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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 8644bc0d9d2107c⋯.jpg (183.67 KB,1024x744,128:93,battle_between_2_gods_art_….jpg)

4431a0 No.46071 [View All]

EMPIRES OF EUROPA: WAR OF THE GODS PART 2:

One thousand years ago, the gods of Order and Chaos declared war upon each other, using Earth as their battleground. Whole continents were devastated by the onslaught, as battle after battle turned the land into what would come to be known as the Void Wastes, completely inhospitable lands where death energy sucks the very life out of all who dare to tread upon it. One area of land that escaped complete destruction was the continent of Europa along with the northern tip of the desert continent of Africa and the frozen island of Grønland across the seas, along with various other islands such as Britannia and others. The lands that were spared gave life to many different civilizations, which slowly developed into proper nations, each with the knowledge of smithing bronze and having other related technologies.

It has been many, many years since the first civilizations planted their roots and began growing, and indeed now they have grown into bustling and vibrant cultures. Most have conquered the art of working iron as well, sending the world into the Iron Age and advancing their military and industrial strength greatly. All but one civilization have forged pacts with the mysterious gods, and can now harness the forces of magic, which will undoubtedly prove to be useful. However, they know not what motivates such powerful beings to take such an interest in them.

New players please fill out the following sheet.

>Nation name:

(Self-explanatory, please pick something smart)

>Color:

(Your color on the map, no black, white or grey please. Also see the terrain tab)

>Fluff:

(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)

Do not fill out:

>Population:

10,000

(If this hits zero, you die. Affects various things, such as your ability to passively defend your territory, the maximum size of your armies, and more)

>Food production:

11,000

(Number represents how many people are being fed with your current production levels, you can go above this but it will lead to hunger levels rising. Food production can be increased by building relevant buildings and researching food tech. Note that standing armies will consume twice the amount of food as normal)

>Population growth:

1%

(Add this percentage to your population every turn. Can be increased by researching relevant techs, such as medicine and so on. Having your hunger level at SURPLUS will double population growth)

>Hunger:

None (Affected by food production, can also be lowered as a result of bad rolls/critfails. Having your hunger level dip too low will cause people to start dying.)

>Territory:

1 (The amount of land you control)

>Outposts/towns/cities:

1 Capitol City (you can only build outposts from scratch, they can be upgraded to towns and cities later. Affects population growth, also the more developed the city the stronger the passive defense will be. Also you can build one of any given building in a city, having more cities will allow you to build more of the same building. Outposts/towns/cities cannot be within two tiles of another city.)

>Happiness:

0 (Ranges from -10 to +10. A happiness of 8 or above will grant a +5 boost to all actions, whereas a happiness of -5 or lower will lead to reduced productivity. A happiness of -8 or below will lead to revolts, and a happiness of -10 will lead to a coup and loss of control over your civilization, effectively meaning game over for you.)

>Technologies:

Bronzeworking, Very Basic Animal Husbandry, Very Basic Farming + since the game is fairly far in new players will receive extra techs, buildings, resources and other neat stuff.

>Buildings:

Player-named capitol building

>Standing Army:

None

>Resources:

(Determined by fluff, there are three types – food resources, luxury resources and industrial resources. Food resources increase food production, luxury resources increase happiness and industrial resources are used as materials for buildings, weapons, etc.)

>Magic:

(Given by the gods, typically gods will approach you once you meet certain thresholds and once you start worshipping one you can begin researching relevant magics using divine favor, you can only have one god at a time)

>Divine Favor:

N/A (haven’t discovered any gods yet)

460 postsand164 image repliesomitted. Click reply to view. ____________________________
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562496 No.50129

>>49903

The storms eventually pass and the Aiseirigh warriors get to recruiting, and this time many more soldiers are recruited and trained, now the Aiseirigh will grow closer to finally retaking THEIR isles. Gain 300 troops and 1 favor.

Unfortunately the carrots don’t take as well as they did in Leicester, although on further inspection one of the farmers finds that it’s just the seeds that are bad. Perhaps they can try again when they get more seeds.

The expedition to the western isle is a failure as the explorers and settlers are ambushed by reports of frightening people, some with giant swords, others with giant bows…and perhaps most disturbingly of all, an overabundance of crows and crow feathers. The mysterious crow raiders send the leadership of Aiseirigh a message is relayed to the lone survivor they send back, the rest of his kin having been taken as slaves. The survivor says the following: “We’re the Ríocht éan Dubh, and our demands are simple: Pay us tribute in food and stay off our sacred isle or face the consequences!” They specify a fortified port city by the name of Béal Feirste and all reports indicate that the city is well-defended. A fight with these guys won’t be easy, it seems, and more disturbingly it seems like they’ve already struck - people have been disappearing in the night, with naught but the black feathers to show for it. People also fear the involvement of the Morrigan, a foe long thought forgotten. Ill times indeed for Aiseirigh, but first comes the question of how to handle this new threat. Will the Aiseirigh capitulate to the Ríocht éan Dubh, buying their safety for now, or will they go to rescue the captured citizens and reclaim their honor? Lose 1500 population and 3 happiness, also lose 6 of your food resources and 3000 food production if you choose to give into their demands, otherwise you risk attacks (This can be cancelled and the food resources/production returned in full at any time, but the Riocht ean Dubh will attack immediately upon doing so)

>>49905

In no time at all a suitable temple is completed in Jelenia Gora, with the finest Konia stone and silver adorning the walls. A priesthood is also established in the temple using the tenets already conceived which will allow the people to have a dedicated place to worship their new god Svetovid and priests to listen to their concerns as well. Svetovid will indeed be pleased by this. Gain the Temple of Svetovid (Jelenia Gora) building, gain 1 happiness and gain 1 favor.

The forgemasters of Ludzie Konia also develop a new and innovative forge design that proves to be a great improvement over the overly simplistic forges of old. This will allow metal to be smelted much easier and will definitely help in affairs related to metalcrafting. Change Forges I to Forges II.

Lastly the Konia look for fine fabrics to wear and use for other things as well, and one lucky soul comes across a green, seven-leafed plant with soft fibers that can easily be woven into fabric that’s much better than the old rags and furs that the Konia wore before. And indeed the Konia take to this material quite well, developing an especially well-crafted fabric that is not only strong enough to be used in things like rope but soft and elegant as well. Gain the Hemp industrial resource, gain the Clothmaking I (Konia Hemp Fabric), and gain 2 happiness.

The form of Marzanna fades away with naught but a scoff as the triumphant form of Svetovid steps forward. “You have made a good choice this day, now let me get you started down the road to power. First off I would like to see you make your troops the best they can be, be that by equipping them with powerful weapons, refining their training methods, or anything else you may think of. Make your fighting men more effective and help them reach their fullest potential and you will indeed be rewarded.” (Add Svetovid (Earth, plants, fire, war) (Extra favor condition: Increase troop strength) to your Divine Favor tab)

>While working on their fields the Konia farmers spot strange explorers of another land! The explorers tell of their land, named Prussia, and its skill with military affairs and siegecraft. Their siege machines are strong and marvelous indeed and their troops are hardened and disciplined as their strong military culture dictates. They have recently begun worshipping Saule, Lady of the Sun, as their patron god and enjoy seafaring on the Baltic Sea when they aren’t training and developing new weapons and armor. You have met the Prussians!

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562496 No.50130

>>49906

The Skraeli once again invent a new net that helps greatly in getting more fish for the people. This will definitely help keep the people fed, something the Skraeli will need. Change Fishing IX to Fishing X, change Fish to Fish+ and change food production to 28,000.

Sadly no improved ships are constructed, most of Tabukvik’s followers are currently devoted to caring for his ailing form to be thinking about anything new.

However they do get around to building some more of the existing ships, 20 to be precise. These will indeed help keep the shores safe. Gain 20 war quadriremes.

First roll is for combat results

Though Tabukvik, like his predecessor Ataninnuaq, has lived an exceptionally long life, it appears that he too is mortal and eventually passes away at the ripe age of 100. The people are of course saddened by his loss but when going through his things they find a series of tablets detailing all of his findings as well as insight for things that can be improved upon in the future. The people treasure these chronicles and give them an honored place alongside the Chonicles of Ataninnuaq. Add the Chronicles of Tabukvik to your Other tab.

>>49907

The Trojans sound the call for recruitment and the people answer! Though not as many as the King of Troya might like the multiple barracks do help improve turnout. Gain 250 troops.

As the people of Perga begin constructing the pastures of Perga the ground shakes violently and the foundations of weaker buildings, including the construction site, are toppled, killing many. Still, it appears Perga has avoided the worst of the damage..lose 600 population.

This is because the worst of the quake has struck in the town of Percote! The great earthquake, which seems to have shaken almost everything on Anatolia, is strong enough to open a great fissure in the center of Percote, swallowing a large chunk of the city as well as toppling buildings and claiming the lives of many people. It is a great disaster indeed! Lose 1500 population, lose 3 happiness, and add the (damaged) tag to the Temple of Poseidon (lose 1 happiness until repaired), the paved roads (lose 1 happiness until repaired) and the lumberyard (lose 1 wood resource until repaired).

Despite all the chaos the Trojan smiths are able to perfect a new shield using metal frames to support the shield’s frame and give it extra stability to absorb greater blows. A small victory in a time of hardship but a victory nonetheless. Change Shields I to Shields II (Metal-framed shields) and change troop strength to +19 to combat rolls for every 100 troops.

>>49908

The Elsasser once more venture into the earth and carve out a great chamber with which to fill with their history, a pitch black room where only the Elsasser could appreciate the true majesty of which lies within the darkness. They fill the great chamber with all sorts of historical items and there’s still plenty of space to fill it with things to come. Gain the Hall of History (Elsass) building, gain 1 happiness token and gain 1 favor.

Samson also gets to training more troops to defend Elsass, and 200 fresh and bright-eyed troops are raised to protect the homeland from any who would seek to harm it. Gain 200 troops.

Lastly the people try to uncover the secrets of new medicine, even beseeching their lord Mantus for assistance, but unfortunately they come up empty-handed, Lord Mantus being oddly absent from the caverns when Julius makes his visit. Perhaps he will return and share some insight later, but for now the Elsasser are on their own and don’t seem to be getting anywhere.

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562496 No.50131

>>49909

In response to the ever-looming threat of the desert raiders more and more citizens take arms and join the fight against the bandit swine. Gain 200 troops and 1 favor.

Baal Haamon answers the call of the Qarthakians and grants them a mystical orb of green light that explodes with a bright yet harmless blast over the cattle of the Qarthakians. Before long people try to ride the bulls, and they find that the once impossible bulls are tame as a horse and can be ridden with ease! The bulls’ sharp horns and powerful charges will indeed come in handy in times of war. Add Minor Bulls of Baal Haamon (3) to your spells list and change cows to Bulls of Baal Haamon. Lose 3 favor. Change troop strength to +11 for every 100 troops.

With their new gift to inspire them, the Qarthakians have no trouble learning how to ride their new bulls, gaining a unique riding and fighting style fitting of their great and mighty god. Gain the Qarthakian Mounted Combat I tech and change combat strength to +13 for every 100 troops.

>>49910

The Republic calls for more troops, and the Roman citizens answer! From the North, the South and all over people join the armies of Mighty Roma. Gain 350 troops.

Finally progress continues on the Great Colosseum as the workers are blessed with fair weather and take the opportunity to lay great quantities of Pozzuoli, covering the framework and forming the walls of the great Colosseum. It won’t be long now until the great colosseum reaches its final completion! Change Great Colosseum Foundation and Framework to Great Colosseum Foundation, Framework and Walls.

Far away from home the Romans work on building roads wherever they go, and before long mighty Roma is left with what can be easily said to be the greatest road network in all of Europa. Indeed, all roads lead to Rome, and the soldiers can indeed be proud of what they’ve accomplished today. Gain the Legendary Roman Roads (Roma - Florentia - Naples), gain 3 happiness tokens and gain 1 favor (Note: Because the roads are legendary new roads will be automatically built to all new cities!)

The people heed the call of the Republic and move eastward to establish a brand new outpost by the name of Lacus Veneta in the new eastern lands. This new outpost is still but an outpost and not a great and mighty city like the City of Seven Hills from whence the people came, but its key position in the lands of Cisalpina bring the fledgling outpost great promise, if the Romans decide to invest further in it. Add Lacus Veneta (outpost) to your outposts/towns/cities tab and change population growth to 3.5%.

>>49913

The Wallachian siege inventors have come up with a new discovery! A stone thrower that can throw mighty wall-shattering boulders from a distance! Though the design is simple and not quite as accurate or long-ranged as the inventors might like it is nonetheless a great start. Change Siege Weapons II to Siege Weapons III (Siege ladders, battering rams, catapults) and change troop strength to +15 for every 100 troops.

The Wallachians also manage to improve their knowledge of military training further, adding many new successful methods and practices to their regimes. Change Military Training IV to Military Training V and change troop strength to +16 for every 100 troops.

Lastly the Wallachians embark on a truly epic monument to Yeshua, the mighty Hanging Gardens of Yeshua, truly an epic construction project that may even be called a great wonder of the world when finished, but sadly the people are confused as to just how the mighty building should be built. Some say there should be a great statue in the middle, while others say it’ll just get in the way of the gardens. The disputes drag on and unfortunately nothing gets done.

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562496 No.50132

>>49917

Another day, another argument about bow design…this time there’s a camp that’s saying that the bows are good enough as they are, and arguing that the troops don’t have the time to learn how to shoot a new bow all over again when the enemy’s breathing down the Mediterrans’ necks. There is much arguing and unrest from both sides over this new development. Lose 1 happiness.

However for all the fuss that the bowyers are making the amphibious assault training seems to be proceeding rather swimmingly. New innovations revolutionize the methods and make them even more effective than before. Change Mediterran Amphibious Assault Training II to Mediterran Amphibious Assault Training III and change troop strength to +18 to combat rolls for every 100 troops, +21 to combat rolls for every 100 elite troops and +14 to combat rolls for every 5 ships. Also gain 1 favor.

The Mediterrans also see the need for better arms, and their tridents are refined into a less clumsy and more deadly design, much to the delight of the soldiers. Change Spears III to Spears IV (Iron Tridents) and change troop strength to +19 to combat rolls for every 100 troops and +22 to combat rolls for every 100 elite troops. Also gain 1 favor.

Sadly however the people just don’t have the time for inventing new military training methods when they’re too busy with war preparations and helping out with other projects. They’ll have to try again later.

>>49919

The Prussians embrace their new goddess heartily and build unto her a great temple where the dead can be remembered in her name and worship to Saule could be done as well. It’s a great hit, and the people flock to the temples to engage in solemn remembrance and joyful and passionate worship alike when each is appropriate. Gain the Temple of Saule (Konigsberg) building, gain 1 happiness and gain 1 favor.

The expansion efforts once more prove fruitful, and four new southern territories lie firmly under Prussian control. Gain 4 territories.

>You can only build one building per city, also unless they’re things like roads and stuff connecting cities you can only build things in cities

The Prussians invest in building small stone fortlike buildings in which troops gather to be sent to the capital in a network surrounding the city which they call the “Canton System”. This new advancement will allow the Prussians to have a solid recruitment network and bring even more soldiers into the folds of the Prussian army. More will have to be established to cover other cities once they’re built but this is a fine start indeed. Gain the Canton Posts (Konigsberg) building.

Lastly the Prussians invent a new form of armor using small metal plates linked together with sturdy chains of metal. This new armor, which they call “lamellar” armor, will serve the Prussians well indeed in their coming military struggles. Change Armor II to Armor III (Lamellar armor) and change military strength to +17 to combat rolls per 100 troops.

Perkunas gives a disgruntled snort as he abruptly takes his leave from the world of dreams, leaving the elated sun goddess Saule in his place. “Ah, excellent that you have seen the light. Now, to start I’ll ask that you show me your craftsmanship and construct great buildings for the benefit of all. Doing so will show your civilization’s might to the world and undoubtedly make it a better place as well. Do this and I shall lend you some of my power.” Add Saule (Fire, plants, life, protection) (Extra favor condition: Build or upgrade buildings) to your Divine Favor tab

>While the Prussian explorers are busy scouting out the southern lands they spot another people further to the south! These people are a strong and valiant people, with a culture based heavily around horses and horseriding. They are excellent fabric makers as well, discovering the many uses of the green-leafed hemp plant’s fibers and have a strong military tradition based around their mighty cavalry as well. They have also recently started worshipping a warrior god named Svetovid. Will these people, who call themselves the Ludzie Konia, be friend or foe?

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562496 No.50133

>>49920

>not sure what happened here but I’m using the first 3 actions because 3 dice

The Lietuvans are angered by the leaders’ insistence to go expand in the face of danger and refuse to leave the city in protest. Maybe try again sometime? Lose 1 happiness.

Despite their failures to expand the Lietuvans do develop new forges, exemplary forges unique to the Lietuvan people. With these forges the Lietuvans are able to smelt much more efficiently and will have much less difficulty with projects involving metallurgy. Change Forges I to Lietuvan Forges II.

>>49921

The Han take the initiative given to them and expand upriver in search of green pastures along a large and flowing river, claiming 5 new territories as their own. The people wonder what possibilities these new lands may hold. Gain 5 territories and 1 favor.

Unfortunately the river currents are unexpectedly swift in spots and the river barges sink quickly as it’s clear that these designs aren’t up to the task. Luckily no one is hurt but the shipbuilders will have to try again.

However the Han are able to make grounds with surveying, finding methods to get their task done quicker and easier and thus streamlining the process allowing for more territory to be claimed in less time. Change Surveying I to Surveying II.

The Han also do the same with their architecture styles, making the process much easier along with making their buildings stronger and more sturdy to boot. With this the Han will be able to build swiftly and efficiently. Change Architecture II to Architecture III.

>>49927

The Cogotasi manage to give an expert scouting of Gorgothas’s forces, expertly infiltrating within the camp itself under the guise of fellow defectors. This allows them to see many details that ordinary scouts would not see, and most of the news they bring is rather disturbing. With the rebel army combined with the Mauri mercenaries the total enemy force totals over 1,000 troops strong with some of the finest Cogotan and Mauri weapons available. This will be no easy feat, but fortunately the scouts are able to find something else…observing the training regimens of the Gorgothan troops they notice many similar patterns…these Gorgothan troops have largely adopted Mauri fighting tactics, which is great news for the Cogotans because the Cogotans know these techniques well and have many ways of countering them. Gain +1 to combat rolls for every 100 troops when fighting Mauri because of this.

However attempts to train more troops quickly go sour as the Gorgothan propaganda machine has been going strong and the new recruits are influenced by Gorgothan rhetoric, being promised wealth, fame and glory for serving Gorgothas and crushing his enemies. Much of the population is influenced as well, creating a bit of a fiasco for the young Cogotan chieftain to clean up. Lose 360 population.

Despite the propaganda the memorial is nonetheless a great success, with countless true Cogotasi attending to mourn their beloved chieftain and give hope to the young new chieftain that no matter what happens his people are with him. Gain 1 happiness.

>The Cogotan scouts report trading vessels to the south of Adros! Hailing from across the sea, these people, calling themselves the “Moors” are cousins of the Mauri but instead of violence and warfare these people prefer to focus on trade. They have a proud seafaring tradition and their cavalry isn’t to be underestimated either as they ride into battle on horses and desert camels alike. What will you make of these new people?

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562496 No.50134

>>49928

The people of the Nile build some fine ships indeed for the purposes of fishing and gathering much needed food for the people. The new fish will be a great and nutritious addition to the foodstores stemming the tides of famine, at least for now. Gain the Fishing Fleet (Rhakotis) building change Fish to Fish+ and change food production to 23,000.

The scouts are sent out but they return empty-handed, there’s no sign of the Sphinx around, any footprints or trails or anything quickly being covered by the shifting desert sands. They’ll have to try again if they want to get anywhere.

Likewise the people have trouble taming any new livestock, or farming any livestock for that matter. They’ll need to figure out another approach to this whole thing to have any luck with it.

The new catapult is ready, but it turns out that it’s worse than the ones before, and the people find this out the hard way when it sends a rock wildly off-target and into several buildings. The rock shoots through the buildings, collapsing some and causing fires as well which kill many. Lose 1400 population.

>>49935

This time the people try again to expand and do so successfully, claiming much of the Peloponnesian Peninsula and gaining a solid foothold in the area. There’s even a good spot for a second city in the southeasternmost corner of the new lands if they wish to. Gain 5 territories.

Seeing the need for more food the people of Lakedaimon decide to build new sheep pens in their capital city of Sparta so that they may reap the benefits of increased sheep and wool production. With this they’ll be able to feed the people much easier. Gain the Sheep Pens (Sparta) building, change the sheep food resource to sheep+ and change food production to 16,000.

The new policy of land grants and raises for the freemen does wonders to appease the people and improve morale, so much so that a statue is built by a local craftsman to honor the one who proposed the idea. The statue sits proudly in the center of Sparta for all to see, a wonderful present to the leadership of Lakedaimon for all to see. Gain Statue of <insert person here> and gain 2 happiness.

>>49961

The Francisians hear of good land along the coasts to the north and move to take them, obtaining many prime territories and many potential good spots for cities in the process. Gain 5 territories.

The Francisians think on their past failures with crop rotation and are able to come up with a suitable solution to the problems they encountered. With a little more thought they’ve perfected a basic system for crop rotation that’ll allow them to get much more out of their foods! Gain the Crop Rotation I tech and change food production to 19,500.

The disease problem seems to be much less with the advent of bathing, as people make the process of cleansing themselves a daily habit. They also smell better and are more attractive, boosting the birthrate and leading to more Francisian babies being born. Gain the Hygeine I tech and change population growth to 3.5%.

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562496 No.50135

>>50007

The Elysians manage to spread out further southwards, claiming many excellent territories along the Aegean Sea for themselves. Gain 4 territories.

>keep track of troop strength on your sheet, right now it’s +13 for every 100 troops

The Elysians also recruit for themselves 300 bright-eyed and capable men to serve in the army as honored protectors of Elysia. Indeed they will come in handy in defending the lands against all who would dare wish them harm. Gain 300 troops.

However the military training brings disaster, apparently the Elysians found a bit of a madman said to be “a great teacher” to drill the new recruits, however apparently he did more beating than teaching and the troops eventually turn on their new tutor and kick him out after it all becomes too much. The military leadership agrees with the decision but the damage has already been done and troop morale has been lowered quite a bit. Lose 1 happiness.

>>50011

Though admittedly a massive undertaking the Kremlin Fortress is eventually underway. Though it is but a simple foundation for now, when the Kremlin is completed it will undoubtedly provide excellent defenses and secure the city of Moskva well from those who would dare invade. Gain the Kremlin Fortress Foundation (Moskva) building.

In addition to the Kremlin Fortress another massive undertaking is underway - the Church of St. Basil. Though this will also be slow, the designs for the building are great indeed and it will likely be a great wonder of the world when completed. Gain the Church of St. Basil Foundation (Moskva) building.

However despite the initial success of the two great projects the Tsar’s Academy construction meets resistance from the school workers and construction workers as well who argue that the building is already good enough as it is and there’s no need to build a better academy when the school is meeting the people’s demands fine enough as is. The arguments cause quite a bit of unrest and controversy in Moskva as many people are upset over it. Lose 2 happiness.

Likewise no city building is done, most builders are too busy with the two major projects going on to worry about anything else. Maybe later they might get other things done.

>>50018

>You have a surplus of food! Population growth is doubled while the surplus lasts. This started last turn but I forgot

While the people of Amiculum Bellum finally settle on a proper design they find that unfortunately the cow and animal hides they’ve collected make shoddy cloaks that fall apart and aren’t all that luxurious at all. Maybe if the people of Amiculum Bellum could find a suitable material to make fabric out of they could start making their cloaks…

The people are unfortunately not sure where to start, there are so many areas to consider when planning infrastructure that it’s only natural that even more arguments break out between the practical Bellumites and the artistic Amiculans over what to prioritize. Lose 1 happiness.

Despite their failures the people of Amiculum Bellum have found one thing that they excel at, and that is their armorcraft. This time, they decide to work on their shields, perfecting a new sleek design that turns away weapons and blocks arrows with ease. The new shields, along with the armor, become a cultural symbol of Amiculum Bellum and a symbol of Amiculum Bellum’s military might for all to see. Change Shields I to Amiculum Bellum Shields II.

NEWS: As Borbograd has been dormant for 3 turns it has officially been NPC’d.

Babylon gets one make-up turn (please post as separate turns)

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562496 No.50136

File: 21ed5c37845a29c⋯.jpg (70.38 KB,720x473,720:473,shango.jpg)

File: bff5f9870365362⋯.jpg (22.78 KB,260x349,260:349,ashiakle.jpg)

>>49902

The leader of the Moors tosses and turns in his sleep on a cold desert night as the whispers he has been hearing lately grow stronger and stronger before materializing into two distinct shapes. The first is that of a mighty dark-skinned warrior whose body ripples with vitality and the crackle of lightning. “I am Shango, mighty god of storms. I am the raging heat of the wildfire, the howling wind of the tempest. Join me and I shall give you dominion over these things, but be warned that I do not accept the weak into my fold. However should you prove yourselves worthy you shall have the power to rule the world.” (Domains available: Fire, animals, storms, war)

The other form is quite distinct from the warrior, a beautiful equally dark-skinned female form with her mighty lion by her side. She bears a great oyster with the most beautiful and valuable pearl inside that the leader had ever laid eyes upon and the sounds of the sea can be heard emanating from her. “Do not listen to him, unless you wish a path of aimless bloodshed. I too will help you grow successful, but you need not swing your blade constantly to do so. I am the one called Ashiakle, Lady of Wealth and guardian of the seas. Join me and I shall grant you prosperity and wealth untold.” (Domains available: Water, wealth, plants, life)

Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?

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562496 No.50137

File: 0690652d8efe275⋯.jpg (18.58 KB,240x214,120:107,927b671ef986a5e4b555c7d87a….jpg)

File: 3381da4b694f47e⋯.jpg (19.51 KB,236x353,236:353,bf77f386b692284ee5e0a94946….jpg)

>>49920

On a cold winter night the whispers in the dreams of the Lietuvan king grow ever louder, until finally they crescendo and from the mists of the mind steps two figures. The first is a man, a proud-looking man riding a strong and hardy divine steed. As he walks, plantlife grows from his footsteps and the plants of the dreamworld droop down as if bowing to him. “Greetings mortals, you have been good caretakers of the earth thus far. I am the one named Cerklicing, long have I guarded these and many other fields around this area, protecting them from harm. I can do the same for you, and grant you my strength as well, bringing you prosperity beyond your wildest dreams, but not just everyone can partake in such boons, I will need to see if you’re worthy of these things first. So what say you then? Are you willing to take the first step on the road to glory?” (Domains available: Earth, plants, animals, protection)

Then the second figure steps forward, a women with hair ablaze in bright orange flames, who radiates heat and leaves naught but soot in her wake. “Do not be tempted by such honeyed words. Yes, the foolish farmer does have power, but his is nothing compared to mine. Why just grow things when you can make all before you tremble before your mighty flames? I am Gabija, the Lady of the Purifying Flame, and with my flame I will set you on the path to greatness…if you feel up to the task, that is…” (Domains available: Fire, life, metals, war)

Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?

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562496 No.50138

File: cc4107e1604ce01⋯.jpg (659.31 KB,1000x1000,1:1,Ares1.jpg)

File: 6c80e9f0842a985⋯.jpg (53.31 KB,400x592,25:37,cdb9ff291680a0e086ef5b6320….jpg)

>>49935

On a cool autumn night the Spartiate leaders hear the whispers once more, growing louder and louder before eventually the source of the whispers make themselves evident. Two mighty figures step forward from the mists of the subconscious. The first is a great and feared warrior, an embodiment of war itself with sword and spear in hand. “I am Ares, and I am here to teach you how to truly wage war, although my services do not come cheap. Together, we may bring all of the world under our heels, but not before you can truly show me the your worth.” (Domains available: Fire, war, strength, metal)

The second figure is an equally mighty warrior with a great bow in hand and a massive wolf following behind her. “Do not be so hasty with your choice, mortal, as there are other ways to find strength as well. I am Artemis, Goddess of the Hunt, and with me you will always find your prey for I shall lend to you my great and mighty powers. However nothing is free, and I will expect you to prove your worth before I entrust you with such mighty abilities.” (Domains available: Air, earth, plants, animals)

Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?

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562496 No.50139

File: 608e9cd8bad55f7⋯.jpg (86.67 KB,632x1024,79:128,img_a66e29bb5c88dafaf42c0f….jpg)

File: 9fc56f3d6605621⋯.jpg (75.43 KB,566x720,283:360,Hades-Pluto-Greek-God-Art-….jpg)

On a blustery spring night the mystery of the whispers that the people have been hearing is finally revealed as the owners of the whispers make themselves apparent. Two figures step from the shadows of the mind and into the light to greet the leaders of Elysia in their sleep.

The first is a mighty warrior goddess with spear in hand and wise owl in the other. From her emanates an aura of strength and power yet appears to be somehow solemn and contemplative at the same time. “Greetings mortals, my name is Athena, and I am the goddess of heroes, strategy, law and wisdom. I will show you the path to supreme victory, but only if you can prove that you have what it takes to achieve such a lofty goal. Would you accept my proposal and begin the journey to greatness, or refuse and reject such awesome power? (Domains available: Air, strength, protection, life)

The second is an intimidating man clad in tattered robes and ancient, faded regalia. He radiates a terrifying power from his pale, gaunt body and he smells of an odd mixture of embalming oils, the earth and the dead. “Are you really going to waste your time like that? Sure, that is one way to power but I can grant you so much more…wealth beyond your wildest dreams and the power of the underworld itself. I am Hades, the lord of the dead and master of all which lies beneath the earth. I would be happy to share my wealth with you and my power as well, but you’ll have to uphold your end of the deal as well. What do you say? (Domains available: Earth, wealth, metals, darkness)

Both deities seem eager to help, but the gods are fickle and jealous beings and one may only serve one master. What god will you choose?

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562496 No.50140

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562496 No.50141

File: ac261c4bcf1dcfd⋯.jpg (92.62 KB,593x720,593:720,Ares_Mars_Greek_God_Art_04….jpg)

File: 618f41f821b273b⋯.jpg (574.64 KB,1331x1600,1331:1600,michael-parkes-venus_1331x….jpg)

>>50018

On a bitterly cold Winter night, the twin kings of Amiculum Bellum toss and turn under their covers as they are revisited by the whispers, which grow in intensity before finally culminating in the appearance of but a single form, though it seems there is more to this form than meets the eye. Indeed, it appears as though this form is an amalgamation of two forms, switching in appearance between a hardened and mighty warrior, the most skilled the twin kings have ever seen and the most beautiful woman the two have ever seen. These forms, distinct yet oddly still one being, reach out to the leaders and offer their assistance. The male form is the first to speak. “Greetings noble mortals, I am the one known as Mars, Lord of War. I will lead you to strength, though my divine essence has been fused with this…other half…I will assure you that I have not lost an ounce of my strength, and by following me you will find strength unparalleled.” The form then suddenly switches to the female form. “And I am Venus, the Mistress of love, fertility, creativity and inspiration. Follow us and we will both lead you to greatness. What do you say? Show your devotion to us and we will make you mighty.” (Domains available: Fire, war, water, life)

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562496 No.50142

File: 66d3217f79422e2⋯.png (5.58 MB,1673x1166,1673:1166,start.png)

>>49901

>>49906

GOTLAND COMBAT ROLL: 30 + 100 + 40 x 1.3 = 221

SKRAEL COMBAT ROLL: 63 + 35 = 98

ZOMBIES’ COMBAT ROLL: 11 + 88 x 1.2 = 119

With the aid of mighty Magni wiping up the rest of the zombies proves to be child’s play, the zombie getting blown around like paper and incinerated left and right by lightning. That’s not to discount the efforts of the brave Skraeli and Gotlander soldiers, as they definitely played their roles in mopping up the zombie hordes. The day belongs to the Skraeli and Gotlanders, though now they have a daunting task ahead of them…dividing up the spoils of Old Helheim that the zombies have left behind!

UP FOR NEGOTIATION:

Helheim (City) - will boost population growth by 1.5%

-Fisheries (damaged)

-Stone Walls (damaged)

-Extra Housing (damaged)

-Temple of Hel (damaged)

1,000 old Helheim survivors

4 territories

The following resources: Wheat, potatoes, onions, cows, fish, broccoli, silver

Spoils will be given once a suitable compromise between the two victor nations has been reached, or if one party seizes one or all of the spoils as their own.

Gotland and Skrael both lose 5 troops each.

MAGNI HEALTH: 100%

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324003 No.50143

Dice rollRolled 5, 94, 65, 97 = 261 (4d100)

>>50131

Nation Name: Wallachia

Color: Dark-Red/ Burgundy

Fluff: Wallachia could not stand without war. She wars for independence from distant and foolish sovereignty. She wars to be free from foreign overlord. Her heroes are soaked in the cruelties they performed on their enemies like the hands of a maddened butcher. The greatest battle to be fought was the Night Attack at Târgovişte where the greatest hero of Wallachia, Vlad III The Impaler, slew thousands and burned the dreams of would-be conquerors. Having outmaneuvered or outlasted those that would shackle her, Wallachia now stands free and royal. Memory of success turns into history and patriotism. Defenders of Wallachia ever hope to emulate the heroes of old.To become a figure of inspiration to their countrymen and Void Bringer incarnate to invaders.

Wallachia's successes endure thanks to the centrality of militarism in all aspects of Wallachian life and the incentivisation of war in elite competition. Access to the black sea and its prominent trade centers means merchant culture has every opportunity to enrich our people alongside military expansionism. While invaders and their peoples are treated to either public execution or slavery. The lands brought to heel by the Wallachian elite are subject to considerably lenient policies by comparison. Rebellions are best dealt with by public execution of the leadership and their families. The surest rise to prominence for the common man is through war, trade and providence in support of Wallachia.

>Population:

11,293 (1050 SA)

>Food production:

14,500 (13,395 in use)

>Population growth:

1.75%

>Hunger:

None

>Territory:

12

>Outposts/towns/cities:

Curtea de Danube (capital)

>Happiness:

9

>Technologies:

Bronze-working, Iron-working, Animal Husbandry III, Farming II, Forges II, Military Training V (Officer training), Mounted Combat I, Swords I, Armor I, Wallachian Mathematics III, Wallachian Currency, Code of Laws I, Medicine I, Masonry I, Wallachian Architecture II, Engineering I, Wallachian Shields II, Siege Weapons III (Siege ladders, battering rams, catapults), Unarmed Combat I (Pankration)

>Buildings:

The Court over Danube (Named Capital Building)

Orphanage (Curtea de Danube)

College of Curtea de Danube

Extra Housing (Curtea de Danube)

Barracks (Curtea de Danube)

Stone Walls (Curtea de Danube)

Wheat farms (Curtea de Danube)

Wallachian Remodeled First Church of Yeshua (Curtea de Danube)

Iron Mine (Curtea de Danube)

>Standing Army:(1050) +16 for every 100 troops.

500 Wallachian Swordsmen

500 Wallachian Horsemen

25 Wallachian Engineers

25 Wallachian Officers

>Resources:

Food: Wheat+, carrots, garlic, cows, pigs, horses

Luxury: Furs

Industrial: Copper, tin, wood, stone, iron+

>Magic:

Shield of Yeshua (+2 TS for one turn/battle, 2 turn cool 0/2)

>Divine Favor:

Yeshua, Lord of Hosts.

(Water, life, protection, light) - 5

1 Train the standing army into an elite core with Military Training V. +5.The First Banner of Wallachia, The Righteous Force. A thousand men and 50 officers and engineers ready to lead them. They are the best of the best of the best. And they have Yeshua on their side.

2 Expand. +5

3 Research Siege IV. +5. Perhaps we can put our engineering to use in undermining an enemy's walls.

+Wallachian Mathematics III

+Engineering I

+College of Curtea de Danube

4 Hanging Garden of Yeshua +5

+Wallachian Mathematics III

+Engineering I

+Masonry I

+Wallachian Architecture II

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7e884e No.50144

>>50142

Skraeli shall get 200 population, Silver and Fish

Gotland will take the Rest

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324003 No.50145

>>50143

+201 population*

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8a3a7f No.50146

>>50142

>>50144

The Skraeli agree with their payment in food and precious metals and are grateful to the Gotlanders for letting the survivors choose their destiny.

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9cc943 No.50147

Dice rollRolled 18, 94 = 112 (2d100)

>>50129

AISEIRIGH

Population: 17,108

Food production: 21,750

Population growth: 4

Hunger:

Territory:

60

Outposts/towns/cities:

Loch Iarainn (Capital), Achaidh (City), Leicester (City)

Happiness: 2 (Slightly Happy) (+Basic Dyemaking, +Wool Cloth, +Clothes, +Down-stuffed Clothes +Sapphire, +Shrines)

>Technologies:

Ironworking, Animal Husbandry II, Farming III, Dyemaking II, Military Training III, Spears III (Spears, Javelins), Clothing II (Down-Stuffed Clothing), Pottery I, Surveying II, Forges II, Shipbuilding III (Aiseirigh Triermes), Bows II (Fire Arrows)

>Buildings:

Loch Iarainn: Talla àrd (Capitol), Bronzeworks, Warrior's Lodge, Forge-Shrine, Farms, Harbor

Achaidh: Wheat Farms, Potato Farms, Forge Shrine, Sheep Farms

Leicester: Potato Farm, Cabbage Farm, Sheep Farm, Wheat Farm, Carrot Farm

Standing Army: 550 Shortswords, 697 Spearbrothers, 400 Archers. (+14 for every 100)

Navy: 30 War Galleys [+11 for every 5], 50 Elite War Galleys (+14 to combat for every 5 elite ships)

Resources:

Food: Wheat++, potatoes, sheep++++, Cabbage+, Chickens, Aiseirigh Potatoes+, Carrots

Luxury: Dyes (from Basic Dyemaking), Wool++++, Cloth

Industrial: Copper+, Tin+, Wood, Clay, Aiseirigh Iron

Magic:

Divine Favor: 5, Brigid: Fire, Metals, Life, Strength. Favor Condition: Recruiting Troops/Ships

The news of freakish, feathered raiders to the West was unsettling– moreso the reveal that they had already been stealing away citizens during the nights, dragging them off into slavery. And the final straw upon the sheep's back– their demands of food and capitulation! The nerve– nay– the AUDACITY of these creatures incensed the petty kings of the Aiserigh Assembly, who had gathered within Talla-ard to discuss the news.

"This is an AFFRONT!" roared King MacDanagauh, slamming his fists atop the longtable. "They dare steal our kin?!? They dare slaughter our men?!? This will not stand!"

"It SHALL not stand!" cried King Reid, fist flying into the air, looking with outrage to his countrymen. "We shall not meet this insolence with cowardice! We will not bow to these feathered freaks!"

"No true man born to the Aiseirigh would disagree," croaked old King Woad, who was much respected for his age and his wisdom but also for the battle prowess of himself and his eight sons. "And when our people hear of these things in full, one word will be on their lips. War. And we will GIVE them war! They shall know NOTHING but war! Let them understand the depths of their folly when they are bent and bleeding beneath our swords and spears! Let us SLAUGHTER them like lame sheep! To war, my kinsmen! War! WAR!"

Bellows and chants of "WAR" rung up and down Loch Iarainn, and in due time, the forces of the Aiseirigh were on the march.

1. Recruit more soldiers for the coming offensive. Our people yearn for vengeance; they will have it. +[Warrior's Hall].

2. Move our ships into position to blockade the crow-folk's hovel of a port while our army prepares to bridge the channel between the two islands and make landfall. This should also keep them from razing the nearby coasts.

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5dee38 No.50148

Dice rollRolled 71, 11, 93 = 175 (3d100)

>>50133

>Nation name: Cogotas

>Color: Gold

>Fluff: The Cogotasi are a strange yet industrious people. Natives to the central region of the Iberian peninsula they have lived and grown away from most of the strife and conflict caused by the gods and their proxies. Predominantly a herder people, having more cattle herders than farmers. They are known to the neighboring tribes for their black pottery, strange animal statues watching over their cattle fields, and necropolis. Since no god has approached them yet they believe in spirits of nature, animals, and people and seek to deal with or control them into doing what they desire. Now with the rise of a new warlord they seek to extend their dominance to those around them as well.

>Population:

13,296

>Food production:

15,000

>Population growth:

2.75%

>Hunger:

None

>Territory:

16

>Outposts/towns/cities:

Cogotas (capitol city)

Vindras (outpost)

Adros (Outpost) (Southern shore)

>Happiness:

-1 (Content)

>Technologies:

Bronzeworking, Ironworking, Forges I, Animal Husbandry III, Farming I, Cogotan Pottery I, Spears I (Iron spears), Mounted Combat I, Medicine I, Armor I (Iron), Religion I (Bandua), Military Training I, Bows I, Shipbuilding I (Rowboats), Tactics I

>Buildings:

Warchief's Hold

Extra Housing (Cogotas)

Sheep Farms (Cogotas)

Wheat Farms (Cogotas)

Temple of Bandua (Cogotas)

Harbor (Adros)

>Standing Army:

345 Cogotasi Horsemen (+11 to combat for every 100 troops) (+1 vs Gorgothian troops)

>Resources:

Food: Wheat++, grapes, carrots, cows, sheep+, horses

Luxury: Silver, Marble, Emeralds

Industrial: Copper, tin, iron

>Magic:

Minor Shape Metal

>Divine Favor:

Bandua (Fire, War, Air, Minerals) - 0

Unless they come to talk to us they can be dealt with later.

1. Create our own propaganda, decrying those that follow Gorgoth as cowards for hiring mercenaries instead of fighting as real men., and traitors willing to destroy all the Cogotasi have built for their own gain.

2. Recruit more horsemen. We will need more soldiers to fight. There must be some men loyal out there.

3. Have the blacksmiths work on creating armor for the horses. Make sure it is light enough to allow them to continue moving with minimal loss of speed and maneuverability, yet sturdy enough to deflect blows from a spear or arrow.

+Iron Working

+Forges I

+Armor I (Iron)

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562496 No.50149

>>50142

>>50144

>>50146

An accord has been reached!

SKRAEL

Gain 200 population

Gain the Silver luxury resource and 1 happiness

Change Fish+ to Fish++ and change food production to 27,000

GOTLAND:

Add Helheim (city) to your outposts/towns/cities tab and change population growth to 4.75%.

Gain 800 population

Gain the Fisheries (damaged), Stone Walls (damaged), Extra Housing (damaged) and Temple of Hel (damaged) buildings.

Gain 4 territories

Change Wheat to Wheat+, change Fish to Fish+, change Potatoes to Potatoes+, change Cows to Cows+, gain the Broccoli food resource, change Onions to Onions+ and change food production to 23,000.

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a71a59 No.50151

>>50130

TROYA

>Population:

13,606

>Food Production

19,250

>Population growth:

4.5%

>Hunger:

>Territory:

30

>Outposts/towns/cities:

Troy (City)

Rhodes (City)

Percote (outpost)

Perga (Village)

>Happiness:

1(3)

>Technologies:

Industrial: Ironworking, Bronzeworking, Masonry II, Shipbuilding IV (Quadriremes), Pickaxes I (Bronze), Slavery I, Forges II, Metallurgy I, Architecture I

Military: Armor II (Leather, Iron), Exotic Weapons I (Nets), Blunt Weapons I (metal-ringed clubs), Slings I, Shields II (Metal-framed shields), Trojan Mounted Combat I, Spears I (Dories), Horse Equipment I

Economic and Agriculture: Animal Husbandry I, Farming III, Pottery I, Selective Breeding II, Fishing I (Nets), Mills I (Animal-powered), Slavery I

Infrastructure and Education: Roads I, Trojan Alphabet, Caste System I, Code of Laws I, Religion I (Poseidon), Magical Training I, Slavery I, Trojan Clothing I, Surveying I, Hygeine I (Bathhouses)

>Buildings:

Troy:

The Forum of Troy, Pearl Adornments (Poseidon), Paved Roads, Stone Statue of Poseidon, Barracks, Legendary Trojan Harbour, Temple of Poseidon, Improved Trojan Metalworks , Trojan Iron Mine, Fishing Fleet (Mobile), Stables, Private Schools

Rhodes:

Gold Mine, Grand Temple of Poseidon, Fortress-Barracks, Trojan Harbor, Military Command Post

Percote:

Temple of Poseidon(Damaged), Paved Roads(Damaged), Lumberyard(Damaged), Grape Farm

Perga:

Temple of Poseidon

>Standing Army:

500 Trojan Light Hoplites (+19 for every 100), 55 Trojan Armoured Net Militia (+19 for every 100), 310 Trojan Armoured Clubmen (+19 for every 100), 100 Chariots (+19 for every 50), 250 Slingers (+19 for every 100)

56 Quadriremes (+10 for every 5)

>Resources:

Food: Shellfish, Wheat+, Trojan Cows, Fish+, Sheep, Flour, Grapes+, Onions+

Luxury: Pearls, Gold

Industrial: Copper, Tin, Wood, Rope, Stone, Leather, Trojan Horses, Trojan Iron+

>Magic:

Minor Rainstorm (+1000 food production for 3 turns when cast, overuse will lead to flooding)

Control Animals (Gives a bonus to taming animals. In addition, you may use this spell to call upon a herd of wild animals (determined by roll) to fight for you (lasts for one turn, so use it right before you enter combat)

>Divine Favor:

Poseidon (Water, Storms, Animals, Life) - 7

1. The loss of life in Percote is tragic but also an opportunity, men will be sent into this fissure to see if the damage has revealed anything of value (we got survey tech let's use it) [Surveying I, Metallurgy I, Pickaxes I (Bronze)]

2. While we look to the future we must also deal with the present, the workers of Troya will go to Percote and begin repairs first to the Lumber Yard so that it's product may be put to replacing parts of damaged buildings (repair lumberyard) [Slavery I, Masonry II, Architecture I]

3. The Metalworks of Troy must be kept fired and working and as such a new task will be brought before them, Their workshops are vast and their hands are skilled but the equipment lacks a point of quality, the forges themselves must be improved to allow the fires to burn hotter and longer and to improve the longevity of the equipment (get that Forges III) [Pottery I, Forges II, Architecture I, Masonry II]

4. While the simple workers are put to the task of rebuilding the outpost of Percote our more skilled hands will turn to bringing our fleet up to par, we need speed and mobility and as such our ability to move must be improved, the fleet needs to be able to outpace our foes and as such our ability to turn needs to be made as simple as possible, some kind of object at the rear that through force of strength can be pushed against the tide to force a turn (I wanna invent the Rudder) [Shipbuilding IV, Legendary Trojan Harbour]

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a71a59 No.50152

Dice rollRolled 62, 85, 37, 9 = 193 (4d100)

>>50151

forgot muh dice

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800d8a No.50153

File: d8373774b647653⋯.png (154.62 KB,1199x512,1199:512,d8373774b647653d86a130baae….png)

Dice rollRolled 27, 63, 14, 38 = 142 (4d100)

>>50133

https://pastebin.com/TMLkKPAY

1. Build a new settlement to our northern territory, this will help with expansion. Surveying helps with selecting good choice ground for building.

Call it Wuhan

Tech:

Architecture III

Surveying II

Han Nationalism II

Optics I

Construction Tools I (Bronze)

Magic:

Minor Scrying (3)

Peacetime Soldierly Employ +5

2. Expand along the river some more, now with better surveying and better architecture.

Tech:

Architecture III

Surveying II

Han Nationalism II

Optics I

Construction Tools I (Bronze)

Magic:

Minor Scrying (3)

Peacetime Soldierly Employ +5

3. Try the river barges again

Tech:

Architecture III

Construction Tools I (Bronze)

Scholar Caste I

Education II

Xi Wangmu Academy

University (Xinyang)

4. Keep improving surveying.

Tech:

Surveying II

Scholar Caste I

Education II

Xi Wangmu Academy

University (Xinyang)

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8a3a7f No.50154

Dice rollRolled 63, 48, 27 = 138 (3d100)

>>50142

>Nation name: Skræl

>Color: Green

>Fluff: During the great cataclysm the native peoples of americas were quickly thrown into chaos and danger. great upheavals and migrations took place all over the continent as they tried to appease whatever god had gained control for the moment or were trying to flee the conflict outright. While the land slowly became the land of the dead many had begun to grow even more desperate and set out on the seas with primitive ships and with little navigation knowledge. Almost all died, but for the few that made it they reached greenland with those from Scandinavia who had already settled accepted them. Eventually even if they were small in number own their own, the sheer amount of different native groups reaching the land meant that they outnumbered the Scandinavians. Today, the current nation of skræl has homogenized ethnically, culturally, and linguistically with the original settlers forming core of all these things.

>Happiness:

9 (Ecstatic)

>Territory:

20

>Population:

26,582

>Population growth:

6%

>Food production:

30,000

>Hunger:

None

>Outposts/towns/cities:

Inuksuk(capital)

>Technologies:

Bronzeworking, Ironworking, Skraeli Metallurgy I, Armor III (Bronze Reinforced Bonescale), Trapping I, Clothing I (Wool), Animal Husbandry II, Farming I, Fishing X (Spear, Net, Clamdigging, Line, Cage), Shipbuilding VI (Quinquiremes), Carpentry I (Skræli longhouses), Medicine of Ataninnuaq V, Surgery II, Hygiene III (saunas, Toothpaste), Sewage I (Outhouses), Perfumes I, Skræli Alphabet, Music III (Throat Singing, drums, lyres), Philosophy I, Skraeli Navigation I

>Buildings:

Jarl's Longhouse, Superior Skraeli Warrior's Lodge, Inuksuk Forge, Harbor (Inuksuk)

>Standing Army:

546 Skraeli militia (+7 to combat for every 100)

110 War Quadriremes (+11 to combat rolls for every 5 ships).

>Resources:

Food: Wheat, fish++, Tuna, yaks, Sheep, Crabs, Lobster, Whales, Shellfish, Halibut, Clams

Luxury: Silver

Industrial: Copper, Iron (traded), tin, wood, Yak/Sheep Wool Cloth

>Magic:

None

>Hero Pantheon:

Ataninnuaq (+5 healthcare rolls) (Died at 100 yrs old)

Tabukvik (+5 to actions relating to boats and fishing) (Died at 100 yrs old)

>Other:

Chronicles of Ataninnuaq

Chronicles of Tabukvik

1. Improve Ships. While Tabukvik himself is not with us, he still has left a generation of shipwrights inspired by his teachings.

Ecstatic, Chronicles of Tabukvik, Carpentry I, Shipbuilding VI, Harbor (Inuksuk)

2. Build more ships. We have just received word from our scouts that the Aiseirigh were recently repelled from the second largest island. While we do not know much about these people, we do know that they have made an enemy they cannot hope to defeat alone as Aiseirigh cowardice demands a quick attack on those whom they perceive as too small to defend themselves. If we hope to add them to the coalition then we must rally up more ships.

Ecstatic, Chronicles of Tabukvik, Carpentry I, Shipbuilding VI, Harbor (Inuksuk)

3. Meet/defend the Irish. While our navy is prepared we know nothing of the people whose independence we are championing. While our navy protects the channel we will need to discuss about our common enemy and see if they are willing to join the coalition.

Ecstatic, Chronicles of Tabukvik, 110 War Quadriremes

Trade

1. After the crusade of Helheim both the Skraeli and Gotlanders found much to admire in one another. Gotlander combat prowess was legendary with their advanced training while the medicine of the Skraeli had saved many lives. It is only natural that such things would form the basis of future exchanges. Trade Medicine of Ataninnuaq for Gotland Military Training

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ac8f8f No.50155

File: fbf8cfef4975163⋯.jpg (9.93 KB,236x273,236:273,daf126dacaefed560389c41397….jpg)

File: afe0c0ab4c70103⋯.jpg (220.96 KB,397x595,397:595,horseman7.jpg)

>>50129

Nation name: Ludzie Konia

Color: Salmon

Fluff: Ludzie Konia (literally "Horse People") aren't truly one people at all, rather, they are a loose confederation of southern Poles and Northern Magyars, banded together under one king. They "united" only a few years ago due to pressure applied to them by the surrounding powers. Militarily, the Konia are renown for their cavalry, using what little infantry they do have to hold the enemy in place while their heavy cavalry flanks the enemy.

>Population:

10,600

+Food Surplus

>Food production:

16,000

>Population growth:

2%

>Hunger:

None

>Territory:

9

>Outposts/towns/cities:

<Jelenia Góra> (Capitol City)

>Happiness:

8

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry IV, Farming II, Medicine II, Forges II, Spears III, Armor I, Mounted Combat II, Military Training I, Bows II, Horse Equipment I (Saddles), Masonry I, Brewing I (Beer), Surveying II, Fishing I (Pole), Religion I, Clothmaking I (Konia Hemp Fabric)

>Buildings:

Pieskowa Skała (Capitol)

Extra Housing (<Jelenia Góra>)

Barracks (<Jelenia Góra>)

Stone Walls (<Jelenia Góra>)

Radish Farm (<Jelenia Góra>)

Stables (<Jelenia Góra>)

Forge (<Jelenia Góra>)

Tavern (<Jelenia Góra>)

Temple of Svetovid (<Jelenia Gora>)

>Standing Army:

None

>Resources:

Food: Wheat, Potatoes, Radishes+, Sheep, Chickens, Cows, Horses, Fish

Luxury: Silver, diamonds

Industrial: Copper, Tin, Wood, Stone, Iron, Hemp

>Magic:

>Divine Favor:

Svetovid (Earth, plants, fire, war) (Extra favor condition: Increase troop strength)

1/2. As our god has asked of us, so we shall do! Muster as many men as we can into our first standing army.

3. To cope with the influx of new soldiers, we will begin research into Metallurgy and the inner workings of metal itself!

4. Finally, we will look for a location to build a second town, Jelenia is beginning to get crowded with recent additions, both immigrants and newborns

+Surveying II

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ac8f8f No.50156

Dice rollRolled 6, 5, 70 = 81 (3d100)

>>50155

Whoops, strike that 4th point, I am very retarded

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e83537 No.50157

Dice rollRolled 48, 75, 43, 48 = 214 (4d100)

>Nation name: The Moors

(Self-explanatory, please pick something smart)

>Color: Ocean Blue/Light Blue

(Your color on the map, no black, white or grey please. Also see the terrain tab)

>Fluff: The Moors are a proud people, hailing from the desert lands they are relatively resilient. They are good camel breeders and are good with animal husbandry, they rely on it heavily to provide for their food, although farming is still present. They are excellent shipbuilders and also excellent traders.

(The characteristics and features that define your nation and make it special. Will be used to assign starting techs)

>Population:

10,816

>Food production:

17,500

>Population growth:

4%

>Hunger:

None

>Territory:

>Outposts/towns/cities:

<Al-Tarima> (City)

>Happiness:

5

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry V, Farming II, Medicine II, Forges I, Swords II, Shipbuilding IV, Armor I, Mining I, Masonry I, Moorish Currency, Bows I, Moorish Military Training I

>Buildings:

Player-named capitol building (The Great Edifice of Al-Taria)

Extra Housing (<Al-Tarima>)

Harbor (<Al-Tarima>)

Stone Walls (<Al-Tarima>)

Stables (<Al-Tarima>)

Salt Mine (<Al-Tarima>)

Camel Ranch (<Al-Tarima>)

>Standing Army:

Navy: 30 Quadriremes (+9 to Combat rolls for every 100 troops)

Army: 300 Mamlukes (+10 to combat rolls for every 100 troops)

>Resources:

Food: Wheat, dates, onions, goats, camels+, Horses, sheep, Cows++

Luxury: Gold, salt+, sapphires

Industrial: Copper, tin, wood, stone, iron

>Magic:

>Divine Favor:

Actions:

1. We shall start to expand into the territories around us, gain more land for our people to live in.

2. We will research Naval Training, to make our navy a force to be reckoned with on the high seas!

3. Construct more Quadriremes.

4. Continue to expand the ranks of our mamlukes.

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ac8f8f No.50158

File: 8d0c3d425aba2de⋯.png (440.94 KB,420x420,1:1,I EAT ASS.png)

Dice rollRolled 44 (1d100)

>>50155

>>50156

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c7c572 No.50159

File: aff349954cccbb1⋯.jpg (138.71 KB,589x777,589:777,1538026438539 (1).jpg)

Name: The Romans (Formerly Villanovans)

Color: Purple

>Fluff: Dwelling in what will eventually become central and Southern Italy, the Villanovan people are not of the land they currently dwell in, they have come south, from the mighty Danube in Greater Germanium, moving south until stopped at the mighty Tiber river, wherein a site most defensible and arable land had been found. From a small gathering of tents grew into a small city on the seven hills, and out from it came a people hungry for more, like wolves in their hunger. They used bronze tools, like most of the people of the era, but unlike the others around them they burn their dead, keeping them in sacred urns. Their government is the true strength of their people, a federated system were a senate made of the most wealthy and individual man from the head of each tribe meet to decide the course of the people and the current leader, or "Consul" for the period. In times of extreme need all power is handed over to a Dictator, who rules absolutely, and once said time having passed returns his laurel and becomes just another man. Their man source of income and industry are chiefly Agro-Pastoral, with some Metallurgy and limited trade with the people of the Mediterranean.

>Population:

16,291

>Food production:

20,250 (+extra food resources x2)

>Population growth:

3.5%

>Hunger:

None

>Territory:

65

>Outposts/towns/cities:

Roma - Capitol city

Florentia - Outpost

Naples - Outpost

Lacus Veneta - Outpost

>Happiness:

+ 10 (Really Fucking Happy) and 4 Token

>Technologies:

Bronzeworking, Animal Husbandry I, Farming III, Metallurgy I, Swords II (Roman Gladius), Military Training I, Armor II (Lorica Segmentata), Shields I (Bronze Villanovan), Shipbuilding I (Galleys), Clothmaking I (Linen), Chain of Command I, Fishing I, Republic II, Patrolling I, Spears I (Bronze pilum), Siege Weapons III (Battering Ram, Catapult), Code of Laws I, Villanovan High Alphabet, Villanovan Low Alphabet, Police Force I, Slavery I, Measurement System I, Forges I, Ironworking, Irrigation I, Horse Equipment I (Saddles), Roman Military Structure I, Aqueducts II, Medicine I, Cement I (Roman Pozzuoli Cement), Surveying I, Ship Weapons I (Roman Boarding Ramps)

>Buildings:

>Roads: Legendary Roman Roads (Roma - Florentia - Naples - Lacus Veneta)

>>Roma

+ [Senatusconsultum] - capitol building

+ [Small Temple of Apollo]

+ [Simple Stone Walls]

+ [Wheat Farm]

+ [Improved Villanovan Barracks]

+ [Amphitheater]

+ [Great Statue of Scruffitius Gaius Servillius]

+ [Great Colosseum Foundation, Framework and Walls]

>>Florentia

+ [Winery]

+ [Cow Farms]

+ [Barracks]

+ [Simple Stone Walls]

>>Naples

+ [Roman Harbor]

+ [Mausoleum]

+ [Superior Roman Statue of Apollo]

+ [Roman Stone Wall]

>Standing Army:

1350 Roman Legionnaires (+17 to combat rolls for every 100)

475 Roman Velites (+17 to combat rolls for every 100)

350 Roman Equites (+17 to combat rolls for every 100)

60 Roman Galleys (+11 to combat rolls for every 5 galleys, naval unit) [Boarding]

>Resources:

Food: Wheat+, Grapes+, Olives+, Cows+++, Fish, Horses, Lettuce

Luxury: Marble, Wine

Industrial: Roman Pozzuoli Cement, Iron

>Magic

None

>Divine Favor:

Apollo (Fire, light, life, protection) - 14

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1bb3c8 No.50160

Dice rollRolled 30, 45, 3, 90 = 168 (4d100)

>Population:

17512

>Food production:

20,500 (feeding 17512civ+700mil=18212)

>Population growth:

4%

>Hunger:

None

>Territory:

29

>Outposts/towns/cities:

Moskva (capital city)

Lipin Bor (city)

Voronezh (Town)

Tula (outpost)

>Happiness

7

4 tokens

>Technologies:

Ironworking, Animal Husbandry III, Farming I, Military Training I, Armor I (Steel), Swords II (Steel), Mounted Combat I, Forges IV, Pickaxes III (Steel), Bows I, Fishing I (Pole), Roads II (Gravel roads), Religion II (Svarog), Messenger Service I, Animal Training II (Falcons), Administration I, Farming Equipment II (Rus ploughs), Rus Alphabet, Rus Engineering II, Mechanisms I, Steelworking II, Pumps I, Horse Equipment II (Rus Steel Horseshoes), Wagons II (Spoked wheels)

>Buildings:

Paved Roads (Moskva to Lipin Bor, Moskva to Tula, Tula to Voronez)

>Moskva

Kremlin Fortress Foundation (Moskva)

Church of St. Basil Foundation (Moskva)

Palace of the Royal Family - also capital building

Temple of Svarog

School

Forge [III]

>Lipin Bor

Town hall

Rus Fisheries

>Voronez

Rus Lord's Palace

Church of Svarog

>Tula

Town Hall

>Standing Army:

150 tatar horsemen +17 to combat rolls for every 100 troops

200 cossacks +17 to combat rolls for every 100 troops

>Resources:

Food: Wheat, potatoes, sheep, horses, goats, Fish++, cows

Luxury: Gold, Marble, Furs

Industrial: Copper, tin, wood, stone, Iron, crude Rus steel

>Magic:

Minor Shape Metal

Minor Reinforce Metal

Minor Firebolt

>Divine Favor:

6

>Religion

Svarog - fire, metals, life, protection

#1 construction of the Kremlin fortress is not only of defensive importance, it will define the Tsar's people as a nation. the people of Rus, who will be known for their mighty Kremlin. the Rus'ians. build up from its foundations

>+5 Happiness

+Pickaxes III (Steel)

+Farming Equipment II (Rus ploughs)

+Roads II (Gravel roads)

+Messenger Service I

+Horse Equipment II (Rus Steel Horseshoes)

+Wagons II (Spoked wheels)

+Administration I

+Rus Engineering II

+Pumps I

#2 keep building up the Church of St. Basil, it too will provided identity to the people of Rus.

>+5 Happiness

+Pickaxes III (Steel)

+Farming Equipment II (Rus ploughs)

+Roads II (Gravel roads)

+Messenger Service I

+Horse Equipment II (Rus Steel Horseshoes)

+Wagons II (Spoked wheels)

+Administration I

+Rus Engineering II

+Pumps I

#3 the Tsar will use his influence and press for the upgrading of the school in Mosvka to the Tsar's Academy

>+5 Happiness

+Pickaxes III (Steel)

+Farming Equipment II (Rus ploughs)

+Roads II (Gravel roads)

+Messenger Service I

+Horse Equipment II (Rus Steel Horseshoes)

+Wagons II (Spoked wheels)

+Administration I

+Rus Engineering II

+Pumps I

#4 we have ve spent too long in isolation. send out riders to explore the lands around us, we known not if friend or foe be but beyond the hills and mountains and forests nearby. let them go with wagons of food and rations for long voyages afar

+Animal Husbandry III

+Roads II (Gravel roads)

+Messenger Service I

+Animal Training II (Falcons)

+Horse Equipment II (Rus Steel Horseshoes)

+Wagons II (Spoked wheels)

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ad7d4d No.50161

Dice rollRolled 73, 54, 80, 38 = 245 (4d100)

>>50133

>Population:

10,608

>Food production:

18,000

>Population growth:

4%

>Hunger:

None

>Territory:

1

>Outposts/towns/cities:

Vilnius (City)

>Happiness:

3

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges III, Axes III, Armor I, Military Training II, Crop Rotation I, Surveying I, Bows I, Brewing I (Beer)

>Buildings:

Player-named capitol building (Governing Hill of Vilnius)

Extra Housing (Vilnius)

Barracks (Vilnius)

Stone Walls (Vilnius)

Granary (Vilnius)

Strawberry Farm (Vilnius)

Amber Mine (Vilnius)

>Standing Army:

None

>Resources:

Food: Wheat, Potatoes, Broccoli, Strawberries, Peas, Cows, Pigs, Horses

Luxury: Silver, Amber+

Industrial: Copper, tin, wood, stone, iron

>Magic:

>Divine Favor:

Cerklicing (Earth, plants, animals, protection)

1. Try expanding northwest again

2. Research better beer

3. Build a big shrine or place of worship to Cerklicing in Vilnius

4. Train warriors with axes

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c7c572 No.50166

File: f2aee124d90d822⋯.jpg (131.24 KB,564x819,188:273,0d7a87fc6d19786c523fdb9f48….jpg)

File: f4e7de49487231a⋯.jpg (88.28 KB,770x432,385:216,10-roman-military-innovati….jpg)

Dice rollRolled 77, 86, 46, 56 = 265 (4d100)

>>50159

1. With the new soldiers come the need for new land for said soldiers to call their own when their service comes up. The lands of Cisalpina are ripe for settlement/conquest, and we shall expand along the western shores of upper Italia and into the bottom of Narbonensis.

+ 1 Happiness token

2. Work continues on the Great Colosseum, with an order put in with Rome's finest craftsmen to make no less then 20 statues of Apollo, cast in Bronze, to decorate the top of the Structure.

+ 2 Favor

3. As the First of the Colonies established, Florentia shall now be fully embraced as a full Roman city, with all the rights granted to the citizens of Rome (upgraded to a city)

+ 1 Happiness token

4. With increasing troops come an increased need to better develop our military might. We need to advance the level of our siege technology. We have simple catapults, but a greater idea enters the minds of one great inventor and statesmen, the man known as Marcus Vipsanius Agrippa, who utilizing ancient ideas from the Greeks with Roman innovation, theorizes the harpago, a evolution of the catapult combined with what amounts to a giant bow on its side.

+ 3 Favor

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a0d7f2 No.50167

Dice rollRolled 88, 13, 18, 99 = 218 (4d100)

>>50131

>>Nation name: Qarthak

>Color: Pink

>Fluff: At the tip of Africa closest to the pennisulaic boot that was home to the Mediterrans and Roman empires, grew a hamlet. It was small, so very small against the harsh unforgiving sands of the great desert to the south. Yet it grew, it's people fished bounteous sea, and it's farmers oh so very carefully cultivated crops from the sparse patches of arable farmland. Over time more and more people came to this oasis against the desert, not born on the tears of the Nile but by hard, patient diligent working of the land and sea. hard diligent work that expanded the small village into a city. A city that stood against the harsh heat, shifting sands and burning wind of the desert, and found it's secret places, the oases filled with water and hills and valley filled with stone and ore.

Thus Qarthak grew into being. A city that was seemingly at odds with itself. The people and rulers of the city swath themselves in color rarely found in other nations, their tents bright and colorful and the people cheerful. however the permanent buildings are all drab, utilitarian and squat. The city's inner clash even extends to the minds and hearts of people, who can be kind and generous to the much less fortunate, but are miserly and judgmental of those who they deem brought it on themselves.Thus the city of Colored Cloth and Brown Stone exists.

>Population: 12256

>Food production: 18,500

>Population growth: 1.75% SURPLUS MEANING 2X GROWTH

>Hunger: None

>Territory: 9

>Outposts/towns/cities:Qarthak (Capital)>Happiness:4

>Technologies: Bronzeworking, Ironworking, Forges I, Animal Husbandry II, Farming III, Fishing II (Pole, net), Shipbuilding II (Galleys), Spears I, Armor II(cloth armor), Bows II, Masonry I, Clothmaking II, Dyemaking I, Medicine I, Selective Breeding III, Mining I, Qarthakian Mounted Combat I

>Buildings:Hall of Colors

Extra Housing (Qarthak)

Harbor (Qarthak)

Stone Walls (Qarthak)

Fig Farms

Dyer's Shop (Qarthak)

Forge II (Qarthak)

Jeweler's Workshop (Qarthak)

Harbor (Qarthak)

Dye Farms (Qarthak)

Barracks (Qarthak)

Quarry (Qarthak)

>Standing Army: 400 Qarthakian Troops (+13 to combat rolls for every 100 troops)

10 Qarthakian War Galleys (+9 to combat rolls for every 5 ships)

>Resources:Food: Wheat, figs+, grapes,Bulls of Baal Haamon, sheep, fish, olive

Luxury: Dyes++, Rubies

Industrial: Copper, tin, wood, stone+, iron, wool cloth, Improved Cotton Cloth, Hardwood

>Magic: Minor Bulls of Baal Haamon (3)

>Divine Favor:Baal Hamon (Domains available: Air, storms, plants, life) 3

(Extra favor condition: Recruiting troops/ships)

1. Recruit more soldiers for the coming combat. We will need many men to end the bandits rightly.

2.Contiue to refine and improve our ability to do mounted combat, we will not shame our god with poor riding!

3. Build a set of barns/stables for our bulls to breed them better and house them properly as befitting blessed beasts of our God.

4. Just because things have been quite at sea, does not mean they always will be. Build more galleys!

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637468 No.50168

Dice rollRolled 39, 36, 45, 31 = 151 (4d100)

>>50134

>Wasn't improving food production a way to get favour? (>>49892) Did the fishing fleet not count?

Kingdom of the Eternal Nile (Javmoj)

>Population:

19,149

>Food production:

23,000 (+1500 for 2 turns).

>Population growth:

7.25%

>Hunger:

None

>Territory:

37

>Outposts/towns/cities:

Giza (CAPITAL!)

Qoseir (City)

Benben (City)

Rhakotis (City)

>Happiness:

4

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming IV, Masonry II, Architecture III, Nile Spears II (Bronze), Shipbuilding IV (Superior Nile Quadriremes), Nile Cartography II, Paper II (Nile Papyrus), Fishing II (Nile nets), Medicine IV, Babylonian Alphabet, Shields I, Tactics II, Siege Weapons I (Catapult)

>Buildings:

Palace of the Pharaoh (Capital Building)

Nile Granary

Pyramid of the First Builder, Pyramid of the First Pharaoh

Great Pyramid Of Khufu (The Second Pharaoh)

Tombs (Southern Border)

Hospital (Giza)

Great Library Foundation (Rhakotis)

Fishing Fleet (Rhakotis)

>Standing Army:

965 total Nile Spearmen (+11 to combat rolls for every 100)

>Resources:

Food: Wheat, Lettuce, Onions, Chickens, Limes, Fish+, Shrimp, Dates

Luxury: Gold

Industrial: Copper, Tin, Wood, Stone, Camels, Papyrus Reeds, Life Flower, Iron

>Magic:

None

>Divine Favor:

Osiris 11 (Extra favor condition changed to improving food production)

(Domains available: Earth, metals, life, protection)

Kanefer, Third Pharaoh of the Kingdom of the Eternal Nile, the Pharaoh of Medicine, Builder of Cities and the Pharaoh of the first War, Pharaoh of the Destroyer is desperate. His time grows shorter every day, and yet he feels no closer to finding the monster he helped create he send more people out demanding that the Destroyer is found.

1) The Nile is rich, but with new crops it can be richer (Improve Farming IV)

2) Send out more people to scour the desert for the Destroyer (Search for the Sphinx)

3) Send people far and wide searching for new animals that can be used to produce food (Improve Animal Husbandry II)

4) The catapults are promising, but they are still too unrefined, try out various designs in the hopes of slowly improving its power and reliability (Improve Siege Weaponry)

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be3074 No.50169

File: c8156224fc61958⋯.jpg (442.46 KB,2233x1080,2233:1080,fantasy-temple-wallpapers-….jpg)

Dice rollRolled 51 (1d100)

>>50141

>>50135

>Nation name:

Amiculum Bellum

>Color:

Dark Gold

>Fluff:

Originating from a land of cold grassy plains are the people of Amiculum Bellum. Their ancestors were once the men and women of two rival cultures, the vastly war-like Bellumites and deeply spiritual Amiculians. Both groups were perpetually in conflict, neither showing mercy to one another as they constantly waged war. The quality yet limited resources of their land, coupled with the high birth rate of twins, meant was as much for population control as it was for idealogical reasons and resources. It wasnt until generations later that the two groups managed to negotiate and, through extensive trade and agreements, come to put aside their differences and unite as one. As part of their agreement, one identical child from each set of twins is given over to the opposite group, to create peace and harmony between them equally. The two groups are now symbiotic, the Bellumites holding control over the military and related means like resource management, while the Amiculians wield power over things such as art, culture, and more. The nation is therefore led by two symbiotic kings, the Lord of War and the Maestro of Culture, who must perpetually act together if they wish to maintain and advance the nation.

In terms of culture the people of Bellum Somnium deeply value the aspects of their cultural identity, emphasizing a life of equal parts discipline and self expression. Bellumite equipment is often decorated and personalized within key limitations, while Amiculian food and drink is often created in relation to certain concepts and ideals. This complex pattern of thought is integrated into all aspects of life, seemingly byzantine to outsiders as they act upon their beliefs and legends in every aspect of their lives.

The Amiculum Bellum military is made up of men organized into units known as "Aegis". These Aegis are made up of men wielding a staff weapon of short length known as a Salis(one head is a mace and the other a spear/blade tip)and a dagger for . Each Aegis is categorized and named after a metal or significant cultural concept(1st Iron Aegis, 12th Gelded Aegis, 119th Aegis of Iron Will, 289th Grand Master Aegis). These Aegis are meant to be full military formations, and each drills extensively for the various assigned duties it will engage in(frontline, skirmishers, guard duty).

Do not fill out:

>Population:

10,599

>Food production:

15,500

>Population growth:

4%

>Hunger:

None

>Territory:

1

>Outposts/towns/cities:

Laus (Capital City)

>Happiness:

2

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming III, Medicine II, Forges I, Spears II (Salis), Blunt Weapons I, Armor III (Amiculum Bellum lamellar), Military Training II, Masonry I, Surveying I, Art II (Painting, Sculpting), Amiculum Bellum Shields II.

>Buildings:

The Duality(Capital Building, Laus)

Extra Housing (Laus)

Barracks (Laus)

Stone Walls (Laus)

Forge (Laus)

Granary (Laus)

Potato Farm (Laus)

>Standing Army:

None

>Resources:

Food: Wheat, Potatoes+, Carrots, Cabbage, Pigs, Cows

Luxury: Gold, marble

Industrial: Copper, tin, wood, stone, iron

>Magic:

>Divine Favor:

Mars and Venus(Fire, war, water, life)

1. The Twin Kings of Amiculum Bellum awaken with their minds aflame, inspiration and vision and purpose running through their veins. As always the two meet together, but today they meet and find their minds agreeing with one another in their own ways. Telling their servants and administrators, they quickly gather the planners and resources necessary to show the gods that they have found a worthy people. From gold, marble, and iron, they fashion a temple that is both beautiful and strong, a place for soldiers and intellectuals. They make the Grand Temple-Workshop, where all work under the eyes of the gods.

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7e884e No.50171

File: 644b00a6305971c⋯.jpg (498.29 KB,1920x736,60:23,lincoln-renall-battering-r….jpg)

Dice rollRolled 97, 79, 72 = 248 (3d100)

>>50142

GOTLAND

>Population:

16,441

>Food production:

23,000

>Population growth:

4.75%

>Hunger:

None

>Territory:

13

>Outposts/towns/cities:

Visby (Capital)

Skydda (Outpost)

Terassydan (City)

Thorheim (City)

>Happiness: 7

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Forges III, Swords III, Medicine I, Spears II, Shipbuilding IV (Gotland Quadriremes), Fishing II (Pole), Armor II, Gotland Military Training IV, Bows III, Masonry I, Surveying I, Brewing II (beer), Pottery I, Gotland Navigation I, Shields I

>Buildings:

[Visby](Capital)

Clan Hall

Extra Housing

Harbor

Barracks

Stone Walls

Tavern

Lettuce Farm

Wheat Farm

Temple of Thor

[Skydda](Outpost)

Wheat Farm

[Terassydan](city)

Teras Sielu (Damaged)

Extra Housing (Damaged)

The Skyforge (Legendary

Iron Mine (Damaged)

Tavern (Damaged)

[Thorheim] (City)

Fisheries (damaged)

Stone Walls (damaged)

Extra Housing (damaged)

Temple of Hel (damaged)

>Standing Army:

400 Jute Shieldbearers (+20 to combat rolls for every 100 troops)

184 Jute Archers (+20 to combat rolls for every 100 troops)

23 Gotland Quadriremes (+10 to combat rolls for every 5 ships)

Heroes: <Magni> (Demigod) (10) (Health: 100%) (+40 to combat rolls as long as he's present in battle) (Special Ability: Herald of the Tempest - 1.3x boost to combat rolls for 1 turn, 3 turn cooldown after use)

>Resources:

Food: Gotland Wheat++++, Lettuce+, Potatoes+, Sheep, Pigs, Fish, Tuna, Onions+, Cow+, Broccoli

Luxury: Marble, silver

Industrial: Copper, Tin, Wood, Stone, Iron++, Limestone, Coal

>Magic:

None

>Divine Favor: Thor, Domains: Air, storms, light, war

1

—–

1. Trade Gotland Military Training IV to Skraeli for Medicine of Ataninnuaq V

2. Expand south from Terassydan along the coast

3. Expand south from Skydda along the coast

4. Research the how to properly take down cities, the Jutes may be the master of both land and sea but they lack the ability to tear down walls and crack open cities.

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a567bd No.50172

Dice rollRolled 91, 87, 8, 38 = 224 (4d100)

>>50132

Mediterrans (Tansen)

>Population:

18345

>Food production:

21,750

>Population growth:

4%

>Hunger:

None

>Territory:

20

>Outposts/towns/cities:

Mediterra (capital)

Ferrumterra (Outpost) (Sardinia)

Aureumterra (outpost) (Corsica)

Tabulaterra (outpost) (Sicily)

>Happiness:

+3

>Technologies:

Food: Farming III, Fishing IV (Mediterran Nets), Animal Husbandry III

Industrial: Bronzeworking, Shipbuilding III (Triremes), Clothmaking II (Linen, Sailcloth), Ironworking

Military: Bows IV (Mediterran Bows) Mediterran Amphibious Assault Training III, Spears IV (Iron Tridents), Military Training I

Science: Mediterran Alphabet

Cultural: Brewing II (Mediterran beer)

Magic: Blessed medicine II

>>Buildings:

>Capital

Mediterran court of the king and his people

Mediterran Temple of Salacia (Iron, Marble, Bronze)

Harbor (Mediterra)

Barracks (Damaged)

Taverns (Mediterra)

Cloth Workshop (Mediterra),

>Ferrumterra

Mediterran Temple of War

Ornate Buildings

>Standing Army:

>Naval;

55 Mediterran Triremes (+15 to combat for every 5 triremes, naval unit)

>Ground; 951 regulars +19, 497 elites+22

>Miscellaneous;

1 Messiah (Scipio di Salacia)

>Resources:

Food: Fish, wheat, chickens, Shrimp, Oranges, oxen, Grapes, Clams, Sheep

Special: Mediterran Sailcloth+, Mediterran Figureheads, Blessed Medicine

Luxury: Mediterran Beer, Marble, Gold

Industrial: Copper, tin, wood, Flax, Bronze, Mediterran Iron, Wool

>Magic:

Blessed Medicine

>Divine Favor:

Salacia, the Queen of the Seas.

(Domains available: Water, storms, life, protection)- 11) (Extra favor condition changed to improving troop strength)

1. Upgrade Bows IV (Mediterran Bows)

2. Upgrade Mediterran Amphibious Assault Training III

3. Upgrade Spears IV (Iron Tridents)

4. Upgrade Military Training I

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4705f2 No.50174

File: d1885d75dfbecc0⋯.jpg (216.22 KB,907x509,907:509,sand turned to glass.jpg)

File: 79a85e66017b9d0⋯.jpg (58.17 KB,800x480,5:3,long seax.jpg)

>>50132

>Nation name:

Prussia

>Color:

Dark grey

>Fluff:

As the war began to tamper down, the Baltic tribes unified themselves under the banner of King Bulslav of Prussia. Bristling outwards to the rest of the world, their state is the military and the military is the state, and doctrined themselves around rigid discipline, fortified networks, and siege warfare.

>Population:

10,812

>Food production:

15,500

>Population growth:

2% (4%)

>Hunger:

Surplus

>Territory:

10

>Outposts/towns/cities:

Konigsberg (City)

>Happiness:

4

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry II, Farming II, Fishing I, Medicine II, Forges I, Swords II, Armor III (Lamellar armor), Mechanisms I, Physics I, Siege Weapons III (Catapults, scatter ammo), Military Training III, Shipbuilding I, Bows II, Code of Laws I, Masonry I

>Buildings:

Burg Hohenzollern

Extra Housing (Konigsberg)

Barracks (Konigsberg)

Stone Walls (Konigsberg)

Cucumber Farm (Konigsberg)

Iron Mine (Konigsberg)

Forge (Konigsberg)

Canton System (Konigsberg)

Temple of Saule (Konigsberg)

Prussian Wheat Farm

>Standing Army:

250 troops (175 infantry, 75 archers) [+17 per 100 troops]

>Resources:

Food: Wheat++, Cucumbers+, Onions, Cows, Pigs, Fish

Luxury: Gold, sapphires

Industrial: Copper, tin, wood, stone, iron+

>Magic:

>Divine Favor: 1

Saule (Build and improve buildings)

1. A scout comes with a wild story. While camping on the coast, he was almost struck by lightning, turning the sand he was camping on into this reflective, translucent material, and hands us a shard as proof. This is truly quite the interesting find. Let us research the possibilities of this material. (Research Glass)

2. Anyone can make a claim of land, but you need to keep it as well. Construct an outpost on the southwestern-most tip of our land. +Masonry I

3. A standardized sword ought to make training and equipping the army easier. The seax, a one-handed sword with a single-edge blade, has been used by our people for generations. Make it a standard arm for all troops, with a shorter blade for the archers to act as a back-up weapon. +Forges I, Swords II, Military Training III

Send an envoy to greet these Konians, send with him a gift of gold and sapphires.

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4705f2 No.50175

Dice rollRolled 95, 21, 24 = 140 (3d100)

>>50174

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141e0c No.50176

>>50174

The Konians will accept the Prussian's gift and return the gesture with one of our own. We will send the Prussians a set of our finest horses along with some of our newly woven hemp clothing

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84c6b3 No.50180

Dice rollRolled 76, 65, 12 = 153 (3d100)

>>50130

FREE CITY OF ELSASS

>Population:

12,430

>Food production:

16,000

>Population growth:

2%

>Hunger:

None

>Territory:

5

>Outposts/towns/cities:

1 Capitol City

>Happiness:

10 (+5)

>Happiness Tokens:

4

>Technologies:

Bronzeworking, Ironworking, Forges III, Animal Husbandry III, Farming II, Mining III, Swords I, Elsass Religion VIII ("God Below"), Medicine I, Police Force I, Armor II (Iron), Terraced Farms I, Shields II, Spears II, Superior Elsass Military Training III, Elsass Patrolling I, Elsässer Alphabet, Mining Equipment I (Iron)

>Buildings:

Schloss Graustein

Extra Housing (Elsass)

Iron Mines (Elsass)

Sapphire Mines (Elsass)

Temple of Mantus (Elsass)

Statue of Mantus (Elsass)

Hall of History (Elsass)

Barracks (Elsass)

Academy (Elsass)

Elsass Terraced Lettuce Farm (Elsass)

>Standing Army:

1400 Elsass Soldiers (+17 for every 100)

>Resources:

Food: Wheat, lettuce++, sugar beets, cows, chickens

Luxury: Gold, Sapphires, Silver, Rubies

Industrial: Copper, tin, wood, stone, iron+, coal

>Magic:

Darkvision (strength 5)

>Faith: 2

>Divine Favor:

Mantus (Earth, Metals, Darkness, Protection): 9

1. Julius would direct his attention to medicine once more. Certainly he could succeed where lesser men had failed to yield any results.

+ Improve Medicine

2. Extra Housing within the rocky mountain womb would have to be expanded. Seeing as he had overseen the construction of the barracks though it was not his strong suit Samson would overlook the construction, occasionally checking in on the architects.

+ Enhance Extra Housing

3. With Mantus absent Friedrich had to turn his attention elsewhere. What seemed to be a lifetime ago Friedrich had been a tunnel worker and thereafter made his money refining the metals brought forth by others. The further enhance these refined metals for military and other benefits would certainly prove a good time investment for the people of Elsass.

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3f0a7b No.50183

File: ba09d289e1f579a⋯.png (230.09 KB,1673x1166,1673:1166,TBR map demonstration.png)

File: 11bdc45fae7a625⋯.png (13.59 KB,402x78,67:13,ClipboardImage.png)

Dice rollRolled 65, 31, 97 = 193 (3d100)

>>50134

>Nation name:

Francisia

>Color:

Blue

>Fluff:

Francisians see themselves as the only civilized people. They have strict moral codes and obey the laws of chivalry to the best of their ability. The laws of chivalry are the only thing holding them back in war as they often find that the most effective warfare is "too barbaric" however they make up for this with their graceful fighting techniques and advanced siege weapons. Within the cities of Francisia, crimes are taken much more seriously than in barbaric lands with an almost draconian rule. Those that commit crimes meet with the business end of the executioner’s axe. Even being impolite to another Francisian can have a man put in the pillory for a few hours. To pass the time Francisians train in their preferred profession. Fighters learn better fighting techniques, chefs learn more extravagant recipes, and philosophers debate and discuss. Thanks to the evidence of there being gods, the philosophy of many Francisians is one of honour through war as even the divine war with each other.

>Population:

16,267

>Food production:

19,500

>Population growth:

3.5%

>Hunger:

None

>Territory:

19

>Outposts/towns/cities:

Portes du Paradis (capitol city)

Fercollines (Iron mining/Limestone quarry outpost)

Ville Riviere (City)

>Happiness:

7

>Technologies:

Bronzeworking, Animal Husbandry I, Farming I, Code of Laws I, Military Training I, Carpentry I, Wood Finishing I, Shields II (Wooden), Metal Casting I, Bows I, Francisian Currency, Pottery I, Fishing I, Economics I, Clothmaking II (Francisian Linen, Looms), Taxation I, Labor Specialization I, Mathematics I, Combat Techniques II (Francisian Fencing), Francisian Mechanisms V (Basic machines, gears, linen/iron torsion springs), Swords II (Iron Rapier), Measurement System II, Shipbuilding II (Raft, Galley), Police Force I, Physics II, Masonry III (cement mortar), Pumps I, Cranes I, Siege Weapons I (Ballistae), Construction I (Tile Roofs), Perfumes I (Essential Oils), Fishing I, Crop Rotation I, Hygeine I

>Buildings:

Le Palais du Peuple (capitol building)

Salle De Compétition (Portes du Paradis)

La Porte de la Mer (Portes du Paradis)

Wheat Farm (Ville Riviere)

Statue of Melusine (Portes du Paradis)

Apple Orchard (Ville Riviere)

Le Grand Donjon (Portes du Paradis)

Ballista Emplacements (Portes du Paradis)

>Standing Army:

401 Francisian Swashbucklers (+14/100)

220 Archers (+14/100)

40 Francisian galleys (+10 to naval combat rolls/5 ships)

>Resources:

Food: Wheat+, Cabbage+, Cows, Apples+, Sheep, Fish

Luxury: Francisian Linen+

Industrial: Copper, Tin, Wood, Hardened Wood, Flax, Francisian Linen, Rope, Iron+, Limestone, Canvas

>Magic:

None

>Divine Favor:

Melusine (water, darkness, war, ice) 10

See attached image

+5 to rolls for 2 turns

1. Our navy is small. In comparison to that of others’ and to our own army. We must bolster it. Build more galleys

2. If we are attacked from land, our borders are thin and supply lines would be cut. Expand south in our most Eastern territories (see attached image)

3. By mixing the essential oils of our linseed with ground limestone, we can create a binding agent that makes canvas easier to paint on and more durable to the elements. This binding agent is called gesso

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2da621 No.50184

File: 9d3ac77f5925896⋯.png (163.03 KB,1400x1630,140:163,1538143944719.png)

Dice rollRolled 60, 36, 85 = 181 (3d100)

LAKEDAIMON

>Population:

10,600 (+400 from pop growth)

>Food production:

16.000

>Population growth:

2% (+2% due to surplus)

>Hunger:

None

>Territory:

1

>Outposts/towns/cities:

Sparta (City)

>Happiness:

5

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry III, Farming III, Medicine II, Forges I, Spears II, Armor II, Military Training IV, Slavery I, Surveying I, Shields I, Code of Laws I

>Buildings:

Hill of the Spartiates (Capitol Building)

Statue of Agis I (Sparta)

Extra Housing (Sparta)

Barracks (Sparta)

Stone Walls (Sparta)

Granary (Sparta)

Forge (Sparta)

Iron Mine (Sparta)

Olive Farm (Sparta)

Sheep Pens (Sparta)

>Standing Army:

None

>Resources:

Food: Wheat, olives+, grapes, cabbage, sheep+, chickens, pigs

Luxury: Gold, emeralds

Industrial: Copper, tin, wood, stone, iron+

>Magic:

>Divine Favor:

>Actions:

1. Seeing the great success in the expansion of his subjects in the peninsula. King Eurypon XXIII commands his fellows to continue their efforts. (Continue expanding)

2. Send off excess people to try and settle the southeasternmost point of the peninsula. Send them supplies and whatever else they may need.

3. Expand and modernize our gold mines to bring their production up.

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2da621 No.50185

>>50184

Forgot to include, I now have 6 territories.

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4b7490 No.50186

Dice rollRolled 81, 51, 3 = 135 (3d100)

>>50135

>Nation name:

Elysia

>Color:

Surprise me

>Fluff:

War. This one word defined the city states of Hellas. Eternally divided and feuding, the accomplishments of any one city would prove fruitless as they were wiped away as boots trod on scorched earth. This existence was a cruel one for the Greeks, yet it did instill in them a natural strength, a strength forged only by a history of conflict. Eventually, a lone man, named Alexios, rose from the ashes, leading an ever increasing band of soldiers in the aspiration to unify Hellas.

STATS

>Population:

10,000

>Food production:

15,500

>Population growth:

2%

>Hunger:

None

>Territory:

8

>Outposts/towns/cities:

Alexiopolis (City)

>Happiness:

3

>Technologies:

Bronzeworking, Ironworking, Animal Husbandry III, Farming IV, Medicine II, Forges I, Spears III, Armor II, Military Training II, Mounted Combat I, Surveying I, Shields I, Code of Laws I

>Buildings:

Player-named capitol building

Extra Housing (Alexiopolis)

Barracks (Alexiopolis)

Stone Walls (Alexiopolis)

Stables (Alexiopolis)

Watchtowers (Alexiopolis)

Tomato Farm (Alexiopolis)

>Standing Army:

450 spearmen 100 cavalrymen +13

>Resources:

Food: Wheat, olives, tomatoes+, onions, cows, chickens, horses, limes

Luxury: Gold, marble

Industrial: Copper, tin, wood, stone, iron

>Magic:

>Divine Favor:

TURNS

1. We need to take advantage of Mediterranean to Black Sea trade! We will expand towards the Bosporus.

2. Begin building trade posts in certain coastal territories to increase cash flow.

3. Train more men.

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e83537 No.50189

>>50136

I shall choose to worship Ashiakle, Lady of Wealth and Guardian of the Seas.

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4b7490 No.50190

>>50186

Athena seems pretty cool.

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562496 No.50212

Dice rollRolled 43 (1d100)

Combat roll

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562496 No.50224

NEW THREAD

>NEW THREAD

NEW THREAD

>NEW THREAD

NEW THREAD

https://8ch.net/builders/res/50213.html#q50213

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