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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 6534fd858a265fa⋯.jpg (1.2 MB,1800x1400,9:7,first.jpg)

515258 No.46807 [View All]

"An exiled god is sent by the greater divines for one last quest to prove himself and join eternity. His mission takes him to a forsaken realm where civilization has just sprung. The god must shape balance and harmony between the fantastical races of the realm, yet he is soon to find out how ambitious, power hungry, and defying mortals may be…"

> straight forward and aggressive approach! The game should end in about 15turns(+-5)

> Its not exactly a builder, its a "Game-y" game with competitive elements and strict rules, Civ-Board game hybrid

> Don't need to track your sheet after creation! I have a program that does it automatically

> Sociability is key, I need 6 active players who are willing to negotiate and talk in the discord channel too

Sheet to create a fantasy Nation(5 nations): https://pastebin.com/RJerY4ET

* Please make sure you have not picked a location someone already took.

> Possible Actions: https://pastebin.com/pVhDseLZ

* This is the actions you can make each turn once the game starts.

God actions (you can't pick god, reserved): https://pastebin.com/RYwzfA0e

How to win

> "Supremacy": Be the first nation to own 7 cities

> "Unleash Hell": Conquer the portal tile by fighting an NPC army of 20,000 strength representing the guardian army of the god.

> "Ascend": As the god, reach 400 power before any nation finishes the "Unleash Hell" objective

182 postsand78 image repliesomitted. Click reply to view. ____________________________
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597c63 No.47326

File: b66001d20ef6752⋯.jpg (1.19 MB,1800x1400,9:7,ud7-2.jpg)

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

4190.0 Population (+750/t)

226374 Gold(+138270/t)

5769 Army strength ( 6/7 Elite Armies. 8 Total Armies)

2250/22000 Progress (+5100/t, Level 7)

0 Faith

'Khan’s Bloodriders ': 1228 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Clan Polak Riders ': 1000 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Tree Rapers ': 640 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Black Beasts ': 535 Strength (Monstrous, Brutal)

'Coriz Raiders ': 476 Strength (Elite, Mounted, Light-Armor, Longbow)

'Polak Raiders ': 492 Strength (Elite, Mounted, Light-Armor, Longbow)

'Moli Raiders ': 728 Strength (Elite, Mounted, Light-Armor, Longbow)

'Hell Hounds ': 670 Strength (Chained, Monstrous)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

5400.0 Population (+1060/t)

365222 Gold(+291600/t)

3818 Army strength ( 2/7 Elite Armies. 6 Total Armies)

8950/22000 Progress (+8500/t, Level 7)

9 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

4280.0 Population (+590/t)

240072 Gold(+175480/t)

5326 Army strength ( 6/7 Elite Armies. 8 Total Armies)

1385/22000 Progress (+8500/t, Level 7)

11 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance)

4080.0 Population (+710/t)

307711 Gold(+248880/t)

3088 Army strength ( 5/7 Elite Armies. 5 Total Armies)

12084/22000 Progress (+9200/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3420.0 Population (+470/t)

179386 Gold(+194940/t)

4952 Army strength ( 6/7 Elite Armies. 6 Total Armies)

7090/22000 Progress (+6400/t, Level 7)

3 Faith

'Inner Defense Corps ': 704 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Central Defense Attachment ': 728 Strength (Elite, Scouts, Light-Armor, Longbow)

'Outer Defense Expeditionary ': 604 Strength (Elite, Scouts, Light-Armor, One-Handed)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 680 Strength (Elite, Scouts, Light-Armor, One-Handed)

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597c63 No.47327

File: f34f0553abc3c1f⋯.jpg (637.93 KB,1920x1200,8:5,amazing-drawing-tribe-fant….jpg)

### TURN 8

> Global Events:

Fall of the Barbarians -

Your realm has tamed the barbaric Black Horde! Their days of plunder crashed against the defenses of the watchkeepers, and the little success they had in previous plunder fell short. The Barbaric people of the black horde follow only strength, as began questioning the strength of their leaders they began looking up to the strength of your realm…

* The Black Horde is no more! Barbarians scatter across the realm, looking for new homes

1) Accept the Barbarians into your nation

> You will lose 1000 progress

> Gain a special action "Blood wars". Works similar to raid, but you steal only half the amount of loot, yet gain 50% more progress.

2) Let the barbarians scatter and fade to the vacant barrens they came from!

> You do not accept the barbarians

* If you are part of a council, the choice that gets the most votes will abide you to act the same. In the case of tie, the hero with the best diplomacy score gets the "strong" vote that dictates the outcome for everyone.

Remember -

> If you have leveled up during the turn, upgrade each of your cities.

> Actions: https://pastebin.com/pVhDseLZ

> You can only make an amount of actions that equals to your nation level

> First to comment is to first to take action.

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7d1b4c No.47329

Dice rollRolled 97, 45, 68, 79, 38, 54, 3 = 384 (7d100)

>>47327

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3420.0 Population (+470/t)

179386 Gold(+194940/t)

4952 Army strength ( 6/7 Elite Armies. 6 Total Armies)

7090/22000 Progress (+6400/t, Level 7)

3 Faith

'Inner Defense Corps ': 704 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Central Defense Attachment ': 728 Strength (Elite, Scouts, Light-Armor, Longbow)

'Outer Defense Expeditionary ': 604 Strength (Elite, Scouts, Light-Armor, One-Handed)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 680 Strength (Elite, Scouts, Light-Armor, One-Handed)

>2) Let the barbarians scatter and fade to the vacant barrens they came from!

These horde remnants offer no boon to us, so they are kept away

Meanwhile, it's time for city upgrades. Plasum is given Docks, and Nucleatus is made into a Castle Town

1. In accordance with Ordos' will, those faithful to him have another temple built, this one next to Plasum along the river

2. Using their new ability encourage the growth of the forest, the Membrane regrow the forest on whichever tile is next to the lumber mill that should empty this turn

3-6. Now that the Membrane finally have a city with docks along the river, their expansion is finally unimpeded once more. They reach out to cover all four tiles they currently can

7. The Central Defense Attachment have also proven skilled defenders of the kingdom, so they are given epic level weapons to match those of the 2nd Inner Defense Corps

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a58216 No.47330

File: 1331c52d1ead80c⋯.jpg (1.18 MB,1800x1400,9:7,Turn.jpg)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

5400.0 Population (+1060/t)

365222 Gold(+291600/t)

3818 Army strength ( 2/7 Elite Armies. 6 Total Armies)

8950/22000 Progress (+8500/t, Level 7)

9 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

1) Accept the Barbarians into your nation

"These barbarians have impressive strength and their dedication to their ideals over loot or land shows promise. It is not a problem for us to integrate them into our nation as those who are unworthy will die in the upcoming ritual to make them one of us. Those that are left will be able to teach us their art of war and how to bring fear to any outsiders that dare trespass on our domain. While I cannot see the robots truly accepting them into their nation they should allow the others the ability to, especially considering both of the other's strong martial tradition."

Upgrades. Nature's fruit on 3rd city, guilds on 2nd, bloodthrone on capital

1. build city on 1

2. wild growth on 2

3. wild growth on 3

4. expand on 4

5. expand on 5

6. expand on 6

7. expand on 7

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a58216 No.47331

Dice rollRolled 75, 36, 65, 25, 37, 93, 64, 60 = 455 (8d100)

>>47330

Now with Rolls!

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a58216 No.47332

File: be028253a0be510⋯.jpg (1.18 MB,1800x1400,9:7,Turn.jpg)

>>47330

Turns out it saved over the wrong map and it used the old one.

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13958e No.47336

Dice rollRolled 21, 80, 76, 51, 21, 34, 52 = 335 (7d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance)

4080.0 Population (+710/t)

307711 Gold(+248880/t)

3088 Army strength ( 5/7 Elite Armies. 5 Total Armies)

12084/22000 Progress (+9200/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

1. Expand onto the Cliffs directly east of my eastern docks water hex

2. Build a Castle on the forest tile southeast of my eastern city, along the coast

3. Build a Castle on the plains tile on the southeast most hex of my territory, along the coast

4. Build a Mine east of my capital city, on the blessed tile

5. Upgrade the Mine west of my capital with Deep Tunnels

6. Upgrade the Mine west of my eastern city with Deep Tunnels

7. Expand across the river to the plains tile directly east of my southeasternmost territory

Prayer: Permit me to upgrade my Temple into a Blessed Bastion, a military building encompassing the Watchkeepers staunch and unwavering faith in Order and willingness to defend order for all eternity. (Temple/Castle hybrid)

>>47327

Printed parchments are sent to the Council meeting via a Metallic Messenger, printed directly from the Eternal Clocktower

[Query: Fate of the Barbarians]

[Vote: Delete the Barbarians]

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a58216 No.47338

>>47336

I thought you followed the will of ordos? Do you not remember how he treated the former heretics of the west? Despite their open blasphemy he gave them a chance for redemption and over time they did. Now these barbarians come to us willingly and you would kill them all despite Ordos' law? It would seem you have started to defect from your master Watchkeepers.

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13958e No.47339

>>47338

[Error: No data on Western Barbarians in current archives]

[Counterpoint: Dissolution of Barbarians as a coherent group does not equate to destruction of people]

[Compromise: Effective to scatter the barbarian tribes into individuals. Such individuals may return seek redemption in nation not as members of the tribe but as new citizens]

[Practical: Integration of full tribes to promote "Blood Wars" not favorable to promotion of Harmony and Order. Maintenance of Barbaric Tribal practices of Blood Warring not favorable to promotion of Harmony]

[Addendum:

[Resolution: Awaiting response from Ordos]

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a58216 No.47340

>>47339

I speak of The Enveloping Kingdom of Membrane as the ones who have amended their ways. The barbarians already have disbanded themselves as individuals as they seek to go to the nations that interest them. It is because they are individuals that they are able to share their knowledge of bloodwar to all of us. I say that the bloodwars will actually ensure order in the world, because otherwise people fight for land or loot which causes shifting in borders and devastation for personal gain, but to fight solely for honor will limit collateral damage and bring order to the most disorderly state of affairs. We do not say this lightly, for we despise wasting lives needlessly when we could have been ensuring the sanctity of the forest. but more pressing is this. There is tension building Clocktower and if we wish to keep it from breaking out in total war we must establish rules of conduct beforehand and we can use this concept of "bloodwar" to do it.

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13958e No.47348

File: a7a0b895c5146c4⋯.jpg (35.51 KB,500x382,250:191,main-qimg-5c951a594a8b282c….jpg)

File: 21246a4332061fb⋯.jpg (158.68 KB,1200x900,4:3,1200px-Original_Geneva_Con….jpg)

>>47340

[Analysis: Historical Archives of Alternative Future Events do not lead to favorable prediction that Wars of Honor necessarily equate to improved world peace.]

[Image on Display: A theoretical people in the possible timestream known for its wars of honor. For many centuries fought each other as individual fuedal states, before uniting into a singular honorable empire that engaged twice war that engulfed the world for honor. Much devastation was wrought, particularly in the second such]

[Prediction: World Peace not very sustainable, but possible restriction wars to Proxy Conflicts and Commercial Interests more favorable to limitations of wars. Alternative Future Events indicate hypothetical "Geneva Convention" effective to limiting wars among prominent member states]

[Acknowledgement: Possibility that Blood Wars may yield similar results not ruled out, but no evidence exists to support at this time. Vote changed to abstaining at this time. Will defer to majority Council Vote on the matter, save direct intervention by Ordos itself.]

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6ab620 No.47358

Dice rollRolled 25, 78, 9, 68, 66, 99, 85, 16 = 446 (8d100)

>>47326

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

4280.0 Population (+590/t)

240072 Gold(+175480/t)

5326 Army strength ( 6/7 Elite Armies. 8 Total Armies)

1385/22000 Progress (+8500/t, Level 7)

11 Faith

Upgrade Northern City with Divine Glory

Upgrade Capital with Metropolis

Upgrade Southern City with Garrison

1/2/3 Expand to the bordering forest tiles

4 Expand southeast from the forest tile southwest of my fortress

5 Build a city there

6 Recruit a new elite Army

7 Expand to the tile east of North City

8 Free Prayer - Collection Box - We are the most faithful nation but our wealth has stagnated in comparison to other nations. Help our temples produce wealth and reward the people for their tremendous faith and devotion.

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6ab620 No.47360

>>47358

Elite, War-Cleric, Light-Armor, Two-Handed

I dub thee Berserk Lords

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e53cc2 No.47362

File: 8e4f99df3182aa9⋯.jpg (1.18 MB,1800x1400,9:7,klod.jpg)

>>47327

Serene Khanate

1. Build City of Red Star

2-3. Build Mines on Yellow Star

4-6. Expand on Yellow Xs

7. Build Castle of Pink X

—–

Accept the Barbarians

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e53cc2 No.47363

Dice rollRolled 3, 17, 6, 24, 22, 41, 24 = 137 (7d100)

>>47362

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597c63 No.47399

>>47318

Overall +8 power this turn

Piety: +10 faith since no player has more than 8 faith over any other player.

-2 from fulfilling the prayer

>>47329

> Followed the will of Ordos

* Additional +1 Faith

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3420.0 Population (+520/t)

90983 Gold(+222300/t)

5852 Army strength ( 6/7 Elite Armies. 6 Total Armies)

7090/22000 Progress (+6600/t, Level 7)

5 Faith

'Inner Defense Corps ': 704 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Central Defense Attachment ': 1628 Strength (Elite, Scouts, Light-Armor, Longbow, Upgraded)

'Outer Defense Expeditionary ': 604 Strength (Elite, Scouts, Light-Armor, One-Handed)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 680 Strength (Elite, Scouts, Light-Armor, One-Handed)

>>47330

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

5400.0 Population (+1220/t)

110222 Gold(+361800/t)

3818 Army strength ( 2/7 Elite Armies. 6 Total Armies)

8950/22000 Progress (+10500/t, Level 7)

9 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

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597c63 No.47400

File: 6073887c6a9f39d⋯.jpg (1.19 MB,1800x1400,9:7,ud8-2.jpg)

Im nearly passing out from being so tired, so ill continue sometime after i wake up. Anyhow finishing one more and then im off for the while

>>47336

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance), Hybrid-Territories

4080.0 Population (+740/t)

186358 Gold(+310080/t)

3438 Army strength ( 5/7 Elite Armies. 6 Total Armies)

12084/22000 Progress (+9600/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Angels': 350 Strength (Angels)

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597c63 No.47404

File: 18bb655e462ce6a⋯.jpg (1.19 MB,1800x1400,9:7,ud8-3.jpg)

>>47358

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

4280.0 Population (+800/t)

109572 Gold(+205440/t)

6122 Army strength ( 6/7 Elite Armies. 9 Total Armies)

1385/22000 Progress (+10700/t, Level 7)

13 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Berserk Lords': 796 Strength (War-Cleric, Light-Armor, Two-Handed)

>>47362

Note that the 7th action and expansion west south to the cliffs are invalid, morgoth has already expanded there on his turn.

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e53cc2 No.47438

>>47404

Build 2 farms on my second city west side instead

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d4bed5 No.47440

>>47438

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion, Chaos-Marked

4190.0 Population (+870/t)

78156 Gold(+205310/t)

5769 Army strength ( 6/7 Elite Armies. 8 Total Armies)

2250/22000 Progress (+7100/t, Level 7)

0 Faith

'Khan’s Bloodriders ': 1228 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Clan Polak Riders ': 1000 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Tree Rapers ': 640 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Black Beasts ': 535 Strength (Monstrous, Brutal)

'Coriz Raiders ': 476 Strength (Elite, Mounted, Light-Armor, Longbow)

'Polak Raiders ': 492 Strength (Elite, Mounted, Light-Armor, Longbow)

'Moli Raiders ': 728 Strength (Elite, Mounted, Light-Armor, Longbow)

'Hell Hounds ': 670 Strength (Chained, Monstrous)

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d4bed5 No.47441

Prayers:

[Blessed Bastion] Wishful prayer

A new upgrade will be available to the watchkeeper's temples, that upgrade will make temples count as castles, which will add +30% fortification to the temple. After taking this upgrade, further castle upgrades can be applied to this temple. (you will gain 3 power for answering this prayer)

[Collection Box] Wishful prayer

The druids of the west wish to be able to collect praying dues via their temples.

They will gain a special action that permits them to "collect dues" once per turn, this will enhance their wealth by +2 per temple for that turn only.. you will gain 11 power from fulfilling this prayer

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9372bc No.47464

>>47441

Grant Morgoth's prayer

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9372bc No.47465

>>47464

Oh and give Oneman a commandment not to build any more cities

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d4bed5 No.47474

File: aad7b0861d898aa⋯.jpg (1.19 MB,1800x1400,9:7,ud8-4.jpg)

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion, Chaos-Marked

5060.0 Population (+870/t)

283466 Gold(+247940/t)

5769 Army strength ( 6/7 Elite Armies. 8 Total Armies)

9350/22000 Progress (+7100/t, Level 7)

0 Faith

'Khan’s Bloodriders ': 1228 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Clan Polak Riders ': 1000 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Tree Rapers ': 640 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Black Beasts ': 535 Strength (Monstrous, Brutal)

'Coriz Raiders ': 476 Strength (Elite, Mounted, Light-Armor, Longbow)

'Polak Raiders ': 492 Strength (Elite, Mounted, Light-Armor, Longbow)

'Moli Raiders ': 728 Strength (Elite, Mounted, Light-Armor, Longbow)

'Hell Hounds ': 670 Strength (Chained, Monstrous)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

6620.0 Population (+1220/t)

472022 Gold(+443540/t)

3818 Army strength ( 2/8 Elite Armies. 6 Total Armies)

600/35000 Progress (+10500/t, Level 8)

9 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

5080.0 Population (+800/t)

315012 Gold(+243840/t)

6122 Army strength ( 6/7 Elite Armies. 9 Total Armies)

12085/22000 Progress (+10700/t, Level 7)

13 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Berserk Lords ': 796 Strength (War-Cleric, Light-Armor, Two-Handed)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance), Hybrid-Territories

4820.0 Population (+740/t)

496438 Gold(+366320/t)

3438 Army strength ( 5/7 Elite Armies. 6 Total Armies)

21684/22000 Progress (+9600/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Angels ': 350 Strength (Angels)

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3940.0 Population (+520/t)

313283 Gold(+256100/t)

5852 Army strength ( 6/7 Elite Armies. 6 Total Armies)

15670/22000 Progress (+6600/t, Level 7)

5 Faith

'Inner Defense Corps ': 704 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Central Defense Attachment ': 1628 Strength (Elite, Scouts, Light-Armor, Longbow, Upgraded)

'Outer Defense Expeditionary ': 604 Strength (Elite, Scouts, Light-Armor, One-Handed)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 680 Strength (Elite, Scouts, Light-Armor, One-Handed)

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d4bed5 No.47475

File: c136ae3f3b34206⋯.jpg (552.55 KB,1920x1080,16:9,1523483388836.jpg)

### TURN 9

> Global Events:

The mysticists

Tall figures emerge out of a mystic fog and approach the gates of every nation's capital at the same time.

They wear black robes that flap to an unexisting winds, and white masks. They do not speak, and none can tell if they are humans or if there is even a body under those robes…

They present your leader with a deck of 4 uncovered cards. You can feel a strange presence watching you from behind the white mask, as the mystic fog behind it is growing thicker with the tension…

1) Pick a card from the deck.

Roll 1d4, one of the following effects will be applied at the end of your turn according to your result

> 1

Mystic plague - 5% of your population will die.

> 2

Bad luck - You will produce only half the income at the end of this turn

> 3

Forgotten wish - Choose one prayer you have made that was not answered. 100% you will gain it if it was petty, 75% if it was wishful, 50% if it was desperate, 25% if it was great. The effect will apply at the start of your next turn.

> 4

Enchanted armies - You will gain 2 legendary weapon upgrades for free(+1400 strength), can be applied as a free action.

Remember -

> If you have leveled up during the turn, upgrade each of your cities.

> Actions: https://pastebin.com/pVhDseLZ

> You can only make an amount of actions that equals to your nation level

> First to comment is to first to take action.

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d4bed5 No.47476

>>47475

Forgot option 2: don't pick any card

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7d1b4c No.47477

Dice rollRolled 51, 36, 46, 73, 90, 9, 20 = 325 (7d100)

>>47475

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3940.0 Population (+520/t)

313283 Gold(+256100/t)

5852 Army strength ( 6/7 Elite Armies. 6 Total Armies)

15670/22000 Progress (+6600/t, Level 7)

5 Faith

'Inner Defense Corps ': 704 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Central Defense Attachment ': 1628 Strength (Elite, Scouts, Light-Armor, Longbow, Upgraded)

'Outer Defense Expeditionary ': 604 Strength (Elite, Scouts, Light-Armor, One-Handed)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 680 Strength (Elite, Scouts, Light-Armor, One-Handed)

Intrigued by these strange figures, the Membrane take a card.

1-3. The membrane expand to the three free spaces Northeast of their recently acquired riverside territory

4. They also recruit another army, this one the 3rd Outer Defense Expeditionary Forces, with the same loadout as their contemporaries

5-7. Reaching deep in their coffers, the Membrane provide Epic level weapons for the Inner Defense Corps and the 1st and 2nd Outer Defense Expeditionary Forces

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7d1b4c No.47478

Dice rollRolled 1 (1d4)

>>47477

And the card

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a58216 No.47480

File: 6e0dc6f38a822d4⋯.jpg (1.18 MB,1800x1400,9:7,Turn.jpg)

Dice rollRolled 39, 94, 33, 7, 32, 88, 53, 40 = 386 (8d100)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

6620.0 Population (+1220/t)

472022 Gold(+443540/t)

3818 Army strength ( 2/8 Elite Armies. 6 Total Armies)

600/35000 Progress (+10500/t, Level 8)

9 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

2: don't pick any card

"These figures offer us mere scraps and in return they expect us to risk the sanctity of the forest!? Damn them I say, It is good for them to hide their faces for if we were to see them then we would surely shoot them on sight."

1. Expand on 1

2. Expand on 2

3. Expand on 3

4. Expand on 4

5. Expand on 5

6. build a city on 5

7. create army

Strength: [Leave Blank for now, determined after the 1d100 roll]

Upgrades: [Start with none, can be upgraded later]

Army Trait: [Mounted, Heavy Armor, Two Handed]

Name: [Trail Blazers]

8. create army

Strength: [Leave Blank for now, determined after the 1d100 roll]

Upgrades: [Start with none, can be upgraded later]

Army Trait: [Scouts, Light Armor, Longbow]

Name: [Emerald Rangers]

"Ordos says not to build any cities? sadly I cannot say I am surprised. He has become more recluse as of late, after his constant blundering. This latest demand is proof that rather than his supposed domain of balance it is instead that of contradiction. This would be to ask the watchkeepers to stop their eternal vigil over time and let a few invaders destroy the timeline or refusing the khanate the fertile plains for their beasts, it is simply absurd. The later is of particular note as he had declared them beings of innate chaos that must be destroyed and then a short while after say to let them live. He does not even make his presence known to the world anymore beyond answering the occasional prayer showing a lack of stewardship, a trait that one would expect to be needed for his claimed domain."

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13958e No.47481

Dice rollRolled 4 (1d4)

>>47475

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13958e No.47484

File: 27528010c892966⋯.jpg (34.06 KB,479x444,479:444,Time Staff2.jpg)

>>47481

And so, gifted by the mysticist, the Watchkeepers of Reality are blessed with gifts, in the form of their most powerful weapons. Weapons not to be unleashed save but for the direst circumstances.

The Staffs of the Timekeepers. The final resort of the Watchekeepers of Reality.

In the eternal battle against Chaos, fighting on Ordos behalf, the most vile and wretched demons have spawned from the portal. To simply destroy them, or even banish them does not always remove their mark on the world. They leave corruption and destruction in their wake, fire and blood, and black magic and taint upon the world.

In response to this insidious threat, the Archives of the Eternal Clock Tower shows that Ordos himself designed and gave the Staffs of the Timekeepers. These powerful Chronomantic Weapons do not obliterate demons and foes from space, as other weapons do, but deletes them from time. They erase their entire existence from the Continuum.

Once struck by this weapon, a demon is removed from the battlefield. For he never showed to battle, he never slayed innocents and those he killed never died, he never set foot from the portal or left charred footsteps in his wake, he never grew and festered in the bowels of hell, the imp from which he grew from never spawned, and he never existed.

If you see the armies of the Watchekeepers marching in great numbers to an empty field, aiming and firing their staffs on green grass, clean winds, and the sound of birds chirping rest assured: you have just witnessed the eternal order being maintained. It may your own life and those of your family had been spared that day.

Cronus Regulators Delta are upgraded with Legendary Weapons (Staffs of the Timekeepers)

Cronus Regulators Echo are upgraded with Legendary Weapons (Staffs of the Timekeepers)

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13958e No.47485

Dice rollRolled 87, 93, 17, 57, 81, 10 = 345 (6d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance), Hybrid-Territories

4820.0 Population (+740/t)

496438 Gold(+366320/t)

3438 Army strength ( 5/7 Elite Armies. 6 Total Armies)

21684/22000 Progress (+9600/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Angels ': 350 Strength (Angels)

1. Build a city to the lower eastern most hex, along the coast.

2. Expand north of the lower eastern most hex, along the coast.

3. Expand south of the eastern most cliff tile, along the coast

4. Expand east of the eastern most cliff tile

5. Expand south on the southwestern most forest tile, 3 hexes south of the capital and 2 hexes south of the farmland.

6. Raise an Elite Army

Prayer - The time will come soon that there will be no more lands to expand unto. So that we might always be able to achieve your will against any of your foes, bless us with a way to buy or spend to expand one city tile into two city tiles. Even just to have one more city tile somewhere will be a major blessing.

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9c0fce No.47492

Dice rollRolled 92 (1d100)

>>47485

7. Recruit an Elite Army

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e53cc2 No.47527

Dice rollRolled 24, 60, 94, 26, 66, 25, 65 = 360 (7d100)

>>47474

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion, Chaos-Marked

5060.0 Population (+870/t)

283466 Gold(+247940/t)

5769 Army strength ( 6/7 Elite Armies. 8 Total Armies)

9350/22000 Progress (+7100/t, Level 7)

0 Faith

'Khan’s Bloodriders ': 1228 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Clan Polak Riders ': 1000 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Tree Rapers ': 640 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Black Beasts ': 535 Strength (Monstrous, Brutal)

'Coriz Raiders ': 476 Strength (Elite, Mounted, Light-Armor, Longbow)

'Polak Raiders ': 492 Strength (Elite, Mounted, Light-Armor, Longbow)

'Moli Raiders ': 728 Strength (Elite, Mounted, Light-Armor, Longbow)

'Hell Hounds ': 670 Strength (Chained, Monstrous)

1. Recruit Elite Army (Mounted, Light Armor, Two-Handed

2. Blood War Emerald Mantle, breach on closest plain tile.

3. Blood War Emerald Mantle, breach on closest plain tile.

4. Blood War Emerald Mantle, breach on closest plain tile.

5. Blood War Emerald Mantle, breach on closest plain tile.

6. Blood War Emerald Mantle, breach on closest plain tile.

7. Blood War Emerald Mantle, breach on closest plain tile.

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a58216 No.47528

>>47480

forgot to upgrade my cities

just make them all bloodthrones except my capital which is a garrison.

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08b6bd No.47569

Im dead tired, arrived too late. Ill start the update adn cont when i wake up

>>47477

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders, Wild-Growth(Alliance)

3743.0 Population (+580/t)

73283 Gold(+254524/t)

9244 Army strength ( 7/7 Elite Armies. 7 Total Armies)

15670/22000 Progress (+6600/t, Level 7)

5 Faith

'Inner Defense Corps ': 1604 Strength (Elite, War-Clerics, Medium-Armor, Crossbow, Upgraded)

'Central Defense Attachment ': 1628 Strength (Elite, Scouts, Light-Armor, Longbow, Upgraded)

'Outer Defense Expeditionary ': 1504 Strength (Elite, Scouts, Light-Armor, One-Handed, Upgraded)

'2nd Inner Defense Corps ': 1692 Strength (Elite, Scouts, Medium-Armor, Crossbow, Upgraded)

'2nd Central Defense Attachment ': 544 Strength (Elite, Scouts, Light-Armor, Longbow)

'2nd Outer Defense Expeditionary ': 1580 Strength (Elite, Scouts, Light-Armor, One-Handed, Upgraded)

'3rd Outer Defense Expeditionary Forces': 692 Strength (Elite, Scouts, Light-Armor, One-Handed)

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5473a2 No.47597

Right, so I was fairly busy the day after. I guess im doing too much work lately and its hard to get back home and use my brain again.

Anyway

I will try finishing this update now.

>>47484

just as a note, i really like this c: good job

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

6500.0 Population (+1400/t)

72022 Gold(+546000/t)

4990 Army strength ( 4/8 Elite Armies. 8 Total Armies)

600/35000 Progress (+12500/t, Level 8)

8 Faith

'Silend Watchers ': 616 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Nature's Retribution ': 612 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Heralds of Ash ': 625 Strength (Reborn)

'Anointers of Ash ': 570 Strength (Reborn)

'Mercenary Army ': 800 Strength (Two-Handed, Heavy-Armor)

'Harbingers of Ash ': 595 Strength (Reborn)

'Trail Blazers': 612 Strength (Elite, Mounted, Heavy-Armor, Two-Handed)

'Emerald Rangers': 560 Strength (Elite, Scouts, Light-Armor, Longbow)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines, Demon-Bane(Alliance), Hybrid-Territories

4680.0 Population (+900/t)

380613 Gold(+383760/t)

4930 Army strength ( 7/7 Elite Armies. 8 Total Armies)

21684/22000 Progress (+11800/t, Level 7)

3 Faith

'Army: Cronus Regulators Zeta ': 676 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Omega ': 548 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Delta ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Echo ': 684 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Beta ': 496 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Angels ': 350 Strength (Angels)

'Cronus Regulators Sigma': 724 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'Cronus Regulators Epsilon': 768 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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5473a2 No.47598

File: fe6983e0e52094a⋯.jpg (591.49 KB,1920x1080,16:9,orc-battle-fantasy-hd-wall….jpg)

>>47527

WAR

Serene Khanate Armies advance

TheKhan’s Bloodriders Army raise their banners as they ride towards the dense of blood and glory!dealing 2136 Damage[1228 Base Strength]+24%Dice+30%Mounted+20%Two-Handed

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1740 Damage[1000 Base Strength]+24%Dice+30%Mounted+20%Two-Handed

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 1049 Damage[640 Base Strength]+24%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 984 Damage[535 Base Strength]+24%Dice+30%Brutal+30%Monstrous

The Coriz Raiders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 733 Damage[476 Base Strength]+24%Dice+30%Mounted

The Polak Raiders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 757 Damage[492 Base Strength]+24%Dice+30%Mounted

TheMoli Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 1121 Damage[728 Base Strength]+24%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1031 Damage[670 Base Strength]+24%Dice+30%Monstrous

TOTAL DAMAGE: 9551

**

The Order of the Emerald Mantle Armies advance

Divine light pours from the sky and follows the Silend Watchers Army as they charge aaginst their enemies with a religious zeal! dealing 985 Damage[616 Base Strength]+20%War-Clerics+40%Longbow

Divine light pours from the sky and follows the Nature's Retribution Army as they charge aaginst their enemies with a religious zeal! dealing 979 Damage[612 Base Strength]+20%War-Clerics+40%Longbow

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The null Army is unleashed into the battlefield! dealing 960 Damage[800 Base Strength]+20%Heavy-Armor

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Trail Blazers Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 918 Damage[612 Base Strength]+30%Mounted+20%Heavy-Armor

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 6416

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (26004 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-389 progress)

Heralds of Ash have fallen

Heralds of Ash army is reborned with the rising fire of the war which claimed them.

Serene Khanate gained 3960 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47599

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2578 Damage[1228 Base Strength]+60%Dice+30%Mounted+20%Two-Handed

TheClan Polak Riders Army raise their banners as they ride towards the dense of blood and glory!dealing 2100 Damage[1000 Base Strength]+60%Dice+30%Mounted+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Tree Rapers Army bursts out, using the chaos and confusion to their advantage! dealing 1280 Damage[640 Base Strength]+60%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1177 Damage[535 Base Strength]+60%Dice+30%Brutal+30%Monstrous

TheCoriz Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 904 Damage[476 Base Strength]+60%Dice+30%Mounted

ThePolak Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 934 Damage[492 Base Strength]+60%Dice+30%Mounted

The Moli Raiders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 1383 Damage[728 Base Strength]+60%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1273 Damage[670 Base Strength]+60%Dice+30%Monstrous

TOTAL DAMAGE: 11629

**

The Order of the Emerald Mantle Armies advance

Ancient religious wards glow around Silend Watchers Army, blessing their attack against their enemies with divine strength! dealing 985 Damage[616 Base Strength]+20%War-Clerics+40%Longbow

Ancient religious wards glow around Nature's Retribution Army, blessing their attack against their enemies with divine strength! dealing 979 Damage[612 Base Strength]+20%War-Clerics+40%Longbow

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The null Army is unleashed into the battlefield! dealing 960 Damage[800 Base Strength]+20%Heavy-Armor

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

TheTrail Blazers Army raise their banners as they ride towards the dense of blood and glory!dealing 918 Damage[612 Base Strength]+30%Mounted+20%Heavy-Armor

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 6416

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (20803 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-389 progress)

Trail Blazers have fallen

Serene Khanate gained 3960 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47600

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2996 Damage[1228 Base Strength]+94%Dice+30%Mounted+20%Two-Handed

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2440 Damage[1000 Base Strength]+94%Dice+30%Mounted+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Tree Rapers Army bursts out, using the chaos and confusion to their advantage! dealing 1497 Damage[640 Base Strength]+94%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1358 Damage[535 Base Strength]+94%Dice+30%Brutal+30%Monstrous

TheCoriz Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 1066 Damage[476 Base Strength]+94%Dice+30%Mounted

The Polak Raiders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 1102 Damage[492 Base Strength]+94%Dice+30%Mounted

The Moli Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1630 Damage[728 Base Strength]+94%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1500 Damage[670 Base Strength]+94%Dice+30%Monstrous

TOTAL DAMAGE: 13589

**

The Order of the Emerald Mantle Armies advance

Ancient religious wards glow around Silend Watchers Army, blessing their attack against their enemies with divine strength! dealing 985 Damage[616 Base Strength]+20%War-Clerics+40%Longbow

Ancient religious wards glow around Nature's Retribution Army, blessing their attack against their enemies with divine strength! dealing 979 Damage[612 Base Strength]+20%War-Clerics+40%Longbow

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The null Army is unleashed into the battlefield! dealing 960 Damage[800 Base Strength]+20%Heavy-Armor

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 5498

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (16643 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-695 progress)

Mercenary Army have fallen

Serene Khanate gained 3000 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47601

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2161 Damage[1228 Base Strength]+26%Dice+30%Mounted+20%Two-Handed

TheClan Polak Riders Army raise their banners as they ride towards the dense of blood and glory!dealing 1760 Damage[1000 Base Strength]+26%Dice+30%Mounted+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Tree Rapers Army bursts out, using the chaos and confusion to their advantage! dealing 1062 Damage[640 Base Strength]+26%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 995 Damage[535 Base Strength]+26%Dice+30%Brutal+30%Monstrous

TheCoriz Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 742 Damage[476 Base Strength]+26%Dice+30%Mounted

ThePolak Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 767 Damage[492 Base Strength]+26%Dice+30%Mounted

TheMoli Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 1135 Damage[728 Base Strength]+26%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1045 Damage[670 Base Strength]+26%Dice+30%Monstrous

TOTAL DAMAGE: 9667

**

The Order of the Emerald Mantle Armies advance

Ancient religious wards glow around Silend Watchers Army, blessing their attack against their enemies with divine strength! dealing 985 Damage[616 Base Strength]+20%War-Clerics+40%Longbow

The skies are singing a divine song of metal and blood as Nature's Retribution Army purge their enemies! dealing 979 Damage[612 Base Strength]+20%War-Clerics+40%Longbow

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 4538

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (8572 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-1095 progress)

Silend Watchers have fallen

Serene Khanate gained 1800 Progress!

The nation of 'Serene Khanate ' grows! (Level up)

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47602

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2652 Damage[1228 Base Strength]+66%Dice+30%Mounted+20%Two-Handed

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2160 Damage[1000 Base Strength]+66%Dice+30%Mounted+20%Two-Handed

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 1318 Damage[640 Base Strength]+66%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1209 Damage[535 Base Strength]+66%Dice+30%Brutal+30%Monstrous

The Coriz Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 932 Damage[476 Base Strength]+66%Dice+30%Mounted

ThePolak Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 964 Damage[492 Base Strength]+66%Dice+30%Mounted

The Moli Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1426 Damage[728 Base Strength]+66%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1313 Damage[670 Base Strength]+66%Dice+30%Monstrous

TOTAL DAMAGE: 11974

**

The Order of the Emerald Mantle Armies advance

The skies are singing a divine song of metal and blood as Nature's Retribution Army purge their enemies! dealing 979 Damage[612 Base Strength]+20%War-Clerics+40%Longbow

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 3553

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (0 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-1403 progress)

Nature's Retribution have fallen

Serene Khanate gained 960 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47603

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 2149 Damage[1228 Base Strength]+25%Dice+30%Mounted+20%Two-Handed

TheClan Polak Riders Army raise their banners as they ride towards the dense of blood and glory!dealing 1750 Damage[1000 Base Strength]+25%Dice+30%Mounted+20%Two-Handed

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 1056 Damage[640 Base Strength]+25%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 989 Damage[535 Base Strength]+25%Dice+30%Brutal+30%Monstrous

TheCoriz Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 737 Damage[476 Base Strength]+25%Dice+30%Mounted

The Polak Raiders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 762 Damage[492 Base Strength]+25%Dice+30%Mounted

TheMoli Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 1128 Damage[728 Base Strength]+25%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1038 Damage[670 Base Strength]+25%Dice+30%Monstrous

TOTAL DAMAGE: 9609

**

The Order of the Emerald Mantle Armies advance

The skies are covered in trails of fire as the Heralds of Ash Army launch themselves onto the enemy lines, dealing 625 Damage[625 Base Strength]

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 2574

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (0 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-1709 progress)

Heralds of Ash have fallen

Serene Khanate gained 0 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

The nation of 'The Order of the Emerald Mantle ' grows! (Level up)

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5473a2 No.47604

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 2640 Damage[1228 Base Strength]+65%Dice+30%Mounted+20%Two-Handed

The Clan Polak Riders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 2150 Damage[1000 Base Strength]+65%Dice+30%Mounted+20%Two-Handed

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 1312 Damage[640 Base Strength]+65%Dice+20%Heavy-Armor+20%Two-Handed

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1203 Damage[535 Base Strength]+65%Dice+30%Brutal+30%Monstrous

TheCoriz Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 928 Damage[476 Base Strength]+65%Dice+30%Mounted

The Polak Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 959 Damage[492 Base Strength]+65%Dice+30%Mounted

The Moli Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1419 Damage[728 Base Strength]+65%Dice+30%Mounted

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1306 Damage[670 Base Strength]+65%Dice+30%Monstrous

TOTAL DAMAGE: 11917

**

The Order of the Emerald Mantle Armies advance

The skies are covered in trails of fire as the Anointers of Ash Army launch themselves onto the enemy lines, dealing 570 Damage[570 Base Strength]

The skies are covered in trails of fire as the Harbingers of Ash Army launch themselves onto the enemy lines, dealing 595 Damage[595 Base Strength]

The Emerald Rangers Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 784 Damage[560 Base Strength]+40%Longbow

TOTAL DAMAGE: 1949

**

Serene Khanate have scattered the Plains with the blood of The Order of the Emerald Mantle Armies.

The armies of Serene Khanate emerge out of the raid bearing the gifts of plunder… (0 Gold stolen)

Serene Khanate Found that there is no glory in defeating weaker nations (-1293 progress)

Harbingers of Ash have fallen

Serene Khanate gained 0 Progress!

The Order of the Emerald Mantle gained 5768 Progress!

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5473a2 No.47605

File: e93acbcc5d4e3d9⋯.jpg (1.19 MB,1800x1400,9:7,ud9-1.jpg)

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion, Chaos-Marked

5060.0 Population (+870/t)

355488 Gold(+247940/t)

5769 Army strength ( 6/8 Elite Armies. 8 Total Armies)

1030/35000 Progress (+7100/t, Level 8)

0 Faith

'Khan’s Bloodriders ': 1228 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Clan Polak Riders ': 1000 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

'Tree Rapers ': 640 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Black Beasts ': 535 Strength (Monstrous, Brutal)

'Coriz Raiders ': 476 Strength (Elite, Mounted, Light-Armor, Longbow)

'Polak Raiders ': 492 Strength (Elite, Mounted, Light-Armor, Longbow)

'Moli Raiders ': 728 Strength (Elite, Mounted, Light-Armor, Longbow)

'Hell Hounds ': 670 Strength (Chained, Monstrous)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty, Riverlanders(Alliance)

6500.0 Population (+1400/t)

0 Gold(+546000/t)

1130 Army strength ( 1/9 Elite Armies. 2 Total Armies)

5976/56000 Progress (+12500/t, Level 9)

8 Faith

'Anointers of Ash ': 570 Strength (Reborn)

'Emerald Rangers': 560 Strength (Elite, Scouts, Light-Armor, Longbow)

God turn

Prayers

Only one prayer made by the watchkeepers

[Adjacent cities] Great prayer

The watchkeepers wish to gain the ability to build cities adjacent to already existing cities they own. It will cost you 12 power to grant this prayer.

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63f7cc No.47606

Dice rollRolled 2 (1d4)

>>47475

rollin

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63f7cc No.47614

Dice rollRolled 29, 83, 82, 3, 11, 11, 94, 85 = 398 (8d100)

>>47475

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics, Demon-Bane, Imperial

5080.0 Population (+800/t)

315012 Gold(+243840/t)

6122 Army strength ( 6/7 Elite Armies. 9 Total Armies)

12085/22000 Progress (+10700/t, Level 7)

13 Faith

'Warriors of Bobius ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'White-apple Guard ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'3rd Banner of the Faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Arc of the Beast ': 1030 Strength (Growing-Hunger)

'the Redeemed Tribe ': 596 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Temple Guard ': 436 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'The Sleeper ': 740 Strength (Siege, Quake)

'Heretic Hunters ': 628 Strength (Elite, Agents, Heavy-Armor, Two-Handed)

'Berserk Lords ': 796 Strength (War-Cleric, Light-Armor, Two-Handed)

1 Build Mine

2 Masterwork Weapons Warriors of Bobius

3 Masterwork Weapons White-apple Guard

4 Masterwork Weapons 3rd Banner of the Faith

5 Masterwork Weapons The Redeemed Tribe

6 Masterwork Weapons Temple Guard

7 Masterwork Weapons Heretic Hunters

8 Free Prayer- "We wish once more to ask for the Underground River. Our armor is too heavy to cross the great plains and raid the elves in their forests."

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9372bc No.47892

File: fd35122c3d05976⋯.jpg (462.99 KB,1272x719,1272:719,1ie4cu.jpg)

GOD TURN

The Lord of Order frowns as he looked down on the world to see that the Serene Khanate, who he had all too generously granted one last chance at mercy and peace to, had foolishly broken their pact of non-aggression and attacked the eastern druids. He would not be so foolish as to grant mercy again. Though the Order of the Emerald Mantle had grown prideful, sinful and decadent, spitting in the face of order, they were not the true problem right now, and so the Lord of Order issued his proclamation: "Followers, to arms! The Serene Khanate has rejected my simple terms for mercy and is now laying waste to the eastern forests, summoning many demons and greatly disturbing the order we all hold so dear. It is now time that they learned the true price of such treachery! If they will not listen to order then I call upon you to bring order to them, by force if necessary! Though it pains me to do so I order the subjugation of the Serene Khanate!"

Prayer: Grant Morgoth's prayer

Action: C R U S A D E

Commandment: Give a commandment to the Enveloping Kingdom of the Membrane to attack the Serene Khanate, regain their lost honor and help to restore the order to the world

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9c0fce No.47895

Do we post now?

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0dbd37 No.47995

>>47895

soon, probably sunday. sorry got shit ton of work right now and barely any free time. I'll update soon as i'll have the time to do so

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