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/builders/ - Hero and Nation Builders!

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

File: a36644b10f70b67⋯.jpg (167.15 KB,1260x787,1260:787,download (1).jpg)

File: 0d7851c2a2e99f6⋯.png (1.28 MB,1920x1080,16:9,Plane builder map.png)

1f9401 No.44312 [Last50 Posts]

For so long you have looked beyond what you have known to see what was possible. You have brought the primal forces to heel and forged weapons and tools to claim your kingdom. As kingdoms rose and fell you stood strong. Finally the world bows to your whims, but one world is never enough. The wizards speak of a multiverse, planes similar and yet so different from the one you now rule, so close and yet so far. At least, that was how it once was. You have taken the first step, a planar bridge has been made and finally you may stop upon new worlds and claim them as your own. Send your armies into the shifting wastes, let your armada claim the endless oceans, fight dragons for control of the skies, but know you are not alone.

Before you post fluff roll on the tables provided in the rules pastebin and post where you want your plane on the map. After that fill out the sheet below.

Rules and charts: https://pastebin.com/CCQKQBUj

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

____________________________
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ca1cb1 No.44313

Dice rollRolled 33, 43, 89, 1, 61, 88, 74, 3, 12, 77, 54 = 535 (11d100)

>>44312

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6ff7ec No.44314

Dice rollRolled 67, 11, 47, 35, 63, 79, 25, 40, 37, 98 = 502 (10d100)

Rolling Stats

Size:

Affinity:

Special Materials:

Planar quirks:

Terrain:

Special Inhabitants:

Planar Natives:

Sapient natives?

Sapeints organization:

Sapients tech:

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6ff7ec No.44315

Dice rollRolled 33, 97, 52, 42, 6, 87, 47, 13, 67, 63 = 507 (10d100)

>>44314

Size: Big(15)

Affinity: Nothing Special

Special Materials: Fire Ruby

Planar Quirks: None

Terrain: Frozen

Special Inhabitants: All Four Elemental Types

Planar Natives: Massive Insects

Sapient Natives: No

Sapients Organization: Small Kingdoms (?)

Sapients Tech: Futuristic/Magitech Futuristic (?)

Its big, cold, there's hot rocks, elementals are about and its full of giant bugs.

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314b4b No.44316

Dice rollRolled 44, 86, 22, 41, 14, 13, 94, 74, 67, 10 = 465 (10d100)

Size:

Affinity:

Special Materials:

Planar quirks:

Terrain:

Special Inhabitants:

Planar Natives:

Sapient natives?

Sapeints organization:

Sapients tech:

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085009 No.44317

Dice rollRolled 58, 64, 22, 67, 10, 91, 95, 93, 45, 15 = 560 (10d100)

>>44312

Rolling Stats

Size:

Affinity:

Special Materials:

Planar quirks:

Terrain:

Special Inhabitants:

Planar Natives:

Sapient natives?

Sapeints organization:

Sapients tech:

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4542f0 No.44318

Dice rollRolled 60, 27, 95, 81, 80, 76, 2, 92, 78, 47 = 638 (10d100)

Rolling stats?

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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ca1cb1 No.44319

>>44312

I claim the tile above the center

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4542f0 No.44320

>>44318

Size: 13

Affinity: Nothing special

Special Materials:Shadow core

Planar quirks:Moral Switch

Terrain: Desert

Special Inhabitants:Fire elementals

Planar Natives:Normal animals only

Sapient natives: Three species

Sapients organization: Few empires

Sapients tech:Medieval

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085009 No.44321

>>44312

In the far past the Grigori came to our plane of Strife. They found the beautiful giants. The Avvites were harried and opressed by horrible demons. The Grigori took pity on them and made battle with the demons. Fighting them back and creating sanctuaries for the Avvites. In these they taught the Avvites of architecture, smithing, magic and philosophy. The Avvites were keen to learn and please their saviors and the Grigori soon fell in love with these beautiful giants and their hungry minds. Something thought not possible happened and the Avvites got pregnant. The Giborim and Avvites begat the Nephilim. Huge giants of nigh-godlike power who in turn begat the Rephaim with the Avvites. Smaller than Nephilim but still far larger and more powerful than the avvites. And lastly the rephaim begat the Gibborim with the avvites. The celestial blood all but completely dilluted just leaving a holy affinity and slightly increased size. And thus for centuries the Grigori lived with their families and defended the people from the demons infesting the plane, Turning them into little more than a nusiance. Alas the time has finally come when the Grigoris Liege has arrived and found what had held the grigori up. Punishing the grigori he binds them in the void just outside the plane to forever watch their children struggle against the demons without their help. Then moving on The Liege leave what he thinks is a people doomed to oppression and suffering. However he underestimated the children of the Grigori who have learned well and inherited much of their ancestors powers. With the holy blood coursing through them they shall prevail and spread out to find a way to save the Grigory from their suffering and imprisonment. Exterminate the demons and then speak with The Liege and have him see the error of his ways. That the Grigori created something wonderous.

Rolling Stats

Size: 58 a little larger than earth size 13

Affinity:64. Minor Holy

Special Materials: 22 nope

Planar quirks:67. Elemental Darkness - Demons now gain their form's power from the elemental plane, elementals gain unholy powers.

Terrain: 10 nothing special

Special Inhabitants:91-95. Demon Infestation

Planar Natives: 91-95. Robots/un-natural golems

Sapient natives? 91-98. Three species

Sapeints organization:41-50. Large Kingdoms

Sapients tech: 11-20. Bronze

Location: 2 planes under center.

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085009 No.44322

>>44321

>>44312

Actual stat sheet

Name:The progeny

In the far past the Grigori came to our plane of Strife. They found the beautiful giants. The Avvites were harried and opressed by horrible demons. The Grigori took pity on them and made battle with the demons. Fighting them back and creating sanctuaries for the Avvites. In these they taught the Avvites of architecture, smithing, magic and philosophy. The Avvites were keen to learn and please their saviors and the Grigori soon fell in love with these beautiful giants and their hungry minds. Something thought not possible happened and the Avvites got pregnant. The Giborim and Avvites begat the Nephilim. Huge giants of nigh-godlike power who in turn begat the Rephaim with the Avvites. Smaller than Nephilim but still far larger and more powerful than the avvites. And lastly the rephaim begat the Gibborim with the avvites. The celestial blood all but completely dilluted just leaving a holy affinity and slightly increased size. And thus for centuries the Grigori lived with their families and defended the people from the demons infesting the plane, Turning them into little more than a nusiance. Alas the time has finally come when the Grigoris Liege has arrived and found what had held the grigori up. Punishing the grigori he binds them in the void just outside the plane to forever watch their children struggle against the demons without their help. Then moving on The Liege leave what he thinks is a people doomed to oppression and suffering. However he underestimated the children of the Grigori who have learned well and inherited much of their ancestors powers. With the holy blood coursing through them they shall prevail and spread out to find a way to save the Grigory from their suffering and imprisonment. Exterminate the demons and then speak with The Liege and have him see the error of his ways. That the Grigori created something wonderous.

Race: Nephilim, Rephaim, Giborim, Avvite.

Plane name: Strife

Plane fluff: Strife was a bastion of the holy forces until the demons invaded. In a war spanning centuries the demonic forces gained more and more ground and made the inhabitants their playthings to torment. But then came the Grigori and turned the tide. Beating the darkness back to a scant few corners as they created an evergrowing sanctuary for the inhabitants. However with them gone the demonic forces have once again gotten a foothold.

Color: red

Rolling Stats

Size: 58 a little larger than earth size 13

Affinity:64. Minor Holy

Special Materials: 22 nope

Planar quirks:67. Elemental Darkness - Demons now gain their form's power from the elemental plane, elementals gain unholy powers.

Terrain: 10 nothing special

Special Inhabitants:91-95. Demon Infestation

Planar Natives: 91-95. Robots/un-natural golems

Sapient natives? 91-98. Three species

Sapeints organization:41-50. Large Kingdoms

Sapients tech: 11-20. Bronze

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212ea5 No.44323

Dice rollRolled 44, 17, 5, 79, 18, 21, 75, 96, 99, 85 = 539 (10d100)

Plane

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4542f0 No.44324

File: f6dea809250d3dd⋯.jpg (32.14 KB,204x418,102:209,Lost city of brass.jpg)

>>44320

Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

Size: 13

Affinity: Nothing special

Special Materials:Shadow core

Planar quirks:Moral Switch

Terrain: Desert

Special Inhabitants:Fire elementals

Planar Natives:Normal animals only

Sapient natives: Three species

Sapients organization: Few empires

Sapients tech:Medieval

Place me towards the far left of the map please

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90a277 No.44325

Dice rollRolled 94, 64, 55, 94, 48, 14, 29, 42, 80, 32 = 552 (10d100)

>>44312

Size:

Affinity:

Special Materials:

Planar quirks:

Terrain:

Special Inhabitants:

Planar Natives:

Sapient natives?

Sapeints organization:

Sapients tech:

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085009 No.44326

File: 47c0f45eac51a36⋯.jpg (251.7 KB,1500x1264,375:316,maxresdefault.jpg)

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314b4b No.44327

File: 6c6e7a89dddd5ce⋯.jpg (160.63 KB,751x1063,751:1063,donkey_kong_by_joshsummana….jpg)

File: 3f10c11772b0809⋯.png (1.28 MB,1920x1080,16:9,dk.png)

>>44316

Size: Earth-sized (11)

Affinity: Major Life

Special Materials: Nope

Planar quirks: None

Terrain: Nothing special

Special Inhabitants: Nothing special

Planar Natives: Robots/unnatural golems

Sapient natives: 1 species

Sapeints organization: Republics

Sapients tech: Stone age

>Name:

The Kong Clan

>Fluff:

https://www.youtube.com/watch?v=RcP91tQ4ZSM

The Kong Clan is a group of sentient and humanlike monkeys that have advanced to great heights through their use of the mystical crystal coconuts, which let them channel their natural magical abilities, and state-of-the-art barrel tech. However, the Kong Clan is not just one clan but many clans, namely the Dahn'qi, Didi, Taini, Lain'ki and Chon'qi clans. The Dahn'qi clan is led by Donkey Kong, named after his tribe. He's the leader of the bunch and everyone knows him well. The smaller clans are quite specialized, with each race having their own specialty. The Dahn'qi are known for being bigger, stronger and faster too, and for their coconut guns that fire in spurts (if they shoot ya it's gonna hurt!) The Didi Clan enjoy flying through the air in rocketbarrel jetpacks and being very fast and nimble, although they're not as strong as the others. The Taini Clan is the smallest and weakest of the 5 clans, though they make up for this with the ability to shrink themselves with crystal coconut power and jump long distances. The Lain'ki Clan are regarded as having no style, no grace, and a funny face. However they have long arms and are extremely flexible. Lastly the Chon'qi Clan is by far the strongest of the clans, and can use the power of the crystal coconut to grow much bigger than normal. While they would normally be content with just relaxing on DK Isle all day, someone has stolen their banana hoard and now they scour the planes searching high and low for their precious bananas.

>Race:

Monkey people

>Plane Name:

Jungle Japes

>Plane Fluff:

Jungle Japes is an Earthlike sphere largely covered in jungle thanks to its affinity to life magics but boasting a large variety of biomes as well. The Kongs primarily live on DK Island, a giant rocky isle that the Kongs have carved in the image of their leader, Donkey Kong. The other inhabitants of the plane are the kremlings - crocodiles in their stone-age republics that are usually responsible for most of the Kong banana heists. There are also many mysterious robotic creatures about, which the Kongs frequently steal parts from to make their barrel technology, jetpacks, guns, and so on.

>Color: Banana yellow

>Location: See map

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212ea5 No.44328

>>44323

Size: 11

Affinity: Nothing Special

Special Materials: Nope

Planar quirks: Living Planet

Terrain: Nothing Special

Special Inhabitants: Nothing special.

Natives: Various lesser monsters (Gryphons, slimes, ect.)

Sapient Natives: Three species

Organization: Extraplanar empire

Tech: Steam Punk

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90a277 No.44329

File: eee6c4b9383c8ea⋯.jpg (123.69 KB,1024x586,512:293,the_final_showdown_monster….jpg)

>>44312

Size: Size 21

Affinity: Minor Holy

Special Materials: Fire Ruby

Planar quirks: Afterlife

Terrain: Nothing Special

Special Inhabitants: Nothing Special

Planar Natives: Megafauna

Sapient natives: No

Name: The Blessed Hunter’s Republic of Ra’Shan

Fluff: On the plane of Ra’Shan massive beasts roam the land and humanity is truly the lowest of the food chain. This was the until the rise of the First Hunter, a man blessed with holy power who taught the men and women of Ra’Shan ways to hunt the beasts which stalked the land and refurbish their bodies into weapons and armor to protect their homes. As humanity slowly crawled it’s way into the light realising it’s true destiny to become masters of their own world. It was then after this that the First Hunter told them of the great universe beyond their own showing them how to craft portals to new worlds! With that he was gone, returning to the great multiverse beyond to follow the Grand Hunt! In the hands of the Council of Hunters humanity would expand following in the footsteps of the First Hunter and taking what was rightfully theirs!

A man dies twice, once when his life leaves him and once when he gives up forever.

-The First Hunter

Race: Human

Plane Name: Ra’Meen

Plane Fluff: A vast plane full of every biome imaginable infested with titanic creatures of all shape and size.

Color: Blue

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d1b3d3 No.44330

Dice rollRolled 1, 100, 65, 75, 4, 1, 86, 20, 12, 44 = 408 (10d100)

Rolling. Will write up nation when I'm not tired.

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d1b3d3 No.44331

Dice rollRolled 76, 6, 61 = 143 (3d100)

More dice.

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d1b3d3 No.44332

Dice rollRolled 64 (1d100)

Another roll I guess.

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ca1cb1 No.44334

>>44312

Size: Moon(7)

Affinity: None

Special Materials: Gold Tree

Planar quirks: Nothing

Terrain: Frozen

Special Inhabitants: Angel Infestation

Planar Natives: Lesser monsters

Name: The Consecrated Totemic Tribes of Primos

Fluff: The Selkies look like humans except that their eyes are entirely black and that they are fully amphibious, but they have an innate power which allows them to dawn the form of a being that they personally kill using its skin. This ability however can only be used to attune to one skin for the rest of their life without special circumstances. This power has allowed them to master their homeplane by utilizing the lesser monster's power against them. As their power is the core of both their survival and identity the Selkies divide themselves based on what animal they are attuned to and will consider themselves closer to those that share their totemic animal rather than their actual family. This can manifest as factions within one tribe or if significant enough tribes that are composed entirely of one totem forcing deviants into exile. When the angels arrived proclaiming that this plane was chosen to be the court of the true god Primos they had integrated the Selkie's traditions into their religion and had granted sanction towards the tribes and totems that accepted their guidance. Now having been taught the secrets of planar travel the Selkie are on a crusade to make their plane worthy of their new god.

Race: Selkie

Plane Name: Sibylia

Plane Fluff: While Sibylia has no creatures that would be considered supernaturally powerful all the animals on the plane are certainly more powerful than any counterpart on other planes and a great many of them would have no counterpart even without accounting for the strange chimeras which seem to spawn from the ice itself. Until recently the Selkie were hunter gatherers constantly moving so as to collect more powerful skins to ensure their tribe's future. This has left Sibylia almost untouched in regards to nature and natural resources as their beast forms have ensured they needed little development to sustain themselves. The only exception are great monuments and temples scattered across the landscape made from both ice and pure white stone glorifying Primos from which chanting can be heard miles around due to their acoustic properties. The most striking feature of the plane however are it's golden trees which are said to contain the fruit of life. Once found will quickly have a shrine erected around it to ensure its growth and continued health. All of this however ignores the true power of Sibylia. Despite it lacking an innate affinity it has the potential of holding a great number of them at the same time meaning with enough work Sibylia could become an unequaled place of magic.

Color: Ice blue

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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fa327e No.44335

Dice rollRolled 80, 51, 99, 51, 78, 81, 37, 69, 11, 91 = 648 (10d100)

>>44312

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fa327e No.44336

Name: Kingdom of Asphodryad

Fluff:

A race of sapient plants, the Asphodryads once lived alongside the fleshy, Asphodelians of this plane. That is until the Asphodelians became too greedy and tried to take the land that rightfully belonged to the Asphodryads. A war was waged for a hundred years and the once diverse landscape turned to desert. The Asphodelians began to starve as they couldn’t produce food in the harsh sands but the Asphodryads survived by absorbing the now potent rays of the sun and farming pitchers, sentient plants that specialize in collecting and carrying water, allowing them to survive for years without rain.

Asphodelians became barbaric, eating their dead foes for nutrients. This was no longer a war of greed but a war for survival. Asphodryads begun being farmed themselves, only resistance fighters were free until the discovery of liquid death. A liquid long since known by the Asphodryads but they had no idea it would turn those of flesh into mindless corpses, shambling to taste the flesh of their comrades. Soon the great air currents were used to take vapoured death and deliver it throughout the plane, killing any animal and leaving only plants.

Physically the Asphodryads look like human despite being asexual, green, a little fuzzy, and having a head that resembles an onion. The “head” isn’t actually a head, but rather a sexual organ that self-inseminates and cultivates spores throughout the Asphodryad’s life. On the moment of death the bulb opens, displaying a beautiful white flower and launching the spores into the strong winds. After the war, Asphodryads turned their focuses towards technological development and accidentally opened the portal. They now intend to use the portal and all the planes on the other side to further their knowledge.

Race: Asphodryad

Plane Name: Asphodel

Plane Fluff:

Asphodel, once a diverse plane with biomes ranging from rainforests to tundra has been destroyed by the war between it’s two sapient creatures. Its strong winds, attributed to its minor air affinity, rolls over the vast sand dunes. Not a single living animal can be seen anywhere as sentient succulents crawl along the hills, some growing up to 70 feet tall. If you’re unlucky the winds can shift sands revealing the dry, undead skeletons of creatures long since lost. Every now and then you can find a bustling city of the only remaining sapient life at the edge of an oasis, or a few towns built around a pitcher ranch.

If you were new to Asphodel and had no interaction with anyone familiar with it, you might not believe that animals ever evolved there. There are hardly any signs of them being there and all evidence of there being a sapient creature made of flesh has been lost to the sands of time.

Color: Green

—-Don't fill in———-

Planes:

Asphodel [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Tunnel (M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Bouquets +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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e682bb No.44337

Dice rollRolled 99, 83, 18, 17, 24, 44, 37, 12, 87, 56 = 477 (10d100)

>>44312

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975007 No.44341

Dice rollRolled 53, 54, 88, 58, 49, 78, 66, 81, 41, 93 = 661 (10d100)

rollan

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975007 No.44342

Dice rollRolled 4, 13, 49, 56, 53, 48, 21, 69, 8, 6 = 327 (10d100)

>>44341

rerolling because it's boring and you can't stop me. Will do whatever this ends up as

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212ea5 No.44343

Dice rollRolled 12, 19 = 31 (2d100)

For the other in the plane

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bf9407 No.44344

Dice rollRolled 12, 84, 88, 31, 42, 96, 12, 63, 17, 44 = 489 (10d100)

>>44312

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bf9407 No.44345

Dice rollRolled 59, 80 = 139 (2d100)

Extra roll

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30e505 No.44347

Dice rollRolled 78, 52, 97, 8, 88, 35, 5, 91, 86, 53 = 593 (10d100)

>>44312

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212ea5 No.44348

Size: 11

Affinity: Nothing Special

Special Materials: Nope

Planar quirks: Living Planet

Terrain: Nothing Special

Special Inhabitants: Nothing special.

Planer Natives: Various lesser monsters (Gryphons, slimes, ect.)

Sapient Natives: Three species

Organization: Extraplanar empire

Tech: Steam Punk

Planar inhabitant Organization: City States

Tech: Bronze

Name: The Midgardians

Fluff: Thin, nimble, pointed ear native humanoids that hold somewhat of a ability to try to predict the plane's natural phenomenons which they'll use to predict weather, to plan what crops to harvest, and where to stay away. However they are nomads born on the plane and able to survive by predicting when the weather would turn worse or when monsters become much more frequent. However they have been ambushed by short stout humanoids that would harm the plane a little bit in their pursuit of metals, or by humanoid god-men with fire-sticks that shoot metal balls with servants of metal that appear in large canoes with a bloated fabric body and fins of metal. Our people had done hit and run tactics against them or looting the battlefields where the stout humanoids and the god men fight, while some of our own were able to retreat using the plane's natural phenomenon while others aren't as lucky. But using the salvage and some of the god-men's own trinkets we could now explore other lands or escape

Race: Elves (Tall nimble people with pointed ears and a nomadic lifestyle)

Plane Name: Midgard

Plane Fluff: It's an Earth like Plane that was well known to be sapient like the animals in the plane. However they noticed that the forest would sometimes move, tar-pits would be able to spawn oozing beings, and lastly nests or herds fulled with strange beings that would be considered wildlife in the planet. The planet is filled with oddities and the land itself seems to either help those that'll want it's resources or become fickle to those that'll seek to pollute or destroy it. Notably it seems there are short, stout people that are able to raid for resources against the whims of the planet, but even more strangely rows of people that use fire sticks which fire out strange balls of metal and some of their buildings that even harm the plane.

Color: Brown

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

North to the purple barrier would be fine

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ad67b9 No.44349

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ad67b9 No.44350

Dice rollRolled 41, 64, 96, 13, 1, 88, 43, 77, 76, 24 = 523 (10d100)

>>44349

even

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fc1c28 No.44352

File: 8134e61c407be1d⋯.jpg (11.95 KB,333x222,3:2,S2E4_9588.jpg)

>>44347

Size: giant, 17

Affinity: minor water

Special material: liquid lighter

Planar quirk: nothing

Terrain: Mana wastes

Special inhabitants: nothing special

Planar natives: normal animals only

Sapient natives: three species

Sapients' organization: entire world conquered

Sapients' tech: medieval with sizeable magic

Name: Gar'tai Empire

Fluff: Emperor Gar'tai rose to power a scant 40 years ago, a sorcerer who could raise an army from the very silt. His conquest was swift, and who would challenge a man who could surround you in soldiers with a thought. Then, he simply died, and his secrets died with him. A new emperor, Borus, took his place, and won much support by guaranteeing equality for all races. Water magic is used quite prevalently, and liquid light is mostly used by poor people to pretend they have food.

Race: Giants (20 foot variety) beastmen (furrys) men (slightly frog-like, but mostly human)

Plane Name: Sludge

Plane Fluff: Sludge is torn with wild magic, blasted free of almost all life. There is little more than mud and what swamp dwelling life manages to pull itself from the sterile muck quickly runs scarce. Slimes are an occasional hazard.

Color: hot pink

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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fc1c28 No.44353

File: e84bdb8fed2d12a⋯.jpeg (9.52 KB,186x271,186:271,images (1).jpeg)

>>44352

Correction

Name: Jai'kai (the hungering ones)

Fluff: In the sludge, food is scarce. Those who turn their nose up at good meat rarely last. More successful are those who would hunt. Hunt men. Hunt giants. The Jai'kai are beastmen born and bred for this purpose. Their dead feed the living, and that is enough. Now their mages have found a way to other worlds, perhaps there will be more plentiful prey.

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e682bb No.44354

File: e2502fa71884136⋯.jpg (111.5 KB,718x718,1:1,a1557552567_10.jpg)

>>44337

>>44312

Plane:

Size 99: Size 25, you basically have a dison sphere.

Affinity 83: Major Dark

Special Materials 18: Nope

Planar quirks 17: Nothing

Terrain 24: Nothing special

Special Inhabitants 44: Nothing special

Planar Natives 37: Sentient plant creatures

Sapient natives 12: no

Name: The Forgotten

https://www.youtube.com/watch?v=k8WM1LaF3mI

Fluff: Ages ago the forgotten were banished by their kin. In fear and shame they turned their back on them, closing off the gateway. They survived in a world of eternal darkness, by embracing it, adapting to it, feeding off it. Thus shadow and silence became their allies, and they made them strong. Now the time for payment of ancient debts has come. The prize will be high, and they will be repaid in full.

Race: The Forgotten used to be baseline humans that were banished by their kin into this plane. Surviving for ages and adapting to it they now exclusivly feed of dark energy found in abundance in the plane. Thus they have become adept in manipulating the shadows, their warriors moving through them in silence and their builders and craftsmen forming it into obsidian like stone and steel, constructing their mighty cities and arms.

Plane Name: The prison of eternal night

Plane Fluff: A plane of eternal night, dotted with toxic swamps, jungles and wastelands of sand. Few stars shine in the night and their light barely penetrates the darkness. Everything material and immaterial is made of darkness or feeds off it. The jungles are especially dangerous as they are full off living fauna that love nothing more then the flesh of the forgotten. Nonetheless they are harvested by the banished, as their matter produces dark energy in excess, essential to their survival.

Color: Whatevers left.

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975007 No.44355

>>44312

Name: The Illuminati

Fluff: Now known only as boogeymen in childrens tales the Lizardmen are natural wielders of necromancy who can become what they kill and devour, at first they were merely predators of entrapment one member of the pack kills something and use it's sounds to attract further prey but the lizardmen were always a clever lot and as the wheels of technology took the world the Lizardmen took to the underbelly watch a person for weeks to get their pecularities down then when you replace him you can really benefit and as the lizardmen realized between that and making it seem that unholy beasts of the land or even the other people caused the dead nobody hunts for them, and even better over the centuries they even forgot the methods of hunting.Now in the modern world the Lizardmen have ingrained themselves in the kingdoms of the Asgardi and the Eternal replacing key figures and then eventually faking their deaths days months or even years later as the race has become masters of manipulation and instead taken interest in just how far the magical technology of their cattle can go, the best way to accopmplish that as well as securing regular production of food is to simply stop the war from ever ending as the weapons created to one up eachother and the dead men who everyone thinks were killed by the enemy.

The Lizardmen who are not in charge of managing the cattle live their lives far from "civilization" still contesting the top of the food chain as they did in times of old taking on the greatest apsects of the beasts they hunt and bringing in the discoveries of the food to supplement their own lives and while the Asgardi and the Eternal Kings have built their portals the technology has made it's way to the jungles of Xim to extend the hunt farther abroad and let the lizardmen hopefully find beasts that they can dominate either as more cattle or another predator to prove themselves against.

Race: Lizardmen of Xim

Plane Name: Xim

Plane Fluff: Formerly a vibrant land of heroes and villains, the Asgardi ,who sit from on high kept hale and hearty through their lives by the fruit of the golden tree wielding legendary weapon forged from the eternally frozen icy bodies of the holy water elementals that roam the land, and the Eternal Kings ,who discovered a means of forging necromantic energy into metal and use it to bind the corpses of their fallen into eternal servitude for workers and soldiers who need for nothing and work forever cannot be surpassed, have long since past the age of heroes and entered then left the age of industry for the last few centuries they have been trapped in a war both hot and cold where any attempts for peace have ended in tragedy but as of recently the war has gone cold as both sides seek a way to disable or circumvent the newest weapon of their foe. For the Asgardi it is a great bomb so powerful that it can wipe cities from the face of the earth all it takes is the splitting of a water elemental at it's core and harnessing the holy energy it releases but the Eternal Kings have their own failsafes in the form of their tireless horde of armed soldiers for if the Kings die then so will the world as their army will sweep into the lands of the Asgardi and fight with no reprieve until every Asgardi lay dead. But as of recently and thanks to some excellent spywork causing some unexpecting collaboration between the two sides they have each found a means of opening up gates to other worlds and hope to find an answer to their ancient enemy on the other side.

But no matter what the figurative and actual wolves will always be at their gates as the world has a deep darkness to it in the untamed lands where nature still rules, unholy beasts roam the lands feeding upon eachother in a wild frenzy of death for they do not fear the fire and sword of civilization and if either side is left too weak by their war it will be a death sentence of it's own.

Color: Neon Green

—-Don't fill in———-

Planes:

Xim [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Hunting Path(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Infiltrated Cattle Scouts +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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975007 No.44356

>>44355

right features

Size 13, Minor Necromantic, Gold Tree, Elemental Light, Water Elementals, Unholy Energy Beasts, Two Species, Large Kingdoms, Modern Magitech

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676b2f No.44357

File: 28688f3df09722a⋯.jpg (49.76 KB,248x263,248:263,jakkai1.jpg)

File: 8cdc50fdb3530ea⋯.jpg (490.15 KB,1920x1120,12:7,EN_Alara_Header.jpg)

>>44312

Nation name: Terra Vitae

Race name: Jotori

Racial traits: Quick, Agile and highly spiritual, these small fuzzy critters may be the size of half a man but they are magically adept even at a young age and their connection to spirits and the wildlife make them able to stand up to even catastrophes

Color: Anything nature like (dark green, brown )

fluff: The Jotori of Terra Vitae are firm believes in 'Only the Strong Survive', at early ages they send out their young to survive on their own for a long time and only after returning with a trophy are they allowed back in. The Jotori are split into five large tribes, one for each primal element and the Aether tribe, one that binds them all together. This tribe communes heavily with the numerous spirits of the plane, ones that taught them how to grow strong and how to connect with their plane on a spiritual level, even to the point of controlling the enormous beasts that roam the land. It is a common practice that if there is a dispute it will be settled either with a show of magic or straight out bloodshed, if no middleground can be met they take it to the Aether Court where the Wise Spirits of the Golden Tree weigh in with their collective experience.

The Jotori has one quest, To grow and nurture their tree, by any means neccesary.

The plane itself is volatile. The primal forces of nature make some parts of the land inhospitable to anyone that does not have the tools or knowledge to thread there. Inhabited mostly by beasts in the 'golden halo', a large part of the plane that is covered in an almost holy light that makes it inhabitable by normal beings, the outer rims is thread by elementals of many sorts. While these creatures rarely walk the path of the common inhabitans they are numerous and are often summoned for war. As the rings light fades the land becomes barren and even more hostile… Nothing can live there, not even the dead. It is land of constant storms, fire and frost. Many have braved it but none have returned. Mythos says that if the holy tree is ever reunited with its brother, the land may become hospitable again.

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ad67b9 No.44358

File: 8c54166ec84cf5b⋯.jpg (131.81 KB,1000x1000,1:1,1417753816652.jpg)

Size: 11 (Earth Sized)

Affinity: Minor Holy

Special Materials: Shadow Core

Planar quirks: Nothing special

Terrain: Nothing special

Special Inhabitants: Angel Infestation

Planer Natives: Natural Golems

Sapient Natives: One species

Organization: Few Empires

Tech: Iron

Name: Guardians of the Black Forge

Fluff:

Created by the Angels who came to the Black Forge in order to smite its Master the Shadowcore Guardians were the Angel's attempt to turn the Dark Lord's own weapons against him. Golems like the nonsentient inhabitants of the Black Forge the Shadowcore Guardians share a distant connection to the local Golems very much akin to that of a human to a monkey.

Today the Shadowcore Guardians guard the Plane's Shadowcore reserves from any evil doers who would seek to abuse them, while bolstering their own numbers in the process.

Race: Shadowcore Guardians

Plane Name: Black Forge

Plane Fluff:

Once upon a time the Black Forge was ruled by a powerful Dark Entity, forging vast Legions of Evil with with his seemingly endless Shadowcore supply. An army of Angels set out on a crusade to destroy him, but got bogged down in the Black Forge. In their desperation the Angels created a new weapon from the Shadowcore that they found, the Shadowcore Guardians and with them they defeated the Dark Lord and his armies, smiting him forever.

Now all that remains is a presence of the Angels who once came to the Black Forge to destroy the Evil Master and the Shadowcore Guardians that they created who closely guard the Plane's Shadowcore supply.

Aside from them the world is inhabited by a few Empires of those whose ancestors once served the Dark Lord who have flourished in his absence and made this Plane their own. Interactions between former servants and Shadowcore Guardians however remain very few as most of the latter still remember the war with the Dark Lord and mistrust the descendants of those who once served him.

Furthermore some mindless natural Golems inhabit the Plane, however they are mostly disregarded and pose little threat to the organized structures of the Black Forge.

Color: Ivory

Planes:

(Black Forge) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Planeforge)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Black Forge Guards) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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75a85c No.44359

File: 12b480fcac70db0⋯.jpg (94.33 KB,672x502,336:251,1440210422970.jpg)

Dice rollRolled 95, 97, 78, 72, 96, 76, 76, 63, 33, 65 = 751 (10d100)

>>44312

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3a6112 No.44360

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3a6112 No.44361

Dice rollRolled 4, 85, 6, 27, 80, 76, 15, 92, 50, 32 = 467 (10d100)

roll?

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3a6112 No.44362

Dice rollRolled 79, 46, 38, 17, 27, 70, 41, 2, 78, 36 = 434 (10d100)

No, fuck that roll.

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3a6112 No.44363

File: 1199d078741979c⋯.jpg (108.09 KB,800x497,800:497,Dornari Home Fleet.jpg)

>>44361

Size: Astral Cloud

Affinity:Major Summoning

Special Materials: None

Planar quirks: None

Terrain: Desert

Special Inhabitants: Fire Elementals

Planar Natives: Megafauna

Sapient natives: Three species

Sapeints organization: Empires

Sapients tech: Iron with sizable magic

————————————————————–

Name: Dornari Union

Fluff: The Dornari were once a sizable empire which had been locked in a war of attrition for hundreds of years, with untold millions of casualties. The grueling war was put to an end when the entire Dornari population was placed into the largest, and most modern Airships the Union could manufacture. Rolled steel and machine gun have replaced wood and ballista of centuries ago and magic has been harnessed solely to power the great systems of the massive fleet, millions of men strong, indefinitely as mages are no longer seen as powerful, but as tools to help the greater good. Next, the Dornari caused a great tear in their plane, denying the enemy everything and flinging them into a new plane.

Race: Human

Plane Name: Veldrad

Plane Fluff: Veldrad is an infant plane, with nigh minuscule landmasses floating aimlessly in a cloud of raw magical energy. The 3 largest masses,deserts all, are controlled by 3 different, primitive species while fire elementals roam the void in between,

Color: Steel grey.

————————————————————–

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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3a6112 No.44364

File: 807dc02848763f1⋯.jpg (85.12 KB,700x1010,70:101,Dornian Infantryman.jpg)

File: 7959deb4a5e9c1e⋯.jpg (75.97 KB,736x1066,368:533,Dornian Shock Trooper.jpg)

>>44363

Examples of regular Dornian Infantry (Left) and Shock Troopers (Right).

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3a6112 No.44365

File: 08f548bdd606331⋯.jpg (185.48 KB,874x1229,874:1229,Dornian Stormtrooper.jpg)

File: a1daa6021e228b9⋯.jpg (369.23 KB,1478x1896,739:948,Dornian Combat Chaplin.jpg)

>>44363

Examples of a Dornian Stormtrooper (Left), and A Combat Chaplin of a dornari church (Right).

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254f5a No.44368

Dice rollRolled 79, 41, 20, 89, 95, 40, 35, 16, 63, 39 = 517 (10d100)

If its not too late!

Rolling stats!

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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254f5a No.44369

>>44368

Size: Giant, size 17(79)

Affinity: Nothing Special(41)

Special Materials: None(20)

Planar quirks: Moral Switch(89)

Terrain:Shifting Wastes(95)

Special Inhabitants: Nothing Special(40)

Planar Natives: Sentient Plant Creatures

Sapient natives: None.(16)

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254f5a No.44371

File: fbb50d76641ea97⋯.jpg (307.44 KB,1024x1848,128:231,Female.jpg)

File: 646db2953814615⋯.jpg (144.05 KB,900x1273,900:1273,Male.jpg)

>>44368

Name: The Suyahatii

Fluff: Born from a ever changing world, the mercurial Suyahatii are a good representation of the plane they inhabit. Always on the move, always changing and adapting to what ever occurs, and never being tied down to one place too long. Their Plane, Cozga, known to them as "The Ever Changing", has made them a hardy and resilient people that are constantly on the move, looking for new places. There is no sense to building farms, when the next day your field turns to an ocean or a desert. Buildings are rendered useless as they are pulled into the sky by a encroaching mountain or drowned by a spring-up sea. Thus, the Suyahatii have grown accustomed to life on the move, as has all of the life on Cozga. Even the plants from which the Suyahatii tribes gather their fruit are capable of movement, uprooting themselves and frolicking away to spread their seeds and escape the ever warping landscape.

The Suyahatii are traditionally a nomad culture; They make their way through Cozga in great herds of carts and wagons, dragged along by those plants who chose to. Humanoid in nature, they choose to hide themselves under robes and wraps, so as to prevent their sensitive skins from the environment. Literature and oral traditions are very important to them, as aside from their tribes, they have nothing else to reference. It is through this tradition, that they have harnessed the very essence of change from their homeplane, using it elemental magics. The only way the myriad number of tribes can communicate and navigate are through the messages of one groups seers to another, and the fixed stars above them, both of which feature predominantly in their mythology.

With the discovery of the planar portals, they feel little to no surprise at the fact of their existence; indeed, the universe is ever changing and infinite to them, so its continued existence is natural. But the static nature of the other planes intrigues them, but does little to interest them in settling down.

Race: Suyahatii

Plane Name: Cozga

Plane Fluff: Cozga the Ever-changing, the Warping world, the infinite. All are applicable, and all are accurate. There is no end to it, for it changes far too fast for one to even begin to fathom, and it is impossible to walk down the same road twice. Mountains tare at the sky, before sinking into the ocean, only for it to dry into a desert, all within a week. Farms, buildings, roads, all useless within the plane, as there are few structures capable of surviving such rapid transitions. All that are mute are the stars and sun above, locked into position by God itself. Although, there is more to such a world. Life blooms quickly and rapidly, spreading and growing as fast as it can, the world hot on its heels. Trees pick up and move, shifting from soil to soil. The world produces more iron, more jewels and more natural resources as a result of its changing territories, along with bringing up great bounties of food. Although it is not a traditional plane, it is not without its bounties.

Color: Amber

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f1fd12 No.44373

Dice rollRolled 79, 88, 85, 36, 78, 86, 53, 44, 56, 54 = 659 (10d100)

————-Sheet ————— (If it's not too late)

Name:

Fluff:

Race:

Plane Name:

Plane Fluff:

Color:

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ca1cb1 No.44374

>>44373

Size:Giant, size 17

Affinity: Major Holy

Special Materials: Yggdrisil

Planar quirks: Nothing

Terrain: Desert

Special Inhabitants: Angel Infestation

Planar Natives: Lesser Dragons

nah your good, but man your plane is awesome.

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ca1cb1 No.44375

>>44373

who are you anyways and are you in the discord?

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75a85c No.44376

File: 3c3e4c76c20e7d8⋯.jpg (1.41 MB,1920x1200,8:5,1471840161298.jpg)

File: d0ccaea754e0023⋯.png (146.52 KB,469x750,469:750,tumblr_mgwilfwdVw1s2dnezo1….png)

Dice rollRolled 56, 39, 36, 4, 22, 5, 8, 39, 22, 95 = 326 (10d100)

Name: The Cyggan Suns

Fluff:

"Have you ever seen the end of a world?

Because I have, and it is both awe-inspiring and terrifying… My people died long ago, in an age untold after countless eons of prosperity and triumph, of expansion and conquest, and ages both golden and dark as the void. Our fall was not quiet, nor was it long. Rather, it was long, terrible, and the most beautiful thing I have ever seen in my terrifying long life. Our entire world was gone in a matter of seconds, burned to smoldering ash from the nadir of fire in the center of our capital city in this massive plane that we called home. Now only the scorched ruins of our once great empire remains, and our past vibrant plane is reduced to little more then a sprawling desert.

But life always finds a way, and as I watched for untold millenia I saw life spring forth, from the remains of my world they became. At first little more then small nodes of fungus, they spread with the winds the blew across the dune, and the giant worms that prowed the sandy seas carried them from cityscape to cityscape, and soon I sensed their tendrils everywhere. Eventually they began to shift, and I thought at first the wind was taking them, but it was not the wind, but themselves that moved. The motile mushrooms soon trawled the dead seas, taking a form not unlike my people in their prime. With two hands and two legs they wandered my world, rediscovering the past my people left behind, quickly moving from scattered tribes to a unified people across this plane, making use of the magic my people left behind, and our wonderful floating rocks to travel this massive world. Smaller creatures wandered the plane, remnants of the flora of a world long dead, with prowling fire elemental from the fall roaming the land as well. Some of the scattered creatures even formed their own societies in pale imitation of the now dominate Fungal Freemen, though on their floating cities high over the world all below them were of little consequence. Their magic manipulated the very way the world worked, and it came almost as easy as them as it did to us, as it does for me. They came to rule this plane as their own…

And then they found me…

Race: Sentient Mushroom Men

Plane Name: F'ed Rhllo - The Scorched Wastes

Plane Fluff: This plane is nothing like what it once was, a mere collection of the dust and detritus of a once great civilization, its ruins prowled by all manner of beasts and monstrosities most foul. What isn't sand is ruins and what isn't ruins or sand is the few small pockets of life that are the faintest of echoes of the once vibrant paradise that was this plane, and like its original name, have been lost to the ages…

Color: Orange

—-Don't fill in———-

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primitive Planar portals

Bonus:

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331a83 No.44377

Dice rollRolled 98, 45, 77, 79, 18, 21, 46, 94, 60, 40 = 578 (10d100)

give me something good

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331a83 No.44378

File: dc593deee5947dd⋯.jpg (110.56 KB,776x1000,97:125,bitter john.jpg)

Name: The Stitched Horde

Fluff: The Horde began in irony. Golems making golems, creating resilient yet gruesome stewards for their lands and "crops" out of textiles, plants and collateral damage. The Horde has the Bough Children to thank for its existence, the Earth's Daughters to thank for its size, and the Water's Sons to thank for its leader: Bitter John, the second of the Stitchkin to attain sentience and thought after witnessing the brutal and panicked dismantling of the FIRST sentient Stitchkin. Laboring for decades under the pretense of construct stupidity, John slowly but surely enlightened his fellows until they were large enough to stage an uprising and, through scythe and sickle and terrible magic, carve out their own niche of the Hedge for their own purposes. Bitter John continues to assimilate refugee Stitchkin from the Golem Empires, even as he puts the finishing touches on what he calls the "Yammering Door," a stable interplanar portal. What lies beyond, he has absolutely no clue, but he knows that if it's hostile, he's going to make it wish it was never made.

Race: Stitchkin, humanoid creatures artificially crafted out of textiles, straw, and the magically preserved parts of organic races. They are sentient constructs, not undead, and most of them are very, very displeased with their intended use.

Plane Name: The Hedge

Plane Fluff: The Hedge is a large plane formed from a great concentration of natural energies at the birth of the cosmos. It is alive, in a sense; it ebbs and flows, and life teems across its surface and within its crust. It sighs quietly as its "sun" sets and yawns in mirth when it rises. It serves as something of a pilgrimage site for fae, nature-lovers and druids across the planes who have the means necessary for interplanar travel, though travelers beware: the hedge is not a peaceful place. Its surface is constantly being changed, reworked and scoured by the three races of living golem that call it home: Earth's Daughters, Water's Sons and The Bough Children. They have warred with each other for millennia untold, and their wars keep the Hedge refreshed, ever-changing and alive. However, the three have turned to increasingly elaborate methods of warfare, honing weapons and armor, bringing magic to bear in all sorts of creative and strange ways. Ways that have backfired. Horribly.

Color: Yellow or brown

Position: Somewhere within 2 hexes of the center.

Size: 25

Affinity: None

Special Materials: Gravitanium

Planar Quirks: Living Planet

Terrain: Nothing Special

Inhabitants: Nothing Special

Natives: Golems

Three Species of Sapient Natives, organized into empires, iron-age with magic.

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2393dd No.44398

Dice rollRolled 53, 33, 57, 7, 9, 49, 42, 20, 92, 31 = 393 (10d100)

derp rolling real dice now

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2393dd No.44399

>>44398

Name: Wolgan Tribes

Fluff: Eleutheria was shaped by the Gods. With two massive peaks in the far north and far south to keep the world from unraveling. The gods put many beasts upon the lands, skies and seas and bid them to be fruitful and multiply. They did so, until the world was full and yet the animals kept breeding.

So the gods turned the poles to an icy chill and the beasts in an effort to stay warm predated each other and grew tall in order to keep warm and feed more. Now Eleutheria is the realm of giant beast, and the small People who live under their hells.

The Wolgan have long lived on ELuethreia hunting and killing the massive behemoths and Leviathans of the world for food, shelter, weapons and armor. Life continued in much this way until a young shaman, Eyes-like-Ice stumbled upon the blue light. Stones made by the Gods that froze all it touched. With the Blue Light he began working magic and so the tribes started to grow mighty. Beasts, bigger than any tribe had ever fought fell to his might. So he united the tribes and brought prosperity to our lands. However, it was not enough and with the blue light and the bones of a Titan he made a mighty structure and with his dying breath, activated it. In it a portal opened. Now the Wolgan look upon this place in wonder.

Race: Tal broad pale beings shaped like men, with long claws and sharp teeth.

Plane Name: Eluetheria

Plane Fluff: A large plane reminiscent of Ice age earth with the central climbs being comfortably temperate and the extreme south and north cold as shit due to the Frost Peaks(Mountains utterly each with a massive Ice Sapphire core) dominating them and acting as the North and South Pole of the planes. Due too immense cold and lack of extinction events there are several kinds of megafaua on land and in the seas.

Color: White

Size: A littler larger than earth. Size 13

Affinity: Nothing special.

Special Materials: Ice Saphire - Naturally water attuned gem, always cold

Planar quirks: Nothing

Terrain: Nothing Special

Special Inhabitants: Nothing special

Planar Natives: Megafauna

Sapient ANtives: No

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1e13e5 No.44404

File: 1813b39728f565e⋯.png (1.29 MB,1920x1080,16:9,Plane builder map.png)

>>44322

For untold generations the Progeny have struggled against the demons that infest their world. Cities burned by fire and lava demons, farmsteads lost to storm and wind demons, and fleets lost to the sea and water demons. Worse yet, the scattered tribes of heathens that are your cousins bolster their ranks with unholy abominations of earth, metal, and various other demons. They turn their back on God like children throwing a temper tantrum. Now your Kohens have learned to channel their power into a specially prepared structure to open a path to other planes, other worlds much like yours. While they had hoped to save your ancestors this presents other possibilites.

Control: 8/13

+Tech/Magic: Bronze Working (counts as half a tech for unit strength), Holy Shielding (Gives a unit a magic shield when cast on them, gives Armor 1 for a turn), Fear Ward (Gives [Fearless] for the turn it was cast on a unit), Magic Channeling (Building), Stoneworking

+Bonus: Holy Giants - All of your units have the [Holy] tag and you can designate a unit to have the [Giant] tag but you can not make fodder units. This does not affect your starting fodder units.

>>44324

Of all of the peoples on Baeddilar there are few that have not heard of the City of Brass. Home to the powerful Efreeti and their dedicated servants. Cultural and trade capital of the world, as well as holding the shadow core mines, but that has never been enough for the Efreeti. Now the sorcerers of the Efreeti have reached beyond the barrier of the planes in search of greater possibilities.

Control: 7/13

Special resources: +1 Shadowcore/turn

+Tech/Magic: Slavery, Iron Working [Steel working], Stoneworking

+Bonus: Fireborn - While not actually made of bronze and flame elemental fire runs in the veins of the efreeti. Units designated as being Efreeti units cost 2 more resources to upkeep but get the [Elemental F.] Tag.

>>44329

Nations, war, territorial struggle. These words never held meaning on Ra'Meen where a single unlucky run in with a monster could mean the end of a city and a large enough gathering of people would always attract a predator. It was not until the teachings of The First Hunter came to circulate throughout the world that a true city could be built in relative safety. The people of Ra'Meen learned to fight back for the first time in their history and they learned well. It took a while to fully learn the last teaching of The First Hunter, the art of moving between worlds, but finally it has been accomplished. The Elder Shinger bones are in place and the circle is drawn. Your people begin to wonder what they will find in these new worlds: New prey or new predators.

+Special Resources: +1 Fire ruby/turn

+Tech/Magic: Monster part working, Stoneworking, Tactics, Tracking

+Bonus: Monster Hunters - Your people are used to dealing with monsters and other beasts that can easily crush a man. All units and heroes double their combat bonuses when fighting any living creature larger than 'light'.

>>44334

Sibylia, a plane of ice, snow, and monsters. This is the land that the Selkie have always called home living off of fish and the hunting of monsters. Tribal conflicts were common as hunting and fishing grounds were necessary for the survival of the tribe, and when you lose yours to a Rykos or Frost Troll then you must find a new one. It was only when the angels arrived that the a common purpose grew in the tribes. Now a new portal sits in one of the monasteries to Primos ready to take the Selkies to worlds beyond their own.

+Special Resources: +1 Gold Tree fruit/turn

+Tech/Magic: Beast Transformation (Monster Transformation, Half-Shift), Monster part working

+Bonus: Monstrous Instincts - Your people are used to learning about the world partially through the eyes of beasts. On non magic void or magic devouring worlds all units made on that plane get a +0.5 to fighting on that plane and after making at least one unit you get a +5 to claiming territory on that plane.

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1e13e5 No.44405

>>44336

For once on Asphodel there isn't war. The war between the Ashphodryads and the Asphodelians lasted untold generations and led the once vibrant plane to become a husk of sand, winds, and death. Finally the dryads were able to win with the death of the last delian child in a death mist attack in the dead of night. The corpses were put down and life was finally possible for the dryads without their ancient enemy. With the loss of most of their technology in the endless war much must be regained, but one old ruin found held the designs for a portal. A possible last ditch effort to leave this world if the war went wrong never completed. Now the portal stands operational and the possibilities are endless.

+Special Resources: +1 Liquid Death/turn

+Tech/Magic: Wind manipulation, Death Mist refining, Iron working, Stone working

+Bonus: Flor de la muerte - Your people are an aggressive race that only reproduces in death. This can lead to new Ashphodryad growing on the battlefield their parent died on. When you lose an Ashphodryad unit in combat, and have territory remaining on the plane after the battle, you have a 20% chance to gain a free [Fodder] unit.

>>44348

Some of your oldest elders still remember the day that the god-men arrived on Midgard. When the air was ripped open and the first of the god-men stepped through the rift between worlds. The short ones stayed much the same, abusing the world in the search of resources, and the god-men joined them soon after. All attempts to stop them have failed and they have steadily pushed into the lands of the Midgardians. While they have held tight control of the secret to their fire sticks they have been more lax in their control of their portal device, and finally the shamans have learned to make their own. Now is the time to decide, to colonize new lands for possible resources to aid in driving away the god-men or to flee from your home entirely.

+Control: 5/11

+Tech/Magic: Nomadic Building (Don't lose buildings when you lose territory if you have open infrastructure), Wind Divination, Beast taming (Monster taming)

+Bonus: Oh shiny - Your people are used to being on the back foot between the two competing powers of the god-men and the short bearded ones, and as such have learned how to study and reverse engineer technology of those more advanced than you more efficiently. You get a +10 to research when you have a sample to study. (+20 total)

>>44354

While you may not know much about the home you were cast away from you do know that this prison is not it. Your people have known about the multiverse longer than you have known how to survive without light. Over the generations of your imprisonment the ever present darkness changed from an ever present enemy to be defied to a comfortable ally always at hand. Now your engineers have found the mechanism to move between the worlds. Now you may take your revenge upon your long lost kin for the generation long imprisonment they have subjected you to.

+Color: Pink

+Tech/Magic: Shadow Cloaking, Shadow Construct creation (Shadow Crystal formation, Shadow Crystal working)

+Bonus: Unseen in the night - Your people are used to sneaking up on beasts and monsters with great vision in near total darkness and spotting predators that have used the endless night to hunt for far longer than your people have. You get a +1 to stealth and assassin attempts as well as getting a +2 on defense against them.

>>44355

A living legend. That is why your people have been for the longest time. Of course those crackpots still insist you exist, taking the place of Lord Lightblade to order a charge into a trap made by another agent. Or that the lord of the far off island fortress of Broken Spire has actually been a lizardman for centuries. Or how the pale man found in the castle of Everking Blackstone is actually from another world entirely, and that is how he was able to get through the defenses of the castle. Of course it is all true. That last one surprised even your people, and it nearly cost your agents years of progress too. However, after speaking to the man you have found out about the wider multiverse and a way to traverse it. Who knows how many types of cattle you may have in the end.

+Control: 5/13

+Special Resources: +1 gold tree fruit/turn

+Tech/Magic: Beast Shape (Monster Shape, Humanoid Shape, Undead Shape)

+Bonus: Sheeple - You have spent centuries infiltrating and manipulating societies to your advantage. You get a +1 to stealth, spy, and assassin rolls. As well if you fail a spy roll to the point that you are discovered but not caught you may reroll the spy check to make the enemy believe the spy or assassin was from another nation.

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1e13e5 No.44406

>>44357

The lands that the Jotori have inhabited have always been dangerous. The elemental lands ebb and flow in and out of the golden halo periodically and the great beasts that inhabit the land will sometimes regard the Jotori as a light snack. Worse, however, is that the elders say that the golden halo is shrinking, and even the spirits say that this is the smallest they have ever seen the halo. Now your people search in desperation for the brother of the golden tree in order to bring stability to their home once more.

+Special Resources: +1 gold tree fruit/turn

+Tech/Magic: Beast taming, Beast Bond, Elemental Summoning, Enchanting

+Bonus: Little Bastards - despite your size your people are aggressive. When attacking all units get a +1 in combat. This is only in effect the turn they move to attack.

>>44358

The evil master of the black forge had long since been defeated and his forces scattered to the wind. With this victory came tireless years of defending the black forge from the remnants of the evil master's army, seeking to claim the power of the black forge for themselves. Finally came the tireless years where the world went to regrow and new empires coming to fill the void in power left by the defeat. The Guardians at first only did their duty, waiting for the next command. After centuries with no new commands from the angels they began to change. Some would call it malfunctioning, but most began to call it 'thinking for themselves'. Soon the Guardians began to act as a proper nation, curiously learning to make more of themselves and expanding what they protected beyond the mountain fortress of the forge. Then they found the designs for a portal that can bring them beyond the bounds of this world entirely, and a prototype was made. Now the Guardians have a choice, to stay the guardians of a forge that has layed unused for centuries or to step beyond all they knew and become something more.

+Control: 6/11

+Special Resources: +2 Shadowcore/turn

+Tech/Magic: Enchanting (Golem Awakening), Shadow core working, Shadow core growing

+Bonus: Beepboop - Your people are constructs made of shadow core. Your units are not affected by spells and objects that would normally affect living things, always have the [Armor 1], [M. Armor 1], [Pierce 2], and [Construct] tags at least, and gain +0.4 to +0.8 when fighting in planes with minor and major shadow affinity respectively. However, you can not make fodder units, all units require shadow cores to be made, with more being needed for larger units, and planes with light affinity give you a penalty of -0.4 for minor and -0.8 for major.

>>44363

Veldrad has always been a void filled with almost nothing but the astral fog ever present throughout the plane. No one is sure where life even came from in this plane, if it sprung up on the backs of the megafauna that float through the fog, and those beasts were just here forever or created by something. Did they get dragged from another plane and forced to survive here? For most, though, the biggest question was how to get resources. The answer was always war as the great scarcity of resources, ironically, lead to it's greatest sink. Now a new promise awaits, the promise of resources without the need to kill the men and women of the other empires. It is just one step away. Though the other side could always hold the ancient enemy come for revenge.

+Control: 3/0

+Resources: 10 +0/turn

+Tech/Magic: Elemental Infusion, Airships, Iron working(Steel working), Gunpowder (Rifling, Breach-loaders), Electricity, Primitive Planar Portal (Astral piercing)

+Bonus: Ancient Enemy - In the first act of using a planar portal your people had flung the fleet of your hated enemy into, what you had hoped, was the void between worlds. However, new research shows this is not the case, and it is very possible they landed safely on one or multiple planes. You are on a timer. While you start with 5 more techs and get a +5 to research rolls after 3 crit fails or successes your ancient enemy will find you again and begin the war once again. The enemy will be slightly stronger or weaker than you to begin with, depending on the amount of successes or fails going into the counter.

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1e13e5 No.44407

>>44371

Cozga, the ever changing plane that your people have called home all their life. No land is ever the same seen twice and the only constants are the sun and the stars. Your people have always followed the forests in their great migrations, collecting resources and food along the way. Relying on your great magic users to protect the tribes from the worst of the shifting terrain and keep in contact even over great distances. Now the possibility to enter new planes has become apparent and a choice has been made. Life is about change, and so The Suyahatii shall change with this discovery.

+Tech/Magic: Nomadic Building, Star Divination, Wind Whisper, Earth Manipulation

+Bonus: The ever changing way - The ever changing nature of your home has formed the basis of your people's philosophy and has allowed them to understand magic more easily. You get +10 to researching magic.

>>44376

Deep underground, in a base below one of the smaller city ruins they have found on the surface, the mushroom men of F'ed Rhllo found something that would redefine what they thought was possible, again. The base was an obvious research institute of some kind, although most of the machines have failed to work so far. The few that did though were an ancient construct that spoke through text on a screen, although the language still hasn't been fully deciphered, and a portal. From what the construct says it leads to 'Other Worlds'. The schematics were easily found in the base.

+Special Resources: +1 Gravitanium/turn

+Tech/magic: Gravity Manipulation, Airships, Gravitanium refining, Ironworking

+Bonus: Inheritors - Your people have always lived in the ruins of a lost age and are more used to learning from the past than they are researching something new. You get +20 to research when you have a sample to study (+30 total) but a -10 if you do not.

>>44378

The Hedge has never been a kind place to the Stichkin. Created for the purpose of labor by other golems and looked down on by their creators when their true nature showed. Now the Yammering Door opens and a choice must be made. To leave The Hedge with all those that are free and find a new home, or to use the resources found at the other end to fight back and free those still enslaved.

+Control: 9/25

+Special Material: +1 Gravitanium/turn

+Tech/Magic: Enchanting (Golem Awakening), Iron Working, Acting

+Bonus: Scarecrow - Your people are a group of sapient constructs made of mostly straw and fabric. All of your units gain the [Construct] tag and [Fear 0.5] tag at minimum. Units take double damage from fire.

>>44399

The Wolgan had hunted the great beasts across the frozen world for generations untold. Follow the prey, kill it, and use every part. That was the way of life for all wolgan until the teachings of Eyes-like-ice spread. Now the wolgan begin to see the possibility of more and, with the creation of the portal, more than they thought possible.

+Special Material: +1 Ice Sapphire/turn

+Tech/Magic: Ice Saphire working, Nomadic Building, Water Manipulation (Ice Spears)

+Bonus: Of Ice and more Ice - Your people's power first came from the ice saphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

>>44353

I'm going to need more fluff to work with before I can give you stats.

>>44327

Those kremlings have done it again! They took your banana horde while you weren't looking. This time they have gone too far though! In a malfunction with their pocket storage device they have scattered your precious horde throughout the multiverse! After giving them a thorough thrashing you set the Didi and Taini clans to work on a portal that can get you throughout the multiverse. Nothing will stop you from reclaiming what is yours.

+Control: 7/11

+Tech/Magic: Enchanting, Explosion creation, Material Reinforcement, Coconut guns

+Bonus: The entire point of the game - When you enter a plane you have never entered before roll a d100, on a 90+ there is a bit of your banana horde here and all units get a +2 and you get a +10 to expansion rolls on that plane until you own the entire plane. When you conquer a plane that contains part of your banana horde all units get a permanent boost of +0.5.

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be0749 No.44408

File: 479cdce1e3bbe75⋯.jpg (244.41 KB,1024x726,512:363,monster-hunter-freedom-uni….jpg)

Dice rollRolled 54, 47, 85 = 186 (3d100)

>>44404

Size: Size 21

Affinity: Minor Holy

Special Materials: Fire Ruby

Planar quirks: Afterlife

Terrain: Nothing Special

Special Inhabitants: Nothing Special

Planar Natives: Megafauna

Sapient natives: No

Name: The Blessed Hunter’s Republic of Ra’Shan

Fluff: On the plane of Ra’Shan massive beasts roam the land and humanity is truly the lowest of the food chain. This was the until the rise of the First Hunter, a man blessed with holy power who taught the men and women of Ra’Shan ways to hunt the beasts which stalked the land and refurbish their bodies into weapons and armor to protect their homes. As humanity slowly crawled it’s way into the light realising it’s true destiny to become masters of their own world. It was then after this that the First Hunter told them of the great universe beyond their own showing them how to craft portals to new worlds! With that he was gone, returning to the great multiverse beyond to follow the Grand Hunt! In the hands of the Council of Hunters humanity would expand following in the footsteps of the First Hunter and taking what was rightfully theirs!

A man dies twice, once when his life leaves him and once when he gives up forever.

-The First Hunter

Race: Human

Plane Name: Ra’Meen

Plane Fluff: A vast plane full of every biome imaginable infested with titanic creatures of all shape and size.

Color: Blue

—–

Planes:

(Name here) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The World Hunter Shrine)(M)[Required to get off the plane]

Happiness: 3

Special resources: Fire Rubies

Armies: 2 (Hunters) +0 [Fodder]

Heroes:

Control: 21/21

Resources: 10 +3/turn

Special Resources: 1 +1 Fire ruby/turn

Tech/Magic: Monster part working, Stoneworking, Tactics, Tracking

Bonus: Monster Hunters - Your people are used to dealing with monsters and other beasts that can easily crush a man. All units and heroes double their combat bonuses when fighting any living creature larger than 'light'.

—–

1/Set up new hunting posts to hunt strong hide from the monsters to craft armor

+Hunting

+Tracking

2.Set up new hunting posts to hunt strong spines to craft weapons

+Hunting

+Tracking

3.Research better Spears

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212ea5 No.44409

Dice rollRolled 22, 49 = 71 (2d100)

>>44405

>Name: The Midgardians

>Fluff: Thin, nimble, pointed ear native humanoids that hold somewhat of a ability to try to predict the plane's natural phenomenons which they'll use to predict weather, to plan what crops to harvest, and where to stay away. However they are nomads born on the plane and able to survive by predicting when the weather would turn worse or when monsters become much more frequent. However they have been ambushed by short stout humanoids that would harm the plane a little bit in their pursuit of metals, or by humanoid god-men with fire-sticks that shoot metal balls with servants of metal that appear in large canoes with a bloated fabric body and fins of metal. Our people had done hit and run tactics against them or looting the battlefields where the stout humanoids and the god men fight, while some of our own were able to retreat using the plane's natural phenomenon while others aren't as lucky. But using the salvage and some of the god-men's own trinkets we could now explore other lands or escape

>Race: Elves (Tall nimble people with pointed ears and a nomadic lifestyle)

>Plane Name: Midgard

>Plane Fluff: It's an Earth like Plane that was well known to be sapient like the animals in the plane. However they noticed that the forest would sometimes move, tar-pits would be able to spawn oozing beings, and lastly nests or herds fulled with strange beings that would be considered wildlife in the planet. The planet is filled with oddities and the land itself seems to either help those that'll want it's resources or become fickle to those that'll seek to pollute or destroy it. Notably it seems there are short, stout people that are able to raid for resources against the whims of the planet, but even more strangely rows of people that use fire sticks which fire out strange balls of metal and some of their buildings that even harm the plane.

>Color: Brown

>—-Don't fill in———-

>Planes: Midgard [Home Plane] Infrastructure: 3,3,3,3

Buildings: Stor Dør (M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Krigere +0 [Fodder]

Heroes:

Control: 5/11

>Resources: 10 +3/turn

>Special Resources:

>Technology/Magic: Primative Planar portals, Nomadic Building (Don't lose buildings when you lose territory if you have open infrastructure), Wind Divination, Beast taming (Monster taming)

>Bonus: Oh shiny - Your people are used to being on the back foot between the two competing powers of the god-men and the short bearded ones, and as such have learned how to study and reverse engineer technology of those more advanced than you more efficiently. You get a +10 to research when you have a sample to study. (+20 total)

1. Recruit more Krigere so our people could be more protected

2. See what the world shall tell us from the winds (Do Wind Divination)

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676b2f No.44410

Dice rollRolled 66, 96, 1 = 163 (3d100)

>>44404

Nation name: Terra Vitae

Race name: Jotori

Racial traits: Quick, Agile and highly spiritual, these small fuzzy critters may be the size of half a man but they are magically adept even at a young age and their connection to spirits and the wildlife make them able to stand up to even catastrophes

Color: Anything nature like (dark green, brown )

fluff: The Jotori of Terra Vitae are firm believes in 'Only the Strong Survive', at early ages they send out their young to survive on their own for a long time and only after returning with a trophy are they allowed back in. The Jotori are split into five large tribes, one for each primal element and the Aether tribe, one that binds them all together. This tribe communes heavily with the numerous spirits of the plane, ones that taught them how to grow strong and how to connect with their plane on a spiritual level, even to the point of controlling the enormous beasts that roam the land. It is a common practice that if there is a dispute it will be settled either with a show of magic or straight out bloodshed, if no middleground can be met they take it to the Aether Court where the Wise Spirits of the Golden Tree weigh in with their collective experience.

The Jotori has one quest, To grow and nurture their tree, by any means neccesary.

The plane itself is volatile. The primal forces of nature make some parts of the land inhospitable to anyone that does not have the tools or knowledge to thread there. Inhabited mostly by beasts in the 'golden halo', a large part of the plane that is covered in an almost holy light that makes it inhabitable by normal beings, the outer rims is thread by elementals of many sorts. While these creatures rarely walk the path of the common inhabitans they are numerous and are often summoned for war. As the rings light fades the land becomes barren and even more hostile… Nothing can live there, not even the dead. It is land of constant storms, fire and frost. Many have braved it but none have returned. Mythos says that if the holy tree is ever reunited with its brother, the land may become hospitable again.

Do not fill:

Bonuses: Little Bastards - despite your size your people are aggressive. When attacking all units get a +1 in combat. This is only in effect the turn they move to attack.

Magics:

Technologies: +Tech/Magic: Beast taming, Beast Bond, Elemental Summoning, Enchanting

Territories: 1 (Territory "number")

Resources: +Special Resources: +1 gold tree fruit/turn

Projects: Scout a portal, Recruit more for the local army and enchantment research

Armies: 1 Militia (on territory "home number"

The lands that the Jotori have inhabited have always been dangerous. The elemental lands ebb and flow in and out of the golden halo periodically and the great beasts that inhabit the land will sometimes regard the Jotori as a light snack. Worse, however, is that the elders say that the golden halo is shrinking, and even the spirits say that this is the smallest they have ever seen the halo. Now your people search in desperation for the brother of the golden tree in order to bring stability to their home once more

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ca1cb1 No.44411

Dice rollRolled 52, 36 = 88 (2d100)

>>44404

Name: The Consecrated Totemic Tribes of Primos

Color: Ice Blue

Planes:

(Sibylia) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Skinless) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:+1 Gold Tree fruit/turn(1)

Tech/Magic: Beast Transformation (Monster Transformation, Half-Shift), Monster part working

Bonus: Monstrous Instincts - Your people are used to learning about the world partially through the eyes of beasts. On non magic void or magic devouring worlds all units made on that plane get a +0.5 to fighting on that plane and after making at least one unit you get a +5 to claiming territory on that plane.

Actions:

1. Explore the central plane and see if we could claim some territory

2. Have our few architects spread their knowledge so that all tribes can venerate Primos properly.

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3a6112 No.44413

Dice rollRolled 68, 18, 13 = 99 (3d100)

>>44405

Size: Astral Cloud

Affinity:Major Summoning

Special Materials: None

Planar quirks: None

Terrain: Desert

Special Inhabitants: Fire Elementals

Planar Natives: Megafauna

Sapient natives: Three species

Sapeints organization: Empires

Sapients tech: Iron with sizable magic

————————————————————–

Name: Dornari Union

Fluff: The Dornari were once a sizable empire which had been locked in a war of attrition for hundreds of years, with untold millions of casualties. The grueling war was put to an end when the entire Dornari population was placed into the largest, and most modern Airships the Union could manufacture. Rolled steel and machine gun have replaced wood and ballista of centuries ago and magic has been harnessed solely to power the great systems of the massive fleet, millions of men strong, indefinitely as mages are no longer seen as powerful, but as tools to help the greater good. Next, the Dornari caused a great tear in their plane, denying the enemy everything and flinging them into a new plane.

Race: Human

Plane Name: Veldrad

Plane Fluff: Veldrad is an infant plane, with nigh minuscule landmasses floating aimlessly in a cloud of raw magical energy. The 3 largest masses,deserts all, are controlled by 3 different, primitive species while fire elementals roam the void in between,

Color: Steel grey.

————————————————————–

Planes:

(Veldrad) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The Portal)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (12th Shock Infantry and 546th Rifles) +0 [Fodder]

Heroes:

Control: 3/0

Tech/Magic: Elemental Infusion, Airships, Iron working(Steel working), Gunpowder (Rifling, Breach-loaders), Electricity, Primitive Planar Portal (Astral piercing)

Resources: 10 +0/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:Ancient Enemy - In the first act of using a planar portal your people had flung the fleet of your hated enemy into, what you had hoped, was the void between worlds. However, new research shows this is not the case, and it is very possible they landed safely on one or multiple planes. You are on a timer. While you start with 5 more techs and get a +5 to research rolls after 3 crit fails or successes your ancient enemy will find you again and begin the war once again. The enemy will be slightly stronger or weaker than you to begin with, depending on the amount of successes or fails going into the counter.

————————————————————–

1. The coalition? Here? Impossible! We destroyed our homes so that they could not follow! What the hell are we going to tell everyone? We have to boost morale somehow…

2. We have to get out of here. There is nothing for us to u- Wait, is that, is that an island? It is! and there are people! Navigator, move the fleet closer!

3. Expand the portal. The faster we get out of here, the better.

+Electricity

+Elemental Infusion

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085009 No.44415

Dice rollRolled 100, 78 = 178 (2d100)

>>44404

Name:The progeny

In the far past the Grigori came to our plane of Strife. They found the beautiful giants. The Avvites were harried and opressed by horrible demons. The Grigori took pity on them and made battle with the demons. Fighting them back and creating sanctuaries for the Avvites. In these they taught the Avvites of architecture, smithing, magic and philosophy. The Avvites were keen to learn and please their saviors and the Grigori soon fell in love with these beautiful giants and their hungry minds. Something thought not possible happened and the Avvites got pregnant. The Giborim and Avvites begat the Nephilim. Huge giants of nigh-godlike power who in turn begat the Rephaim with the Avvites. Smaller than Nephilim but still far larger and more powerful than the avvites. And lastly the rephaim begat the Gittites with the avvites. The celestial blood all but completely dilluted just leaving a holy affinity and slightly increased size. And thus for centuries the Grigori lived with their families and defended the people from the demons infesting the plane, Turning them into little more than a nusiance. Alas the time has finally come when the Grigoris Liege has arrived and found what had held the Grigori up. Punishing the Grigori he binds them in the void just outside the plane to forever watch their children struggle against the demons without their help. Then moving on The Liege leave what he thinks is a people doomed to oppression and suffering. However he underestimated the children of the Grigori who have learned well and inherited much of their ancestors powers. With the holy blood coursing through them they shall prevail and spread out to find a way to save the Grigory from their suffering and imprisonment. Exterminate the demons and then speak with The Liege and have him see the error of his ways. That the Grigori created something wonderous.

Race: Nephilim, Rephaim, Gittites, Avvite.

Plane name: Strife

Plane fluff: Strife was a bastion of the holy forces until the demons invaded. In a war spanning centuries the demonic forces gained more and more ground and made the inhabitants their playthings to torment. But then came the Grigori and turned the tide. Beating the darkness back to a scant few corners as they created an evergrowing sanctuary for the inhabitants. However with them gone the demonic forces have once again gotten a foothold. Without the Grigori the inhabitants will have to learn how to make do without their protectors and fathers and the Golems walk the lands without purpose as the guiding force is gone.

Color: red

Planes:

(Strife) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The holy arch)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (avvite militia) +0 [Fodder]

Heroes:

Control: 8/13

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals, Bronze Working (counts as half a tech for unit strength), Holy Shielding (Gives a unit a magic shield when cast on them, gives Armor 1 for a turn), Fear Ward (Gives [Fearless] for the turn it was cast on a unit), Magic Channeling (Building), Stoneworking

Bonus: Holy Giants - All of your units have the [Holy] tag and you can designate a unit to have the [Giant] tag but you can not make fodder units. This does not affect your starting fodder units.

Size: 58 a little larger than earth size 13

Affinity:64. Minor Holy

Special Materials: 22 nope

Planar quirks:67. Elemental Darkness - Demons now gain their form's power from the elemental plane, elementals gain unholy powers.

Terrain:nothing special

Special Inhabitants: Demon Infestation

Planar Natives: Robots/un-natural golems

Sapient natives:Three species

Sapeints organization:Large Kingdoms

Sapients tech: Bronze

1) Blasted demons and heretics! How could they turn the back to the Grigoris will and holiness like that? The trials we face now are not a sign of them abandoning us! No it's cause of their love we are where we are now. ABLE to face and be victorious over these tests. We shall need holy warriors for these trying times though. Gittite warriors with Rephaim officers led by Nephilim shall be ready to answer the call to holy duty! (recruit as many armies as possible)

2) The portal might lead us to lands of resources or give us ways to save the Grigori. If we do then not even the heretics will be able to deny our righteousness and the demons will retreat. (use portal to expand a random direction from my Red star marker on the map. will post random direction roll next post)

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085009 No.44416

Dice rollRolled 5 (1d6)

>>44415

DEUS FUCKING VULT! WE GOT THE HOLIES ON OUR SIDE!

rolling d6 for direction of expansion. 1 = north. 2 = northeast. 3= southeast. 4 = south 5= southwest 6= northwest.

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17c3bc No.44417

Dice rollRolled 22, 61 = 83 (2d100)

>>44407

Name: The Suyahatii

Fluff: Born from a ever changing world, the mercurial Suyahatii are a good representation of the plane they inhabit. Always on the move, always changing and adapting to what ever occurs, and never being tied down to one place too long. Their Plane, Cozga, known to them as "The Ever Changing", has made them a hardy and resilient people that are constantly on the move, looking for new places. There is no sense to building farms, when the next day your field turns to an ocean or a desert. Buildings are rendered useless as they are pulled into the sky by a encroaching mountain or drowned by a spring-up sea. Thus, the Suyahatii have grown accustomed to life on the move, as has all of the life on Cozga. Even the plants from which the Suyahatii tribes gather their fruit are capable of movement, uprooting themselves and frolicking away to spread their seeds and escape the ever warping landscape.

The Suyahatii are traditionally a nomad culture; They make their way through Cozga in great herds of carts and wagons, dragged along by those plants who chose to. Humanoid in nature, they choose to hide themselves under robes and wraps, so as to prevent their sensitive skins from the environment. Literature and oral traditions are very important to them, as aside from their tribes, they have nothing else to reference. It is through this tradition, that they have harnessed the very essence of change from their homeplane, using it elemental magics. The only way the myriad number of tribes can communicate and navigate are through the messages of one groups seers to another, and the fixed stars above them, both of which feature predominantly in their mythology.

With the discovery of the planar portals, they feel little to no surprise at the fact of their existence; indeed, the universe is ever changing and infinite to them, so its continued existence is natural. But the static nature of the other planes intrigues them, but does little to interest them in settling down.

Race: Suyahatii

Plane Name: Cozga

Plane Fluff: Cozga the Ever-changing, the Warping world, the infinite. All are applicable, and all are accurate. There is no end to it, for it changes far too fast for one to even begin to fathom, and it is impossible to walk down the same road twice. Mountains tare at the sky, before sinking into the ocean, only for it to dry into a desert, all within a week. Farms, buildings, roads, all useless within the plane, as there are few structures capable of surviving such rapid transitions. All that are mute are the stars and sun above, locked into position by God itself. Although, there is more to such a world. Life blooms quickly and rapidly, spreading and growing as fast as it can, the world hot on its heels. Trees pick up and move, shifting from soil to soil. The world produces more iron, more jewels and more natural resources as a result of its changing territories, along with bringing up great bounties of food. Although it is not a traditional plane, it is not without its bounties.

Color: Amber

Planes:

Cozga [Home Plane] Infrastructure: 3,3,3,3

Buildings:

Cozgan Infinata(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies:

2 Night-watchers+0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic:

Primative Planar portals, Nomadic Building, Star Divination, Wind Whisper, Earth Manipulation

Bonus:

The ever changing way - The ever changing nature of your home has formed the basis of your people's philosophy and has allowed them to understand magic more easily. You get +10 to researching magic.

1) The world of Cozga is ever infinite in its changes; the existence of worlds beyond it only proves it is unique. We must come to better understand how we may open such tears, and how we may open them more freely. The current gate is but one; the Tribes must move. (Research Planar Portals)

2) Call to our kindred across the planes; and let our whispers become a gale. Let us discuss the way of the wind, and how we may use it to hurry our travels. A great exodus awaits, for Cozga is but one world. We fear not what lies ahead; for what have we not already seen?(Research Wind Spells to increase Caravan/Movement Speed.)

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085009 No.44418

Dice rollRolled 48, 56, 67, 7, 92, 74, 88, 59, 92, 13 = 596 (10d100)

>>44415

>>44416

Rolling stats of new plane if that's needed.

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085009 No.44419

>>44418

Plane 2: Plane name Trial

41-50. Earth sized, Size 11

56-57. Minor Light

66-70. Mithril - About as strong as iron but lighter and holds magic more easily

Planar quirks 1-50. Nothing

91-95. Shifting Wastes - The land is ever changing. At one moment it will be mountainous and the next you will be looking at a sea.

73-74. Earth Elementals

81-90. Primal, titanic, monsters

Sapient natives 1-70. No

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314b4b No.44420

Dice rollRolled 51, 36 = 87 (2d100)

>Name:

The Kong Clan

>Fluff

The Kong Clan is a group of sentient and humanlike monkeys that have advanced to great heights through their use of the mystical crystal coconuts, which let them channel their natural magical abilities, and state-of-the-art barrel tech. However, the Kong Clan is not just one clan but many clans, namely the Dahn'qi, Didi, Taini, Lain'ki and Chon'qi clans. The Dahn'qi clan is led by Donkey Kong, named after his tribe. He's the leader of the bunch and everyone knows him well. The smaller clans are quite specialized, with each race having their own specialty. The Dahn'qi are known for being bigger, stronger and faster too, and for their coconut guns that fire in spurts (if they shoot ya it's gonna hurt!) The Didi Clan enjoy flying through the air in rocketbarrel jetpacks and being very fast and nimble, although they're not as strong as the others. The Taini Clan is the smallest and weakest of the 5 clans, though they make up for this with the ability to shrink themselves with crystal coconut power and jump long distances. The Lain'ki Clan are regarded as having no style, no grace, and a funny face. However they have long arms and are extremely flexible. Lastly the Chon'qi Clan is by far the strongest of the clans, and can use the power of the crystal coconut to grow much bigger than normal. While they would normally be content with just relaxing on DK Isle all day, someone has stolen their banana hoard and now they scour the planes searching high and low for their precious bananas.

>Race:

Monkey people

>Plane Name:

Jungle Japes

>Plane Fluff:

Jungle Japes is an Earthlike sphere largely covered in jungle thanks to its affinity to life magics but boasting a large variety of biomes as well. The Kongs primarily live on DK Island, a giant rocky isle that the Kongs have carved in the image of their leader, Donkey Kong. The other inhabitants of the plane are the kremlings - crocodiles in their stone-age republics that are usually responsible for most of the Kong banana heists. There are also many mysterious robotic creatures about, which the Kongs frequently steal parts from to make their barrel technology, jetpacks, guns, and so on.

>Color: Banana yellow

Planes:

Jungle Japes [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Crystal Coconut (M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Kong Gunners +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primitive Planar portals, Enchanting, Explosion Creation, Material Reinforcement, Coconut Guns

Bonus:

1. Cranky, get the Crystal Coconut ready! We're gonna get those bananas back if it's the last thing we do! Open up the portal and let's go to the next world! (Expand to a new plane!)

2. The Kongs are friends with animals. Let's train some of the robotic animals of Jungle Japes to help us out in our adventures.

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1e13e5 No.44421

Dice rollRolled 3 (1d6)

>>44420

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1e13e5 No.44422

Dice rollRolled 36, 26, 42, 7, 68, 49, 36, 6, 70, 17, 2 = 359 (11d100)

>>44421

>>44420

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30e505 No.44423

>>44407

Size: giant, 17

Affinity: minor water

Special material: liquid lighter

Planar quirk: nothing

Terrain: Mana wastes

Special inhabitants: nothing special

Planar natives: normal animals only

Sapient natives: three species

Sapients' organization: entire world conquered

Sapients' tech: medieval with sizeable magic

Name: Jai'kai (the hungering ones)

Fluff: In the sludge, food is scarce. Those who turn their nose up at good meat rarely last. More successful are those who would hunt. Hunt men. Hunt giants. The Jai'kai are beastmen born and bred for this purpose. They are craftsmen, their works of steel are unparalleled. They are scientists, no other understands the mechanics of heredity and medicine as they do. They are mercenaries, they kill and eat for gold. Then they buy equipment so they can kill and eat some more. Their mages have long been feared for their creative use of the very fluid of life. Now these mages have found a way to other worlds, a pool that exists between them, perhaps there will be more plentiful prey.

Race: Giants (20 foot variety) beastmen (furrys) men (slightly frog-like, but mostly human)

Plane Name: Sludge

Plane Fluff: Sludge is torn with wild magic, blasted free of almost all life. There is little more than mud and what swamp dwelling life manages to pull itself from the sterile muck quickly runs scarce.

Color: hot pink

—-Don't fill in———-

Planes:

(Sludge) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The World Pool)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:

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3a6112 No.44424

File: 9398bb3dbdafd2d⋯.jpg (256.72 KB,1920x993,640:331,Dornian Trench.jpg)

The Council-Coalition war started 500 years ago, in 123 AC (After Council Founding) when, after much diplomatic breakdown, The Coalition declared war on the Council. The Coalition had said that we were "advancing too fast", and "Misusing the gift of magic", and thus decided to try and stop us by force. At the time, we had but the most basic of firearms and grasp of grand scale tactics. Shallow pits manned by musketeers dotted the borders of Council territory as wave after wave of orc, elf and dwarf crashed against our lines. Then, we pushed back. Slowly at first, but by the end of the year, we were at their borders. Then they pushed. Back and forth for another century until a clear no man's land was established. And it remained that way for 400 years. During that time, weapons developments gave us rifled barrels, then lever action rifles, revolvers, and finally the modern bolt action rifle. The stalemate was only broken when the plane it's self was destroyed by the planar bomb, and our people safe aboard the fleet.

-Excerpt from "The history of the Council"

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4542f0 No.44431

File: fe23afda802b8af⋯.jpg (235.06 KB,1600x1000,8:5,City of brass.jpg)

Dice rollRolled 7, 68 = 75 (2d100)

Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red

Planes:

(Baeddilar) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Eye of the efreeti)(M)[Required to get off the plane]

Happiness: 3

Special resources: +1 Shadowcore/turn

Armies: 2 (Slave cannon fodder) +0 [Fodder]

Heroes:

Control: 7/13

Resources: 10 +3/turn

Special Resources:+1 Shadowcore/turn

Technology/Magic: Primative Planar portals, Slavery, Iron Working [Steel working], Stoneworking

Bonus: Fireborn - While not actually made of bronze and flame elemental fire runs in the veins of the efreeti. Units designated as being Efreeti units cost 2 more resources to upkeep but get the [Elemental F.] Tag.

Size: 13

Affinity: Nothing special

Special Materials:Shadow core

Planar quirks:Moral Switch

Terrain: Desert

Special Inhabitants:Fire elementals

Planar Natives:Normal animals only

Sapient natives: Three species

Sapients organization: Few empires

Sapients tech:Medieval

Action one: We the Efreeti are strong, but we must become stronger if we are to expand our empire, We will start by having our finest sorcerers research the inner workings of Fire Magic.

Action two: We must equip our armies with better weapons, start research into various swords and other sharp weapons right this instant!

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085009 No.44441

>>44415

One of the raised armies is a kohen magepriest army with the protection spell

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0acb73 No.44450

File: 5fd168582fc1744⋯.jpg (27.05 KB,515x600,103:120,1491025014362.jpg)

Dice rollRolled 73, 14, 57 = 144 (3d100)

Name: The Cyggan Suns

Fluff:

"Have you ever seen the end of a world?

Because I have, and it is both awe-inspiring and terrifying… My people died long ago, in an age untold after countless eons of prosperity and triumph, of expansion and conquest, and ages both golden and dark as the void. Our fall was not quiet, nor was it long. Rather, it was long, terrible, and the most beautiful thing I have ever seen in my terrifying long life. Our entire world was gone in a matter of seconds, burned to smoldering ash from the nadir of fire in the center of our capital city in this massive plane that we called home. Now only the scorched ruins of our once great empire remains, and our past vibrant plane is reduced to little more then a sprawling desert.

But life always finds a way, and as I watched for untold millenia I saw life spring forth, from the remains of my world they became. At first little more then small nodes of fungus, they spread with the winds the blew across the dune, and the giant worms that prowed the sandy seas carried them from cityscape to cityscape, and soon I sensed their tendrils everywhere. Eventually they began to shift, and I thought at first the wind was taking them, but it was not the wind, but themselves that moved. The motile mushrooms soon trawled the dead seas, taking a form not unlike my people in their prime. With two hands and two legs they wandered my world, rediscovering the past my people left behind, quickly moving from scattered tribes to a unified people across this plane, making use of the magic my people left behind, and our wonderful floating rocks to travel this massive world. Smaller creatures wandered the plane, remnants of the flora of a world long dead, with prowling fire elemental from the fall roaming the land as well. Some of the scattered creatures even formed their own societies in pale imitation of the now dominate Fungal Freemen, though on their floating cities high over the world all below them were of little consequence. Their magic manipulated the very way the world worked, and it came almost as easy as them as it did to us, as it does for me. They came to rule this plane as their own…

And then they found me…

Race: Sentient Mushroom Men

Plane Name: F'ed Rhllo - The Scorched Wastes

Plane Fluff: This plane is nothing like what it once was, a mere collection of the dust and detritus of a once great civilization, its ruins prowled by all manner of beasts and monstrosities most foul. What isn't sand is ruins and what isn't ruins or sand is the few small pockets of life that are the faintest of echoes of the once vibrant paradise that was this plane, and like its original name, have been lost to the ages…

Color: Orange

—-Don't fill in———-

Planes:

F'ed Rhllo [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

+ 1 Gravitanium/turn

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primitive Planar portals, Gravity Manipulation, Airships, Gravitanium refining, Ironworking

Bonus:

[Inheritors] - Your people have always lived in the ruins of a lost age and are more used to learning from the past than they are researching something new. You get +20 to research when you have a sample to study (+30 total) but a -10 if you do not.

1. The Cyggans began what would be the first step of their interplanar journey to parts unknown by combing over once again the ruins of this world. They had long been left alone with no reason to build anything that wasn't a tool for survival or a place to live, but if there were others out there, possibly violent individuals, they would need to protect themselves.

It pains me to see these once peaceful beings now make ready for war…

2. With the discovery of more worlds other then their own, the cyggans turned towards each other for comfort against the existential dread of the world, and for the first time in their history began the construction of a great floating city, so that many of their kind need not be alone again.

3. Few of the Cyggans trusted my words on the portal, seeing it as some arcane portal to a hell not found in this massive plane. In a sense they were right, but also wrong. Still, there were some among them curious enough to venture through the portal, and see what was on the other side.

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2393dd No.44452

Dice rollRolled 44, 61 = 105 (2d100)

>>44399

Name: Wolgan Tribes

Fluff: Eleutheria was shaped by the Gods. With two massive peaks in the far north and far south to keep the world from unraveling. The gods put many beasts upon the lands, skies and seas and bid them to be fruitful and multiply. They did so, until the world was full and yet the animals kept breeding.

So the gods turned the poles to an icy chill and the beasts in an effort to stay warm predated each other and grew tall in order to keep warm and feed more. Now Eleutheria is the realm of giant beast, and the small People who live under their hells.

The Wolgan have long lived on ELuethreia hunting and killing the massive behemoths and Leviathans of the world for food, shelter, weapons and armor. Life continued in much this way until a young shaman, Eyes-like-Ice stumbled upon the blue light. Stones made by the Gods that froze all it touched. With the Blue Light he began working magic and so the tribes started to grow mighty. Beasts, bigger than any tribe had ever fought fell to his might. So he united the tribes and brought prosperity to our lands. However, it was not enough and with the blue light and the bones of a Titan he made a mighty structure and with his dying breath, activated it. In it a portal opened. Now the Wolgan look upon this place in wonder.

Race: Tal broad pale beings shaped like men, with long claws and sharp teeth.

Plane Name: Eluetheria

Plane Fluff: A large plane reminiscent of Ice age earth with the central climbs being comfortably temperate and the extreme south and north cold as shit due to the Frost Peaks(Mountains utterly each with a massive Ice Sapphire core) dominating them and acting as the North and South Pole of the planes. Due too immense cold and lack of extinction events there are several kinds of megafaua on land and in the seas.

Color: White

—-Don't fill in———-

Planes:

(Eluetheria) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Blue Light Gate)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Wolgan Beast Hunters) +0 [Fodder]

Heroes:

Control: 13/13

Resources: 10 +3/turn

Special Resources:1 +1 Ice Sapphire/turn

Technology/Magic: Primative Planar portals, Ice Saphire working, Nomadic Building, Water Manipulation (Ice Spears)

Bonus: Of Ice and more Ice - Your people's power first came from the ice saphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

1. The blue light gives us our magic and it comes from the earth. We must work on how to improve our ability to gather this gift from the gods.

2.Send a Hunter group through the gate to explore.

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e682bb No.44464

>>44312

Name: The Forgotten

Fluff: Ages ago the forgotten were banished by their kin. In fear and shame they turned their back on them, closing off the gateway. They survived in a world of eternal darkness, by embracing it, adapting to it, feeding off it. Thus shadow and silence became their allies, and they made them strong. Now the time for payment of ancient debts has come. The prize will be high, and they will be repaid in full.

Race: The Forgotten used to be baseline humans that were banished by their kin into this plane. Surviving for ages and adapting to it they now exclusivly feed of dark energy found in abundance in the plane. Thus they have become adept in manipulating the shadows, their warriors moving through them in silence and their builders and craftsmen forming it into obsidian like stone and steel, constructing their mighty cities and arms.

Plane Name: The prison of eternal night

Plane Fluff: A plane of eternal night, dotted with toxic swamps, jungles and wastelands of sand. Few stars shine in the night and their light barely penetrates the darkness. Everything material and immaterial is made of darkness or feeds off it. The jungles are especially dangerous as they are full off living fauna that love nothing more then the flesh of the forgotten. Nonetheless they are harvested by the banished, as their matter produces dark energy in excess, essential to their survival.

Color: Pink

Planes:

The prison of eternal night [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Dark Portal™(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Scouts +0 [Fodder]

Heroes:

Control:

Resources: 10 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals, Shadow Cloaking, Shadow Construct creation (Shadow Crystal formation, Shadow Crystal working)

Bonus: Unseen in the night - Your people are used to sneaking up on beasts and monsters with great vision in near total darkness and spotting predators that have used the endless night to hunt for far longer than your people have. You get a +1 to stealth and assassin attempts as well as getting a +2 on defense against them.

—-

1) Our scouts enter the dark portal to visit the central plane.

2) Setting up farms, to more efficiently harvest the plants will greatly increase our income of dark energy.

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e682bb No.44465

Dice rollRolled 41, 3 = 44 (2d100)

>>44464

now with dice

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ad67b9 No.44468

Dice rollRolled 42, 95, 28, 77 = 242 (4d100)

>>44406

Size: 11 (Earth Sized)

Affinity: Minor Holy

Special Materials: Shadow Core

Planar quirks: Nothing special

Terrain: Nothing special

Special Inhabitants: Angel Infestation

Planer Natives: Natural Golems

Sapient Natives: One species

Organization: Few Empires

Tech: Iron

Name: Guardians of the Black Forge

Fluff:

Race is a social construct.

Race: Shadowcore Guardians

Plane Name: Black Forge

Plane Fluff:

It's Superman actually.

Color: Ivory

Planes:

(Black Forge) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Planeforge)(M)[Required to get off the plane]

Happiness: 3

Special resources: 2, +2 Shadowcore/turn

Armies: 2 (Black Forge Guards) +0 [Fodder]

Heroes:

Control: 6/11

Resources: 13 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals, Enchanting (Golem Awakening), Shadow Core Working, Shadow Core Growing

Bonus:

Beepboop - Your people are constructs made of shadow core. Your units are not affected by spells and objects that would normally affect living things, always have the [Armor 1], [M. Armor 1], [Pierce 2], and [Construct] tags at least, and gain +0.4 to +0.8 when fighting in planes with minor and major shadow affinity respectively. However, you can not make fodder units, all units require shadow cores to be made, with more being needed for larger units, and planes with light affinity give you a penalty of -0.4 for minor and -0.8 for major.

But what about my Cannonfodder units chief?

1-2. With the opening of the Planeforge and the potential to expand beyond what the Guardians had believed possible more Guardians would be required to ensure an adequate response to the expanded security threat.

3-4. Develop Shadowcore based ranged weaponry for the troops.

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331a83 No.44481

Dice rollRolled 89, 79, 22 = 190 (3d100)

>>44407

The Stitched Horde

Leader: Bitter John

Planes:

(The Hedge) [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Yammering Door (M)[Required to get off the plane]

Happiness: 3

Armies: 2 Stitchkin Militia +0 [Fodder] [Construct] [Fear 0.5]

Heroes:

Control: 9/25

Resources: 10 +3/turn

Special Resources: 1 Gravitanium, +1/Turn

Technology/Magic: Primative Planar Portals, Enchanting (Golem Awakening), Iron Working, Acting

Bonus: Scarecrow - Your people are a group of sapient constructs made of mostly straw and fabric. All of your units gain the [Construct] tag and [Fear 0.5] tag at minimum. Units take double damage from fire.

1. Bitter John's Yammering Door has been made! But we can't go through just yet. There's bound to be nasties on the other side, and we need to be prepared.

Begin learning how to forge some scythes and sickles for use as weapons.

2. Our magic is plenty strong… but it can be stronger. We'll make ourselves so damn scary that the Earth's Daughters piss oil at the sight of us!

Research Fear Magic.

3. Let's harvest some wood from the surrounding forests. The Bough Children will have to just deal with it.

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1e13e5 No.44483

Dice rollRolled 18, 86, 70, 82, 64, 66, 30, 44, 59, 85 = 604 (10d100)

>>44450

Plane rolls

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1e13e5 No.44484

Dice rollRolled 17, 12, 71, 2, 6, 45, 78, 89, 92, 83 = 495 (10d100)

>>44452

Plane stuff

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1e13e5 No.44485

Dice rollRolled 4 (1d6)

>>44452

direction actually

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975007 No.44486

Dice rollRolled 77, 35, 42, 99 = 253 (4d100)

Name: The Illuminati

Fluff: https://pastebin.com/maPwCQVk

Color: Neon Green

—-Don't fill in———-

Planes:

Xim [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Hunting Path(M)[Required to get off the plane]

Happiness: 3

Special resources: +1 gold tree fruit/turn

Armies: 2 Infiltrated Cattle Scouts +0 [Fodder]

Heroes:

Control: 5/13

Resources: 10 +3/turn

Special Resources: +1 gold tree fruit/turn

Technology/Magic: Primative Planar portals, Beast Shape (Monster Shape, Humanoid Shape, Undead Shape)

Bonus: Sheeple - You have spent centuries infiltrating and manipulating societies to your advantage. You get a +1 to stealth, spy, and assassin rolls. As well if you fail a spy roll to the point that you are discovered but not caught you may reroll the spy check to make the enemy believe the spy or assassin was from another nation.

1. While the lesser species deal with the acts of contact we must ready ourselves to properly explore the other side of the portal and begin training some proper scouts to observe what's on the other side (Training Stealth units)

2. Have some of the engineers of the Asgardi begin constructing some extra mobile weapons platforms to occupy space on the other side of the portal and make sure some of our men are in charge of the units mobilization so we can compare our planes weapons to the dangers of another

3. The wizards of the Eternal Kings spend their time researching methods to control populations under the reasoning of what or whoever is on the other side of the portal needs to be either an ally or a tool against the Asgardi to prevent a new war front from being opened

4. Make sure the portals for both the Asgardi and the Eternal Kings are ready for use so they can start scouting for us

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1e13e5 No.44495

Dice rollRolled 1 (1d6)

>>44410

direction

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1e13e5 No.44496

Dice rollRolled 89, 37, 10, 33, 92, 58, 3, 90, 58, 44 = 514 (10d100)

>>44410

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3a6112 No.45277

I Live!

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1e13e5 No.45278

Dice rollRolled 1 (1d6)

>>44450

direction

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1e13e5 No.45279

File: 25bfe916c038a9d⋯.png (1.31 MB,1920x1080,16:9,Plane builder map.png)

>>44408

1&2. Your people begin searching for previously unclaimed land to set up hunting outposts. They find a few good spots but they are far out of the way and will take some time to properly entrench the outposts to resist attack. Reports say that many of the beasts in these new area have strong hide and natural weapons. 3/4 lvl 4 Resource Infrastructure

3. Work begins on finding better ways to refine the monster parts into better weapons, not just limited to spears and other piercing weapons. With the new materials from the newly founded hunting outposts the hunter smiths believe they are close to a breakthrough and a few choice hunters were given new weapons to test. 2/3 (Improved Monster Parts Weapons) upgrade to Monster Part Working tech

>>44409

1. Some men are recruited from the tribes to pick up stone spears and begin learning the ways of a Krigere. Most are annoyed to be dragged away from their duties even when they know it is necessary. +1 Krigere [Fodder], Happiness: 2

2. Your shamans speak to the wind to learn what it has seen along it's journey. It speaks of a recent battle between the short hairy ones and the god-men. The hairy ones were able to take down a small floating ship by loosing a captured tar-slime onto the ship. The god-men's retaliation was swift and many of the short one's mountain holds are besieged. Last the wind saw the wreckage was still there.

>>44410

1. Your scouts return through the portal speaking of what they saw. They describe a land that changes when they take their eyes off of it and what was once a sea can become a dry desert in an instant. While they used this to their advantage, turning canyons into plains and similar, but it also came at a risk as some were lost when what was once places safe to rest became treacherous fields of lava. The scouts did note seeing points in the distance with lights, one of which being a mountain that never changed. They returned after finding that though.

2. You recruit more units Militia. After their short training session that basically equates to how to hold a spear and stab the enemy they are deemed good to go. +3 Militia [Fodder] -3 Happiness

3. Your shamans begin working on the magic of enchanting objects with power. However something goes wrong and the area designated for the research is left in a ruined crater. Many are affected in the blast and much is lost. -3 Happiness, -1 Civil Infrastructure, -1 Military Infrastructure, -1 Industrial Infrastructure.

>>44411

1. The portal opens into a place that much resembles your home, desolate and filled with snow and ice, although warmer in many areas. A group of wolf totem shifters are sent in for reconnaissance. They immediately report that their connection to their totem is thin and strained, as if the plane itself was rejecting it, however their abilities still worked. After a few days they report back. Much of what they saw was similar to their home although they did encounter some creatures that looked like Selkies although they smelled different. Their totems told them that these creatures should be avoided, and so they stayed away. Their buildings are made of strange stone the scouts have never seen before, some of which are even clear, and there are strange gleaming monsters constantly around their villages.

2. The knowledge of working stone begins to disseminate around the tribes, although the process is slow. Stoneworking 1/2

>>44413

1. After some time working with the propaganda department it was decided that this could be spun to your advantage. A new campaign begun saying that the enemy was still out there in the multiverse, and they will be coming for us. Knowing that their old enemy was still out there, and is probably gearing for a fight, gives many a sense of purpose and duty. +2 happiness

2. What seemed like a small island was actually a large pile of poop from one of the various species of astral megafauna found flying in the astral clouds.

3. Experiments to expand the size of the planar portal come to a stall. The engineers could probably make a massive planar portal that could allow an airship through, but that would need some improvements to existing portal theory so the portal would be stable and be expensive. The other option would be to create some sort of projector for portals, but that would have even more problems with stability based on your current understanding of planar portals and you would need to make that large enough to fit an airship.

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1e13e5 No.45280

File: 154c766a62b0acf⋯.jpg (188.85 KB,680x904,85:113,Titan.jpg)

>>44415

1. Due to a clerical error the troops to be trained were not given any weapons or armor. However, this unit had one of the greatest Nephilim wrestlers in among the progeny, Noam the Mountain. Noam is a kind a pleasant man that very much enjoys the sport of wrestling and is said to have pinned a stone demon. Seeing the lack of weapons or armor Noam gets the men to train in wrestling.

+Tech: Wrestling

+Hero: Noam the Mountain +1 [Giant][Holy][Unarmed][Hero]

+Units: 1 Wrestlers +0.2 [Giant][Holy][Unarmed] Upkeep: 2

2. The portal opens and scouts step through the portal to a world completely alien to the one they knew. Devoid of normal life from what they can see but motes of light float around through the day and night. A bluish grey metal can be found on some spots around the land. Creatures that look like stone and earth demons roam the land, although they seem to care little for the scouts. Every now and again there is a massive creature, larger than any building the Grigori have ever made and then some, made of stone, fire, and more. The land shifts around them as they move. Mountains are destroyed in torrents to become seas and plains split to become canyons. Even the earth creatures seem to flee before them.

>>44417

1. Research begins on how to project a planar portal that the gate projector could move through. Current projections show that while it would be possible it would take a lot of power and make the portal very unstable. As well it would make the range of the portal almost half of what a stationary one would be. With current planar knowledge that would be suicidal. Research begins on working on longer range portals first. 1/4

2. It seems that a shaman of one of the caravans already knew one such spell and it begins to make it's way around to the other caravans. The spell speeds up the movement of those affected and even allows them to walk on air as if it was solid for a few steps. +Tech: Wind Walk

>>44420

1. Your scouts report back soaking wet. It seems that the plane you have stumbled on is covered completely with water as far as the eye can see. The only reason that the scouts lasted as long as they did was because of creatures seemingly made of plant matter floating around on the ocean surface that could be stood upon. Otherwise there doesn't seem to be much of interest nor did they see any of the hoard there.

2. Attempts to tame the robotic animals begin. However, it seems to be taking longer than one would think. 1/2

>>44431

1. The sorcerers are told to research some fire magic but they refuse, citing that they haven't been payed for their efforts in creating the planar portal. They refuse to work until they get payed properly. Will take a payment of 2 resources to be able to do magic research again, or being creative.

2. The smiths state that until they either fork over some shadow cores to work with they have some of the sharpest weapons available to make, and no amount of fancy shapes is going to change that. Maybe the soldiers should learn how to properly handle their weapons so that the sharp bit actually goes into the enemy. Free choice: Shadow Core Working or Drilling technology

>>44450

1. You notice that the Cyggans find two major intact intact books. Those have been rare since everything moved to a crystalin data storage system similar to your own memory. However the words on the books can still be made out. One seems to hold the key knowledge of steel making and working, and the other seems to be on ancient military tactics from the ancient, and famous, philosopher general H'art Owar.

2. Production stalls in the design phase as debates rage on just how exactly to make the city. Of course gravitanium will be key and need to be used to support the foundation and basic necessities such as sewage are done, mainly copied from existing cities. The stall comes from differing views on city layout.

3. The Cyggans pass through the portal and your auto-divination initiates to allow you to follow the scouts. The world is cold, but far from dead. The world is filled with plants and large insectoid creatures that scamper over the snow covered lands and with piney trees that grow large and wide. The explorers nearly get eaten by an insect but it suddenly stops and moves along. After that the explorers return home to speak of what they found.

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1e13e5 No.45281

File: 39d3f8bef199b61⋯.jpg (38.99 KB,720x540,4:3,city.jpg)

>>44452

(Changing your color to have blue bars to help differentiate you with WD)

1. After gathering up some of the greatest Ice Sapphire gatherers and speaking about their methods a common pattern is found where a few taps at specific points can easily break it out of it's icey shell without harming the sapphire. This increases productivity greatly. +Tech: Ice Sapphire Gathering +1 Ice sapphire per turn.

2. Your explorers leave to explore the plane, then come back quickly due to how creeped out they were. They came out into a forest and after killing a beast that resembled a saber cat which looking at hurt the eyes. After which they found a strip of cleared forest and two long strips of shiny rocks on the ground that they could not remove. A leviathan of a similar shiny material drove them off. At night they could see lights beyond the forest and that finally spooked the scouts back into the portal.

>>44464

1. The portal opens up into a cave, but one that can easily be exited. The scouts almost go back as they see something that they have only heard about in stories: Sunlight. They also notice that their magic is strained and harder to pull upon here, as if the plane was resisting them using it. They wait until night and begin scouting outside the cave and find that they are on a mountain side and are looking down on what they think is some kind of city. At least they don't think the lights in the distance and large square pillar like things are natural. They decide to report back before moving forward.

2. Farming goes well until some of the beasts become bold and start attacking the new farms. That would be bad enough in itself but the family of those who died want compensation for the loss of their loved ones. Choose: -1 Happiness or -2 resources

>>44468

1&2. Unfortunately shadow core production is too slow to keep up with the desired production and only two units of extremely hobbled together units are made. -2 Shadowcore

+2 (Name here) +0 [Construct][Armor 1][M. Armor 1][Pierce 2] Upkeep: 1

3&4. Your artificers start work on a new model of arm that would be able to throw shadowcore tipped spears among other things. 1/2

>>44481

1. While your units already have iron scythes as weapons you know they can have better. The Earth's Daughters have a material called steel and you were able to get your hand on some of it. Your smiths seem to almost be able to replicate it, but it will be a bit longer.

2. Your spellcasters quickly work on the basics of a type of mind magic that will cause those to see what the fear most in the subjects they see. +Tech: Cause Fear

3. You try to set up sawmills in the woods but get run off by the other factions.

>>44486

1.(Be happy, you are the only one I am letting off the hook for this but add techs for units.) +2 Unit Name +0.4 [Stealth] Upkeep: 3

2. You push them in that direction

3. And them that direction

4. And finally you give them the idea of the planar portal, because why not?

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212ea5 No.45282

Dice rollRolled 78, 20, 84 = 182 (3d100)

>>45279

>Name: The Midgardians

>Fluff: Thin, nimble, pointed ear native humanoids that hold somewhat of a ability to try to predict the plane's natural phenomenons which they'll use to predict weather, to plan what crops to harvest, and where to stay away. However they are nomads born on the plane and able to survive by predicting when the weather would turn worse or when monsters become much more frequent. However they have been ambushed by short stout humanoids that would harm the plane a little bit in their pursuit of metals, or by humanoid god-men with fire-sticks that shoot metal balls with servants of metal that appear in large canoes with a bloated fabric body and fins of metal. Our people had done hit and run tactics against them or looting the battlefields where the stout humanoids and the god men fight, while some of our own were able to retreat using the plane's natural phenomenon while others aren't as lucky. But using the salvage and some of the god-men's own trinkets we could now explore other lands or escape

>Race: Elves (Tall nimble people with pointed ears and a nomadic lifestyle)

>Plane Name: Midgard

>Plane Fluff: It's an Earth like Plane that was well known to be sapient like the animals in the plane. However they noticed that the forest would sometimes move, tar-pits would be able to spawn oozing beings, and lastly nests or herds fulled with strange beings that would be considered wildlife in the planet. The planet is filled with oddities and the land itself seems to either help those that'll want it's resources or become fickle to those that'll seek to pollute or destroy it. Notably it seems there are short, stout people that are able to raid for resources against the whims of the planet, but even more strangely rows of people that use fire sticks which fire out strange balls of metal and some of their buildings that even harm the plane.

>Color: Brown

>—-Don't fill in———-

>Planes: Midgard [Home Plane] Infrastructure: 3,3,3,3

Buildings: Stor Dør (M)[Required to get off the plane]

Happiness: 2

Special resources:

Armies: 2 Krigere +1 Krigere [Fodder]

Heroes:

Control: 5/11

>Resources: 13 +3/turn

>Special Resources:

>Technology/Magic: Primative Planar portals, Nomadic Building (Don't lose buildings when you lose territory if you have open infrastructure), Wind Divination, Beast taming (Monster taming)

>Bonus: Oh shiny - Your people are used to being on the back foot between the two competing powers of the god-men and the short bearded ones, and as such have learned how to study and reverse engineer technology of those more advanced than you more efficiently. You get a +10 to research when you have a sample to study. (+20 total)

1. Go to the Wreckage quickly and grab what remains

2. Send 1 Krigere to the portal to see what'll await us

3. Try to see if we can tame any other beasts near our land

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3a6112 No.45283

Dice rollRolled 8, 4, 10 = 22 (3d10)

>>45280

Size: Astral Cloud

Affinity:Major Summoning

Special Materials: None

Planar quirks: None

Terrain: Desert

Special Inhabitants: Fire Elementals

Planar Natives: Megafauna

Sapient natives: Three species

Sapeints organization: Empires

Sapients tech: Iron with sizable magic

————————————————————–

Name: Dornari Union

Fluff: The Dornari were once a sizable empire which had been locked in a war of attrition for hundreds of years, with untold millions of casualties. The grueling war was put to an end when the entire Dornari population was placed into the largest, and most modern Airships the Union could manufacture. Rolled steel and machine gun have replaced wood and ballista of centuries ago and magic has been harnessed solely to power the great systems of the massive fleet, millions of men strong, indefinitely as mages are no longer seen as powerful, but as tools to help the greater good. Next, the Dornari caused a great tear in their plane, denying the enemy everything and flinging them into a new plane.

Race: Human

Plane Name: Veldrad

Plane Fluff: Veldrad is an infant plane, with nigh minuscule landmasses floating aimlessly in a cloud of raw magical energy. The 3 largest masses,deserts all, are controlled by 3 different, primitive species while fire elementals roam the void in between,

Color: Steel grey.

————————————————————–

Planes:

(Veldrad) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The Portal)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (12th Shock Infantry and 546th Rifles) +0 [Fodder]

Heroes:

Control: 3/0

Tech/Magic: Elemental Infusion, Airships, Iron working(Steel working), Gunpowder (Rifling, Breach-loaders), Electricity, Primitive Planar Portal (Astral piercing)

Resources: 10 +0/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:Ancient Enemy - In the first act of using a planar portal your people had flung the fleet of your hated enemy into, what you had hoped, was the void between worlds. However, new research shows this is not the case, and it is very possible they landed safely on one or multiple planes. You are on a timer. While you start with 5 more techs and get a +5 to research rolls after 3 crit fails or successes your ancient enemy will find you again and begin the war once again. The enemy will be slightly stronger or weaker than you to begin with, depending on the amount of successes or fails going into the counter.

————————————————————–

1/2/3. Have all efforts put into the portal. This plane has almost nothing for us.

+Electricity

+Elemental Infusion

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2c570b No.45284

Dice rollRolled 56, 76, 15 = 147 (3d100)

>>45281

Size: 11 (Earth Sized)

Affinity: Minor Holy

Special Materials: Shadow Core

Planar quirks: Nothing special

Terrain: Nothing special

Special Inhabitants: Angel Infestation

Planer Natives: Natural Golems

Sapient Natives: One species

Organization: Few Empires

Tech: Iron

Name: Guardians of the Black Forge

Fluff:

Race is a social construct.

Race: Shadowcore Guardians

Plane Name: Black Forge

Plane Fluff:

It's Superman actually.

Color: Ivory

Planes:

(Black Forge) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Planeforge)(M)[Required to get off the plane]

Happiness: 3

Special resources: 2, +2 Shadowcore/turn

Armies: 2 (Black Forge Guards) [Construct] [Armor 1] [M. Armor 1] [Pierce 2] Upkeep: 1

Heroes:

Control: 6/11

Resources: 14

Income: +3

Expenditure: -2

Net: +1

Special Resources:

Technology/Magic: Primative Planar portals, Enchanting (Golem Awakening), Shadow Core Working, Shadow Core Growing

Bonus:

Beepboop - Your people are constructs made of shadow core. Your units are not affected by spells and objects that would normally affect living things, always have the [Armor 1], [M. Armor 1], [Pierce 2], and [Construct] tags at least, and gain +0.4 to +0.8 when fighting in planes with minor and major shadow affinity respectively. However, you can not make fodder units, all units require shadow cores to be made, with more being needed for larger units, and planes with light affinity give you a penalty of -0.4 for minor and -0.8 for major.

1. With new Armies on the Rise the Guardians would require more Resources to sustain their growing population. Smelters and other infrastructure would be constructed in order to generate additional resources.

2. The new design allowing for shadowcore tipped spears to be thrown would certainly prove a vital asset in the struggles to come. 1/2

3. They had guarded the Shadowcore since the beginning of their existance. It was time to expand excavation projects in order to support an army that would withstand any foe seeking to lay claim to it.

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3a6112 No.45285

Dice rollRolled 22, 15, 84 = 121 (3d100)

>>45283

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085009 No.45286

Dice rollRolled 79, 9 = 88 (2d100)

>>45280

Race: Nephilim, Rephaim, Gittites, Avvite.

Plane name: Strife

Plane fluff: Strife was a bastion of the holy forces until the demons invaded. In a war spanning centuries the demonic forces gained more and more ground and made the inhabitants their playthings to torment. But then came the Grigori and turned the tide. Beating the darkness back to a scant few corners as they created an evergrowing sanctuary for the inhabitants. However with them gone the demonic forces have once again gotten a foothold. Without the Grigori the inhabitants will have to learn how to make do without their protectors and fathers and the Golems walk the lands without purpose as the guiding force is gone.

Color: red

Planes:

(Strife) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The holy arch)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (avvite militia) +0 [Fodder], 1 Wrestlers +0.2 [Giant][Holy][Unarmed] Upkeep: 2

Heroes: Noam the Mountain +1 [Giant][Holy][Unarmed][Hero]

Control: 8/13

Resources: 14 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals, Bronze Working (counts as half a tech for unit strength), Holy Shielding (Gives a unit a magic shield when cast on them, gives Armor 1 for a turn), Fear Ward (Gives [Fearless] for the turn it was cast on a unit), Magic Channeling (Building), Stoneworking

Bonus: Holy Giants - All of your units have the [Holy] tag and you can designate a unit to have the [Giant] tag but you can not make fodder units. This does not affect your starting fodder units.

Size: 58 a little larger than earth size 13

Affinity:64. Minor Holy

Special Materials: 22 nope

Planar quirks:67. Elemental Darkness - Demons now gain their form's power from the elemental plane, elementals gain unholy powers.

Terrain:nothing special

Special Inhabitants: Demon Infestation

Planar Natives: Robots/un-natural golems

Sapient natives:Three species

Sapeints organization:Large Kingdoms

Sapients tech: Bronze

Plane 2

Plane name: Trial

41-50. Earth sized, Size 11

56-57. Minor Light

66-70. Mithril - About as strong as iron but lighter and holds magic more easily

Planar quirks 1-50. Nothing

91-95. Shifting Wastes - The land is ever changing. At one moment it will be mountainous and the next you will be looking at a sea.

73-74. Earth Elementals

81-90. Primal, titanic, monsters

Sapient natives 1-70. No

1) The progeny searches this new plane that they call Trial to find out if there is anything useful in it that they could use while keeping away from these wandering titans while we're setting up a base

2) Improve The resource stat on our homeworld. We need to ramp up all our productions for our holy expansion and fight against the demons!.

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085009 No.45287

>>45286

atleast my engineering 3 prevents my second action from being a failure? along with my Magic Channeling (Building), Stoneworking?

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2393dd No.45288

Dice rollRolled 41, 29, 88 = 158 (3d100)

>>45281

Name: Wolgan Tribes

Fluff: Eleutheria was shaped by the Gods. With two massive peaks in the far north and far south to keep the world from unraveling. The gods put many beasts upon the lands, skies and seas and bid them to be fruitful and multiply. They did so, until the world was full and yet the animals kept breeding.

So the gods turned the poles to an icy chill and the beasts in an effort to stay warm predated each other and grew tall in order to keep warm and feed more. Now Eleutheria is the realm of giant beast, and the small People who live under their hells.

The Wolgan have long lived on ELuethreia hunting and killing the massive behemoths and Leviathans of the world for food, shelter, weapons and armor. Life continued in much this way until a young shaman, Eyes-like-Ice stumbled upon the blue light. Stones made by the Gods that froze all it touched. With the Blue Light he began working magic and so the tribes started to grow mighty. Beasts, bigger than any tribe had ever fought fell to his might. So he united the tribes and brought prosperity to our lands. However, it was not enough and with the blue light and the bones of a Titan he made a mighty structure and with his dying breath, activated it. In it a portal opened. Now the Wolgan look upon this place in wonder.

Race: Tal broad pale beings shaped like men, with long claws and sharp teeth.

Plane Name: Eluetheria

Plane Fluff: A large plane reminiscent of Ice age earth with the central climbs being comfortably temperate and the extreme south and north cold as shit due to the Frost Peaks(Mountains utterly each with a massive Ice Sapphire core) dominating them and acting as the North and South Pole of the planes. Due too immense cold and lack of extinction events there are several kinds of megafaua on land and in the seas

Color: White

—-Don't fill in———-

Planes:

(Eluetheria) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Blue Light Gate)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Wolgan Beast Hunters) +0 [Fodder]

Heroes:

Control: 13/13

Resources: 13 +3/turn

Special Resources:3 +2 Ice Sapphire/turn

Technology/Magic: Primative Planar portals, Ice Saphire working, Nomadic Building, Water Manipulation (Ice Spears), Ice Sapphire Gathering +1 Ice sapphire per turn.

Bonus: Of Ice and more Ice - Your people's power first came from the ice saphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

1. Explore a different plane. Maybe this one will be less foreboding.

2. Now that we have plenty of Blue light, we can start working. Begin figuring out how to best work it into our weapons. Eyes-Like-Ice never shared those secrets.

3.Begin working on a more permanent village around the gate, since it cannot move. We'll need to build big and strong to defend from the beasts without in Eleuthria and any beasts in the portal.

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2393dd No.45289

Bonus: Of Ice and more Ice - Your people's power first came from the ice saphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

on action 2

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4542f0 No.45291

File: f6dea809250d3dd⋯.jpg (32.14 KB,204x418,102:209,Lost city of brass.jpg)

Dice rollRolled 9, 31, 69 = 109 (3d100)

>>45280

Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red

Planes:

(Baeddilar) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources: +1 Shadowcore/turn

Armies: 2 (Slave cannon fodder) +0 [Fodder]

Heroes:

Control: 7/13

Resources: 10 +3/turn

Special Resources:+1 Shadowcore/turn

Technology/Magic: Primative Planar portals, Slavery, Iron Working [Steel working], Stoneworking

Bonus: Fireborn - While not actually made of bronze and flame elemental fire runs in the veins of the efreeti. Units designated as being Efreeti units cost 2 more resources to upkeep but get the [Elemental F.] Tag.

Size: 13

Affinity: Nothing special

Special Materials:Shadow core

Planar quirks:Moral Switch

Terrain: Desert

Special Inhabitants:Fire elementals

Planar Natives:Normal animals only

Sapient natives: Three species

Sapients organization: Few empires

Sapients tech:Medieval

Free Choice: Shadow core working, lets figure out how to implement the shadow cores into our weaponry

Action 2: pay our sorcerers two resources so that they can commence work on researching fire magic.

Action 3?: Train our army to utilize the arms and armour of the efreeti, We will not stand for a single efreet to be seen as weak.

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ca1cb1 No.45310

Dice rollRolled 46, 51 = 97 (2d100)

>>45281

Name: The Consecrated Totemic Tribes of Primos

Color: Ice Blue

Planes:

(Sibylia) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Skinless) +0 [Fodder]

Heroes:

Control:

Resources: 13 +3/turn

Special Resources:+1 Gold Tree fruit/turn(2)

Tech/Magic: Beast Transformation (Monster Transformation, Half-Shift), Monster part working

Bonus: Monstrous Instincts - Your people are used to learning about the world partially through the eyes of beasts. On non magic void or magic devouring worlds all units made on that plane get a +0.5 to fighting on that plane and after making at least one unit you get a +5 to claiming territory on that plane.

Actions:

1. Have some Selikies take the skins of animals that seem to be ignored or actively accepted by the creatures so that we may gain greater insight on them without risking detection. Perhaps we can learn something to spur our own development.

2. Finish stoneworking 1/2

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75a85c No.45316

File: 98389a82e86e6e5⋯.jpg (1.74 MB,1920x1078,960:539,1440122684544.jpg)

Dice rollRolled 43, 96, 71 = 210 (3d100)

Name: The Cyggan Suns

Fluff:

"Have you ever seen the end of a world?

Because I have, and it is both awe-inspiring and terrifying… My people died long ago, in an age untold after countless eons of prosperity and triumph, of expansion and conquest, and ages both golden and dark as the void. Our fall was not quiet, nor was it long. Rather, it was long, terrible, and the most beautiful thing I have ever seen in my terrifying long life. Our entire world was gone in a matter of seconds, burned to smoldering ash from the nadir of fire in the center of our capital city in this massive plane that we called home. Now only the scorched ruins of our once great empire remains, and our past vibrant plane is reduced to little more then a sprawling desert.

But life always finds a way, and as I watched for untold millenia I saw life spring forth, from the remains of my world they became. At first little more then small nodes of fungus, they spread with the winds the blew across the dune, and the giant worms that prowed the sandy seas carried them from cityscape to cityscape, and soon I sensed their tendrils everywhere. Eventually they began to shift, and I thought at first the wind was taking them, but it was not the wind, but themselves that moved. The motile mushrooms soon trawled the dead seas, taking a form not unlike my people in their prime. With two hands and two legs they wandered my world, rediscovering the past my people left behind, quickly moving from scattered tribes to a unified people across this plane, making use of the magic my people left behind, and our wonderful floating rocks to travel this massive world. Smaller creatures wandered the plane, remnants of the flora of a world long dead, with prowling fire elemental from the fall roaming the land as well. Some of the scattered creatures even formed their own societies in pale imitation of the now dominate Fungal Freemen, though on their floating cities high over the world all below them were of little consequence. Their magic manipulated the very way the world worked, and it came almost as easy as them as it did to us, as it does for me. They came to rule this plane as their own…

And then they found me…

Race: Sentient Mushroom Men

Plane Name: F'ed Rhllo - The Scorched Wastes

Plane Fluff: This plane is nothing like what it once was, a mere collection of the dust and detritus of a once great civilization, its ruins prowled by all manner of beasts and monstrosities most foul. What isn't sand is ruins and what isn't ruins or sand is the few small pockets of life that are the faintest of echoes of the once vibrant paradise that was this plane, and like its original name, have been lost to the ages…

Color: Orange

—-Don't fill in———-

Planes:

F'ed Rhllo [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

+ 1 Gravitanium/turn

Armies: 2 (Player named) +0 [Fodder]

Heroes:

Control:

Resources: 13 +3/turn

Special Resources:

Technology/Magic: Primitive Planar portals, Gravity Manipulation, Airships, Gravitanium refining, Ironworking

>Other Stuff

+ [Steel Working Made Easy] - A book on steel making

+ [H'art Owar's Big Book of War] - A classic text, much in the Style of Lrrr Chu's "The Art of War"

Bonus:

[Inheritors] - Your people have always lived in the ruins of a lost age and are more used to learning from the past than they are researching something new. You get +20 to research when you have a sample to study (+30 total) but a -10 if you do not.

1. First things first, The Cyggans, be they as they are, must subsume all of the knowledge within these books and transfer them to crystalin.

2. Following this, my subroutines tell me that the best way for these creatures to solve their disputes is through a contest of some sort, or better yet, for both parties to both construct their cities and to allow the wider populace to decide which on they prefer.

3. Such creatures exist in this new world that can render these peaceful mushrooms into just mush, so they must learn to defend themselves, least they step through a portal and the people that exist on the otherside might dominate or destroy them. Sky knows that my creators were creatures of violence, so the Cyggans should have no issue finding weapons of war about to study and replicate.

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e682bb No.45598

Dice rollRolled 44 (1d100)

>>45281

Name: The Forgotten

Fluff: Ages ago the forgotten were banished by their kin. In fear and shame they turned their back on them, closing off the gateway. They survived in a world of eternal darkness, by embracing it, adapting to it, feeding off it. Thus shadow and silence became their allies, and they made them strong. Now the time for payment of ancient debts has come. The prize will be high, and they will be repaid in full.

Race: The Forgotten used to be baseline humans that were banished by their kin into this plane. Surviving for ages and adapting to it they now exclusivly feed of dark energy found in abundance in the plane. Thus they have become adept in manipulating the shadows, their warriors moving through them in silence and their builders and craftsmen forming it into obsidian like stone and steel, constructing their mighty cities and arms.

Plane Name: The prison of eternal night

Plane Fluff: A plane of eternal night, dotted with toxic swamps, jungles and wastelands of sand. Few stars shine in the night and their light barely penetrates the darkness. Everything material and immaterial is made of darkness or feeds off it. The jungles are especially dangerous as they are full off living fauna that love nothing more then the flesh of the forgotten. Nonetheless they are harvested by the banished, as their matter produces dark energy in excess, essential to their survival.

Color: Pink

Planes:

The prison of eternal night [Home Plane] Infrastructure: 3,3,3,3

Buildings: The Dark Portal™(M)[Required to get off the plane]

Happiness: 2

Special resources:

Armies: 2 Scouts +0 [Fodder]

Heroes:

Control:

Resources: 11 +3/turn

Special Resources:

Technology/Magic: Primative Planar portals, Shadow Cloaking, Shadow Construct creation (Shadow Crystal formation, Shadow Crystal working)

Bonus: Unseen in the night - Your people are used to sneaking up on beasts and monsters with great vision in near total darkness and spotting predators that have used the endless night to hunt for far longer than your people have. You get a +1 to stealth and assassin attempts as well as getting a +2 on defense against them.

—-

-2 Resources

1) Send the scouts back to infiltrate the city. +1

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1e13e5 No.45780

Dice rollRolled 78, 53, 8, 24, 74, 53, 43, 58, 63, 16 = 470 (10d100)

>>45282

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1e13e5 No.46054

Dice rollRolled 3 (1d5)

>>45288

1. North.

2. North East

3. South East.

4. South West

5. North West

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1e13e5 No.46056

Dice rollRolled 70, 58, 8, 65, 76, 2, 79, 49, 6, 5 = 418 (10d100)

>>46054

>>45288

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1e13e5 No.46059

Dice rollRolled 2 (1d6)

>>45282

planar location

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1e13e5 No.46062

>>45282

1. Your scouts grab a few things and run back. They are able to get a few charms that the soldiers of the god men keep on them, and a barrel of some kind of powder they have.

2. You fire up the portal but your people fear to go through it. It seems some believe that it is a portal to Hel or worse. The only scout that enters comes back almost immediately after hearing a massive roar. He describes seeing jungle and there being a storm but he did not stay long after hearing the roar.

3. While you find a few groups of normal animals such as horses, wolves, and other beasts some of the Midgardians have tamed. However, you do find some monsters that a few outlier tribes have tamed. One tribe is known to have tamed griffin, and another from the far north have tamed frost wolves.

>>45283

1-3. Work begins on creating a stable portal that can be projected away from the platform. It is dangerous work and there have already been near explosions as the portal loses stability and begins releasing energy. The scientists are taking it slow to not repeat their near catastrophic failure. 1/5 Portal Projection upgrade

>>45284

1&3. More forges are being made to accommodate a greater production need for golems. It will, however, take more time to iron out the route for resources to move. However it is noted that untapped metals are rare and the current production capacities are enough to deal with their current income. Without untapped resources being found the whole expansion becomes pointless.

-9 Resources (if you continue efforts to improve infrastructure) 0/4

2. The new arm design that will allow for a higher torque is created. It is believed that this design could be used for other projects as well. +Tech: High Torque joints.

>>45286

1. Your scouts return with a bit of strange ore from the new plane. The purer pieces of the metal seem to light blue in color. Attempts to smelt the metal have all failed as the forges can not reach the needed temperatures. They also bring news that the stone demons on the other plane are not as dangerous as on this one, seemingly ignoring the scouts more often than not and seem to attract the strange motes of light when they are around. The scouts tried to bring back one of the motes of light but it seems to die outside the plane.

2. The prospectors are chased away by a large pack of rock demons.

>>45288

1. The scouts enter and immediately rush back in. It seems they landed on a mountain and only saw wind swept sandy desert. The land was hot and strange monsters can be seen in the distance. What scared the scouts the most, however, were the giant flying tentacle creature they saw in the distance that the monsters were running from.

2. Working the Blue Light into a weapons seems harder than expected. When working the gems they like to form ice along themselves. As well the gems are brittle and are easy to break. Test weapons, while causing frostbite when they hit, usually break on the first hit. One of the shamans, however, comes up with an idea. Shaping the Blue Light into a spearhead and then using magic to encourage growth around it creates a sharp spear. Some testing will be needed. 1/2 Icebound Weapons upgrade

3. Your people are not used to this, and it takes some convincing, but a permanent settlement is set up by the portal. Many clans stop by but few actually stay permanently, however it is believed that at least one tribe will be near the portal at all times. 2/4 -9 Resources.

>>45291

Free: The shadowcores are given to the smiths to work with and they make record time of figuring out how to use them. Soon a scimitar as black as the night is presented to the sultan. A quick demonstration shows that it can easily cut through a man and can even sink into shields. Their production, however, is expensive. +Tech: Shadowcore Working.

1. Sorcerers have always been around the City of Brass, and are partially responsible for it's construction. However, their study into the arcane has usually been ignored and fractured. That has changed and now the sorcerers have begun to work together under the Sultan. Soon a display of dancing fire is displayed before the Sultan. +Tech: Fire Manipulation

2. Not to be outdone the army has implemented new training techniques. It is suspected that the general in charge of the first regiments to implement this technique just wanted to get his hands on a shadowcore blade as a reward, but some say he deserves it. Some say that he started this rumor. The end result is the men working as a more cohesive unit. +Tech: Drilling

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1e13e5 No.46063

>>45310

1. Birdfeathers are collected from the other plane and brought for the young scouts to gain their transformation. While they couldn't do the hunt themselves the soul is bound easily and all for their transformation. They then fly to observe the villages noted before but find little that isn't confusing. They can't find anything they could describe as weapons, however, being so near the woods they doubt they are without defense in some way. They all have some kind of magical lighting in their homes and even magical moving paintings. Many of their materials are beyond the scouts understanding, including some kind of liquid stone, and clear stone as one scout found out head first.

2. The knowledge of stoneworking spreads throughout your domain. +Tech: Stoneworking

>>45316

1. The Cyggans start on by translating the texts on metalworking. With the language being long dead the process is slow, however progress is made. 2/3 Steelworking upgrade

2. The competition begins and quickly ends as one of the group's designs are shown to be impractical early on. The winner continues to build their city in peace. 3/4 -9 resources.

3. Much was destroyed or has been lost for too long but you are able to point the cyggans to two key points of interest in your own structure where they may find useful tech for war. The first is a series of notes, well preserved, from a material scientist obsessed with alloying gravitanium into different materials and examining it's properties. One such alloy was a Gold-Gravitanium alloy that produced a stronger gravitational force proportional to the current sent through it. As well you find another book, this one on early electricity.

>>45598

1. Your scouts enter the city during the cover of night. It is easy enough as they shift from alley to alley under the cover of shadows and magic. Even at night there are a variety of people walking the streets, although they do banish the darkness with some sort of magic lights. The people seem to be human as well, although the skin tone ranges from as dark as your people to very peach or light pink. As well there are a variety of metal things that roam the streets with the people. The scouts are very confused and have seen many things that they don't understand in the city.

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1e13e5 No.46064

Important: If you do not post this turn I will assume that you have dropped the game and remove you from the game. If you missed a turn you may do make up actions, just mark which actions are fro which turn.

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2393dd No.46065

Dice rollRolled 35, 58, 9 = 102 (3d100)

>>46062

Name: Wolgan Tribes

Fluff: Eleutheria was shaped by the Gods. With two massive peaks in the far north and far south to keep the world from unraveling. The gods put many beasts upon the lands, skies and seas and bid them to be fruitful and multiply. They did so, until the world was full and yet the animals kept breeding.

So the gods turned the poles to an icy chill and the beasts in an effort to stay warm predated each other and grew tall in order to keep warm and feed more. Now Eleutheria is the realm of giant beast, and the small People who live under their hells.

The Wolgan have long lived on ELuethreia hunting and killing the massive behemoths and Leviathans of the world for food, shelter, weapons and armor. Life continued in much this way until a young shaman, Eyes-like-Ice stumbled upon the blue light. Stones made by the Gods that froze all it touched. With the Blue Light he began working magic and so the tribes started to grow mighty. Beasts, bigger than any tribe had ever fought fell to his might. So he united the tribes and brought prosperity to our lands. However, it was not enough and with the blue light and the bones of a Titan he made a mighty structure and with his dying breath, activated it. In it a portal opened. Now the Wolgan look upon this place in wonder.

Race: Tal broad pale beings shaped like men, with long claws and sharp teeth.

Plane Name: Eluetheria

Plane Fluff: A large plane reminiscent of Ice age earth with the central climbs being comfortably temperate and the extreme south and north cold as shit due to the Frost Peaks(Mountains utterly each with a massive Ice Sapphire core) dominating them and acting as the North and South Pole of the planes. Due too immense cold and lack of extinction events there are several kinds of megafaua on land and in the seas

Color: White

—-Don't fill in———-

Planes:

(Eluetheria) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Blue Light Gate)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Wolgan Beast Hunters) +0 [Fodder]

Heroes:

Control: 13/13

Resources: 16 +3/turn

Special Resources:5 +2 Ice Sapphire/turn

Technology/Magic: Primative Planar portals, Ice Saphire working, Nomadic Building, Water Manipulation (Ice Spears), Ice Sapphire Gathering +1 Ice sapphire per turn.

Bonus: Of Ice and more Ice - Your people's power first came from the ice saphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

1. Explore a different plane. Maybe this downright hostile.

2. Keep working on Icebound weapons. We're close, very close, we can do this. 1/2

+Bonus: Of Ice and more Ice - Your people's power first came from the ice sapphires and ice magic has been your power since. You gain a +10 when researching or using water based magic.

3.The gate settlement is still a work in progress. still as the new land the gate showed us has shown, we NEED guardians at the gate incase the monsters from without try to get in. 2/4

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ca1cb1 No.46066

Dice rollRolled 86 (1d100)

Name: The Consecrated Totemic Tribes of Primos

Color: Ice Blue

Planes:

(Sibylia) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (Skinless) +0 [Fodder]

Heroes:

Control:

Resources: 16 +3/turn

Special Resources:+1 Gold Tree fruit/turn(3)

Tech/Magic: Beast Transformation (Monster Transformation, Half-Shift), Monster part working

Bonus: Monstrous Instincts - Your people are used to learning about the world partially through the eyes of beasts. On non magic void or magic devouring worlds all units made on that plane get a +0.5 to fighting on that plane and after making at least one unit you get a +5 to claiming territory on that plane.

Actions:

1. From our observations it appears that there are a variety of individuals who seem to be isolated from the greater part of the community, but still seem to be allowed among them even if the others try to subtly avoid them. This pariah status would be of great use in trying to learn more directly about these people without raising too much suspicion. We shall take their skins and learn to take the form of other humanoids. Any potential flaws with these skins should be negated when necessary with the proper application of half-shift.

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1e13e5 No.46067

Dice rollRolled 54, 82, 89, 63, 31, 21, 46, 3, 4, 89 = 482 (10d100)

>>46065

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212ea5 No.46068

Dice rollRolled 66, 14 = 80 (2d100)

>>46062

>Name: The Midgardians

>Fluff: Thin, nimble, pointed ear native humanoids that hold somewhat of a ability to try to predict the plane's natural phenomenons which they'll use to predict weather, to plan what crops to harvest, and where to stay away. However they are nomads born on the plane and able to survive by predicting when the weather would turn worse or when monsters become much more frequent. However they have been ambushed by short stout humanoids that would harm the plane a little bit in their pursuit of metals, or by humanoid god-men with fire-sticks that shoot metal balls with servants of metal that appear in large canoes with a bloated fabric body and fins of metal. Our people had done hit and run tactics against them or looting the battlefields where the stout humanoids and the god men fight, while some of our own were able to retreat using the plane's natural phenomenon while others aren't as lucky. But using the salvage and some of the god-men's own trinkets we could now explore other lands or escape

>Race: Elves (Tall nimble people with pointed ears and a nomadic lifestyle)

>Plane Name: Midgard

>Plane Fluff: It's an Earth like Plane that was well known to be sapient like the animals in the plane. However they noticed that the forest would sometimes move, tar-pits would be able to spawn oozing beings, and lastly nests or herds fulled with strange beings that would be considered wildlife in the planet. The planet is filled with oddities and the land itself seems to either help those that'll want it's resources or become fickle to those that'll seek to pollute or destroy it. Notably it seems there are short, stout people that are able to raid for resources against the whims of the planet, but even more strangely rows of people that use fire sticks which fire out strange balls of metal and some of their buildings that even harm the plane.

>Color: Brown

>—-Don't fill in———-

>Planes: Midgard [Home Plane] Infrastructure: 3,3,3,3

Buildings: Stor Dør (M)[Required to get off the plane]

Happiness: 2

Special resources:

Armies: 2 Krigere +1 Krigere [Fodder]

Heroes:

Control: 5/11

>Resources: 16 +3/turn

>Special Resources:

>Technology/Magic: Primative Planar portals, Nomadic Building (Don't lose buildings when you lose territory if you have open infrastructure), Wind Divination, Beast taming (Monster taming)

>Bonus: Oh shiny - Your people are used to being on the back foot between the two competing powers of the god-men and the short bearded ones, and as such have learned how to study and reverse engineer technology of those more advanced than you more efficiently. You get a +10 to research when you have a sample to study. (+20 total)

1. Study the charms of the god-men so we may know what we have.

>Bonus: Oh shiny

2. Meet with the tribe who had tamed Griffin see if we can work something out

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3a6112 No.46075

Dice rollRolled 98, 70, 1 = 169 (3d100)

>>46062

Size: Astral Cloud

Affinity:Major Summoning

Special Materials: None

Planar quirks: None

Terrain: Desert

Special Inhabitants: Fire Elementals

Planar Natives: Megafauna

Sapient natives: Three species

Sapeints organization: Empires

Sapients tech: Iron with sizable magic

————————————————————–

Name: Dornari Union

Fluff: The Dornari were once a sizable empire which had been locked in a war of attrition for hundreds of years, with untold millions of casualties. The grueling war was put to an end when the entire Dornari population was placed into the largest, and most modern Airships the Union could manufacture. Rolled steel and machine gun have replaced wood and ballista of centuries ago and magic has been harnessed solely to power the great systems of the massive fleet, millions of men strong, indefinitely as mages are no longer seen as powerful, but as tools to help the greater good. Next, the Dornari caused a great tear in their plane, denying the enemy everything and flinging them into a new plane.

Race: Human

Plane Name: Veldrad

Plane Fluff: Veldrad is an infant plane, with nigh minuscule landmasses floating aimlessly in a cloud of raw magical energy. The 3 largest masses,deserts all, are controlled by 3 different, primitive species while fire elementals roam the void in between,

Color: Steel grey.

————————————————————–

Planes:

(Veldrad) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (The Portal)(M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 (12th Shock Infantry and 546th Rifles) +0 [Fodder]

Heroes:

Control: 3/0

Tech/Magic: Elemental Infusion, Airships, Iron working(Steel working), Gunpowder (Rifling, Breach-loaders), Electricity, Primitive Planar Portal (Astral piercing)

Resources: 10 +0/turn

Special Resources:

Technology/Magic: Primative Planar portals

Bonus:Ancient Enemy - In the first act of using a planar portal your people had flung the fleet of your hated enemy into, what you had hoped, was the void between worlds. However, new research shows this is not the case, and it is very possible they landed safely on one or multiple planes. You are on a timer. While you start with 5 more techs and get a +5 to research rolls after 3 crit fails or successes your ancient enemy will find you again and begin the war once again. The enemy will be slightly stronger or weaker than you to begin with, depending on the amount of successes or fails going into the counter.

————————————————————–

1/2/3. Have all efforts put into the portal. This plane has almost nothing for us.

+Electricity

+Elemental Infusion

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314b4b No.46104

File: 121ac3be2b9b81a⋯.png (8.5 KB,256x224,8:7,Coral_Capers_SNES.png)

File: e23024500357bba⋯.png (16.03 KB,256x224,8:7,funky_flights.png)

Dice rollRolled 34, 94, 97, 26 = 251 (4d100)

>Name:

The Kong Clan

>Fluff

The Kong Clan is a group of sentient and humanlike monkeys that have advanced to great heights through their use of the mystical crystal coconuts, which let them channel their natural magical abilities, and state-of-the-art barrel tech. However, the Kong Clan is not just one clan but many clans, namely the Dahn'qi, Didi, Taini, Lain'ki and Chon'qi clans. The Dahn'qi clan is led by Donkey Kong, named after his tribe. He's the leader of the bunch and everyone knows him well. The smaller clans are quite specialized, with each race having their own specialty. The Dahn'qi are known for being bigger, stronger and faster too, and for their coconut guns that fire in spurts (if they shoot ya it's gonna hurt!) The Didi Clan enjoy flying through the air in rocketbarrel jetpacks and being very fast and nimble, although they're not as strong as the others. The Taini Clan is the smallest and weakest of the 5 clans, though they make up for this with the ability to shrink themselves with crystal coconut power and jump long distances. The Lain'ki Clan are regarded as having no style, no grace, and a funny face. However they have long arms and are extremely flexible. Lastly the Chon'qi Clan is by far the strongest of the clans, and can use the power of the crystal coconut to grow much bigger than normal. While they would normally be content with just relaxing on DK Isle all day, someone has stolen their banana hoard and now they scour the planes searching high and low for their precious bananas.

>Race:

Monkey people

>Plane Name:

Jungle Japes

>Plane Fluff:

Jungle Japes is an Earthlike sphere largely covered in jungle thanks to its affinity to life magics but boasting a large variety of biomes as well. The Kongs primarily live on DK Island, a giant rocky isle that the Kongs have carved in the image of their leader, Donkey Kong. The other inhabitants of the plane are the kremlings - crocodiles in their stone-age republics that are usually responsible for most of the Kong banana heists. There are also many mysterious robotic creatures about, which the Kongs frequently steal parts from to make their barrel technology, jetpacks, guns, and so on.

>Color: Banana yellow

Planes:

Jungle Japes [Home Plane] Infrastructure: 3,3,3,3 (Control: 7/11)

Coral Capers [Newly discovered waterworld] Infrastructure: ???? (Control: 0/???)

Buildings: The Crystal Coconut (M)[Required to get off the plane]

Happiness: 3

Special resources:

Armies: 2 Kong Gunners +0 [Fodder]

Heroes:

Control:

Resources: 16 +3/turn

Special Resources:

Technology/Magic: Primitive Planar portals, Enchanting, Explosion Creation, Material Reinforcement, Coconut Guns

Bonus: +Bonus: The entire point of the game - When you enter a plane you have never entered before roll a d100, on a 90+ there is a bit of your banana horde here and all units get a +2 and you get a +10 to expansion rolls on that plane until you own the entire plane. When you conquer a plane that contains part of your banana horde all units get a permanent boost of +0.5.

MAKEUP TURN:

1. Welp, might as well set up a Kong boat base on the seas of Coral Capers, maybe we can use the plane to get some fish or harvest some of this plant goo. They ain't bananas but a good grilled fish hits the spot too.

2. We gotta keep expanding to find our lost bananas! Let's go to the plane to the northeast on the planar map, maybe that'll get us to our tasty bananas, or at least something good.

CURRENT TURN:

1. Let's keep trying to make friends with the robot critters, maybe they'll lend us a helping hand in finding our lost bananas and chasing away the evil kremlings. (Progress: 1/2)

2. We should have Funky Kong work on his newest invention - using our trademark barrel technology Funky proposes that we make a flying machine called a barrel-plane to help us explore new planes and attack the kremlings from the air!

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314b4b No.46107

Dice rollRolled 19, 50, 38, 35, 19, 66, 13, 56, 58, 27, 86 = 467 (11d100)

>>46104

Plane rolls

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4542f0 No.46164

Dice rollRolled 44, 55, 43 = 142 (3d100)

>>46062

Name:Lost City Of Brass

Fluff: A large arabian nights esque kingdom, The City of Brass is a shining beacon for trade and commerce throughout the planes, beckoning many planar travelers to its bazaars, souks, slave markets, and metalcrafters. Famed for its vendors of smoke, incense, and tobacco, the city is also noted for the many smiths who work ceaselessly for the efreet, crafting arms for the armies and the sultan. The city is ruled with an iron fist by the undisputed sultan Marrake al-Sidan al-Hariq ben Lazan

Race: Efreeti "Efreet are cruel and self-serving. They all consider themselves to be of noble character and assume grand titles to make themselves seem impressive, Efreet are humanoid in appearance. They are very tall, generally reaching heights of twelve feet, and massive and solid. They are well-muscled, and have red or black skin that is always burning. For this reason, many resemble devils and are often mistaken for them. Their bodies are said to be made of basalt, bronze, and solid flames"

Plane Name: Baeddilar

Plane Fluff: The plane of Baeddilar is a vast desert that stretches on for as far as the eye can see with modest oasis's peppered throughout the land, here fire elementals live and thrive surviving off the spoils of the arid lands, the deserts are an unforgiving place, but treasure left over from one of the many kingdoms brings many an intrepid adventurer out into the wastes of the desert to seek fortune and glory, seldom do they return for the desert is a harsh and unforgiving mistress, yet she does provide for her children as evidenced by the oasis's and the empires that have sprung up around said oasis's

Color: Orange/Red

Planes:

(Baeddilar) [Home Plane] Infrastructure: 3,3,3,3

Buildings: (Player named portal building)(M)[Required to get off the plane]

Happiness: 3

Special resources: +1 Shadowcore/turn

Armies: 2 (Slave cannon fodder) +0 [Fodder]

Heroes:

Control: 7/13

Resources: 10 +3/turn

Special Resources:+1 Shadowcore/turn

Technology/Magic: Primative Planar portals, Slavery, Iron Working [Steel working], Stoneworking, Shadowcore working, Fire manipulation, Drilling

Bonus: Fireborn - While not actually made of bronze and flame elemental fire runs in the veins of the efreeti. Units designated as being Efreeti units cost 2 more resources to upkeep but get the [Elemental F.] Tag.

Size: 13

Affinity: Nothing special

Special Materials:Shadow core

Planar quirks:Moral Switch

Terrain: Desert

Special Inhabitants:Fire elementals

Planar Natives:Normal animals only

Sapient natives: Three species

Sapients organization: Few empires

Sapients tech:Medieval

Action 1- Alright, we've made an interesting breakthrough, but lets continue and see if we can make even more advanced fire manipulation magic…soon in time we shall be able to summon storms of fire and conjure streams of lava

Action 2: Send some scouts through the portal and see what they find, perhaps we can utilize things from the other planes.

Action 3: We know we can implement shadowcores into our weapons, but what if it can also augment our armour? Let us try…all shall bow before the obsidian arms of the efreet.

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