets of resistance stomped out. Now efforts are focused instead on more long term things than immediate bloodshed.
2/6 lightning ore
2/3 colonizing 75
1/12 pyromancy weak
>>44393
Armies are raised to protect your farms from wildlife and lowlifes. Floatpowder seems to be able to be baked into clay for example to create floating ceramics.
farming average 6/8
Trapping weak 4/6
Floatpowder 4/6
+3 infantry armies
>>44395
Your best crystalsingers and mages work together to create a way to project sonic waves in a concentrated destructive fashion.
Sonic rifles weak 1/4 (can't get higher than aeromancy/spatial/enchantment/crystal weapons)
Crystaline growth average 6/8
>>44412
Your electronics grow more advanced with the help of the dwarves and you start expanding ever further.
Electronics average
2/3 colonize 36
2/5 colonize 11
1/3 colonize 38
>>44414
Ribbit ribbit indeed. The icedrakes are finally tamed as glorious steeds. Able to lift one frogman across the sky in incredible displays of aerobatics and freezing down anyone that offends it.
Your smiths also start crafting plates of metal attached to leather shirts for your frogmen to wear.
Icedrakes tamed
defences (100) 4/5
3/8 city (58)
armorsmithing weak
2/8 Hop spell
>>44453
You get stopped from sacrificing them due to the simple fact that you refuse to divulge what the sacrifice would be good for. Sacrifices don't grow on trees and their keepers don't feel like finding a lot of new ones.
Colonizing (94)2/3
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2e4785 No.44455
| Rolled 51, 18, 73, 67 = 209 (4d100) |
>>44454
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystaline growth average 6/8
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak 1/4
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
Territories: 1 (Territory "95" Psirenia)
Mana:80 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 2/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Keep working on Sonic rifles. 1/4
Crystaline growth average
Crystal weapons Average
Aeromancy Average
Spatial magic average:
Enchantment Weak
+2 island bonus
+10 Research center
2.Begin working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 2/10
Crystaline growth average
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more!
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals. 6/8
+2 island bonus
+10 Research center
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cd0f6a No.44456
| Rolled 17, 42, 25, 19 = 103 (4d100) |
>>44454
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 71+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Finish working on spatial magic. +2 11/12
2. Continue research into mutagenic magic to increase the size of creatures.. +2 1/6
3. Finish colonization of island 40. The new creatures and resources will be valuable to our purposes. +2 2/3
4. We can't let what happened to our home island happen again, at least not the point where we lose everything. Begin researching building designs that can easily be broken down and moved via wyvern in case we must flee a falling island again. +2
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cd0f6a No.44457
>>44456
action 2 is at 2/6
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2aa387 No.44458
| Rolled 6, 23, 99, 43 = 171 (4d100) |
>>44454
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 45 + 15/turn
—-
1.Continue colonization of 75
+6
2. Research Lightening Ore 2/6
+Smithing Weak
+6
3-4. Research a way to incorporate mana crystals into weapons and armor
+6
+Mutagenic Weak
+Mana Crystals
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72a529 No.44459
| Rolled 36, 25, 4, 22 = 87 (4d100) |
>>44454
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics average
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
Territories: 9 (31, 21, 22, 23, 29, 30, 32, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: Guns 2/8, Armor 2/6
1. Colonize 10
+16, Electronics average, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
2. Colonize 36 2/3
+16, Electronics average, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
3. Colonize 38 1/3
+16, Electronics average, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
4. Colonize 11 2/5
+16, Electronics average, Land Vehicles weak, Aeronautics weak, modular building, Guns average, Emigrations Office
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247019 No.44460
| Rolled 24, 27, 79, 90, 93, 16, 97, 51, 79, 88 = 644 (10d100) |
>>44454
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 27 +2, Shared with SAD: 30, 29, 37, 31, 32, 21, 22, 23 +8
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29)
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation, armorcrafting weak 2/6
Armies: 1 Militia (27), 3 Vampiric Armies (27, 1 at 37), 1 Demonic bat carriage (37), 1 demonic bat knight (37), 9 noble batknights(30)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Mana: 205 + 45/turn
—–
1-5) Start construction of labs on all shared islands.
6-10) Recruit more noble bat knights
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247019 No.44461
>>44460
also +10 from islands on both actions.
Movement:
So oversee the construction of the labs and smooth transfer of sacrifices.
Send the batcarriage from 37 to 31
Send one knight respectivly from 30 to 32, 21, 22, 23, 29 and 36
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247019 No.44462
>>44460
And recruitment of noble bat knights is on 30
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8f5fad No.44470
| Rolled 91, 78, 72, 98, 77 + 16 = 432 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 90 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60
Buildings:
City (100) +4 to all rolls
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
3/8 city (58)
2/8 Hop Spell
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. The defenses are almost finished, continue the work you tadpoles!
2. The city on our second oldest island is coming along nicely, a ample reflection of the progress of the frogmen society as a whole. Keep up the good work boys.
3. The first wave of new colonization shall be sent out to island 49 as well, waste not want not when it comes to sinking islands
4. At the homefront our best mages continue the work on the new hop spell
5. a derivation of such a spell should be possible to use on our projectile weapons as well. Perhaps to contain the javelin in some sort of long, hollow tube with a hop run at the bottom of the shaft, and when activated projecting the object in the barrel at great speeds and force. This is a most interesting subject indeed, and we shall look into it further.
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8f5fad No.44471
>>44470
We're reaching levels of frog that shouldn't even be possible
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b84c73 No.44472
| Rolled 40, 97, 84, 57, 61, 61, 99, 96 = 595 (8d100) |
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Worker golems +2 to all rolls.
Territories: 1 (61)
Resources:
Mana crystals (61)
Projects:
Armies: 1 Militia (61)
1. Keep working on the Magical University 5/8
Worker golems +2 to all rolls.
2. Keep working on FociCrafting 3.4
Worker golems +2 to all rolls.
3. "Crystal Ball technology is the way of the Future. It was the crystal balls of old that inspired the radio, television, laptops, cell phones and more. The ability to see, hear, and even speak from distances both near and far.
The Crystal Ball will be the most important magitechnological item in our arsenal. Therefore, we will need to research Crystal Ball programming. That is, to learn how to get such objects to do that which we wish
4. We no longer have flying cars, that's a pity. They will need to be replaced. Develop Flying Carriages, powered by magic.
Worker golems +2 to all rolls
—
1. Continue to develop Crystal Ball programming
2. Continue to develop Flying Carriages
3. Industrialization required methods of mechanical automation. But we no longer have the mechanical aspect of automation. Instead, we will rely on Magical Animation for our industrial needs. Rather than the sewing machine or the cotton gin, we can learn how to enchant fabrics and needles to sew themselves. Study Magical Animation.
4. Research applied Magics, so that developing new Magical abilities and technologies is easier.
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b84c73 No.44474
>>44472
Also
>+10 to all magical research
>Worker golems +2 to all rolls.
to the applied Magics action.
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247019 No.44475
| Rolled 96, 65, 74, 43, 94 = 372 (5d100) |
>>44460
replacing action 6-10 with:
Through turning conquered people or absorbing their blood, the blood court improves their ability to assimilate knowledge from conquered foes.
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247019 No.44476
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615fb1 No.44477
| Rolled 39, 67, 83, 30, 22 = 241 (5d100) |
>>44454
>Nation stats:
>Fill in:
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 6/8) Trapping weak
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 6/8, 4/6 Trapping weak, 4/6 floatpowder
,
>Armies: 1 Militia (on territory "25") , 1 spearmen army, 3 infantry
Designs: Monsteroo knights
>Mana: 75 (1 x 5/turn)
1-2 Keep learning about floatpowder so we can learn how it works (Work on 4/6 floatpowder)
3-4 Keep working on traps to help in our work (Work on 4/6 Trapping weak)
5. This land could still hide it's secrets we shall find what this land has. (Explore this land)
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c73978 No.44480
| Rolled 1, 33, 65, 74 = 173 (4d100) |
>>44454
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance:
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 6/8
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins Oil (47)
Projects:
Armies: 1 Militia (48) Dwarf riflemen army (48)
1-3 Soon we will have even better guns, continue our research….I can feel a breakthrough
4 Remember that time we started researching armour? Yeah we should do that again…
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8f5fad No.44482
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90410b No.44543
| Rolled 94, 73, 8 = 175 (3d100) |
>>44455
The amplifier has its base finished. It's going to be a large crystal spire. An obilisk that shall collect and channel the magic aimed at it then be directed at the wished for target. The sonic rifles are almost at a stage where they test prototypes. So far they've managed to make it produce sound.
sonic rifles 2/4
3/10 amplifier
enchanting weak 2/6
Crystal growth average 7/8
>>44456
A dispute regarding tax allocation grinds your nation to a halt before it's finally resoved. The only real progress made was from some mutagenic magic researchers who took home some of the work to work on it when bored.
Mutagenic magic weak 2/6
>>44458
Enchanted weapons. It's truly a wonder. And now your sages are starting to use this knowledge to infuse weapons with mana crystals to empower enchanted weaponry to whole new levels. Giving them not just passive effects but possibly even active effects!
Enchanting weak
1/4 Infused weapons weak (can't be raised higher than enchanting/weaponsmithing)
>>44459
Colonization progresses well. Yet another island is under your control! Your airplanes are busy busy.
1/3 Colonize 10
Colonized 36
Colonize 11 3/5
>>44460
A magical lab is finished on island (30). It will surely be of great help curing the mongrels.
More ways to assimilate conquered people are developed. Ways to interrogate and weasel out knowledge. To better find caches and to prepare your engineers and scholars for various influxes of knowledge to decipher.
Magical Lab (30) +10 magical research
Conquest Assimilation Average
>>44470
The defences are finally up. Walls, Large swampmoats, Onagers on towers and cauldrons for boiling oil are all prepared around the city along with outposts dotting the island to report in attacks and have defensible positions.
Defences (100)
5/8 city (58)
2/3 Colonize 49
5/8 Hop
2/8 Hydromantic harpoonguns
>>44472
Your researchers are demanding better compensation! And vacations! Why are there no good beaches on this island? It's all your fault for overworking your poor researchers. However it has caused a lot of progress.
Magical unviersity 6/8
Focicrafting weak
Focicrafting weak 2/6
spatial magic weak 2/6
Magical communication weak 3/4
Golemcrafting weak 3/6
Scientific principles weak 3/4
>>44477
(exploration done on 25)
The floatpowder binds with whatever it's infused into. Ceramics, Metals and yes.. Even bread, though that wasn't the best idea even if it was great fun at the yearly scholars party. After that it's all about finding the appropriate ammount for the weight to keep the object afloat. It seems that the boyancy of the infused item can be slightly changed with infusion of magic.
Floatpowder
Trapping average
>>44480
Whoever thought that putting your munitions plant right in the middle of the captial ought to be executed. An incident at the plant led to an explosion beyond anyones wildest fantasy. Several city blocks were levelded to the ground with destruction and injuries several kilometers out. The nation is in mourning as the cleanup and rebuilding begins
Repairing city 0/8 (2 actions per turn are automatically assigned to repairing your city until it's completed. More can be assigned at will. all rolls have -10 until this is completed[others can help you])
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2e4785 No.44545
| Rolled 68, 6, 69, 33 = 176 (4d100) |
>>44543
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth average
Crystaline growth average 7/8
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak 2/4
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
enchanting weak 2/6
Territories: 1 (Territory "95" Psirenia)
Mana:85 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 3/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Keep working on Sonic rifles. 2/4
Crystaline growth average
Crystal weapons Average
Aeromancy Average
Spatial magic average:
Enchantment Weak
+2 island bonus
+10 Research center
2.Keep working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 3/10
Crystaline growth average
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more! 2/6
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Continue to refine our ability grow our crystals. 7/8
+2 island bonus
+10 Research center
Now with proper dice!
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257e7e No.44546
| Rolled 17, 38, 39, 26 = 120 (4d100) |
>>44543
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Enchanting Weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak 1/4 Infused Weapons weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 60 + 15/turn
—-
1. Continue to colonize 75 2/3 +6
2. Research Pillagers 1/6 +6
3. Research Infused weapons weak 1/4
+Weaponsmithing Average
4. Research Lightening Ore 2/6 +6
+Smithing weak
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247019 No.44547
| Rolled 33, 56, 54, 5, 58 = 206 (5d100) |
>>44543
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Conquest Assimilation Average
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 27 +2, Shared with SAD: 30, 29, 37, 31, 32, 21, 22, 23 +8
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29), Magical Lab (30) +10
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation, armorcrafting weak 2/6
Armies: 1 Militia (27), 3 Vampiric Armies (2 at 27, 1 at 37), 1 Demonic bat carriage (31), 1 demonic bat knight (37), 9 noble batknights(3 on 30, 1 at 32, 21, 22, 23, 29, 36)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Mana: 250 + 45/turn
—–
1-5) Upgrade our soulinfusion magic +10 lab, +10 from islands
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247019 No.44548
| Rolled 1 (1d100) |
>>44547
We have shared our islands for long enough, its time to take complete control of the mongrels.
Slay their leaders, massacre the population! The survivors will be bred, enslaved and used in our expirements.
Rolling for Demonic bat carriage at 31
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c73978 No.44550
| Rolled 85, 64, 97, 71 = 317 (4d100) |
>>44543
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects: Repairing city 0/8
Armies: 1 Militia (48) Dwarf riflemen army (48)
Action 1-3 Start repairs on the city we need to get this over as soon as possible
Action 4- Continue our research on armour, we can't let this tragedy set us back in our ways too much. We need to carry onwards for the good of our fortress and for the good of the dwarven people.
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247019 No.44553
>>44548
>>44547
2 Bat knights from 30 move to invade 48
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72a529 No.44554
| Rolled 44 (1d100) |
>>44548
Rolling for defense
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cd0f6a No.44555
| Rolled 12, 11, 13, 92 = 128 (4d100) |
>>44543
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 77+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
Herr Schreiber calls a board meeting due to the lack of progress. "Ladies and Gentlemen, good to see you again. As you can see in front of you there is a mandate for a new project coming soon for the chimerification of humanoids and magical beasts for the production of ground soldiers. As you can see your names are all on the top of the list for test subjects. This position comes with a complimentary demotion and no hazard pay. If you would like to have your name removed from the list all you must do is get some damn progress on the projects you have been assigned. You are dismissed."
1. Finish working on spatial magic. +2 11/12
2. Continue research into mutagenic magic to increase the size of creatures.. +2 2/6
3. Finish colonization of island 40. +2 2/3
4. We can't let what happened to our home island happen again, at least not the point where we lose everything. Begin researching building designs that can easily be broken down and moved via wyvern in case we must flee a falling island again. +2
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c73978 No.44561
>>44553
You really wanna do this?
*Angry berserking dwarf noises intensify"
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615fb1 No.44562
| Rolled 59, 96, 70, 80, 56 = 361 (5d100) |
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 6/8) Trapping Average
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 6/8,
,
>Armies: 1 Militia (on territory "25") , 1 spearmen army, 3 infantry
Designs: Monsteroo knights, Floatpowder
>Mana: 80 (1 x 5/turn)
1-3. We need more to protect the farms and protect our people. (Recruit for the Army)
4-5. We need knights for the possibility of war or any beasts (Recruit Monsteroo Knights)
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931adf No.44563
| Rolled 99, 35, 78, 4, 14, 55, 34, 41, 69, 69, 99, 19 = 616 (12d100) |
>>44379
Nation name:
Nintenation
Race name:
Switches
Racial traits:
Annoying, daft, and impossibly smug is the best way to describe the little shits collectively known as Switches. Small, about a third the size of a regular human, and partially robotic in nature, these small dog like creatures are rather smart, and seem to have a affinity with technology. Although they seem to be individuals, there does seem to be some sort of link between the dog like robots, although what exactly it is, nobody knows. What is known, however, is that they are a bunch of cheeky assholes that love toying and messing with people. They are big fans of games and media, and have a talent when it comes to business as well.
Color: Grey/Greyish Blue
fluff: Back before there was a huge magical implosion, or what ever, every one knew there was one supreme ruler: Nintendo. Ninentdo this, Nintendo that! There were entire groups of people who loved, hated, and deified the god known as Ninetendo. So when Nintendo, wise that he was, saw that the end was coming, he created the ultimate gift! The Switch! So that when the apocolypse came, people would still have a way to enjoy life. But before he could release them to the public, the catastrophe struck! Leaving thousands, no millions of unsold Switches in the darkest depths of Nintendoe's Fortress of Power. Until now, that is..
Bonus:
Cyborgs: These little cyborgs contain advanced technology and get +5 to all robotics related rolls in and out of combat.
Tech:
Robotics average
Cybernetics weak
Electronics Average
Missiles weak
Aeronautics weak
Territories: 1 (Territory "number")
Resources:
Metals (6)
Projects:
3/8 City
Aeronautics weak 3/6
missiles weak 4/6
2/8 Research Center
Armies: 1 Militia (on territory "home number")
1-5) "FWOOSH! THUNDA BOLT!" Says the leading Switch, making large arm motions. "We gotta get our product out fast! And safely? And how do we keep it safe? BY BLOWIN THE SHAZBOT out of posers!"
(Missile Research)
6-9) "Alrighty, while they work on the Missiles, lets work on the city! Plasma screens, big TV's, and more!"
City 3/8
10) "In return for their help, we gladly pay back the favor!"
Help the newcomers set up a base/city
11-12) "And hey, lets get that research center up as well! I wanna build even more cool stuff betterer! Maybe Spring arms! ROCKET SPRING ARMS!"
2/8 Research Center
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931adf No.44564
>>44563
Note: I want to send envoy's to help the Dwarves rebuild their sploded city
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72a529 No.44565
| Rolled 60, 3, 89, 91 = 243 (4d100) |
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics average
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
Territories: 10 (31, 21, 22, 23, 29, 30, 32, 36, 37)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: Guns 2/8, Armor 2/6, colonize 10 1/3, colonize 11 3/5
1/4. Enact order 66 and construct the planes necessary for it. (Electronics, Stealth, Aeronautics, Guns, Armor)
+20, Electronics average, Armor weak, Guns average, Stealth weak, Aeronautics weak
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72a529 No.44566
>>44565
also there is oil if that gives any bonus
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8f5fad No.44573
| Rolled 23, 79, 96, 91, 7 + 16 = 312 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 100 +10/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
5/8 Hop Spell
2/8 Hydromantic harpoonguns
2/3 Colonize 49
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. The last bricks of our new city are being laid as we speak, another beacon of radiant dawn in this cruel and unforgiving world, another bastion against the doom that awaits all people.
2. And as we speak the last batch of colonist to our new island should be arriving shortly
3. Speaking of which, we need reports of the terrain on these colonies of ours, have scouts examine our new holdings
4. Work on the Hop spell continues, perhaps it shall also aid us in understanding the giant hop spell better as well
5. The taming of the Wyrms shall progess as planned, slowly and at a distance until we don't get eaten.
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90410b No.45420
| Rolled 4, 51, 94 = 149 (3d100) |
>>44573
>>44545
production of sonic rifles have begun. The short range rifles store mana in them and then use that mana to unleash a shockwave of debilitating sound that disorients and ruptures blood vessels in eyes and skin of the target. Rupturing eardrums and leaving the target in a generally poor state.
Sonic rifles weak
Enchanting weak 4/6
Crystaline growth strong
>>44546
The integration of the Aetherials keep going surprisingly well. Your cultures both value martial prowess and with slight nudges the aetherial start seeing things more and more the Asgardian way. There has already started appearing cross-racial couples. So far no pregnancies have come to term but with proper care maybe it works.
Your troops are busy flying and will arrive at the dwarves (start of next turn)
Pillagers 2/6
2/4 infused weapons weak
>>44547
Much effort is put into mastering soulinfusion to a greater degree but so far no breakthroughs have been made. However movement and activity has been spotted on the other side of the dark portal. You are unsure of what is going on on the other side.
soulinfusion weak 4/6
>>44550
You recieve intel that the vampires have sent an invading force towards you that will arrive soon (start of next turn)
The rebuilding is mostly done and a detachment of switches arrive wanting to help with the rebuilding
5/8 rebuild city
armourcrafting weak 1/6
>>44555
The great fall is still deeply ingrained in the psyche of your people. Never again shall so much be lost. Ways to quickly dissassemble and then assemble buildings beging to make sure you can quickly move everything neccessary and set up anew if need be.
2/4 Modular buildings weak.
>>44562
You recruit so many troops that your island can no longer support more armies. Expansion will be needed or an increase in farms if you want more troops. Though most people are questioning why they need this many protectors against the various wildlife in the area.
+5 spearmen.
+2 monsteroo knights.
>>44563
You seen off builders to the poor poor dwarves. This goes to show what happens if you aren't careful.
The kind but now endangered mongrels were of great help with making progress for the city! The building is going way better than expected! And some of them are almost as cute as your shiny switches.
You help them set up on your islend (ONLY HALF BONUS FROM YOUR ISLAND NOW).
The research lab rises high and looks glorious. Now all that remains is filling it with equipment and competent staff.
Missiles average
Missiles average 1/8
6/8 Research lab.
>>44565
Your people are massacred and subjugated by the treachery from the vampires. Plans are set in motion and some ST66 are completed
+1 ST66
>>44573
The toadmen proudly plant their soggy flag as the lesser frogmen mills about setting up the colony. This is a fitting place though a little too dry for you. Though that slightly changes as one of the frogment throws what appears to be a heavy sponge at the fire. Which is immediately doused as a bathtubs worth of water immediately floods out of it. Experimentation shows that this sponge absorbs impossible ammounts of water but no other kinds of liquids and also ignoring all impurities in it. It can apparently hold a volume of water about 50 times its own size and only increases in weight by one tenth of the weight of the water. The water is immediately expelled upon intense head such as that of fire.
(49) colonized
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Spell: (20) Hop: (an improved version of lesser hop that allows the hop of a distance aprox that of the distance between 49 and 38)
>>44548
>>44554
The bat carriages and their handlers tries to take over the island. However this was completely expected as it theu landed and screamed loud then charged across the open field towards the quaking defenders. Only to start disappearing into holes in the ground before they really notice what's going on. Landing on electrified metallic spikes the vicious screeches turn pitiful and then silenced in a roar as the oilbarrels in the pits ignite.
Keks: -1 bat carriage, + all the islands you have troops on that oneman doesn't.
oneman: lose all islands keks has troops on that you don't.
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90410b No.45421
| Rolled 71, 86 = 157 (2d100) |
>>45420
EVENT Island (51) has started rapidly rising above the other islands!
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cd0f6a No.45422
| Rolled 98, 46, 85, 35 = 264 (4d100) |
>>45420
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Mana: 83+6/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 1 (39)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
Herr Schreiber now addresses his new board of directors. "Lady Hinrietta, it is good to see you again. Everyone else, congratulations on your promotion. As you can see we are behind schedule everywhere. Please make this not so, and everyone please make sure I don't have to repeat what happened to your predecessors."
1. Finish working on spatial magic. +2 11/12
2. Continue research into mutagenic magic to increase the size of creatures.. +2 2/6
3. Finish colonization of island 40. +2 2/3
4. Finish work on the modular building designs (weak) 2/4 +2
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c566a5 No.45423
| Rolled 97, 3, 50, 83 = 233 (4d100) |
>>45420
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Enchanting Weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak 1/4 Infused Weapons weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 60 + 15/turn
—-
1. Continue to colonize 75 2/3 +6
2. Research Pillagers 2/6 +6
3. Research Infused weapons weak 2/4
+Weaponsmithing Average
4. Research Lightening Ore 2/6 +6
+Smithing weak
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8f5fad No.45434
| Rolled 52, 91, 14, 42, 61 + 20 = 280 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 105 +15/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60, 49
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
2/8 Hydromantic harpoonguns
6/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Spearhopper (on territory 58, 68)
2 Toadman peltast (1 on 58, the other on 100)
2 Toadman spearhopper (1 on 58, the other on 100)
3 Frog Spearhopper Army (on territory 100, 2 on 68)
2 Uber Frogman Peltast army (on territory 100, 68)
>>Designs: https://pastebin.com/4WuBkFyL
>Host Induced Memery
Angry Wyrms
1. We suppose that our troops should be retrofitted with the new items we've researched. We assumed that this would be done but a recent inspection has revealed that for some asinine reason they are still using older technology.
2. On the topic of developing new technology we shall continue work on the harpoon guns.
3. And the city construction on 58 shall continue as well.
4. Raise some new units of Icedrake Riders, toadmen of course, if we must move troops to do so then do it, the older men can defend the newer colonies.
5. The work on the greater hop spell continues as well
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2e4785 No.45446
| Rolled 5, 56, 13, 19 = 93 (4d100) |
>>45420
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
enchanting weak 4/6
Territories: 1 (Territory "95" Psirenia)
Mana:90 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 3/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Begin working on a Air and Spatial spell to create a way to rapidly translocate people and supplies in order to colonize other islands. It will do this by creating a slipstream effect pulling someone through air and space comfortably until they reach their destination.
+Average Aeromancy
+Average Spatial
research center +10 to research rolls (95)
+2 island bonus
2.Keep working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 3/10
Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more! 4/6
+2 island bonus
+10 Research center
+Crystalline Growth average
4. Begin working on a way to make Armor and such out of our crystals. Back it with metal in key location but not so much as to unduly encumber our men or any vehicles in the future.
+Crystalline growth Strong
+Metal
+2 island bonus
+research center +10 to research rolls (95)
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2e4785 No.45447
>>45446
Growth strong on 3
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16a6e6 No.45452
>>44543
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting weak.
Worker golems +2 to all rolls.
Territories: 1 (61)
Resources:
Mana crystals (61)
Projects:
Armies: 1 Militia (61)
Magical unviersity 6/8
Focicrafting weak
Focicrafting weak 2/6
spatial magic weak 2/6
Magical communication weak 3/4
Golemcrafting weak 3/6
Scientific principles weak 3/4
Stat Post
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16a6e6 No.45453
| Rolled 55, 99, 68, 26, 77, 45, 87, 14 = 471 (8d100) |
>>45452
"The Government promises our very next project will be a terraformation operation to create THE best paradise vacation centers on earth.
But we need to finish our current projects. Then we can all get some much needed time off!"
1. Magical unviersity 6/8
Worker golems +2 to all rolls.
2-3. Focicrafting weak 2/6
Worker golems +2 to all rolls.
+10 Magical Research
4-5. spatial magic weak 2/6
Worker golems +2 to all rolls.
+10 Magical Research
6. Magical communication weak 3/4
Worker golems +2 to all rolls.
+10 Magical Research
7. Golemcrafting weak (upgrade) 3/6
Worker golems +2 to all rolls.
+10 Magical Research
8. Scientific principles weak 3/4
Worker golems +2 to all rolls.
+10 Magical Research
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c73978 No.45454
| Rolled 34, 39, 32 = 105 (3d100) |
>>45420
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak 1/6
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects: Repairing city 5/8
Armies: 1 Militia (48) Dwarf riflemen army (48)
Auto action :Finish reconstruction of the fort.
Action 2:Recruit more infantry for the incoming invasion
Action 3: We need to prepare, get the troops into defensive positions and may Armok guide our weapons so that they strike true.
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247019 No.45594
| Rolled 73, 10, 63, 62, 61 = 269 (5d100) |
>>45420
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Conquest Assimilation Average
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion weak:
Territories: 27 +2, Shared with SAD: 30, 29, 37, 31, 32, 21, 22, 23 +8
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29), Magical Lab (30) +10
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation, soulinfusion weak 4/6
Armies: 1 Militia (27), 3 Vampiric Armies (2 at 27, 1 at 37), 1 demonic bat knight (37), 9 noble batknights(1 on 30; 1 at 32, 21, 22, 23, 29, 36; 2 at 48)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
Mana: 300+ 50/turn
—–
1-2) Upgrade our soulinfusion magic; +10 lab, +16 from islands
3-5) Recruit noble Batknights on 37; +16 from islands
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247019 No.45595
>>45594
Noble batknight form 21 invades 6
Noble batknight from 22, 23 and 32 invades 25
Noble batknight from 29 explores the portal, carefully
Demonic batknight from 37 invades 31
Noble batknights from 30 and 36 invade 47
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247019 No.45596
| Rolled 11 (1d100) |
>>45595
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247019 No.45604
| Rolled 9, 80 = 89 (2d100) |
>>44554
>>45420
2 Noble bat knights at 48
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247019 No.45607
>>45604
Noble Demonic bat Knight:
Attack: 5 *2
Defence: 3 * 2
Movement:6 * 2
[monstrous flier] [only two per island] [knight]
+Weaponcrafting, + Armorcrafting weak, +Soulwood
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c73978 No.45615
| Rolled 90 (1d100) |
Rolling for combat.
+Bombs weak +Electronics average +Guns average +Armourcrafting weak
+ Racial bonus Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
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c73978 No.45616
| Rolled 86, 68 = 154 (2d100) |
>>45615
aditional 2d100 for the other units
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90410b No.45620
| Rolled 61 (1d100) |
>>45454
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90410b No.45622
| Rolled 70, 45, 7 = 122 (3d100) |
MOVEMENT HAS BEEN STANDARDIZED.
WHEN THERE IS A BONUS TO A SPECIES LIKE GENEMODDED, OR [NOBLE] OR [UBER] WHEN THEY ARE USING A MONSTER OR VEHICLE THAT DOES MOST OF THE FIGHTING ONLY 20% OF THEIR BONUS GOES THOUGH. UP TO 50% WHEN IT'S AN EQUAL AMMOUNT OF RIDER + MOUNT FIGHTING (EG SCRUFFYS ICEDRAKES).
>>45422
There are hardly limits to how excited your mages are. A whole new school of magic unlocked that works nothing like how the old mutagenic works! Mastery over space itself at your fingertips. Of course the current capabilities are not all that great but that can surely be changed with deeper understanding and Lady Hinrietta promises that however impressive the current state is it is nothing when compared to the future.
The Sanofir are also spreading. The new land is yet unnamed but it seems a bountiful land of much natural beauty with mesas and a small jungle
Spatial magic weak
Spatial magic weak 2/6
Mutegenic magic weak 3/6
island 40 colonized.
>>45423
The new land is a cold place ravaged by common snowstorms. The aetherials do not like this place but the Asgardians feel just at home and proficiently set up settlements.
(75) colonized.
infused weapons weak 3/4
Lightning ore 4/6
>>45434
The way the frogmen do war is being rethunk and improved upon. New weapons, new mounts new soldiers! Everything has to be new and better. From the smallest pond to the vastest mountain the sound of hopping frogs shall echo. The splash of our ancestors shall not be forgotten as the frogs reign supreme.
Hydromantic harpoonguns 5/8 (counts as lowest level of weaponsmithing, hydromancy and enchantment)
+2 progress to greater hop. can't find the progress for it in your sheet.
Warden (or insert non-meme name) design 1/5
Attack:2
Defence:2
Move:1
Bonus:
[Hybrid ranged] [Amphibious] [mana dependant 0.2] [armored] (6 armored troops per source of metal allowed) [enchanted weapons] [Enchanted armor]
Icedrake rider 2/6
Attack: 3.5
Defence: 2
Move: 4
Bonus:
[Monstrous flier] [3 per island shared between all drake units] [knight] [armored] (6 armored troops per source of metal allowed). [mana dependant 0.2][enchanted weapons] [Enchanted armor]
>>45446
The massive amplifier starts to throne over the city it's placed in. In the center of a large square it rises massively to allow as many as possible of your people to gather around it and add their voice to the chorus. The mages theorize that they COULD make a slipstream like that with some research and some sails to attach to the people and goods that will be ferried along a stream between two monoliths.
5/10 amplifier
1/4 Crystal armor weak
>>45452
Shit gets done in the magical community. The golems work better and faster and the foci are more powerful. Able to focus more magic and guide it precisely. And all this is despite the fact that they don't even have a proper university to work in as the last finishing touches are applied to it.
7/8 magical university
focicrafting average
focicrafting average 1/8
spatial magic weak 5/6
Golemcrafting average
Golemcrafting average 1/8
>>45454
With assistance the repairs are finally completed. And that's lucky since it seems you now are at war after the horrid vampires attacked you with their fel bats. Luckily your guns mowed them down. But even with that they did a lot of damage.
+1 dwarven infantry
>>45594
The armies spread far and wide to wage war and add more land to the dominion of the blood court. You eagerly await news of the subjugation of the dwarves.
Soulinfusion weak 3/6
+6 noble batknights or until you reach your cap.
>>45604
>>45615
The batknights arrive at the dwarven homeland circling above to find a good location to strike when suddenly a thundering sound is heard and several demonic bats plummet down to the ground underneath. The thundering sounds keep on and metal projectiles keep hitting the knights. Deciding that the air was not a safe place the surviving batknights dive down with terriying shrieks into the lines of the nearest gunners. The milita gets massacred as the batknights tear into their lines. However their sacrifice is not in vain as the time they have bought allows the infantry to shoot over them into the batknights and the zeppelins to take off and get overhead. Dropping primitive bombs indiscriminately into the batknights and milita. There is much cursing and anger when it happens and a small mutiny has to be put down over the fact that they were killing many friendlies with the bombardment. The last few of the batknights take off into the air with a vengeful scream they charge into the balloons of the zeppelins, drawing the fire and tearing at them as they're gunned down. Their dead bodies hit the ground but with them falls the zeppelins.
Keks: -2 noble batknights.
Drow: -1 milita, -1 zeppelin
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90410b No.45623
| Rolled 10 (1d12) |
>>45622
51's movement
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c566a5 No.45624
| Rolled 97, 44, 28, 15 = 184 (4d100) |
>>45622
Nation name: Kingdom of Asgardia
Race name: Asgardians
Racial traits: Humans with beserker rage and unnatural strength
Color: Blue
Fluff: Ruled under the High King Skarling Ironbreaker the brutal tribes of Asgardia are a primitive people aping the norse societies of the ancient past. Using shamans and blood sacrifice to use magic they claim is the blessing of the gods they believe dying in battle is the greatest thing a man can do. They shall sail the sky and destroy all who oppose them! Hail Asgardia!
Bonus:
Berserkers: gives +15 to all infantry combat rolls But increases the chance of your troops dying.
Tech:
Smithing weak
Weaponsmithing average
Armorsmithing weak
Enchanting Weak
Bows Weak
Dragonboats
Firewater elemental bombs (your bombers drop powerful incendiary bombs that spawn fire elementals from the blaze that fight on your side until they go out. each bomber in a battle also spawns a temporary fire elemental)
Lightning Arrows (weak) (bonus to archers, less bonus against large enemies/shock resistant enemies, more bonus against small enemies/enemies vulnerable to electricity)
Magic:
Mutagenic weak:
(5) Blessing of blood (gives +15 to combat rolls for infantry)
Territories: 3 (86,76,78, 75)
Resources:
+Flamewater Queen (86)
+Lightning ore (86)
+Floatstone (86)
+Aetherial minority (78) (76)
+Metal (76)
+Mana Crystals (78)
+Manastoring Crystals (78)
Projects: Aeromancy Weak 3/6, Lightening Ore 2/6, Pillagers 1/6, 1/12 Pyromancy weak 1/4 Infused Weapons weak
Armies: 3 Viking 1 Sky Knight 1 Veteran Sky Knight 5 Dragonboats
Mana: 60 + 15/turn
—-
1. Research infused weapons weak 3/4 +8
2. Research Lightning ore 4/6 +8
3. Colonize 67 +8
4. Research Pillagers 2/6 +8
>Move all armies and boats to 75
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c566a5 No.45625
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cd0f6a No.45626
| Rolled 18, 89, 32, 74 = 213 (4d100) |
>>45622
Nation name: The Sanofi Union
Race name: Elves
Racial traits: Tall, pointed ears, cat like eyes, lithe frames, a gift with magic, and long lives. Is there anything to call them besides elves?
Color: Yellow apparently
fluff: Formerly the research department of a biotech company the singularity transformed them into magical creatures. Consequently their lab stopped working along with most modern conveniences. With that they turned to what they knew best, biology, and began altering the genes of beasts into chimeras and monsters to fulfill their needs.
Bonuses: Magic aptitude: gets 50% more magic income rounded down
Magics: Mutagenic weak:
(10) Chimirifcation (creates a semi-random unit based on the creatures you have available in your resources along with your tech and spells. Can have additional magic woven into it for increased cost if you have fitting magic and spells.)
(5) Adrenal overload (boosts army rolls of an army by +5. can be cast several times on the same army but each time cast after the first adds a 5% chance of it instantly dying instead)
Spatial Weak (2/6 next level):
Mana: 86+13/turn
Technologies: Taming weak, Smithing weak, Weaponsmithing weak
Territories: 2 (39,40)
Resources:
Winter Wolves (tamed) (39)
Lightning wyverns (tamed) (39)
Metal (39)
Projects:
Designs:
Infantry:
Attack:1
Defence: 1
Move: 1
Lightning wyvern/demonic/blizzard
attack: 3.5/2.5/3.5
Defence: 2/2/2
Move: 5/5/5
[two per island shared between all wyvern units][Monstrous filer] [Good aerial combatant]/ [70% revive chance]/ ] [ground bonus] [bonus vs infantry] [mana dependant 1] [Poor aerial combatant] -[good aerial combatant] [can't be knighted]
Lightning wyvern knight/demonic:
attack: 4/3
Defence: 2.5/2.5
move:5/5
[two per island shared between all wyvern units] [Monstrous filer] [Good aerial combatant] [knight]/ [70% revive chance]
Armies: 1 Militia (39)
+1 demonic lightning wyvern (army). (slightly smaller but more durable than normal wyverns with amazing recuperating abilities. when dying it has a 70% chance to survive the battle as long as it's not impossible for it for some reason [Died in air over vortex for example])
+1 Blizzard wyvern army (stronger than normal wyverns, adept at taking out large numbers of smaller infantry. Can't be turned into a knight unit) [Monstrous flier] [ground bonus] [bonus vs infantry] [mana dependant] [Poor aerial combatant] (-1 mana per income on whatever island they are on or they die)
1. Continue work on the modular building design tech. 2/4 +4
2. Continue work on mutagenic magic to increase the size of a creature. 3/6 +4
3. Well, I promised humanoid-beast chimerfication experiments and that is what we are getting. Take the 'volunteers' and start combining them with lightning wyverns. +4
+Mutagenic magic weak
4. Explore island 40 for resources/magic beasts/anything of interest. +4
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72a529 No.45627
| Rolled 40, 96, 54, 27, 68, 77, 98, 74 = 534 (8d100) |
>>45622
Nation name: Societas Alienius Dies
Race name: Mongrels
Color: Brown
Bonus:
Integrated and ingratiated: When sharing an island you get none of the penalties and your islandmate only gets half the penalties for sharing an island.
Tech:
Electronics average
Land Vehicles weak
Stealth weak
Aeronautics weak
modular building
Guns average
Armor weak
Designs:
"Pit Dogs":
Attack: 2
Defence: 2
Movement: 1
[Ranged]
"ST66"
[secret]
Territories: 2 (31, 6)
Armies: Pitdogs 1 (31), ST66 1(31)
Resources: oil +3 (31), Demonic bats (untamed)(31), Emigrations Office (31)
Projects: Guns 2/8, Armor 2/6, colonize 10 1/3, colonize 11 3/5
1/4. Create Pit dogs
+4, Electronics average
5/8. Create ST66
+4, Electronics average
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8f5fad No.45634
| Rolled 80, 95, 11, 58, 61 + 20 = 325 (5d100) |
Nation name: The Holy State of Großer Frosch
Race name: The Frogmen
Racial traits: Frog-men, Naturally Strong and can hop far
Color: Green
Fluff: Somehow, when the world broke into a million pieces, a group of survivors ended turning from humble humans to strong frogmen, their once white skin now a beautiful green. The mutagens that changed them also erased their memories. They no longer remembered the world before, who they were or why they were now green frogmen, only that they were green frogmen. A holy stash was found on the fourth day of their new existence, a stash of images of creatures resembling themselves depicted in various lights, some as soldiers, others as scholars, the odd philosopher and worker, and even a curious picture of a bear with two very long legs. Having no past, they based their existence, their culture, around this stash, adopting a system of government based on the "rarity" of the individual in regards to the Tome of Knowledge, the most rare among them being elected "King". Nominally they were ruled by this king, but in practice is was a collection of the second most rarest frogmen who ruled this newly found nation. As beings of the central isle, the axiom of this new world, the frogmen considered themselves the highest beings of this land, and through their control of this island they would spread throughout this world and all would bow before them, before the greatest race that ever was or will be.
Bonus:
[Frogmen]: Your people are amphibious and can jump really far.
Magics: Hydromancy average:
(5) Lesser Hop - allows one of your armies or small amount of people and supplies to jump up to three kilometers on a conjured stone plate and then land somewhat safely again. this can be used to get to the very closest of the other islands
(30)The great swamp (Through a mix of of fairly powerful hydromancy and geomancy you create a giant swamp that bogs down an entire battlefield giving all armies that don't have a reason for being unaffected -15 to combat rolls (your amphibious units are fine)
Geomancy average:
Mana: 120 +13.6/turn
Technologies:
Smithing weak
Weaponsmithing weak
Bowery Weak
Fishing weak
Armorsmithing weak
Enchantment weak
Peltasts
Territories: 2 - Territory 100, 58, 60, 49
Buildings:
City (100) +4 to all rolls
Defences (100)
Resources:
Giant wyvrms - wild (100)
1 Metal (100)
Ice Drakes - Tamed (100)
Uberfroschmench ( can have 1 army per island with the 'Uber' tag. doubles the +2 bonus from islands to +4)
Aquahold sponges (49) Holds 50x their size in water only increasing in weight by 10% of the water weight)
Projects:
4/25 Wyrm taming
Defences (100) 4/5
5/8 city (58)
5/8 Hydromantic harpoonguns
Icedrake rider 2/6
8/20 Giant hop spell (100) (through usage of geomancy and hydromancy large stone plates are launched to nearby islands carrying buildings, settlers and armies and then are met by a receiving dampening cushion of mud and water allowing any number of settlers and armies to be transported from one island to another very nearby island, bypassing most aerial defenses)
Armies: 2 Uber Frog Wardens(on territory 58, 60)
2 Toadman Peltast (1 on 58, the other on 100)
2 Toadman Wardens (1 on 58, the other on 100)
3 Frog Wardens Army (on territory 100, 2 on 60)
2 Uber Frogman Peltast army (on territory 100, 49)
>>Designs: https://pastebin.com/6nxP2udX
>Host Induced Memery
Angry Wyrms
1. The City on 58 shall be finished, it has dawdled in the much of the island long enough.
2. The new weapons are almost finished, we can almost taste the power they possess.
3. The upgrades on the defenses shall progress as well for Chadlia, we shall turn out city into a citadel.
4. Taming an icedrake is one thing, but riding it is entirely another. We must continue to progress in this plan, and seize what is ours.
5. The island we have marked as "50" beckons those among the frogmen who seek to settle new lands. We shall abate them in this thirst.
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c73978 No.45642
| Rolled 64, 11, 21 = 96 (3d100) |
>>45622
Nation name:Kodshoveth Zustashosruthosh or in non dorf speak "Blotmystery the Ancient Certain Distance
Race name:Dwarves
Racial traits:Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, they are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Well-trained dwarves are a menace in combat; they are one of the only races that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot.
They are well known to be incapable of doing anything if they aren't drunk, speaking of which without being inebriated they become less intelligent and tend to get angry and go on murderous rampages.
They also seem to be incapable of casting magic, they just can't do it, as a sidenote magic seems to be unable to affect them because of their magiclessnes, so instead they rely on their technology and tools among all else.
Color:Obsidian Purple
fluff:Kodshoveth Zustashosruthosh is a large fortress of dwarves inhabited by almost all the race led by their king "Urist Mc Battleblood" all dwarves regardless of gender are typically named Urist Mc Something
Bonus:
Dug in: Gives your armies a 10+ bonus to defence rolls which is multiplied by how much your troops are outmanned. eg 2 of your armies fighting 4 armies would give you +20 and 1 army fighting 3 armies would give +30
tech:
Aeronautics weak
Diggin weak 2/6
Electronics average
guns average 3/8
Armourcrafting weak 1/6
2/4 Trapping weak
Bombs weak
Design:
Dwarven infantry:
[Ranged]
Attack: 2
Defence: 2
Movement: 1
Improved zeppelins:
Attack: 2
defence: 2
Movement: 3
[Don't need rest] [Combat transport] [bomber] [Mechanical flying] [4 per fuelsource]
Territories: 2 (48) (47) Colonizing 49 1/3
Resources: 1 metal (48) Biofuel Factory(48) Improved-biofuel-zeppelins
Projects:
Armies: Dwarf riflemen army (48) Dwarven Infantry (48)
Action 1-3 Improve guns technology
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615fb1 No.45643
| Rolled 20, 32, 80, 22, 47, 66, 49, 28, 64, 63, 43 = 514 (11d100) |
>Nation name: The Ones of Equality
>Race name: Equal Ones or Changelings to some
>Racial traits: They look almost the same with some being more feminine or masculine, They came in a shade of different colors and different forms that they can change but they feel discomfortable when changing into something that they don't feel comfortable in long periods of time for it hurts them for so much they revert back to their own original form that they feel comfortable in, Humanoid but with no other visible gender characteristics for reproduction but however they can clone themselves instead in a what described as a blooming crystal that bursts out of them or a fungal like burst of many others if they ate enough when they die. There are some that have been reduced to animalistic and feral behavior. The changelings are well known for their ravenous hunger so they can fuel their change into other forms easily.
>Color:Baby blue
>Fluff:They are altered humans that have descended from their various pantheons. But the main deity, that they revere above all is Equality for they believe that their ancestors toiled hard for their their main deity so much that they changed themselves and others to look exactly like themselves or other races (some of which they believe are multiple humans in different shades). However the time of the change is forgotten and more or less there's different interpretations with the same thing occurring; Humans changing into gender-less formless forms, mutating into strange animalistic beings, or fusing with numerous racial forms from their ancestors. As such they are willing to spread their deity's devotion to all that can hear and hope to bring them the same miracle as the time of the change.
>Do not fill:
>Bonuses: Shapeshifters: Your people get a +30 bonus when it comes to infiltrating other nations.
>Magics:
Mutagenic:(50) Sporebloom (spores are spread to a random island, colonizing it. island is determined by a d100)
>Technologies: Weaponsmithing weak, smithing weak, stealth weak, Farming Average (1 extra food per farm. Average 6/8) Trapping Average
>Territories: 1 (Territory "25")
>Resources:Metal (25), Floatbulbs (25) (bulbular fruits that float upwards from their trees), Tamed Monsteroos(25): large omnivorous kangaroos that can be trained as mounts is the size of a rhino, Emberstones (25)
>Projects:Farm (25) allowing 1 extra army cap Farming average 6/8,
,
>Armies: 1 Militia (on territory "25") , 6 spearmen army, 3 infantry, 2 knights
Designs: Monsteroo knights, Floatpowder
>Mana: 40 (1 x 5/turn)
1-3. Now lets see if our own could be able to patrol the skies and fight for us (See if we can use floatpowder with the knights)
4-6. We need to experiment with the Floatpowder to with the Emberstones to see what could happen (Add Float powder to Emberstones)
7-9 We need to build larger farms to feed our people some more (Farming Average (1 extra food per farm. Average 6/8))
10. We need to build schools for our own are starved of knowledge (Build some schools)
Activating the bloom
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2e4785 No.45650
| Rolled 45, 16, 17, 31 = 109 (4d100) |
>>45622
Nation name: Psirenean Union
Race name: Psirenean
Racial traits: Perfect pitch, Taller and thinner than average, long pointed ears
Color: Pink for lulz
Fluff: When the event happened and people mutated there was mass panic. Fire, rioting, looting on top of a mass break down of technology and public services. For the longest time. This would have continued if not for a little girl deciding to sing. Her song resonated with the new and strange crystals on the floating isle, generating power.
The people, were not so far gone in their panic and fury to not notice. Soon after they began replacing their busted and worn out technology with newer bits powered by resonant crystals, synchronized with song. Thus their culture and belief was shaped, by pure notes and pure harmony, in life of civility and death of battle.
Bonus:
Singing mages: Through some means the singing of the psireneans is a more effective means than normal for channeling magic. -2 mana cost to all spells.
Tech: Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Sonic rifles weak
Crystalline armor weak 1/4
Magic:
Aeromancy Average:
(15) Sonic screech (through the usage of spatial and wind magic the screeches of several hundreds or thousands of the Psireneans are channeled into an area far away dealing 1d100 damage to an army)
Spatial magic average:
enchanting weak
enchanting weak 4/6
Territories: 1 (Territory "95" Psirenia)
Mana:95 +5/turn
Resources:
Firehawks (Tamed) (95)
metal (95)
Projects:
research center +10 to research rolls (95)
Great magical amplifier(95) 5/10
Armies: 1 Militia (on territory "Psirenia")
Designs:
Solder:
attack:1
Defence:1
Movement:1
1. Keep working on a spell to translocate settlers to settle new islands.
+Average Aeromancy
+Average Spatial
research center +10 to research rolls (95)
+2 island bonus
2.Keep working on a crystalline Structure to collect, amplify and focus our song and magic to boost our spells efficacy and range. 5/10
Crystaline growth Strong
Crystal weapons Average
Crystaline structures strong
Aeromancy Average
Spatial magic average:
Enchantment weak
+2 island bonus
3.Improve our enchanting once more! 4/6
+2 island bonus
+10 Research center
+Crystalline Growth strong
4. Keep working on a way to make Armor and such out of our crystals. Back it with metal in key location but not so much as to unduly encumber our men or any vehicles in the future.
+Crystalline growth Strong
+Metal
+2 island bonus
+research center +10 to research rolls (95)
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2e4785 No.45651
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247019 No.45653
| Rolled 76, 59, 5, 51, 9 = 200 (5d100) |
>>45622
Nation name: The Blood Court
Race name: Vampires
Racial traits: Mutated humans that now subside on blood. While the blood of animals is enough to satisfy their hunger, only the blood of other sentients can truly satiate them for longer times and extend their lifespan. But the longers they live the harsher their hunger, and more rampant their mutations become. Their mutations depend on their personality and control over their magical blood. Some Vampires become grotesque monstrosities, others might only develop wings or sharper nails and some retain their human exterior and develop impressive magical abilities. They propogate by turning humanoids, but it seems that stronger mutated humans, like themselves are immune to the blood. The mightier the vampire, the more of his mutated traits are passed on to his turned children, slowly creating bloodlines over the 50 years.
Color: Red
fluff: To play the game of the Blood Court is to skirt the true death. Only truly extraordinary Vampires could hold control of selfish and bloodthirsty monster such as they are. Power struggles between and inside the bloodlines, shady backroom deals and cloak and dagger scheming are par for the course. Ironically the Blood court granted the true death to more Vampires then their wars for expansion and slaves ever could. And still it goes on, with a true leader the blood court becomes a terrifying foe, united in their ever expanding bestial hunger, but no leader has ever sat on the Sanguine throne and lived long enough to stabilize his realm. Divided the monster fall on each other quicker then crows on a corpse, ripping the conquered lands apart.
Will there ever be an emperor that can unite the bloodlines?
Bonus:
Vampiric supremacy: For each island you control you may have two armies with the "noble" trait which doubles ALL their stats.
Tech:
smithing weak
Weaponcrafting weak
Architecture weak
Soulwood crafting
armorcrafting weak
Conquest Assimilation Average
Magic:
Mutagenic average:
(5)Bestial mutation (increases the stats of one or more of your armies by 50% for the duration of a battle. a roll of 1-10 kills the army before the battle though. and 10-50 kills the army after the battle. roll of 95-100 permanently gives the army the 'Vampiric abomination' Trait which permanently boosts the abilities by 50%. can not be used on troops with the noble trait)
Soulinfusion average:
Territories: 27,30, 36, 37, 29, 21, 32, 22, 23 +18
Resources: Serviles (27), Ironwood (27), Tamed Demon bats (27), Metals (29), Stabilized Dark Portal (29), Convicted minority (29), Magical Lab (30) +10
Projects: Spatial magic weak 4/12, 1/6 (6)Improved bestial mutation
Armies: 1 Militia (27), 3 Vampiric Armies (2 at 27, 1 at 37), 1 demonic bat knight (31), 12 noble batknights(1 on 6; 3 on 25; 2 on 47; 6 on 37)
Designs:
Vampiric army:
attack: 1
Defence: 1
Movement: 1
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat carriage
Attack: 3
Defence: 1
Movement: 5
[Monstrous flier][Clumsy][only two per island][transport]
Upgrades: +Weaponcrafting, + Armorcrafting, +Soulwood.
Demonic bat Knight:
Attack: 5
Defence: 3
Movement:6
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
Mana: 300+ 50/turn
—–
1-3) research zombie plague, +10 labs +18 from islands, +average soulinfusion, +average mutagenic
4-5) Recruit more noble bat knights
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247019 No.45654
>>45653
+18 from islands for last actions
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247019 No.45655
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247019 No.45659
| Rolled 53, 41, 37, 64, 55 = 250 (5d100) |
>>45627
1
Demonic bat knight from 37 invades 31
2
With Bestial mutation.
>>44161
3
Noble Bat knight from 21 invades 6
>>45642
4-5
2 noble bat knights from 30 and 36 invade 47
Demonic bat Knight:
Attack: 5/6
Defence: 3/3,6
Movement:6/8
[monstrous flier] [only two per island] [knight]
Upgrades: +Weaponcrafting, + Armorcrafting weak, +Soulwood.
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247019 No.45660
| Rolled 85, 32, 6 = 123 (3d100) |
>>45653
>>45626
3 noble bat riders invade 39
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72a529 No.45661
| Rolled 1, 85, 67, 96, 81, 39, 78, 80 = 527 (8d100) |
>>45659
1/7. Pitdogs
8. ST66
Electronics average, Stealth weak, Guns average, Armor weak
The sky shall be filled with bullets
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cd0f6a No.45662
| Rolled 79, 53, 43 = 175 (3d100) |
>>45626
>>45660
1. Blizzard wyvern army keeps low taking out the bunches of diving bat knights.
2. The demonic lightning wyverns keep high, making sure to land on the island if mortally wounded. (2 casts of Adrenal overload)
3. Militia keeps hunkered to fight off those who land.
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cd0f6a No.45663
>>45662
Tech: Mutagenic weak, Weaponsmithing Weak, Taming Weak
Spells: Adrenal overload (+10 10% chance of dying) -10 mana
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90410b No.45664
| Rolled 81 (1d100) |
>>45663
1-20 = dead from adrenal overload
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247019 No.45665
>>45653
1 noble batrider goes from 37 moves to 29 and guards the portal
2 from 37 Noble bat riders guard the airspace around 31
3 from Noble bat riders guard the airspace from 39 to Blood court territory.
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16a6e6 No.45666
>>45622
Nation name: The Post-Scarcity Initiative
Race name: Homo Magus
Racial traits: Also colloquially known as "sorcerers", in appearance and physique they are indistinguishable from normal humans, but the race has a very strongaffinity to raw magic far above and beyond most others even without the aid of magical foci, training, or divine intervention. They then learn to channel this power into useful means, mainly the three known magical archtypes but also into more experimental types.
Color: Gold
fluff: Uniquely affected by the singularity, their physical makeup was left almost entirely untouched, but it was their affinity to magic that was entirely changed. Described often as "walking batteries", they found that with very little effort they could summon forth magic from themselves. Untrained, raw, and undiluted this often had varied and even disastrous effects, and so they quickly learned how to control and harness their inherent abilities.
Because they maintained their human appearance and bodies, they longed for the comforts of the pre-singularity age, missing the technology that provided so much luxury yet seemingly did not work on their island. In response to this, they developed an entirely new doctrinology: that all technology can be replaced, and even surpassed, by magical substitutes. Instead of cars, flying carriages. Instead of computers, crystal balls. Instead of guns and cannons, wands and staffs. Golems as robots and servants.
Dubbing themselves the "Post Scarcity Initiative" their nations goal is to "develop the magical, chemical, elemental, and biological knowledge to promote a post scarcity utopian society for all, where ever need and want is fulfilled by magic."
Bonuses: +10 to all magical research
Magics: Geomancy weak, spatial magic weak
Technologies: Smithing weak. Weaponsmiyhing weak. Enchantment average, golemcrafting Average, focicrafting average
Worker golems +2 to all rolls.
Territories: 1 (61)
Resources:
Mana crystals (61)
Projects:
Armies: 1 Militia (61)
Magical university 7/8
focicrafting average (upgrade) 1/8
spatial magic weak 5/6
Magical communication weak 3/4
Golemcrafting average (upgrade) 1/8
Scientific principles weak 3/4
Stat Post
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16a6e6 No.45667
| Rolled 66, 19, 70 = 155 (3d100) |
>>45666
"ATTENTION!
As promised, your illustrious Government hereby announces our countries next big cultural improvement project.
OPERATION SAND AND SUN!
We will advance our magitechnological capabilies to develop a tropical beach paradise of our island, and thereby reap the rewards. A monument to our ingenuity."
https://www.youtube.com/watch?v=zb0XLBrqVM4&index=1&list=PLX9R3E_Pz-fYxf6y0d1nM_IvNe9q40QyD
1. The beach will be a great attraction for future University students. A place they can relax and have awesome night parties. But first, we need the school to be finished.
University 7/8
Worker golems +2 to all rolls.
2. Send out surveyors to our shores and start preliminary research of the coastline. I want a list of any new magics or resources we need to develop our beach paradise.
"Most likely we'll need alchemy to convert the rocky terrain into soft sand, and some weather enchantments to encourage the sun to shine and warmer weather."
+10 to all magical research
3. We're definitely going to need our Scientific Principles to par for this project. Magic is not an exact science after all. Scientific principles weak 3/4
+10 to all magical research
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16a6e6 No.45668
| Rolled 16 (1d100) |
>>45667
4. We'll also need our Spatial Magic finished too so we can easily move materials for the beach project. I have a feeling its going to be a long while in the making.
+10 to all magical research
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72a529 No.45669
>>45661
the way I see this playing out is that the callous leaders sent in the worst regiment out in the open to be bat bait and once the vampires charged headfirst AGAIN the entire area was lighted up by gunfire from the rest of the troops
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