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/builders/ - Hero and Nation Builders!

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

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

515258 No.46807 [Last50 Posts]

"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

____________________________
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515258 No.46808

Basic map information:

Forest: 1 wealth, 30 growth

Plains: 1 wealth, 20 growth

Cliffs: 2 wealth, 20 growth

Barren: Nothing

River: You can't own river tiles but here is a reminder c:

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301e3c No.46809

Dice rollRolled 57, 19, 23 = 99 (3d100)

>>46807

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301e3c No.46810

File: 318d120f8ffa7d0⋯.jpg (172.89 KB,672x950,336:475,orc_warrior_by_windmaker-d….jpg)

File: 85c9cbcdc7df56a⋯.jpg (1.19 MB,1800x1400,9:7,blurgh.jpg)

>>46807

Nation Name & Color: The Sacred Khanate of the Endless Plain, Yellow

Fluff: Once a fractured and disorganized assortment of clans it all changed with the arrival of the Great Khan an orc with a vision from God himself. He united the clans under a vision of piety and glory for all! No longer would brother raid brother for their were plenty of heretics in the world that deserved to be punished for daring to stray from God's light! Through both blade and word the Sacred Khanate of the Endless Plain was created to act as God’s punishment on non-believers and to lead the Orcs to the Endless Plains of Paradise in the afterlife!

Nation level: 3

Nation Perks: Theocratic Savages

Starting location: Top Plains

Population: 1000

Gold: 5000 Population*wealth)

Progress: 0/4000

Elite Armies: 3/3

Faith: 0

Army#1:

Strength: 57

Upgrades: N/A

Army Trait: [Mounted][Light Armor][Two Handed Weapons]

Name: Khan’s Bloodriders

Army#2:

Strength: 19

Upgrades: N/A

Army Trait: [Mounted][Light Armor][Two Handed Weapons]

Name: Clan Valruz Riders

Army#3:

Strength: 23

Upgrades: N/A

Army Trait: [Mounted][Light Armor][Two Handed Weapons]

Name: Clan Polak Riders

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a58216 No.46811

Dice rollRolled 54, 76, 53 = 183 (3d100)

>>46807

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a58216 No.46812

File: e13941fedbc1abb⋯.jpg (1.19 MB,1800x1400,9:7,start location.jpg)

>>46807

Fluff: The order was once a collection of hermetic mystics who lived deep within the forest in order to better understand creation itself. Over the years they had worked steadily towards enlightenment and had eventually reached the point to where it had made some permanent physical changes. The most prominent of which was their eyes becoming slitted like cats, Their ears being shaped like leaves, with hair white as snow, and the passage of time not making a single etch on their features. Such changes had brought awe to the normal folk in the forest villages and they would regularly make offerings to the order so that they might share their wisdom with them. This had continued for generations until a vision from the now archdruid Donndubhan had told him that they are needed to ensure the sanctity of the forest and prevent it from demonic perversion. After he had received this vision he found a great cloak emerald in color draped on his shoulders giving him divine right to the forest. Donndubhan had shared this vision to the other hermits and they had set out into the forest to preach about the people's responsibility to the forest. Those who had accepted the message were miraculously transformed into forms just like their idols while those who had dismissed or even mocked were painfully transformed into great oak trees. The hermits were then reformed into a proper order of druids and had set the source of the river as the seat of their power.

Nation Name & Color: The Order of the Emerald Mantle, Green

Nation level: 3

Nation Perks: Theocratic Druids

Starting location: Capital in the center tile of marked area in the forest

Population: 1000

Gold: 5000

Progress: 0/4000

Faith: 0

Elite Armies: 3/3

Army#1:

Strength: 76

Upgrades: N/A

Army Trait: [War Clerics], [Medium Armor], [Longbow]

Name: Emerald Rangers

Army#2:

Strength: 54

Upgrades: N/A

Army Trait: [War Clerics], [Medium Armor], [Longbow]

Name: Silent Watchers

Army#3:

Strength: 53

Upgrades: N/A

Army Trait: [War Clerics], [Medium Armor], [Longbow]

Name: Nature's Retribution

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6ab620 No.46813

File: 815ea27cc43bdfe⋯.png (3.54 MB,1800x1400,9:7,My Forest.png)

>>46807

Fluff: https://pastebin.com/bZ9cKMYq

Nation Name & Color: Faith Keepers, Viridi (Green)

Nation level: 3

Nation Perks: Druidic Theocracy

Starting location: 3

Population: 1000

Gold: 5000

Progress: 0/4000

Elite Armies: [3/3

Faith: 0

Army 1 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

Army 2 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

Army 3 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

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6ab620 No.46814

Dice rollRolled 68, 99, 7 = 174 (3d100)

>>46813

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301e3c No.46815

>>46810

Change to Imperial Savages

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9372bc No.46816

File: 739f6b8b4092b3f⋯.jpg (130.19 KB,750x1000,3:4,062935.jpg)

GOD

Name: Ordos, Lord of Balance and Harmony

Fluff: Before being exiled by the Elder Gods, Ordos was once a god of justice, taking the form of an ephemeral humanoid figure with golden armor and a matching golden mask with a beak that resembles a beak. As his title suggests, his purpose is to maintain the order of the world by ensuring that the mortal races do not grow too powerful. While he is considered to be a compassionate god who seeks the well-being of his followers, he also demands that his followers obey his teachings to protect the order of the world themselves, not to give in to greed and lust for power but to maintain the harmony of the world. While he encourages growth, it must be done equally, lest the world fall into chaos As it is his sacred duty to maintain this order, he will take this into his own hands if power-hungry mortals disobey him and seek to destroy the order of the world, and though it pains him to do so he will administer justice. He is commonly depicted holding a set of golden scales in his left hand and a sword in his right, and his divine symbol is a depiction of scales, representing the balance and harmony that he seeks.

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a58216 No.46817

>>46812

change medium armor to light armor on all of them.

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515258 No.46818

>>46815

I liked the idea of orcs fighting for piety, but i guess its good to not have everyone as theocracy.

Oh well, if you want to send a new fluff im all in for that, your call.

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f91092 No.46825

Fluff: The Best druids are unforgiving of those who destroy the balance. Our job is to avenge the Earth and destroy all the unnatural.

Nation Name & Color: Druid overlords.

Any color is fine

Nation level: 3

Nation Perks: Druidic Theocracy

Starting location: 3

Population: 1000

Gold: 5000

Progress: 0/4000

Elite Armies: [3/3

Faith: 0

Army 1 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

Army 2 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

Army 3 [War Clerics], [Heavy Armor], [Two-Handed Weapons]

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515258 No.46829

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515258 No.46833

File: 626431978375f3c⋯.jpg (1.2 MB,1800x1400,9:7,ud0.jpg)

Anyhow

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515258 No.46857

File: 2a8a1e5afdde24f⋯.jpg (837.51 KB,1920x1080,16:9,1479094088731.jpg)

>>46812

>Pre game event

Donndubhan steps out of his shed to the roaming winds of a cold night and a bright starfull skies, and begins following nature.

The winds glide him to his direction and the many stars guide his path until he reaches an old grey oak tree naked in the wind, surrounded by healthier and younger oak trees proudly surrounding the old grey one who humbles in comparison.

"It is my time" old Donndubhan understands, and lays under the grey tree, waiting for nature to take him.

What happened next?

[1] Donndubhan kept laying down there, as if he was dead. Wolves start roaming around him, getting close. They sniff him, then take a bite. Donndubhan does not react, allowing the wolves to consume his flesh as if he was dead, pain is of no importance, just another natural thing. The blood of Donndubhan flow into the earth, dripping down and feeding the roots of the old oak tree with sacred powers…

>Gain [Guardian Tree] . Choose a forest tile you own, that tile gains 20% fortification(doesn't go away when you build on it but does not stack with other fortifications)

[2] Donndubhan keeps laying down on the ground, watching the stars float in the skies above him until a bright ray of morning sun pierces the night skies and wash away the stars. A new day has dawned upon Donndubhan, he realizes this is not his time yet.

Donndubhan gets up and looks at the old oak tree. Understanding that the same is meant for him, it is no time for the old oak tree to die, Donndubhan will make sure it will grow once more and give its duty to the forest.

> [Generous oak] One forest tile of your choice gains +20 growth

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515258 No.46858

File: e537c3012a6d435⋯.jpg (87.15 KB,374x576,187:288,druid_priestsbw.jpg)

>>46813

>Pre game event

The royal family gathers under the peaceful noon's sky that shine upon the clearing in the dense forest. Wearing a cloak made of autumn leaves a small girl steps out from the lines of her family holding a pile of whitewood saplings and approaches the middle of the clearing. "Here!" She declares and drops the saplings to scatter on the ground

What happened next?

[1]

"Is this what you called us for?" Says one elder in a mocking voice. "Patience, is what you lack, little girl. The spirits will guide us when it is time."

> [It is not time yet] Wait for the spirits to guide you in a later time

[2]

"This shall be a new dawn for our dynasty, living once more under the great whitewoods" Says the girl's father in a voice of authority and pride "Brought by a girl, by innocence, ambition and vision that we have forgotten about. This girl will live to grow beside the whitewoods into greatness, and so does many others."

> [Plant the whitewood sapling] A forest tile of your choice will generate 200 progress each turn (doesn't go away when you build on it but does not stack with other progress bonuses)

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515258 No.46859

>>46815

Hey CW give some new fluff so i can create a pre-game event for you too. Even something simple, just so i cna grab onto something

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13958e No.46860

File: 31e684fd0aab36f⋯.jpg (353.37 KB,609x938,87:134,wood_robot_10_k_by_nancyni….jpg)

File: 94295437ef692fe⋯.jpg (451.07 KB,1920x1920,1:1,ronan-mahon-ronanmahon-clo….jpg)

Nation Name & Color:

The Watchkeepers of Reality

Fluff: The Watchkeepers of Reality is the name given to a group of living mechanical constructs known as Chronites. They are built seemingly for one purpose, to maintain the order and the schedule of the world. Their purpose is to ensure that the flow of time is maintained, correctly and adequately, and any abberations are swiftly deleted from the continuum.

The reason for this is simple: ever do time interlopers from both the past and the future attempt to arrive at this time bent on either unleashing the portal from hell, or establishing a futuristic empire far too early for its time. Whether invaders from the future with weapons of light and fire, or wizards of the past seeking to gain ultimate power through the portal, they are there to prevent any such tampering of the hell portal and the unleashing of demons. The god of Order did not plan for it in the eternal flow of time, so it shall not be done.

The Chronites claim they were designed by the very god of Order himself, to whom all things mechanical are familiar for machines are the embodiment of order itself.

https://www.youtube.com/watch?v=jLE3BVf_Oww

Nation level: 3

Nation Perks:

[Imperial]

[Theocratic]

Starting location: South of the Portal

Population:1000

Gold: 5000 +(Pop*Wealth)/Turn

Progress: 0/4000

Elite Armies:

Strength:

Upgrades:

Army Trait: [War Clerics], [Medium Armor], [Crossbow]

Cronus Regulators Alpha

Strength:

Upgrades:

Army Trait: [War Clerics], [Medium Armor], [Crossbow]

Cronus Regulators Zeta

Strength:

Upgrades:

Army Trait: [War Clerics], [Medium Armor], [Crossbow]

Cronus Regulators Omega

Faith: [Start with 0. You gain faith each time you build a temple. Having high faith means the god of the game will be in your favor. Faith can also be spent to cast dark spells]

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515258 No.46861

>>46860

Alright, I'm gonna add another trait to your nation since you decided to play as machines.

Its not a good/bad trait, just one that'd make it thematic

[Machines] You gain 1 wealth and 20 growth from all type of tiles instead of their stated income. You can not build farms. You can build on barren.

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13958e No.46862

Dice rollRolled 13, 69, 37 = 119 (3d100)

>>46860

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a58216 No.46864

>>46857

I will take the generous oak for my capital tile.

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6ab620 No.46865

>>46858

Ill take the mystery box

> [It is not time yet] Wait for the spirits to guide you in a later time

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e53cc2 No.46866

>>46859

Fuggit, just leave me as Theocratic Savages

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f91092 No.46872

>>46829

Well fuck you too then bidd

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515258 No.46873

File: 61bc67255cb7d89⋯.jpg (430.57 KB,1600x1200,4:3,46510_steampunk_mechanical….jpg)

>>46860

It is time to put the new nation to motion. The heavy clockwork machinery starts spinning in a metalic buzzing sound as the Chronites handle the old gentle mechanism and route each steaming pipe and engine.

However, the great machine which is the city of the Chronites is flawed, some metals gave their strength away, and some machinery dropped into heavy silence… What shall be done with these old machinery?

[1]

The Chronites haul the machinery to a designated scrap-yard, where they will be recycled and re-used to build something new.

[Recycling] The next building you create will cost 50% less.

[2]

The Machinery might be old, but it could still function. The Chronites begin to repair the old machinery.

[Repairs] Your city gains +1 wealth

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13958e No.46874

>>46873

[Recycling] The next building you create will cost 50% less

Time does not stagnate, but ebbs and flows. So too are old things torn down and decayed, to give way to the new.

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515258 No.46877

File: f5a1f96587aa628⋯.png (1.12 MB,900x600,3:2,regionTribalScreen.png)

>>46810

Polak, leader of the Polak riders has been taking his wrath on everyone near him for the past few days. Usually raids against heretics keep him silent and content, yet no heretics have been sighted for days.

No one dares getting near Polak when he is THAT mad, yet one brave and cunning orc decides to walk into Polak's tent, with an idea in mind…

"Polak, may I come in?" The small orc whispers from outside the tent

"BAHHH! You have gold with you?" Polak shouts from within

"No, but- but I have… A plan"

What happened next?

[1]

The small orc enters, Huge Polak sits with his back towards the entrance, eating an whole roasted pig. Even when sitting, he is bigger than the small orc who entered. Bones of eaten animals are scattered around

"So, Plan to get gold? Spit it out before I gut you" Polak says, still sitting with his back towards the small orc

"Yes, a plan. To get gold, we need a better leader" Before Polak turns around in confusion to that answer, the orc picks up a sharp bone and stabs Polak in the neck. Polak moans and chokes on his blood for a few seconds before collapsing

[Changing leadership] The Polak Riders get a new and better leader, their strength score is changed to 50.

[2]

"You say we need heretics to take more gold, right? Ha, don't look so far beyond the horizon. The heretics are here. The fancy dressing orcses, how come they have got all this gold and keep it to themselves? This gold belong to god! Lets gut them nasty orcses and take it back!"

[Kill the fancy dressing orcses] Gain 6000 gold, lose 50 population.

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515258 No.46887

>>46807

Also, I thought its obvious for some reason but I guess its not.

The objective "Unleash hell" can only be achieved if god hasn't Ascended yet. If that changes your plans for some reason you can still edit sheets, i'll keep the pre-event bonus as is tho.

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e53cc2 No.46888

>>46877

>The small orc enters, Huge Polak sits with his back towards the entrance, eating an whole roasted pig. Even when sitting, he is bigger than the small orc who entered. Bones of eaten animals are scattered around

>"So, Plan to get gold? Spit it out before I gut you" Polak says, still sitting with his back towards the small orc

>"Yes, a plan. To get gold, we need a better leader" Before Polak turns around in confusion to that answer, the orc picks up a sharp bone and stabs Polak in the neck. Polak moans and chokes on his blood for a few seconds before collapsing

>[Changing leadership] The Polak Riders get a new and better leader, their strength score is changed to 50.

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7d1b4c No.46891

File: 3ce9fedd67ec7d0⋯.png (330.42 KB,367x558,367:558,Amoeba1.png)

Fluff: A race of giant amoeba-like people, the Membrane do not hold true to this new god, and continue the worship of their old God. Mass, as he is known, is both the origin and the end for this people, all creation is split off from his body, and the afterlife is his body itself, where they will return upon death. They look forward to their eventual passing, but know that in their time on earth they must propagate as much as they can. In addition, the followers of the new false god must be prevented from dying with any of us, as they may inadvertently be mixed with us on their passing and taint the body of Mass. Killing of other races must be avoided in all but the most extreme circumstances, for they are not worthy to be part of Him. They are currently lead by their spiritual leader, Mitoc.

Nation Name & Color: The Enveloping Kingdom of Membrane, Blue

Nation level: 3

Nation Perks: Pacifist Heretics

Starting location: Bottom Left Corner

Population: 1000

Gold: 5000

Progress: 0/4000

Elite Armies: 3/3

Faith: 0

Army#1: [War Clerics], [Medium Armor], [Crossbow]

Inner Defense Corps

Army#2: [Scouts], [Light Armor], [Longbow]

Central Defense Attachment

Army#3: [Scouts], [Light Armor], [One-Handed Weapons]

Outer Defense Expeditionary Forces

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7d1b4c No.46892

Dice rollRolled 76, 82, 65 = 223 (3d100)

>>46891

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515258 No.46893

File: 4d84c0899cf14d1⋯.jpg (106.97 KB,660x500,33:25,Lynda Benglis 2.jpg)

>>46891

"May the old god devour us all! Happy god devouring day!" the Membrane flood out to prepare the rituals at the center of the blob, where the masses gather for worship and festivities.

What happened next?

[1]

The chosen and most honored Membrane gained the honor to be thrown into "The jaw of Mass", a giant pit in the middle of the blob of a city. They have gained the honor of being devoured early and join afterlife

> [The jaw] Lose 50 population, gain 1 point of "dark magic" which can be spent to cast dark spells instead of faith when you wish.

[2]

The Membrane erect a new statue made of solid gold. It looks exactly like a blob! How very impressive

> [Erected blob] Lose 4000 gold, gain 1500 progress

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7d1b4c No.46894

>>46893

>>46893

>[2]

>The Membrane erect a new statue made of solid gold. It looks exactly like a blob! How very impressive

>> [Erected blob] Lose 4000 gold, gain 1500 progress

The celebration goes on, and they build a great monument. It will remind them of the work they still have yet to do in this world

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515258 No.46895

File: 98e95892242874e⋯.jpg (1.2 MB,1800x1400,9:7,ud1.jpg)

>>46810

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1000.0 Population (+180/t)

5000 Gold(+5000/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

>>46812

'The Order of the Emerald Mantle' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+180/t)

5000 Gold(+5000/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

1 Faith

'Emerald Rangers': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46813

'Faith Keepers' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+160/t)

5000 Gold(+5000/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

1 Faith

'Druidic zealots': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

>>46860

'The Watchkeepers of Reality' Information:

Nation Perks: Imperial, Theocrats, Machines

1000.0 Population (+140/t)

5000 Gold(+5000/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

>>46891

'The Enveloping Kingdom of Membrane' Information:

Nation Perks: Heretics, Pacifists

1000.0 Population (+140/t)

1000 Gold(+7000/t)

2092 Army strength ( 3/3 Elite Armies. 3 Total Armies)

1500/4000 Progress (Level 3)

0 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 Forces': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

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515258 No.46896

File: 62879f125e835bb⋯.jpg (851.74 KB,1920x1080,16:9,1487477959552.jpg)

### TURN 1

> Global Events:

* Age of heroes:

New beginnings, new civilizations, new god, where will it take you? What shall be your destiny?

It is time to find a hero to lead the nation and shape the unforeseeable future. This hero will also serve you in some of the special events between turns.

What kind of hero YOURS is going to be?

First, name your hero, and then choose a trait -

[1]

>[Brave] Your leader is brave and impeccable. You can declare to assign this leader to an army when you attack, and gain +5 to your roll score (can't pass 100). If that army falls, the hero dies

>[Diplomatic] Your leader knows its way around a court! When diplomacy global events happen and require a 1d100 roll, you gain +20 for sending that leader.

>[Spymaster] Whenever a diplomatic event occurs, you can send your leader to assassinate one of the other heroes instead of doing that event. If you roll over 70, that hero dies.

>[Diligent] Assign this leader to a city. That city generates additional 300 progress per turn. If the city falls, the hero dies with it.

Remember -

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

> 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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e53cc2 No.46897

Dice rollRolled 91, 35, 63 = 189 (3d100)

>>46896

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1000.0 Population (+180/t)

5000 Gold(+5000/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

—–

The Great Khan Tol'Coral is very [Diligent]

—–

1-3. For the glory of our great lord above well shall expand into the plains around us!

Free Prayer: Oh great lord please bless our expansion with bountiful harvests!

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515258 No.46898

>>46896

Ignore the action i pasted there

THESE are the actions you can make

Actions: https://pastebin.com/pVhDseLZ

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a58216 No.46899

File: 11588004c804b1f⋯.jpg (1.18 MB,1800x1400,9:7,expansion.jpg)

Dice rollRolled 33, 22, 63 = 118 (3d100)

>>46895

'The Order of the Emerald Mantle' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+180/t)

5000 Gold(+5000/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

1 Faith

'Emerald Rangers': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

Donndubhan the Archdruid

>[Diplomatic] Your leader knows its way around a court! When diplomacy global events happen and require a 1d100 roll, you gain +20 for sending that leader.

"It was not the force of arms, intrigues in the shadows, or the growth of industry that has united our people, but rather the words of the prophet. When speaking truth you are invoking reason and order into the world and it must abide by the true reality of things. Those who had rejected were in turn rejected by nature and had paid dearly for their transgressions. Our enemies shall find that while our bows can easily turn them away from our forests we can then turn the whole world against them with but a word."

1. expand to 1

2. expand to 2

3. expand to 3

"The forest is our charge and yet we have not laid full dominion over it. This must be rectified immediately if we are to perform our duty."

Name: Bounty of the Forest

Prayer: Have my capital enjoy the fruits of nature

Fluff: Despite dedicating themselves wholly to nature they still seem to have its secrets locked away from them. The druids are having great difficulty unraveling its mysteries and seek divine guidance on how to best approach this problem.

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7d1b4c No.46900

Dice rollRolled 7, 20, 44 = 71 (3d100)

>>46896

'The Enveloping Kingdom of Membrane' Information:

Nation Perks: Heretics, Pacifists

1000.0 Population (+140/t)

1000 Gold(+7000/t)

2092 Army strength ( 3/3 Elite Armies. 3 Total Armies)

1500/4000 Progress (Level 3)

0 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 Forces': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

>[Diligent] Assign this leader to a city. That city generates additional 300 progress per turn. If the city falls, the hero dies with it.

The industrious Endoc, among the greatest young Membrane minds, is placed by Mitoc in charge of the capital city, Nucleatus. With his knowledge and enthusiasm, he is expected to help the Kingdom grow at an even greater rate

1-3. The Membrane must propagate, and so they shall. They expand into the Northern forests without hesitation

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515258 No.46901

File: 4f16d73d9e8ecbe⋯.jpg (1.2 MB,1800x1400,9:7,ud1-1.jpg)

>>46897

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1000.0 Population (+300/t)

5000 Gold(+14000/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

>>46899

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+270/t)

5000 Gold(+8000/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

3 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46900

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1000.0 Population (+230/t)

1000 Gold(+10000/t)

2092 Army strength ( 3/3 Elite Armies. 3 Total Armies)

1500/4000 Progress (Level 3)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

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13958e No.46902

Dice rollRolled 27, 95, 86 = 208 (3d100)

>>46901

1-3. expand into the southern planes

The Chronites move out, bearing pickaxes and hammers and wood and steel, laying new rail lines to expand their mechanical nation

>can't post stats atm, on phone

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6ab620 No.46904

Dice rollRolled 93, 32, 94 = 219 (3d100)

>>46896

Faith Keepers' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+160/t)

5000 Gold(+5000/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

1 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)

> [It is not time yet] Wait for the spirits to guide you in a later time

123 Expand into the nearby forests. The forests must be brought under our protection if we are to see them grow and expand.

Prayer- We pray that our people are healthy and fertile this season.

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6ab620 No.46905

>>46904

>>46896

Bobius the Brave. Captain of the 1st Banner of the Faith and Commander of all forces afield.

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13958e No.46907

File: 5c48ab4ce8d1337⋯.jpg (160.99 KB,1280x720,16:9,233012-lightningreturns-sp….jpg)

>>46896

>[Diligent] Assign this leader to a city. That city generates additional 300 progress per turn. If the city falls, the hero dies with it.

The Chronites leader is not like any other, for it is not a person but a structure.

The Eternal Clocktower is a living, sentient guardian and overseer of all Chronites, who keep their time by it. The keeping of time is not only a practical matter, but an existential and religious one. Time is the ultimate expression of order in a universe in motion, and is the very fingerprint of their god of order. The Eternal Clock Tower often dictates the schedule and actions of the Chronite nation as a whole, sending out signals and organizing the workings of the nation in addition to ringing the hour. It is said no matter wherever a Chronite is they can hear the tolling of the Clocktowers Bells, and on the day it falls silent the end of the world is nigh.

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13958e No.46908

File: 5f6a3be856538da⋯.jpg (43.64 KB,350x271,350:271,20041022006x350.jpg)

>>46902

Free Prayer:

"Great Ordos all around, bless our efforts with efficiency, and may our expansion efforts succeed ahead of schedule.">>>46907

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0b8472 No.46909

File: 1ca3db58256ab93⋯.jpg (1.19 MB,1800x1400,9:7,ud1-2.jpg)

>>46907

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1000.0 Population (+210/t)

5000 Gold(+14000/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

>>46904

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1000.0 Population (+250/t)

5000 Gold(+14000/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

0/4000 Progress (Level 3)

3 Faith

'Druidic zealots ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

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dd617c No.46911

Im at work so ill make a quick prayer list while im on my lunch break.

The clouds open as if they cleared the way for the prayers to ascend. Above those clouds the god of harmony and balance has its seat, listening to the pleads of the mortals in his realm, judging them by the weigh of their virtue…

[Bountiful harvests] Petty prayer. The savage orcs in the north wish to settle and grow their farms. Their farms receive 5 growth if you answer this prayer

[Bounty of the forest] the capital city of the druids at east will receive additional 5 growth for every forest tile it has territorial connection to

[Efficient expansion] Wishful prayer. the imperial chronites may use their army units and expand their territory once more if they wish, but they also take 30 precent penalty on battles that turn.

[Good season] petty prayer. for 3 turns, the druids out west gain additional 50 growth and 200 progress

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9372bc No.46912

File: 5a22aa0f348a97c⋯.png (3.67 MB,1800x1400,9:7,presto.png)

Dice rollRolled 91, 9 = 100 (2d100)

>>46825

Ordos looks upon the fortunes of the mortal races and weighs their luck on his golden scales. Aside from the one with no prayer, the Order of the Emerald Mantle seems to be stricken with the worst luck, and so the God of Order and Harmony bestows his mercy to the druids.

>Answer the Bounty of the Forest prayer (Oneman)

Ordos also sows the seeds of life amongst the land, expanding the forest to the northwest further eastward and northward (casting Heaven's Garden on the tiles specified in the image)

Dunno if I'm supposed to roll or not but I'll do it anyway

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0b8472 No.46916

File: b3447df6dd271a4⋯.jpg (1.22 MB,1800x1400,9:7,ud2-0.jpg)

Updated stats after turn 1

>>46810

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1300.0 Population (+300/t)

19000 Gold(+18200/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2300/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 St>>46812

rength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

>>46812

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats

1350.0 Population (+350/t)

13000 Gold(+10800/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

3 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46813

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats

1350.0 Population (+350/t)

13000 Gold(+10800/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

3 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46860

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1210.0 Population (+210/t)

19000 Gold(+16940/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2700/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

>>46891

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1230.0 Population (+230/t)

11000 Gold(+12300/t)

2092 Army strength ( 3/4 Elite Armies. 3 Total Armies)

490/6000 Progress (Level 4)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

Also a display of the map without the influenced territories just because

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0b8472 No.46917

>>46912

>Balance bonus: No nation has moer than 1500 military strength over any other nation. +10 power

>Harmony bonus: No nation has moer than 6 territories over any other nation. +10 power

>Prayers: Gain 8 power from the 4 prayers (2 per prayer

>Fulfilling petty prayer: Gain +8 (5 petty 3 faith)

Total of 36 power this turn

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0b8472 No.46918

File: 395d80927ad8f19⋯.jpg (189.74 KB,1280x784,80:49,1280px-Jacques_Ignace_Hitt….jpg)

### TURN 1

> Global Events:

* The council of nations

An initiative to create a powerful council who shall influence the fate of global events is formed.

The combined wisdom of the nations shall be dedicated to govern events who concern nations altogether, if such a council shall exist…

>1) Send a hero to join the council of nations

*Your hero makes a diplomacy roll, if he scores higher than 40 he joins the council of nations and you get to vote on the outcome global events concerning the realm as long as he lives, but must abide the outcome even if your choice wasn't picked. Being part of the council grants your capital additional 500 progress a turn.

> 2) We govern our own

You do not send a hero to join the council, and get to choose the outcome of global events concerning your nation as you wish.

Remember -

> 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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0b8472 No.46919

accidentally didn't post morgoth's nation.

>>46813

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1250.0 Population (+250/t)

19000 Gold(+17500/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

3 Faith

'Druidic zealots ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

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7d1b4c No.46920

Dice rollRolled 9, 1, 21, 60 = 91 (4d100)

>>46918

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1230.0 Population (+230/t)

11000 Gold(+12300/t)

2092 Army strength ( 3/4 Elite Armies. 3 Total Armies)

490/6000 Progress (Level 4)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

> 2) We govern our own

You do not send a hero to join the council, and get to choose the outcome of global events concerning your nation as you wish.

We can expect no fair treatment from the followers of the new false god, to council with them would be an exercise in futility. Instead, the great Membrane mind Endoc stays in the capital, using the recent spur of development to make it into a

>Metropolis

1-4. The Membrane continue to expand, reaching across to every available bit of land they currently can

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a58216 No.46921

File: 5ce06da8cd7dbce⋯.jpg (1.18 MB,1800x1400,9:7,expansion.jpg)

Dice rollRolled 36, 6, 78, 1, 100 = 221 (5d100)

>>46918

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats

1350.0 Population (+350/t)

13000 Gold(+10800/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

3 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>1) Send a hero to join the council of nations

"It is a great providence that we are able to bring wisdom to the world at large and help preserve it from calamity. Donndubhan will attempt to join this council and through him the world shall know the correct path."

1. Expand to 1

2. Expand to 2

3. Expand to 3

Name: Wild Growth

Prayer: Allow me to grow forests on my own from plains tiles

Fluff: While we still have not expanded fully into the forest that will not be the case forever. It is known that the forest used to span across the entire river in ancient times, but a great calamity has seen most of it die. If we had the ability to call upon the world's ancient roots then we would be able to restore it to its former glory.

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6ab620 No.46922

Dice rollRolled 33, 62, 17, 44, 94 = 250 (5d100)

>>46919

>>46918

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1250.0 Population (+250/t)

19000 Gold(+17500/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

3 Faith

Hero Bobius the Brave

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)

> [It is not time yet] Wait for the spirits to guide you in a later time

1 Diplomacy roll for Bobius the Brave.

2 Expand to a southern forest.

3 Expand to an eastern forest.

4 Expand to a northern forest.

5 Prayer- The armors of our ancestors are mighty heavy. Give us the strength to carry them abroad. Send us the wisdom to make them better, less a burden on our men. Amen.

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6ab620 No.46923

>>46922

No world council shenanigans for dear Bobius I suppose

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0b8472 No.46925

File: b206a7cb87f405d⋯.jpg (1.2 MB,1800x1400,9:7,ud2-2.jpg)

>>46920

>nat 1

The animals in THAT part of the forest were howling, but not in a natural sound…

The trees in THAT part of the forest were moving, but not with the winds…

The shadows grow larger than they should in THAT part of the forest, nothing is good about that place. Something dark is coming

*A curse spreads in the tile marked in black on the map and you can not expand there. The only way to lift the curse is to try and attack the tile against a dark threat of 3000 strength, or use a special dark spell (costs 1 point) to channel the curse elsewhere out of the realm

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1230.0 Population (+330/t)

11000 Gold(+15990/t)

2092 Army strength ( 3/4 Elite Armies. 3 Total Armies)

490/6000 Progress (Level 4)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

>>46921

> Nat1

Your people stretch out to expand into the forest in small groups, forgetting that in the depth of the unknown forest it is always better to walk in large groups for strength of protection…

The sun doesn't finish half a cycle before Dire-Wolves larger than any you have seen jumped at the expedition group which was sent to occupy that part of the forest…

> the 3rd tile was not taken, expedition of 50 elves were lost (-50 population)

>Nat100

A prayer so pure and so honest has sprung from the roots of the forest that it was answered immediately.

You are not sure if god has listened, or maybe more ancient spirits of the forest. But, a day after, your faithful order finds out that every sprout they lay to the ground takes it roots and grows in a pace so rapid it's nothing less than a miracle (Prayer answered immediately, doesn't need to go through the god for confirmation)

*You can spend an action to create an additional forest tile on plains in a neighboring or owned territory.

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

1300.0 Population (+410/t)

13000 Gold(+13000/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

4 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46922

>94 prayer

Your prayer will grant the god additional +4 power if he chooses to fulfill it.

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1250.0 Population (+340/t)

19000 Gold(+21250/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2000/4000 Progress (Level 3)

4 Faith

'Druidic zealots ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

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13958e No.46929

File: 9da600fd758cfea⋯.jpg (18.64 KB,200x200,1:1,15711720_1201119773_necro6.jpg)

Dice rollRolled 91, 48, 80, 62 = 281 (4d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1210.0 Population (+210/t)

19000 Gold(+16940/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2700/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

1-3. Expand southeast, into the forested regions.

Prayer: Great Ordos, bless our endeavours with efficiency and may our schedules be always ahead.

4. To the meeting of the Council, comes a single Chronite. He bears with him a curious device, which has the face of a clock, a large roll of paper, and several many moving parts. It seems, through the Chronite hearing the words, the device is somehow in communication (or perhaps, an extension) of the Clock Tower, as paper rolls out of the machine bearing words and responses.

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e53cc2 No.46931

Dice rollRolled 70, 96, 30, 56, 63 = 315 (5d100)

>>46918

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1300.0 Population (+300/t)

19000 Gold(+18200/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2300/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 St>>46812

rength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

—–

1-3. Continue to expand on the plains

4. Join the council of nations

5. Expansionist Devotion

"Oh great lord! Our expansion is our testament to our faith as we claim these plains in your name! Please let our expansion grant us faith!"

Free Action: Convert cattle into 2 farms

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0b8472 No.46932

File: 892a97f492c87a6⋯.jpg (1.19 MB,1800x1400,9:7,ud2-3.jpg)

>>46929

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1210.0 Population (+290/t)

19000 Gold(+20570/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2700/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

>>46931

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages

1300.0 Population (+420/t)

19000 Gold(+22100/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2300/4000 Progress (Level 3)

0 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

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dd617c No.46942

>>46816

The people cry for help from below, praying for your guidance. Yet a good god knows who to guide in miracles and who should care for his own.

[Unburden] desperate prayer. Made by the druids of the west. (You will gain +3 power for answering this prayer)

The prayer will allow their nation to treat heavy armor as medium armor for the purpose of mobility.

[Expansionist devotion] wishful prayer. The savages of the north will receive 1 faith for every 4 plain tiles(you will gain 3 power from fulfiiling this prayer)

[Blessed endeavors] wishful prayer. made by the chronites. Will grant them a free action to upgrade a building(still costs hold) after each time they construct a city ( you will gain 0 power from fulfiling this prayer)

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9372bc No.46945

File: 22111fef2b281fa⋯.png (3.24 MB,1800x1400,9:7,abracadabra.png)

>>46942

Name: Ordos, Lord of Balance and Harmony

Fluff: Before being exiled by the Elder Gods, Ordos was once a god of justice, taking the form of an ephemeral humanoid figure with golden armor and a matching golden mask with a beak that resembles a beak. As his title suggests, his purpose is to maintain the order of the world by ensuring that the mortal races do not grow too powerful. While he is considered to be a compassionate god who seeks the well-being of his followers, he also demands that his followers obey his teachings to protect the order of the world themselves, not to give in to greed and lust for power but to maintain the harmony of the world. While he encourages growth, it must be done equally, lest the world fall into chaos As it is his sacred duty to maintain this order, he will take this into his own hands if power-hungry mortals disobey him and seek to destroy the order of the world, and though it pains him to do so he will administer justice. He is commonly depicted holding a set of golden scales in his left hand and a sword in his right, and his divine symbol is a depiction of scales, representing the balance and harmony that he seeks.

Power: 36

Ordos mulls again over the prayers heard, this time having to make a choice between two nations of the Faithful - the druids of the west and the savages of the north. While the druids' prayers are desperate indeed, the boon they ask would give them great strength, perhaps too great if the balance is to be maintained. Thus the prayers of the Khanate are answered, and thus due to their connection with the plains their efforts in taming the plains will be rewarded. However, this also comes with a warning. Overstretching one's borders and gaining too much territory too quickly disturbs the balance of the world and is thus a sin against God. The Khanate will have to take this into consideration, lest their prayers go unheard or worse…

As for plans of his own, Ordos gazes upon the wealth of the nations, who was earning more and who was earning less. Poverty will ultimately lead to imbalance, and thus the god of balance and harmony waves his hand, and nuggets of gold appear in the river's shores. around the lands of the nation with the least income, the Order of the Emerald Mantle. (casting Divine Creation - Gold in the tile specified)

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0b8472 No.46953

File: 8145b49168ce24b⋯.jpg (1.19 MB,1800x1400,9:7,ud2-4.jpg)

>>46945

> Gain +3 power from fulfilling the prayer

>Balance bonus: No nation has more than 1500 military strength over any other nation. +10 power

>Harmony bonus: No nation has more than 6 territories over any other nation. +10 power

> +6 from prayers

overall +29 power this turn

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0b8472 No.46954

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages, Expansionist-Devotion

1700.0 Population (+400/t)

48900 Gold(+39100/t)

1704 Army strength ( 3/3 Elite Armies. 3 Total Armies)

5100/4000 Progress (Level 3)

2 Faith

'Khan’s Bloodriders ': 628 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

1710.0 Population (+410/t)

33800 Gold(+27360/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

4500/4000 Progress (Level 3)

4 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1590.0 Population (+340/t)

40250 Gold(+27030/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

4000/4000 Progress (Level 3)

4 Faith

'Druidic zealots ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1500.0 Population (+290/t)

39570 Gold(+25500/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

5900/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1560.0 Population (+330/t)

26990 Gold(+20280/t)

2092 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3480/6000 Progress (Level 4)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

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0b8472 No.46955

File: efbe728fe573864⋯.jpg (565.66 KB,1400x667,1400:667,07fbced0633591b91a646dca81….jpg)

### TURN 3

> Global Events:

* Ancient scrolls

Ancient scrolls were discovered around the land, holding within the knowledge to better communicate with the god

1) Send your military to find these scrolls

> You will suffer -20 on attack rolls this turn if you send the army to look for scrolls, but you will receive the bonus.

2) Send an expedition

You roll additional 1d100, if you roll less than 50 then you lose 40 population and don't gain those scrolls

3) Don't look for the scrolls

* 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 -

> 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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0b8472 No.46956

If you have progress over the cap, you have leveled up. For some reason it didnt update the lvl, fixing it now.

If you leveld up, choose 1 city upgrade and note you can make 4 actions this turn (not counting free actions like theocrats pray or special event)

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e53cc2 No.46957

File: 175945a8b3d4d27⋯.jpg (163.63 KB,672x950,336:475,orc_ranger_by_windmaker-d2….jpg)

Dice rollRolled 88, 23, 8, 84, 7, 48 = 258 (6d100)

>>46955

The Sacred Khanate of the Endless Plain

—–

Free Action: Convert Cattle to two free farms

Free Action: Upgrade City to with Metropolis

1-2. Expand South

3. Upgrade Kahan’s Bloodriders with Masterwork Weapons

4. Recruit new Elite Army [Agents][Light Armor][Two Handed]

5. “You gitz don’t need no fancy reading to properly worship God, ya just need to get down on your hands and knees beneath the open sky! I say we do not bother with these old dusty scrolls!”

6. “Dear God, we wish to expand faster in your name across the great plains! Please add our expansion in your name!”

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a58216 No.46958

File: 22415098db44f58⋯.jpg (1.18 MB,1800x1400,9:7,turn.jpg)

Dice rollRolled 56, 21, 52, 44, 49, 32 = 254 (6d100)

>>46954

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

1710.0 Population (+410/t)

33800 Gold(+27360/t)

1932 Army strength ( 3/3 Elite Armies. 3 Total Armies)

4500/4000 Progress (Level 3)

4 Faith

1) Send your military to find these scrolls

2. Expand to 1

3. Expand to 2

4. Build a lumber mill on the star

5. Build a lumber mill on 1

Upgrade. Nature's fruit on capital

Name: Natural Pruning

Prayer: Make forest mills not destroy forest tiles

Fluff: An interesting quandary has arisen for the order. It is known that life goes through cycles of death and rebirth which is exemplified in the 4 seasons, but the use of lumbermills has caused quite a stir. There are those who say that to cut down the forest on such a large scale is blasphemous and against our stated duty as guardians of nature while others point out that they bring great wealth to the nation which allows our expansion and that through our wild growth they can keep the forest stable and even growing. Regardless of people's opinions one thing remains agreed upon. That it takes much effort to ensure that the mills are always supplied with fresh wood and that it is rather indiscriminate with what it takes in. If we were to find a way of making the mills act as a way of pruning the forest for greater growth rather than as a means to replace it then the controversy would die down.

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e53cc2 No.46959

>>46957

New Unit shall be called "Darkmoon Raiders."

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6ab620 No.46960

File: 9e890eca0b6ace9⋯.png (3.8 MB,1800x1400,9:7,Bidd Expansion.png)

Dice rollRolled 53, 14, 87, 96 = 250 (4d100)

>>46955

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

1590.0 Population (+340/t)

40250 Gold(+27030/t)

1896 Army strength ( 3/3 Elite Armies. 3 Total Armies)

4000/4000 Progress (Level 3)

4 Faith

'Druidic zealots ': 672 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Keepers of the faith ': 796 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

'Followers of the faith ': 428 Strength (Elite, War-Clerics, Heavy-Armor, Two-Handed)

Scrolls Event - "We shall send Bobius and the army to find the scrolls. He is our greatest hero and the spirits will protect him."

1 Expand north

2 Expand South

3 Expand East

4 Prayer. "Great Spirit, we fear our people forces alone cannot protect our borders against growing threat. Find a way for our forests to fight and slow even the most intrepid invaders.

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7d1b4c No.46963

Dice rollRolled 69, 35, 45, 44 = 193 (4d100)

>>46955

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1560.0 Population (+330/t)

26990 Gold(+20280/t)

2092 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3480/6000 Progress (Level 4)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

3) Don't look for the scrolls

We need not any means to commune with the false god. Our people stay within our realm and put the matter of the scrolls out of their minds

1-2. Expansion continues where possible, into the narrow cliffs, and the uncursed bit of forest

3. A temple is built in the plains near Nucleatus, to worship Mass and accrue faith

4. With this faith, a dark spell shall be cast to free the forest of the vile curse. The curse shall be channeled far away, somewhere in the North. Exactly where matters little, only that it is away from us

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0b8472 No.46979

waiting on baz (that guy) to post

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13958e No.46980

File: 99fff44616a0a93⋯.jpg (257.47 KB,1200x800,3:2,bells_bell_tower_steeple_t….jpg)

Dice rollRolled 47, 28, 69, 86 = 230 (4d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1210.0 Population (+290/t)

19000 Gold(+20570/t)

1676 Army strength ( 3/3 Elite Armies. 3 Total Armies)

2700/4000 Progress (Level 3)

0 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

1. Build a Temple on the tile southwest of my city.

"Temples of Time and Order" are the Chronite buildings of faith. Built in various locations around the world, they are elaborately designed clock towers, mimicking in many ways the Eternal Clock Tower. Each hold a series of bells, small bells that chime an individual tune unique to that tower, but one big massive bell that will chime the time of day.

The Chronites hold these buildings as sacred, for no matter where they are built on the world, all will chime the times at the exact same moment. A tribute to the god of Order.

2-3. Expand more south into the plains

4. Pray to the God of Order, that he bless the places in the world which need his touch most.

3.

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13958e No.46981

Dice rollRolled 34 (1d100)

>>46980

Apparently I have another action, expand some more

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6ab620 No.46984

Dice rollRolled 12 (1d100)

>>46960

Expand to the last southern forest

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6ab620 No.46985

>>46960

I will also take a Nature's Fruit upgrade to my capital

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0b8472 No.46987

File: 64c5b1e8341e98f⋯.jpg (927.78 KB,1920x1080,16:9,craftsgod.jpg)

>Special event results

The council of nations sent their armies to look for the scrolls. They will gain a bonus according to the god's choice in this event.

God event:

*Ancient scrolls

>Event

The nations of the realm have found ancient scrolls containing lost divine knowledge. What was in those scrolls?

[1] Scrolls of Order

> From here on the nations who found the scrolls can choose whether their prayers are "Petty, Wishful, Desperate, or Great". You also gain additional +1 power from fulfilling prayers from now on

[2] The scrolls of chaos

> Nations that have found that scroll gain +1 faith

> You gain a new spell called "Mark of Chaos". The spell costs you 50 power to cast. You choose a nation and give them the "Mark of Chaos", from now on that nation will not be considered part of the harmony and balance of the world and you will not lose power if their territory or army are too low/high.

– Prayers –

[Across the plains] Wishful prayer. The savages of the north will gain a single use action to expand to a territory even without bordering it(You will gain 4 power from answering this prayer(+2 faith, +2 roll, +0 wishful)

[Natural Pruning] Desperate prayer.

Lumber mills will no longer destroy forests for the eastern druidic nation

(You gain 1 power if you fulfill this (-5 desperate, +5 faith, +1 roll)

[Living forest]Desperate prayer. The faith keepers of the west wish their forests would fight with them. A new army of "Ents" with 100 strength per forest tile they own will join them when defending forest tiles. You gain 5 power from fulfilling this prayer(+6 faith, +4 roll, -5 desperate)

[Blessed grounds] Petty prayer. The watchkeepers will gain 1 sacred territory in a tile of your choice. If they build a temple on this territory, they gain additional +1 faith. You gain 9 power from fulfilling this prayer (+0 faith, +4 roll, +5 petty)

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9372bc No.46988

File: f40c043b326b798⋯.jpg (50.31 KB,493x750,493:750,593446075f92a59910415bf894….jpg)

Name: Ordos, Lord of Balance and Harmony

Fluff: Before being exiled by the Elder Gods, Ordos was once a god of justice, taking the form of an ephemeral humanoid figure with golden armor and a matching golden mask with a beak that resembles a beak. As his title suggests, his purpose is to maintain the order of the world by ensuring that the mortal races do not grow too powerful. While he is considered to be a compassionate god who seeks the well-being of his followers, he also demands that his followers obey his teachings to protect the order of the world themselves, not to give in to greed and lust for power but to maintain the harmony of the world. While he encourages growth, it must be done equally, lest the world fall into chaos As it is his sacred duty to maintain this order, he will take this into his own hands if power-hungry mortals disobey him and seek to destroy the order of the world, and though it pains him to do so he will administer justice. He is commonly depicted holding a set of golden scales in his left hand and a sword in his right, and his divine symbol is a depiction of scales, representing the balance and harmony that he seeks.

Power: 65

>Scrolls of Chaos

Indeed, the scrolls found are teachings of Ordos, of the dangers of chaos and the characteristics of the heretic who seeks to unravel the order. It also explains that though Ordos is merciful there are some in this world who cannot be reconciled with, and he calls upon the faithful to defend the order and harmony of the world when such groups threaten it.

Ordos looks over the nations, and notes that the Watchkeepers, his ever-faithful servants, have not received a boon thus far. Thus Ordos chooses to answer their prayer, bestowing upon them a sacred grove with a great statue of the Scales of Balance which emanate his blessing throughout the area.

>Answer Baz's prayer (white jew star for area)

In addition Ordos blesses the land with fertility, turning some of the once barren terrain into vibrant green plains.

>Heaven's Garden on areas with green jew stars

>>46963

A proclamation is issued to the Kingdom of the Membrane via a divine tablet which shoots down from the heavens. It reads as follows:

"Ye of the Kingdom of the Memory, heed these words:

Your spells of darkness have disturbed the order of this world, which is a sin against God. However, Ordos is merciful, and gives ye a chance to repent for your evil ways. Abandon your false god, who you use as an excuse to profane the order, and join the rest of the world in the light of harmony. However, continuing on your sinful path will lead to your demise. Think wisely and choose what is truly best for you and your kin."

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9372bc No.46989

File: 7734501b8e2f925⋯.png (3.81 MB,1800x1400,9:7,alakazam.png)

>>46988

forgot this

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0b8472 No.46998

File: c3178b54e51ea8a⋯.jpg (1.18 MB,1800x1400,9:7,ud3-0.jpg)

>>46988

You gain a total of +38 to your power this turn

>>46957

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages, Expansionist-Devotion

2110.0 Population (+490/t)

44600 Gold(+48530/t)

3040 Army strength ( 4/4 Elite Armies. 4 Total Armies)

3900/6000 Progress (Level 4)

3 Faith

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

'Clan Valruz Riders ': 476 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Clan Polak Riders ': 600 Strength (Elite, Mounted, Light-Armor, Two-Handed)

'Darkmoon Raiders': 736 Strength (Elite, Agents, Light-Armor, Two-Handed)

>>46958

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2180.0 Population (+470/t)

78520 Gold(+69760/t)

1932 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3000/6000 Progress (Level 4)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>46960

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

2100.0 Population (+510/t)

77230 Gold(+46200/t)

1896 Army strength ( 3/4 Elite Armies. 3 Total Armies)

2000/6000 Progress (Level 4)

7 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)

>>46980

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1850.0 Population (+350/t)

60570 Gold(+37000/t)

1676 Army strength ( 3/4 Elite Armies. 3 Total Armies)

5100/6000 Progress (Level 4)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

>>46963

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1920.0 Population (+360/t)

44020 Gold(+32640/t)

2092 Army strength ( 3/5 Elite Armies. 3 Total Armies)

3470/9000 Progress (Level 5)

0 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 Forces ': 660 Strength (Elite, Scouts, Light-Armor, One-Handed)

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0b8472 No.46999

>>46808

I also forgot to mention and just realized it-

Cliffs also give 20% fortification.

For some reason I was sure that i wrote it down :C anyway, know that.

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6ab620 No.47000

Dice rollRolled 39, 69, 92, 94, 49 = 343 (5d100)

>>46998

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

2100.0 Population (+510/t)

77230 Gold(+46200/t)

1896 Army strength ( 3/4 Elite Armies. 3 Total Armies)

2000/6000 Progress (Level 4)

7 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)

1 Grab the 1st Plain south of my southern cliff

2 Grab the 2nd Plain south of my southern cliff

3 Build a city in my most northern forest

4 Raise Magic Army; The Arc of the Beast. At the end of the Second Age the world was plagued by the spirits of countless dead Intelligent Beasts and their followers. Their deaths to war, tragedy, and their own greed had anchored their destructive spirits to this world.

To combat this the Tribe of Wisdom crafted their final weapon of power The Arc of the Beast. Golden and carried by vaunted temple guards it was the duty of the druid high priests to subdue and seal those spirits of greed encarnate inside the Arc. It is said that 666 of the most greedy Intelligent Beasts spirits were sealed in the Arc.

The Tribe built a hidden temple and there it lay unless called upon in times of dire need. When unleashed under the direction of a druid high priest the beast spirits will devour enemies and heretics body and soul. The spirits drag their spoils back into the Arc where they are subjected to a hell of unquenchable thirst and hunger, constantly devouring one another.

As they continued to use it the Arc grew stronger as the spirits grew in number and now the Tribe calls on it once again to seal away the evils that would plague the land.

5 I pray for the power to humble heretics

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0b8472 No.47003

File: 64eb8a2054cb582⋯.jpg (892.48 KB,1280x960,4:3,1464413153014.jpg)

### TURN 4

> Global Events:

* The Black Horde

A horde of barbarians wearing black masks and wielding dark magic arrives to the realm. You have heard of them, for the vicious legend they are. They roam from realm to realm plundering and killing until they can be stopped or until there is nothing to be killed anymore…

> Each time you roll under 10, an army of "Black horde" with light armor, two-handed weapons and 5000 strength will raid one of your territories at random. They will only stop attacking your territories once you successfully defeat their army.

1) Pay them 10,000 gold to not attack your territories

2) Let them come, they will crash against out defenses

* 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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6ab620 No.47004

>>47003

>>47000

2) Let them come, they will crash against out defenses

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0b8472 No.47005

>>47003

Also, additional rules for the black horde.

The attack would be just like a "raid", but note that the black horde has no gold, they may gain gold in time by raiding other nations.

The horde will completely disappear once it was defeated atleast once by all nations.

The black horde is considered a nation that has no territory, and is everywhere yet nowhere.

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0b8472 No.47006

>>47005

You also may attack the horde by raid, again, they start with no gold. I will give a gold counter for them when they start getting it by raiding other nations.

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a58216 No.47008

File: 42701f2f67c70b8⋯.jpg (1.17 MB,1800x1400,9:7,turn.jpg)

Dice rollRolled 59, 76, 91, 68, 22, 16 = 332 (6d100)

>>47003

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2180.0 Population (+470/t)

78520 Gold(+69760/t)

1932 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3000/6000 Progress (Level 4)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

2) Let them come, they will crash against out defenses

"Hah they think to intimidate us!? We are masters of our domain and none shall humble us."

1. Wild-Growth on 1

2. Wild-Growth on 2

3. Expand on 3

4. Create city on 4

"With the bounty of nature giving us wealth beyond measure we are now able to expand our protection of the forest with the creation of a new city."

Name: Natural Pruning

Prayer: Make forest mills not destroy forest tiles

Fluff: An interesting quandary has arisen for the order. It is known that life goes through cycles of death and rebirth which is exemplified in the 4 seasons, but the use of lumbermills has caused quite a stir. There are those who say that to cut down the forest on such a large scale is blasphemous and against our stated duty as guardians of nature while others point out that they bring great wealth to the nation which allows our expansion and that through our wild growth they can keep the forest stable and even growing. Regardless of people's opinions one thing remains agreed upon. That it takes much effort to ensure that the mills are always supplied with fresh wood and that it is rather indiscriminate with what it takes in. If we were to find a way of making the mills act as a way of pruning the forest for greater growth rather than as a means to replace it then the controversy would die down.

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e53cc2 No.47015

File: d4fb5dc88afe445⋯.jpg (332.64 KB,1920x885,128:59,kd-stanton-img-3517.jpg)

Dice rollRolled 24, 92, 47, 66 = 229 (4d100)

>>46998

The Sacred Khanate of the Endless Plain

—–

1. Upgrade Polak Raiders with Fine Weapons

2. Upgrade Valruz Raiders with Fine Weapons

3. War! Raid the filthy heretics down south! The blooby ones! Breach the Cliff tile.

4. Expand Southeast!

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e53cc2 No.47016

>>47015

Prayer!

Boost our attack against these filthy heretics!

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e53cc2 No.47017

Dice rollRolled 29 (1d100)

>>47016

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0b8472 No.47025

>>47000

Your new army gains the trait:

[Growing-Hunger] Each time the Arc of the beast attends a battle, it grows in strength by +20 up to the max of +200.

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats

2100.0 Population (+620/t)

36230 Gold(+54600/t)

2866 Army strength ( 3/4 Elite Armies. 4 Total Armies)

2000/6000 Progress (Level 4)

7 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': 970 Strength ()

>>47008

> Roll 91 on wild growth

While growing the new forests from the ashes of the old, something else and new was born. A creature called "Phoenix", who seem to love the fashion of dying with the woods and turning back to life.

>You get a new army of "Phoenix" with base 500 strength, name them however you like and fluff them. Then roll 1d100 to measure their strength.

** Change the 4th action for making the city, its only 2 tiles away from your capital, it must be at least 3.

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a58216 No.47026

File: ddde49fae3e5f8e⋯.jpg (1.17 MB,1800x1400,9:7,revised.jpg)

>>47025

have the expansion and construction happen on 3 instead then.

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a58216 No.47028

Dice rollRolled 25 (1d100)

>>47025

Name: Heralds of Ash

Fluff: These beings of fire are a pure manifestation of the cycle of life and death. While we in the order have dedicated our entire lives to even attempt at understanding this mystery these creatures know the answer intrinsically. There can be no greater representative for our order than the noble phoenix. These Heralds of Ash have blessed us with their presence and reaffirmed that we are still faithful to our sacred task.

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0b8472 No.47030

>>47015

The Sacred Khanate of the Endless Plain Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1805 Damage[1228 Base Strength]-20%Fortifications+47%Dice+20%Two-Handed

The Clan Valruz Riders Army raise their banners as they ride towards the dense of blood and glory! dealing 1287 Damage[876 Base Strength]-20%Fortifications+47%Dice+20%Two-Handed

The Clan Polak Riders Army ride towards the enemy flanks, crashing them in a pincer maneuver! dealing 1470 Damage[1000 Base Strength]-20%Fortifications+47%Dice+20%Two-Handed

The Darkmoon Raiders Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 1229 Damage[736 Base Strength]-0%Fortifications+47%Dice+20%Two-Handed

TOTAL DAMAGE: 5791

**

The Enveloping Kingdom of Membrane Armies advance

Divine light pours from the sky and follows the Inner Defense Corps Army as they charge aaginst their enemies with a religious zeal! dealing 774 Damage[704 Base Strength]+10%Medium0%Armor

The Central Defense Attachment Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 1164 Damage[728 Base Strength]20%Scouts+40%Longbow

The Outer Defense Expeditionary Forces Army scatters across the area, occupying tactical position and advantage points from which they reign the battlefield! dealing 858 Damage[660 Base Strength]20%Scouts+10%One-Handed

TOTAL DAMAGE: 2796

**

The Sacred Khanate of the Endless Plain have scattered the Cliffs with the blood of The Enveloping Kingdom of Membrane Armies.

The armies of The Sacred Khanate of the Endless Plain emerge out of the raid bearing the gifts of plunder… (17160 Gold stolen)

The Sacred Khanate of the Endless Plain Found that there is no glory in defeating weaker nations (-874 progress)

Outer Defense Expeditionary Forces have fallen

The Sacred Khanate of the Endless Plain gained 172 Progress!

The Enveloping Kingdom of Membrane gained 1920 Progress!

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0b8472 No.47031

>>47015

>>46963

updated stats after battle

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages, Expansionist-Devotion

2110.0 Population (+530/t)

21760 Gold(+50640/t)

3840 Army strength ( 4/4 Elite Armies. 4 Total Armies)

4072/6000 Progress (Level 4)

3 Faith

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

'Clan Valruz Riders ': 876 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

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

'Darkmoon Raiders ': 736 Strength (Elite, Agents, Light-Armor, Two-Handed)

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1920.0 Population (+360/t)

26860 Gold(+32640/t)

1432 Army strength ( 2/5 Elite Armies. 2 Total Armies)

5390/9000 Progress (Level 5)

0 Faith

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

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

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0b8472 No.47032

>>47028

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2180.0 Population (+480/t)

36520 Gold(+71940/t)

1932 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3000/6000 Progress (Level 4)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

>>47028

The Heralds of Ash gain the trait

[Reborn]

If this army dies in battle, 50% chance that they come back to life

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9372bc No.47039

>>47015

A stone monolith comes crashing into the earth, with a message written upon it.

"Ye faithful of Ordos:

Your bloodthirsty attack upon the heretics to the south, who I have offered mercy to, is a grave sin against God. Repent for your actions and put down your weapons or be cut off from the light of harmony. Think on these words, for they bear grave consequences if left unheeded."

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0b8472 No.47042

>>47026

Fixed stat sheet, I posted the sheet before adding the city.

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2180.0 Population (+560/t)

36520 Gold(+76300/t)

1932 Army strength ( 3/4 Elite Armies. 3 Total Armies)

3000/6000 Progress (Level 4)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

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

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

also

>>47003 this one was latest update

so >>46981 and >>46963

please post c:

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7d1b4c No.47043

Dice rollRolled 53, 30, 51, 98, 36 = 268 (5d100)

>>47003

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

1920.0 Population (+360/t)

26860 Gold(+32640/t)

1432 Army strength ( 2/5 Elite Armies. 2 Total Armies)

5390/9000 Progress (Level 5)

0 Faith

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

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

>1) Pay them 10,000 gold not to attack your territories

After the devastating attack from the Orcs, our kingdom has not the desire nor the means to face yet more. Money is but a trifling thing, and our development continuing unabated is worth any price

1. Expand to the now free area of Forest

2. Build a lumber mill in our newly claimed spot, right in the center of the forest

3. Recruit men for a replacement to the Outer Defense Expeditionary Forces, under the same name and outfitted the same as before

4. We've proven to need even more protection from the cruel world, so another elite army is assembled, the 2nd Inner Defense Corps, with the same specs as their contemporaries, except they are Scouts instead of War-Clerics

5. Another elite army is assembled, the 2nd Central Defense Attachment, with the same loadout as their contemporaries

With the recent gain in progress, the Membrane capital is upgraded with Divine Glory. However, even so, in the wake of the attack by the followers of the god of order, usual celebrations in honor of Mass are met with less than the usual fervor. Worship of him has become more subdued. The people of this kingdom are afraid, unsure of what to believe in. Their very way of life has put them at odds with those they have done no harm, and some even wish to follow this new god for their safety. Mitoc understands these concerns, and no punishment is given out for professing them. Others yet claim this is not but a test of faith. Whatever the result may be, Mitoc does what he can for now to keep his people united for the time being. There is still time to see what may come

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13958e No.47044

File: 315abd39a58dce9⋯.jpg (13.3 KB,228x249,76:83,lubricant-oil-250x250.jpg)

Dice rollRolled 71, 31, 75, 26, 59 = 262 (5d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

1850.0 Population (+350/t)

60570 Gold(+37000/t)

1676 Army strength ( 3/4 Elite Armies. 3 Total Armies)

5100/6000 Progress (Level 4)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

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

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

1. Recruit an Elite Army

2. Build a City on the eastern edge of my territory

3. Build a Farm south of my city. The Chronites harvest such animals for their fats, used as lubcration for the gears and sprockets of the nation.

4. Expand Southeast Some More

5. Pray to god to bless us with Wealth, so that we might serve his purposes better.

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0b8472 No.47048

File: 28378f67ef4547a⋯.jpg (171.68 KB,1975x1400,79:56,1525469468738.jpg)

>>46816

–God event–

The mortals ask for more and more, they take and take, but what did they ever give?

It is time for them to show loyalty in more than but prayer, it is time for them to prove themselves to you, in a grand game of life and death.

[1]

*A grand tournament.

The next event for the nations will be a grand tournament, testing their abilities in both mind and strength. Fluff the tournament and the competition they are having (taming dragons, solving deadly riddles, etc… make up anything)

>Nations can pay 10,000 gold to join the tournament and send a hero to participate.

>You decide the amount of "Danger" the tournament has, from 5-20. Each point of danger grants 100 points of progress to each of the participating nations. If the heroes score less than the "Danger" amount, they die.

> The hero who scored the highest will win the tournament and take all the gold from the other participants. The tournament will not exist unless at least 2 nations agree to take part.

[2]

Don't ask the mortals to do any materialistic thing for you, praying is enough

– Prayers –

[Blessings of wealth] Wishful prayers.The Watchkeepers wish to be blessed with the wealth to worship you…

They will gain additional +1 wealth from temples if you grant that wish.

You gain +5 power from answering this prayer (+3 faith, +2 roll, +0 wishful)

[Smite heretics] Wishful prayer. The Savages wish to crash the heretics to the dust they came from.

If you grant them this wish, they will gain +5 to attack rolls against heretics

You gain +5 power from granting this prayer (+4 faith, +1 roll)

[Natural Pruning] Desperate prayer.

Lumber mills will no longer destroy forests for the eastern druidic nation

(You gain 0 power if you fulfill this (-5 desperate, +5 faith, +0 roll)

[Humbling Heretics]

Desperate prayer.

The druids of the west wish to humble the heretics. When they attack a heretic nation and win, that nation is prevented from casting dark spells that turn(Doesn't apply if they already casted a spell).

You will gain +4 power from granting this prayer (+7 faith, +2 roll, -5 desperate)

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0b8472 No.47049

test

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9372bc No.47055

File: 8531660c78462a0⋯.png (4.04 MB,1800x1400,9:7,growniggagrow.png)

>>47048

The Lord decrees that the tournament will take place, but at a later time - for the time being there are issues that must be taken care of.

Ordos looks upon the earth and sees his subjects becoming disorderly indeed - there is the issue of the heretics, who have shut themselves off from the light of order, and even more worriedly there is the issue of the bloodthirsty raiders of the north, who Ordos fears have no interest in maintaining the order but instead pretend to be faithful to pursue their own selfish desires and indeed try and take advantage of the mercy of Ordos to make that happen. If these threats are to countered Ordos will need to rely on his trusted subjects to help him maintain the order, and thus Ordos answers the prayers of the druids of the West, bestowing his power and blessings to the fighting men of the Western druids.

>Answering the [Humbling Heretics] prayer

As for his own machinations, although the druids of the Eastern forest wish to preserve the balance, Ordos fears that allowing them to prune the forests may disturb the Order too much. Thus Ordos, in his mercy, reaches a suitable compromise, waving his hands to expand the forests of the Eastern druids.

(casting Heaven's Garden on the Bidd stars)

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9372bc No.47063

File: f97a96c1d1871de⋯.png (4.03 MB,1800x1400,9:7,poof.png)

>>47055

Changing my action to be putting gold in the marked tile cuz Oneman's a jerk

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0b8472 No.47067

>>47055

>Balance bonus: No nation has more than 1500 military strength over any other nation. +10 power

>Harmony bonus: No nation has moer than 6 territories over any other nation. +10 power

>+8 from total prayers

>+4 from fulfilling a prayer

TOTAL +32 power this turn

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0b8472 No.47068

File: 9a7027025eb592d⋯.jpg (1.18 MB,1800x1400,9:7,ud4-1.jpg)

>>47015

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages, Expansionist-Devotion

2640.0 Population (+530/t)

72400 Gold(+63360/t)

3840 Army strength ( 4/5 Elite Armies. 4 Total Armies)

872/9000 Progress (+2800/t, Level 5)

4 Faith

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

'Clan Valruz Riders ': 876 Strength (Elite, Mounted, Light-Armor, Two-Handed, Upgraded)

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

'Darkmoon Raiders ': 736 Strength (Elite, Agents, Light-Armor, Two-Handed)

>>47028

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2740.0 Population (+560/t)

112820 Gold(+95900/t)

2557 Army strength ( 3/5 Elite Armies. 4 Total Armies)

1500/9000 Progress (+4500/t, Level 5)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Silent 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)

>>47000

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

2720.0 Population (+620/t)

90830 Gold(+70720/t)

2866 Army strength ( 3/5 Elite Armies. 4 Total Armies)

0/9000 Progress (+4000/t, Level 4)

7 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 ': 970 Strength (Growing-Hunger)

>>47044

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2270.0 Population (+480/t)

72640 Gold(+74910/t)

2360 Army strength ( 4/5 Elite Armies. 4 Total Armies)

4900/9000 Progress (+5800/t, Level 5)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

>>47043

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

2120.0 Population (+380/t)

55599 Gold(+53000/t)

3372 Army strength ( 5/6 Elite Armies. 5 Total Armies)

30/14000 Progress (+2800/t, Level 6)

0 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

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

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0b8472 No.47069

File: 1eb18978506726f⋯.jpg (185.67 KB,1920x1080,16:9,1486949129498.jpg)

### TURN 5

> Global Events:

* Cultural change

As time passes, you shape not only the landscape of the realm but also yourselves.

You learn, you adapt - You change.

Some of the traditions you believed in may seem out of place, naive, narrow-minded… Change must be embraced in order to survive.

[1] It is time for a change

> You may change one of your cultural traits to a different cultural trait.

[2] Honor the old traditions

> You keep the current cultural traits

> Gain 1000 progress

*This is an individual choice that takes effect immediately, the council of nations does not apply here. No need to roll for this 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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0b8472 No.47070

>>47069

Oh, and here is the paste for the cultures as a reference

https://pastebin.com/Y4cKZiVF

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90c2d9 No.47071

File: 0da4c51838c64c7⋯.jpg (1.17 MB,1800x1400,9:7,Turn.jpg)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2740.0 Population (+560/t)

112820 Gold(+95900/t)

2557 Army strength ( 3/5 Elite Armies. 4 Total Armies)

1500/9000 Progress (+4500/t, Level 5)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Silent 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)

city upgrade. Docks for the capital

[1] It is time for a change

>replace theocratic with pacifist

"It is the nature of time that the old ways must give in. It is the nature of time that the new ways come in sin. When the new meets the old it always ends the ancient ways and as history is told it always goes out in a blaze. It is time to shut off our interest in the outside world entirely, the only thing that matters is our forest, our charge. Our temples will be the trees and the life contained within. We have no need to supplicate Ordos constantly anymore, for we have matured ourselves and are capable of sustaining ourselves. If he feels that his blessings may help his agenda then so be it. For while he is an exemplar of the cycle of life, he is not the cycle itself. His role is that of a teacher and we hope that he has taught us well."

1. wild-growth on 1

2. wild-growth on 2

3. expand on 3

4. expand on 4

5. build a city on 3

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90c2d9 No.47072

Dice rollRolled 98, 9, 47, 42, 53 = 249 (5d100)

>>47071

Now with rolls!!!

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6ab620 No.47076

File: 967befccd644d41⋯.png (3.84 MB,1800x1400,9:7,Abandon this.png)

File: a0ff9688d6da143⋯.png (3.84 MB,1800x1400,9:7,Conquer in this order.png)

Dice rollRolled 57, 49, 9, 48, 16, 20 = 199 (6d100)

>>47068

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

2720.0 Population (+620/t)

90830 Gold(+70720/t)

2866 Army strength ( 3/5 Elite Armies. 5 Total Armies)

0/9000 Progress (+4000/t, Level 5)

7 Faith

Bobius the Brave

'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 ': 970 Strength (Growing-Hunger)

Honor the old traditions. We seek to make Man great again.

We shall build a [Garrison] in the Capital and a [Castle City] in the northern city. Already our cities are raised up alongside the forests but to house the new soldiers our of land ancient stones from the time of the Towers are brought forward and it takes many men to heft such sturdy rocks. Then Earth Quakers were appeased that they might raise up a great wall and ramparts around our new city in the north, a chorus of songs in the old tongue can almost drown out the shifting of tons of soil and stone.

The circled territories will be abandoned to make my controlled territory 10 tiles.

1 Prayer- Give us the wisdom to finish our old quest to find new power among the stars and our brothers we fear lost to the void. The building knowledge and magic strength to build such towers are lost. Perhaps an entire city could support the construction of a single Tower. It gives us hope, it brings us closer to God, and in the old texts it is said that those Men who resided at the top of the Towers could call down the power of the Sun, the Stars, the Void, and what dwells in between.

2 Raise a new Army called the Redeemed Tribe. Agent, Heavy Armor, Two-Handed. A small, isolated tribe thought to have split from the War Tribe at some point raised magic animals despite the risks to feed their tribe and maintain their strength. They have kept the wargear that the War Tribe used to hunt down the intelligent beasts of old through hostile strongholds, jungles, and forests. Now they wish to join us in following the Great Spirit.

3 Raise a second Army called the Temple Guard, Agent, Heavy Armor, Two-Handed. They have been rallied to war by the militant druids of the order. Disciplined, light armored, and wielding great-staves. Their families have guarded the sacred places for generations and now they marshal their strength for the Tribe.

4 Raise a Magic Army by sacrificing my last magic beast, The Sleeper. There was one of the ancient Earth Quaker who was close to the surface. So close that they could reach him and when they found the caves of our southern cliff we found a path, one he had dug himself, that had remained open. They saw his form, it had grown larger then any other man and hard like rock. He was more golem, more earth spirit, then man. They did not have the power alone to break his chains and they could not cut down magic trees which no longer existed to fuel a spell to liberate him. However, they could sacrifice the blood of all the remaining magic beasts that remained in our territory. So it was that The Sleeper awakened. His footsteps shook the world and the swing of his arms could pulverize formations. Most importantly he was a weapon they could put down when this era of conflict had reached its conclusion. They would lull him back to sleep when the battle was over and become just another small cliff in the countryside. He would sleep and none would need fear his great strength for he is at rest.

5 Conquer the plain of the Khanate. Bobius the Brave +5

6 Conquer the Capital of the Khanate. Bobius the Brave +5

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6ab620 No.47077

>>47076

Raid*

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6ab620 No.47079

>>47076

Some revisions; The two attacks will now target the Farms on the western border of the Khanate.

Then only 3 tiles will be abandoned which will be the forests circled above

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0b8472 No.47080

>>47079

Just adding a note here for all - he made a mistake i PMed him so he changed his action now in a new comment to raid instead of conquest.

Resolving battle soon. Don't comment yet

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6ab620 No.47081

>>47079

>>47076

Okay one more tweek. I will be keeping that northern forest and abandoning the left plain down south. and both raids will be on that southern farm.

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6ab620 No.47084

>>47043

A delegation from the Tribe of Man approaches and asks to speak to someone with authority.

"The Great Spirit asked us to strike at those who raided you. We will return the gold they took from you. Know that we had the strength to do so because we respect the Great Spirit and the Forest Spirit. We have seen the fate of those who abuse the power of the Spirits and it is destruction and pain for those around them. The gold is our gift and God's gift. Amend your ways before it is too late, for all of us."

(Give them the gold they lost Bidd.)

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0b8472 No.47085

>>47071

> roll98 on growth

Gain another phoenix unit, name them and roll 1d100

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Theocrats, Wild-Growth

2740.0 Population (+710/t)

22280 Gold(+106860/t)

2557 Army strength ( 3/5 Elite Armies. 4 Total Armies)

1500/9000 Progress (+6500/t, Level 5)

5 Faith

'Emerald Rangers ': 704 Strength (Elite, War-Clerics, Light-Armor, Longbow)

'Silent 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)

-

>>47076

>Magical army bonus -

[Quake] This army also counts as a siege army

now posting battle results and nation stats after (posting 2 battles)

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90c2d9 No.47088

Dice rollRolled 14 (1d100)

>>47085

Name: Anointers of Ash

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0b8472 No.47091

File: 70ddad6cf677d24⋯.jpg (378.46 KB,1920x1080,16:9,1465314768019.jpg)

WAR

Faith Keepers Armies advance

Ancient religious wards glow around Warriors of Bobius Army, blessing their attack against their enemies! dealing 1216 Damage[672 Base Strength]+21%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

The skies are singing a divine song of metal and blood as White-apple Guard Army purge their enemies! dealing 1440 Damage[796 Base Strength]+21%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

Divine light pours from the sky and follows the 3rd Banner of the Faith Army as they charge against their enemies with a religious zeal! dealing 774 Damage[428 Base Strength]+21%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

The The Arc of the Beast Army growl and claw their way out of the arc towards the enemy lines, dealing 1173 Damage[970 Base Strength]+21%Dice

The the Redeemed Tribe Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 959 Damage[596 Base Strength]+21%Dice+20%Heavy-Armor+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Temple Guard Army bursts out, using the chaos and confusion to their advantage! dealing 701 Damage[436 Base Strength]+21%Dice+20%Heavy-Armor+20%Two-Handed

The Sleeper hits the ground with his fist, cracks pour the ground open, swallowing any enemy on its path! dealing 895 Damage[740 Base Strength]+21%Dice

TOTAL DAMAGE: 7158

**

The Sacred Khanate of the Endless Plain Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1228 Damage[1228 Base Strength]

The Clan Valruz Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 876 Damage[876 Base Strength]

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1000 Damage[1000 Base Strength]

The Darkmoon Raiders Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 736 Damage[736 Base Strength]

TOTAL DAMAGE: 3840

**

Faith Keepers have scattered the Farm with the blood of The Sacred Khanate of the Endless Plain Armies.

The armies of Faith Keepers emerge out of the raid bearing the gifts of plunder… (16840 Gold stolen)

Faith Keepers Found that there is no glory in defeating weaker nations (-409 progress)

Darkmoon Raiders have fallen

Faith Keepers gained 1511 Progress!

The Sacred Khanate of the Endless Plain gained 2319 Progress!

WAR

Faith Keepers Armies advance

Divine light pours from the sky and follows the Warriors of Bobius Army as they charge aaginst their enemies with a religious zeal! dealing 1243 Damage[672 Base Strength]+25%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

Ancient religious wards glow around White-apple Guard Army, blessing their attack against their enemies with divine strength! dealing 1472 Damage[796 Base Strength]+25%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

The skies are singing a divine song of metal and blood as 3rd Banner of the Faith Army purge their enemies! dealing 791 Damage[428 Base Strength]+25%Dice+20%War-Clerics+20%Heavy-Armor+20%Two-Handed

The Arc of the Beast Army growl and claw their way out of the arc towards the enemy lines, dealing 1237 Damage[990 Base Strength]+25%Dice

The Redeemed Tribe Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 983 Damage[596 Base Strength]+25%Dice+20%Heavy-Armor+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Temple Guard Army bursts out, using the chaos and confusion to their advantage! dealing 719 Damage[436 Base Strength]+25%Dice+20%Heavy-Armor+20%Two-Handed

The Sleeper hits the ground with his fist, cracks pour the ground open, swallowing any enemy in its path! dealing 925 Damage[740 Base Strength]+25%Dice

TOTAL DAMAGE: 7370

**

The Sacred Khanate of the Endless Plain Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1228 Damage[1228 Base Strength]

TheClan Valruz Riders Army raise their banners as they ride towards the dense of blood and glory!dealing 876 Damage[876 Base Strength]

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1000 Damage[1000 Base Strength]

TOTAL DAMAGE: 3104

**

Faith Keepers have scattered the Farm with the blood of The Sacred Khanate of the Endless Plain Armies.

The armies of Faith Keepers emerge out of the raid bearing the gifts of plunder… (15156 Gold stolen)

Faith Keepers Found that there is no glory in defeating weaker nations (-787 progress)

Clan Valruz Riders have fallen

Faith Keepers gained 765 Progress!

The Sacred Khanate of the Endless Plain gained 2329 Progress!

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0b8472 No.47092

>>47091

Nation stats after the battle

'The Sacred Khanate of the Endless Plain ' Information:

Nation Perks: Theocrats, Savages, Expansionist-Devotion

2640.0 Population (+530/t)

40404 Gold(+63360/t)

2228 Army strength ( 2/5 Elite Armies. 2 Total Armies)

5520/9000 Progress (+2800/t, Level 5)

4 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)

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

2600.0 Population (+470/t)

122826 Gold(+54600/t)

4678 Army strength ( 5/5 Elite Armies. 7 Total Armies)

2276/9000 Progress (+2000/t, Level 5)

7 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 ': 1010 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)

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0b8472 No.47093

File: b954d000384fce8⋯.jpg (171.75 KB,1920x1080,16:9,1488079297994.jpg)

>>47088

They appear at the end of the turn, not instantly. which is why they are not in the battle or at the stats (they wouldn't make the difference either way, but still)

General rule is that special events trigger AFTER the turn, same for black horde which attacked you AFTER and not in the middle of the turn (could have stolen alot more gold if it was different).

Black Horde Armies advance

The bloodlustful Black Horde Army takes the time to dismember the fallen enemies and bathe in their gore before continuing to another slaughter. 6000 Damage dealt[5000 Base Strength]+0%Dice+20%Two-Handed

TOTAL DAMAGE: 6000

**

The Order of the Emerald Mantle Armies advance

Divine light pours from the sky and follows the Emerald Rangers Army as they charge aaginst their enemies with a religious zeal! dealing 1126 Damage[704 Base Strength]+20%War-Clerics+40%Longbow

Ancient religious wards glow around Silent 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]

TOTAL DAMAGE: 3715

**

Black Horde have scattered the Lumber-Mill with the blood of The Order of the Emerald Mantle Armies.

The armies of Black Horde emerge out of the raid bearing the gifts of plunder… (12628 Gold stolen)

Black Horde Found that there is no glory in defeating weaker nations (-1221 progress)

Emerald Rangers have fallen

Black Horde gained 57 Progress!

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth

2740.0 Population (+710/t)

9652 Gold(+106860/t)

1853 Army strength ( 2/5 Elite Armies. 3 Total Armies)

4000/9000 Progress (+6500/t, Level 5)

5 Faith

'Silent 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)

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13958e No.47094

Dice rollRolled 15, 71, 13, 78, 4, 72 = 253 (6d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2270.0 Population (+480/t)

72640 Gold(+74910/t)

2360 Army strength ( 4/5 Elite Armies. 4 Total Armies)

4900/9000 Progress (+5800/t, Level 5)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

1. Level Upgrade - Upgrade Both Cities with [Metropolis]

2. Build an Elite Army

3. Expand Northwest of my Capital

4. Expand NorthEast of my Capital

5. Expand along the tile to the southwesternmost point of my territory, next to the river.

6. Build a Mine directly West of my city, replacing the Cliff tile west.

Prayer:

We have little need for trees. May he who arranged the atoms of the universe, feel fit that in the grand scheme, the infinitesimal probability that a Hex of Trees in our territory be converted to a Hex of Cliff, that we might use it in his service.

>>47069

[2] Honor the old traditions

Time is eternal, and so is Order. As it was, so shall it be, we are the guardians eternal and servants of Ordos forever as we are.

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e53cc2 No.47097

Dice rollRolled 2, 60, 2, 7, 5 = 76 (5d100)

>>47069

Serene Khanate

—–

After the raid by those who follow the same god as us the council of clan chiefs has decided that they must revert to their warmongering ways to survive.

1. Recruit Elite, Agents, Heavy-Armor, Two-Handed (Forest Burners)

2. Recruit Elite, Agents, Heavy-Armor, Two-Handed (Tree Rapers)

3. Recruit Elite, Agents, Heavy-Armor, Two-Handed (Grass Molestors)

4. Dark Magic [Conjuring Demons]

5. Breach through his plains and raid the Faith Keepers

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0b8472 No.47098

File: f44c3d8266ddcb0⋯.jpg (171.67 KB,1680x1050,8:5,1464728676915.jpg)

>>47094

WAR

Serene Khanate Armies advance

The Khan’s Bloodriders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1903 Damage[1228 Base Strength]+5%Dice+30%Mounted+20%Two-Handed

The Forest Burners Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 346 Damage[408 Base Strength]-60%Mobility+5%Dice+20%Heavy-Armor+20%Two-Handed

The Clan Polak Riders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 1550 Damage[1000 Base Strength]+5%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 544 Damage[640 Base Strength]-60%Mobility+5%Dice+20%Heavy-Armor+20%Two-Handed

The tents at the enemy camp collapse in a fire! From that fire the Grass Molestors Army bursts out, using the chaos and confusion to their advantage! dealing 346 Damage[408 Base Strength]-60%Mobility+5%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 561 Damage[535 Base Strength]-60%Mobility+5%Dice+30%Brutal+30%Monstrous

TOTAL DAMAGE: 5250

**

Faith Keepers Armies advance

Ancient religious wards glow around Warriors of Bobius Army, blessing their attack against their enemies with divine strength! dealing 940 Damage[672 Base Strength]+20%War-Clerics+20%Heavy-Armor

The skies are singing a divine song of metal and blood as White-apple Guard Army purge their enemies! dealing 1114 Damage[796 Base Strength]+20%War-Clerics+20%Heavy-Armor

The skies are singing a divine song of metal and blood as 3rd Banner of the Faith Army purge their enemies! dealing 599 Damage[428 Base Strength]+20%War-Clerics+20%Heavy-Armor

The The Arc of the Beast Army growl and claw their way out of the arc towards the enemy lines, dealing 1010 Damage[1010 Base Strength]

The the Redeemed Tribe Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 715 Damage[596 Base Strength]+20%Heavy-Armor

The Temple Guard Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 523 Damage[436 Base Strength]+20%Heavy-Armor

The Sleeper hits the ground with his fist, cracks pour the ground open, swallowing any enemy in its path! dealing 740 Damage[740 Base Strength]

TOTAL DAMAGE: 5641

**

Faith Keepers fed the infernal flames with the blood of 'Serene Khanate ' Armies.

Grass Molestors have fallen

Serene Khanate gained 2760 Progress!

Faith Keepers gained 2109 Progress!

AFTER TURN, the Black Horde attacks

WAR

Black Horde Armies advance

The bloodlustful Black Horde Army takes the time to dismember the fallen enemies and bathe in their gore before continuing to another slaughter. 6000 Damage dealt[5000 Base Strength]+0%Dice+20%Two-Handed

TOTAL DAMAGE: 6000

**

Serene Khanate Armies advance

TheKhan’s Bloodriders Army raise their banners as they ride towards the dense of blood and glory!dealing 1596 Damage[1228 Base Strength]+30%Mounted

The tents at the enemy camp collapse in a fire! From that fire the Forest Burners Army bursts out, using the chaos and confusion to their advantage! dealing 489 Damage[408 Base Strength]+20%Heavy-Armor

The Clan Polak Riders Army rides towards the enemy flanks, crashing them in a pincer maneuver!dealing 1300 Damage[1000 Base Strength]+30%Mounted

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 768 Damage[640 Base Strength]+20%Heavy-Armor

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 695 Damage[535 Base Strength]+30%Monstrous

TOTAL DAMAGE: 4848

**

Black Horde have scattered the Plains with the blood of Serene Khanate Armies.

The armies of Black Horde emerge out of the raid bearing the gifts of plunder… (13640 Gold stolen)

Black Horde Found that there is no glory in defeating weaker nations (-594 progress)

Forest Burners have fallen

Black Horde gained 1311 Progress!

Serene Khanate gained 2500 Progress!

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

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0b8472 No.47099

updated stats after battles

>>47076

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

2600.0 Population (+470/t)

122826 Gold(+54600/t)

4698 Army strength ( 5/5 Elite Armies. 7 Total Armies)

5385/9000 Progress (+2000/t, Level 5)

7 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)

>>47094

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2210.0 Population (+550/t)

72640 Gold(+88400/t)

3044 Army strength ( 5/5 Elite Armies. 5 Total Armies)

5900/9000 Progress (+6000/t, Level 5)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

>>47097

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

2460.0 Population (+530/t)

26764 Gold(+59040/t)

3403 Army strength ( 3/6 Elite Armies. 4 Total Armies)

1780/14000 Progress (+2800/t, Level 6)

2 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)

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0b8472 No.47100

stats were wrong, fixed stats

>>47076

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

2600.0 Population (+540/t)

122826 Gold(+59800/t)

4698 Army strength ( 5/5 Elite Armies. 7 Total Armies)

5385/9000 Progress (+4000/t, Level 5)

7 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)

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7d1b4c No.47107

Dice rollRolled 13, 3, 98, 70, 96, 17 = 297 (6d100)

>>47069

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Heretics, Pacifists

2120.0 Population (+380/t)

55599 Gold(+53000/t)

3372 Army strength ( 5/6 Elite Armies. 5 Total Armies)

30/14000 Progress (+2800/t, Level 6)

0 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

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

[1] It is time for a change

Overt worship of their old god has brought great strife, and some Membrane have turned to Ordos for protection. However, even those that cease worship of Mass altogether likely still hold the idea of Him in their heart, as his presence in the Membrane consciousness as their beginning and end is far too ingrained to eliminate. To avoid any potential issues that may come up in the future, Mitoc declares that those in the Kingdom of Membrane can choose to worship in whatever way they wish. The state steps back and will no longer be dealing directly with religious matters, as they change from Heretic to Imperial. The Enveloping Kingdom will still continue to expand and develop, for the good of its people first, before any god. From now on, that is for each person to decide for themselves

The capital is upgraded with Guilds

1. In order to restore some of the nation's wealth, a mine is built in the cliffs next to the capital

2-3. The Kingdom expands to fill the two spaces vacated by the Northern druids

4. Still tense from the animosity of before, yet more are recruited into a sixth army, the 2nd Outer Defense Expeditionary Force, with the same loadout as their contemporaries

5. The Membrane that turn towards Ordos build their own temple, in the plains next to the capital. They hope that their efforts will be rewarded

6. For the first time ever, prayers are made to Ordos from the Membrane. In their new temple, they hope to find that their decision was the right one. They take note of their land, isolated from others by the river. While it is a potent defense, it can also be seen as a curse. Inhibiting their expansion, perhaps trapping them here, it could be said, and certainly limiting their options. But were the river to provide, the Membrane would be utmost grateful to Ordos, and those in the temple could rest easy knowing they made the right choice. They pray for tiles adjacent to the river to provide the Membrane with extra Wealth

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6ab620 No.47110

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0b8472 No.47112

>>47107

Some notes:

The druids ended up vacating only 1 tile and not 2 (vacated the western tile).

Also, you received a gift of 17,000 gold from these druids, you may use it as part of your action. you should have 72,000 gold

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0b8472 No.47113

File: a17c0f1b77e2914⋯.jpg (1.18 MB,1800x1400,9:7,ud5-1.jpg)

here is the current map (The only thing missing is painting the watchkeepers mines)

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7d1b4c No.47115

>>47112

Okay then, switch out action 2 for upgrading the Mine I built this turn with Deep Tunnels

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08262e No.47119

>>46816

Prayers

[Star tower]

Wishful prayer

The druids of the west wish to build towers high enough to feel your presence

Their city will gain a new upgrade called star tower, which will increase their faith by 1 and grant additional 10% fortification.

You will gain 9 power from fulfilling this prayer

[Riverlanders] wishful prayer

The membrane finally open to you in a prayer. They wish to enjoy the full potential of their rivers.

They will gain additional +1 wealth from each tile adjacent to a river with nothing built on it

Tou gain 0 power from answering this

[Wood to stone]

Desperate prayer

The chronites wish that all the woods in their territory would turn to cliffs.

It will cost you 2 power to fulfill this prayer

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13958e No.47120

Dice rollRolled 57, 38, 31, 25, 2 = 153 (5d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2210.0 Population (+550/t)

72640 Gold(+88400/t)

3044 Army strength ( 5/5 Elite Armies. 5 Total Armies)

5900/9000 Progress (+6000/t, Level 5)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

1. Build a Clockwork Temple to the Northwest of my Capital

2. Build a Mine directly West of my Eastern City. Convert the Cliff tile.

3. Build a Mine southwest of my Eastern City. Convert the Cliff tile.

4. Build a Clockwork Temple directly Northeast of my Capital

5. Expand to fill in the south west (that is, expand a territory directly east of my southwest point. fill in the bottom layer of the map

Prayer - Great God of Order, we serve your purposes. Should you wish it, may you see it in your infinite wisdom to rearrange the atoms of a nearby forest tile to cliff once more.

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9372bc No.47122

File: 6855b54f5798022⋯.jpg (41.04 KB,454x445,454:445,1527735022914.jpg)

Name: Ordos, Lord of Balance and Harmony

Fluff: Before being exiled by the Elder Gods, Ordos was once a god of justice, taking the form of an ephemeral humanoid figure with golden armor and a matching golden mask with a beak that resembles a beak. As his title suggests, his purpose is to maintain the order of the world by ensuring that the mortal races do not grow too powerful. While he is considered to be a compassionate god who seeks the well-being of his followers, he also demands that his followers obey his teachings to protect the order of the world themselves, not to give in to greed and lust for power but to maintain the harmony of the world. While he encourages growth, it must be done equally, lest the world fall into chaos As it is his sacred duty to maintain this order, he will take this into his own hands if power-hungry mortals disobey him and seek to destroy the order of the world, and though it pains him to do so he will administer justice. He is commonly depicted holding a set of golden scales in his left hand and a sword in his right, and his divine symbol is a depiction of scales, representing the balance and harmony that he seeks.

The Lord of Order frowns in disgust at seeing the goings-on of the world below him. His once noble children turning on each other, and becoming blasphemous. However, he sees a ray of hope amidst the chaos, the Membrane that once despised him coming closer to the light of order. It is they who Ordos chooses to reward for their newfound devotion, granting their prayers and adding wealth and bounty to their glorious rivers.

>Answering Membrane's prayer

Though Ordos sees the disgusting behavior and flagrant disobedience of the dwellers of the forests, both east and west, they have merely lost their way and were not yet beyond redemption. However, in their hubris the orcs of the plains have openly and flagrantly profaned the order of the world, and thus Ordos makes the decision to cut them off from the mercy of harmony and calls upon all of his followers to eradicate this threat. His followers may split the spoils evenly afterwards once the threat has been subdued and the leaders of the blasphemous khanate removed from their seat of power.

>Casting Mark of Chaos on the Serene Khanate

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0b8472 No.47123

File: 6e19980dca8d3fd⋯.jpg (1.18 MB,1800x1400,9:7,ud6-0.jpg)

>>47122

You lose 40 power this turn (-50 spell, +10 harmony)

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

2990.0 Population (+530/t)

85804 Gold(+71760/t)

3403 Army strength ( 3/6 Elite Armies. 4 Total Armies)

4580/14000 Progress (+2800/t, Level 6)

2 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)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth

3450.0 Population (+710/t)

116512 Gold(+134550/t)

1853 Army strength ( 2/6 Elite Armies. 3 Total Armies)

3450/14000 Progress (+6500/t, Level 6)

5 Faith

'Army: Silent 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)

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

3140.0 Population (+540/t)

165626 Gold(+72220/t)

4698 Army strength ( 5/6 Elite Armies. 7 Total Armies)

385/14000 Progress (+4000/t, Level 6)

6 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)

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0b8472 No.47124

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2760.0 Population (+550/t)

161040 Gold(+110400/t)

3044 Army strength ( 5/6 Elite Armies. 5 Total Armies)

2900/14000 Progress (+6000/t, Level 6)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists

2460.0 Population (+400/t)

98819 Gold(+91020/t)

4052 Army strength ( 6/6 Elite Armies. 6 Total Armies)

4450/14000 Progress (+3400/t, Level 6)

1 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

'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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0b8472 No.47125

File: e8c261bf426efbd⋯.jpg (989.44 KB,2100x1500,7:5,1496486570314.jpg)

### TURN 5

> Global Events:

*Mercenaries

Mercenaries have arrived to the realm, offering their special services for a price

[1] Hire mercenaries

> Costs 40,000 gold

Choose an armor (Heavy, medium, light) and a weapon (one handed, two-h, bow, crossbow). Mercenaries start with 800 strength, they are not considered an elite army and will not reduce the cap.

*This is an individual choice that takes effect immediately, the council of nations does not apply here. No need to roll for this 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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e53cc2 No.47126

File: df9a90752a1fee5⋯.jpg (1.17 MB,1800x1400,9:7,derp herp.jpg)

Dice rollRolled 19, 23, 82, 34, 42, 14 = 214 (6d100)

>>47125

Serene Khanate

—–

1. Recruit [Mounted][Light Armor][Longbows] Coriz Raiders

2. Recruit [Mounted][Light Armor][Longbows] Polak Raiders

3. Recruit [Mounted][Light Armor][Longbows] Moli Raiders

4. Summon Demons [Monstrous][Chained] Hell Hounds

5. Build City on the star

6. Expand to X

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13958e No.47127

Stat Post

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2760.0 Population (+550/t)

161040 Gold(+110400/t)

3044 Army strength ( 5/6 Elite Armies. 5 Total Armies)

2900/14000 Progress (+6000/t, Level 6)

3 Faith

'Cronus Regulators Alpha ': 452 Strength (Elite, War-Clerics, Medium-Armor, Crossbow)

'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)

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13958e No.47128

Dice rollRolled 20 (1d100)

>>47127

1. Raid the Serene Khanate, in a plains tile (southwestmost)

[Orders Recieved]

Priority status: Absolute

Time to Initiation: STAT

The great Clocktower transmit the updated and urgent schedule of the day, placing immediate orders for a raid to be conducted on the Serene Khanate.

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13958e No.47129

Dice rollRolled 54, 81, 23, 69, 24 = 251 (5d100)

>>47127

>Level 6

2 New level reached. Upgrade Capital to Castle Town

3. Build a Castle to the Northwest of my Capital

4. Build a Castle to the Northeast of my Capital

5. Build a new City to the Southwest of my territories (the most southwest)

6. Recruit new Elite Army

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13958e No.47130

>>47129

Correction. Upgrade all cities to Castle Town. Apparently this doesn't cost an action.

6. Expand to the tile east of my southwest most hex. Fill in more of the unclaimed south

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90c2d9 No.47131

File: 2baa3b300a8c5bb⋯.jpg (1.17 MB,1800x1400,9:7,Turn.jpg)

Dice rollRolled 30, 89, 50, 36, 50, 54 = 309 (6d100)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth

3450.0 Population (+710/t)

116512 Gold(+134550/t)

1853 Army strength ( 2/6 Elite Armies. 3 Total Armies)

3450/14000 Progress (+6500/t, Level 6)

5 Faith

'Army: Silent 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)

Both Cities gain metropolis

Recruit the mercenary army

(heavy, two-handed)

"It seems that chaos has wrest control of the world from Ordos and it is likely that we are its next target. Despite our sole dedication towards the forest we must be prepared to strike outwards as it is always best to cull the weeds before they ever reach your garden."

1. Wild-Growth 1

2. Wild-Growth 2

3. Expand 3

4. Expand 4

5. conquer the cursed tile on 5

6. Expand 6

"If we hope to ensure peace in the world and by proxy the forest we must be the ultimate example of of that peace. By firmly establishing control over the entire forest and river we can create an immutable bastion that none can subvert. Proving that it is absolute folly to attack and attempt to destroy a nation that is capable of repelling any attack, but are able to exploit your underdeveloped provinces that you abandoned for your destroyed army."

(you forgot to add the phoenix annoiters of ash to my army list)

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6ab620 No.47134

File: 6678514e89a3566⋯.png (3.89 MB,1800x1400,9:7,New expansion.png)

Dice rollRolled 9, 57, 65, 15, 78, 90, 100 = 414 (7d100)

>>47123

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Heretics

3140.0 Population (+540/t)

165626 Gold(+72220/t)

4698 Army strength ( 5/6 Elite Armies. 7 Total Armies)

385/14000 Progress (+4000/t, Level 6)

6 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)

Divine Glory to be built in the Capital, Garrison in the Northern City

1 Free Prayer- The enemy is now summoning demons, their lust for destruction reminds the Faith Keepers of the Intelligent Beasts of old. Our people are eager to remove them from our world and their darkness brings out a fierce light from the War-Clerics in particular. We pray you will help us harness this power oh Great Spirit. Please forgive us for overstepping.

2 Recruit Heretic Hunters; Agent, Heavy Armor, Two Handed.

3 Expand to new tile

4 Build a Castle on it

5 Build a City on the southern plain

6 Build a mine on our cliff

7 Build a Temple on the tile east of our Capital.

And so peace holds.

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6ab620 No.47135

>>47134

A mighty fortress is our God. Erected in lieu of a Star Tower but no less magnificent. Spires so majestic and tall that some believe that those lost men above can find the way down and rejoin their brothers. This Temple, so central in our efforts to protect what is good that the Arc of the Beast will have a new dais for prayers of strength to hold evils at bay. So large is the main chamber that even The Sleeper can pray within. This fated new temple built in a seemingly brief respite of peace in a time of conflict which will soon be resolved peaceably. Amen.

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0b8472 No.47141

fugg did the update half the morning and something got messed up.

Well ill do it again when im back from work in about 10 hours. The war betweeen watchkeepers and the savages ended with savages victory, if you delay posting because of that.

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0b8472 No.47142

actually here is the war just to get it out of the way

WAR

The Watchkeepers of Reality Armies advance

Divine light pours from the sky and follows the Cronus Regulators Alpha Army as they charge aaginst their enemies with a religious zeal! dealing 542 Damage[452 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

Ancient religious wards glow around Cronus Regulators Zeta Army, blessing their attack against their enemies with divine strength! dealing 811 Damage[676 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

The skies are singing a divine song of metal and blood as Cronus Regulators Omega Army purge their enemies! dealing 657 Damage[548 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

Divine light pours from the sky and follows the Cronus Regulators Delta Army as they charge aaginst their enemies with a religious zeal! dealing 820 Damage[684 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

Divine light pours from the sky and follows the Cronus Regulators Echo Army as they charge aaginst their enemies with a religious zeal! dealing 820 Damage[684 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

Divine light pours from the sky and follows the Cronus Regulators Beta Army as they charge aaginst their enemies with a religious zeal! dealing 595 Damage[496 Base Strength]-30%Mobility+20%Dice+20%War-Clerics+10%Medium-AArmor

TOTAL DAMAGE: 4245

**

Serene Khanate Armies advance

TheKhan’s Bloodriders Army raise their banners as they ride towards the dense of blood and glory!dealing 1596 Damage[1228 Base Strength]+30%Mounted

The Clan Polak Riders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 1300 Damage[1000 Base Strength]+30%Mounted

The Tree Rapers Army surprisingly appear at the rear of the enemy camp, backstabbing lieutenants and collapsing fortifications! dealing 768 Damage[640 Base Strength]+20%Heavy-Armor

The Black Beasts Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 695 Damage[535 Base Strength]+30%Monstrous

The Coriz Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 809 Damage[476 Base Strength]+30%Mounted+40%Longbow

The Polak Raiders Army charges against the front lines of the enemy with an unstoppable trampling force! dealing 836 Damage[492 Base Strength]+30%Mounted+40%Longbow

TheMoli Raiders Army raise their banners as they ride towards the dense of blood and glory!dealing 1237 Damage[728 Base Strength]+30%Mounted+40%Longbow

The Hell Hounds Monstrous Army rage through the battlefield, leaving a trail of gore and intestines behind them - dealing 1541 Damage[670 Base Strength]+100%Chained+30%Monstrous

TOTAL DAMAGE: 8782

**

Serene Khanate fed the infernal flames with the blood of 'The Watchkeepers of Reality ' Armies.

Cronus Regulators Alpha have fallen

The Watchkeepers of Reality gained 2884 Progress!

Serene Khanate gained 1770 Progress!

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0b8472 No.47144

File: 560ecda380bfb58⋯.jpg (1.19 MB,1800x1400,9:7,ud6-1.jpg)

>>47126

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

2810.0 Population (+630/t)

49804 Gold(+75870/t)

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

6350/14000 Progress (+4800/t, Level 6)

2 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)

>>47127

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

2700.0 Population (+670/t)

20906 Gold(+126900/t)

3088 Army strength ( 5/6 Elite Armies. 5 Total Armies)

5784/14000 Progress (+8600/t, Level 6)

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)

>>47131

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty

3450.0 Population (+890/t)

116512 Gold(+148350/t)

2423 Army strength ( 2/6 Elite Armies. 4 Total Armies)

3450/14000 Progress (+6500/t, Level 6)

5 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)

>>47134

> Nat100. Your temple is a wonder, gain twice the faith (+2 faith)

'Faith Keepers ' Information:

Nation Perks: Druids, Theocrats, Humbling-Imperial

3080.0 Population (+610/t)

25718 Gold(+98560/t)

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

385/14000 Progress (+6500/t, Level 6)

8 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)

>× Quick Reply

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e53cc2 No.47145

Dice rollRolled 7, 4, 4, 5, 1, 6 = 27 (6d10)

>>47144

Serene Khanate

—–

1-5. Expand on X,s

6. Build region on Star

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e53cc2 No.47146

Dice rollRolled 6, 80, 71, 75, 5, 60 = 297 (6d100)

>>47145

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e53cc2 No.47147

File: 6b4ee292353124c⋯.jpg (1.17 MB,1800x1400,9:7,560ecda380bfb5815f7323f310….jpg)

>>47145

Forgot this

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0b8472 No.47148

>>47145

its still not a new turn, just a semi-update to show everyone their stats c:

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7d1b4c No.47149

Dice rollRolled 88, 84, 96, 60, 27, 42 = 397 (6d100)

>>47125

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists

2460.0 Population (+400/t)

98819 Gold(+91020/t)

4052 Army strength ( 6/6 Elite Armies. 6 Total Armies)

4450/14000 Progress (+3400/t, Level 6)

1 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

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

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

Membrane does not hire these mercenaries, money is a bit tight and they are not particularly necessary

1. Southeast of the narrow cliffs, and Northwest of the lumber mill, a new city for the Membrane is established, this one dubbed Plasum

2. In those narrow cliffs, another mine is built

3-4. In the plains near the new city, two farms are built to feed the inhabitants

5. One of them is upgraded into a refinery to provide extra wealth

6. Finally, those that have begun to worship Ordos are pleased to see their efforts rewarded. They pray once more, this time for a way to use their ample time to build more faith, for the option to take an action to do so

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0b8472 No.47150

>>47149

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists

2460.0 Population (+490/t)

31253 Gold(+127920/t)

4052 Army strength ( 6/6 Elite Armies. 6 Total Armies)

4450/14000 Progress (+6400/t, Level 6)

1 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

'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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0b8472 No.47151

File: 9de569510c5e641⋯.jpg (219.3 KB,1920x1080,16:9,1523483352720.jpg)

>>46816

– God Event –

The mortals in the realm below see you as a figure of divine authority. Your words must be heeded, and those who follow your commandments shall be rewarded.

New action you can make each turn (3rd god action)

[Give Commandment]

You can give one nation of your choice an order, if they fulfill that order they gain 1 faith, if they fail to fulfill it - they lose 1 faith.

* The order must be strict and without multiple interpretations.

* The order must be within the possibilities of the nation, and must be fulfilled on the same turn it is given.

Examples for Commandments: "Do not attack nation X this turn!" or "Destroy the farm you built on tile X" or "Build an army with the heavy armor trait". What ever you wish as long it is possible and as long as its clear!

Prayers:

[Demon Bane]

Desperate prayer

The faith keepers will gain +5 to roll if the nation they are attacking has demon in their ranks. You will gain 3 power from fulfilling this prayer

[Celebration of Faith]

Wishful prayer

The membrane of the southwest wish to be able to celebrate their new faith!

They gain a new option that allows them to spend 30,000 gold to gain 1 faith without the requirement to build a temple.

You will gain 3 power from fulfilling this prayer

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47f757 No.47166

[Impassable rivers]

Desperate prayer

The watchkeepers wish the flow of the river to always be on their side.

Enemies who attack the watchkeepers via river will always take mobility penalty.

It will cost you 2 power to fulfill

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6ab620 No.47170

>>47131

"Druids of the East, would you teach us your power of Wild-Growth?"

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9372bc No.47175

File: 3e2909639d757c8⋯.png (3.95 MB,1800x1400,9:7,zoop.png)

Gonna hurry up and post this shit so no fluff this time

Prayer: Answer Morgoth's prayer

Action: Make a bunch of forests in the marked spaces

Commandment: NAP against Cornwallis, no one attack him unless he attacks or he tries to open the portal

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0b8472 No.47176

>>47175

you need to give a commandment to a specific nation, not to everyone.

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0b8472 No.47186

File: 609599dbfb41a99⋯.jpg (1.2 MB,1800x1400,9:7,ud6-2.jpg)

>>47175

+3 power this turn

>>47131

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty

4340.0 Population (+890/t)

224862 Gold(+186620/t)

3223 Army strength ( 2/6 Elite Armies. 5 Total Armies)

11900/14000 Progress (+6500/t, Level 6)

5 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)

>>47126

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

3440.0 Population (+630/t)

125674 Gold(+92880/t)

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

11150/14000 Progress (+4800/t, Level 6)

2 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)

>>47134

'Faith Keepers ' Information:

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

3690.0 Population (+610/t)

124278 Gold(+118080/t)

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

6885/14000 Progress (+6500/t, Level 6)

8 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)

>>47129

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

3370.0 Population (+670/t)

147806 Gold(+158390/t)

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

384/22000 Progress (+8600/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)

>>47149

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders

2950.0 Population (+490/t)

159173 Gold(+153400/t)

4052 Army strength ( 6/6 Elite Armies. 6 Total Armies)

12770/14000 Progress (+6400/t, Level 6)

1 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

'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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0b8472 No.47187

File: a50902659e33866⋯.jpg (308.99 KB,1920x1080,16:9,1461844-jonas-de-ro (1).jpg)

Alrighty new turn

### TURN 7

> Global Events:

*Alliances

For the cost of an action, you can declare another nation as an ally and choose a nation perk they have to add for your own nation, then offer one of your nation perks in return.

Roll 1d100+hero diplomacy(if exist), if you score over 40 then the alliance is initiated and both of you add the perk of the other nation to your perk pool.

The alliance will break if they do not accept the offer in their turn (free action for them)

The alliance will break if you attack each other.

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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0b8472 No.47188

File: 6e6c90d709acffd⋯.jpg (1.2 MB,1800x1400,9:7,ud7-0.jpg)

also fixed map (forgot to update some territory)

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6ab620 No.47190

Dice rollRolled 54, 81, 84, 33, 75, 19, 90 = 436 (7d100)

>>47186

'Faith Keepers ' Information:

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

3690.0 Population (+610/t)

124278 Gold(+118080/t)

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

6885/14000 Progress (+6500/t, Level 6)

8 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)

1 Expand to the North cliff near my border

2 Build a mine on it

3 Expand to the Cliff east of my Fort

4 Build a mine on it

5 Build a Temple South West of my Capital

6 Build a Temple North East of my Capital

7 Prayer- I wish for knowledge of the depths; the passage that connects all rivers and the power to traverse it at will.

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6ab620 No.47191

>>47190

4th action is invalid for being too far from my city so it will be changed to an Expansion of the forest tile south west of my fort.

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90c2d9 No.47192

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

Dice rollRolled 97, 19, 61, 71, 24, 30 = 302 (6d100)

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty

4340.0 Population (+890/t)

224862 Gold(+186620/t)

3223 Army strength ( 2/6 Elite Armies. 5 Total Armies)

11900/14000 Progress (+6500/t, Level 6)

5 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)

1. Wild-Growth on 1

2. Wild-Growth on 2

3. Expand on 3

4. Expand on 4

5. Expand on 5

6. Build city on 6

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90c2d9 No.47193

Dice rollRolled 19 (1d100)

Name: Harbingers of Ash

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0b8472 No.47195

>>47190

'Faith Keepers ' Information:

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

3690.0 Population (+590/t)

88782 Gold(+151290/t)

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

6885/14000 Progress (+6500/t, Level 6)

10 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)

>>47192

'The Order of the Emerald Mantle ' Information:

Nation Perks: Druids, Pacifists, Wild-Growth, Forest's-Bounty

4340.0 Population (+1060/t)

130862 Gold(+208320/t)

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

11900/14000 Progress (+8500/t, Level 6)

5 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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e53cc2 No.47214

File: 46b9a1bd8716572⋯.jpg (1.18 MB,1800x1400,9:7,6e6c90d709acffd16e87254c4e….jpg)

Dice rollRolled 67, 12, 85, 30, 31, 90 = 315 (6d100)

>>47187

Serene Khanate

—–

1-5. Expand on Xs

6. Build Region on Star

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0b8472 No.47215

>>47214

Note that you can't expand to territories you have not bordered in the beginning of this turn.

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13958e No.47216

Dice rollRolled 14, 28, 89, 100, 48, 3 = 282 (6d100)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

3370.0 Population (+670/t)

147806 Gold(+158390/t)

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

384/22000 Progress (+8600/t, Level 7)

3 Faith

ACTIONS

>Level 7 reached

Upgrade all my cities with Docks

1. Initiating alliance with the Faith Keepers. Standby. . . .

2. Build a Castle over the forest tile east of the animal tile in my territory.

3. Build a Mine west of my eastern city

4. Build a Mine southwest of my eastern city

5. Expand Southeast of my Eastern city

6. Expand Southeast some more of my Eastern City, along the coast

Prayer: Pray to Ordos that he may allow me to build a mine over the wealthy cliff east of my capital, without removing the bonus

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7d1b4c No.47217

Dice rollRolled 92, 84, 11, 61, 75, 76 = 399 (6d100)

>>47187

'The Enveloping Kingdom of Membrane ' Information:

Nation Perks: Imperial, Pacifists, Riverlanders

2950.0 Population (+490/t)

159173 Gold(+153400/t)

4052 Army strength ( 6/6 Elite Armies. 6 Total Armies)

12770/14000 Progress (+6400/t, Level 6)

1 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 ': 792 Strength (Elite, Scouts, Medium-Armor, Crossbow)

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

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

1. The remaining unupgraded farm is also made into a Refinery

2-3. Both temples are upgraded with Sacrificial Altars

4. The Northern mines are upgraded with Deep Tunnels

5. The Membrane's greatest warriors, the 2nd Inner Defense Corps, are exemplary among their armed forces. To facilitate an even higher example as capable defenders of our nation, they are provided with Epic level weapons

6. The Kingdom of Membrane, in search of comrades in this world, turn to the Eastern Druids, fellows in pacifism, and ask for an alliance

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a58216 No.47218

>>47217

I accept your offer of alliance.

We can share our secrets and allow you to expand the forest to the entire world through wild-growth in exchange we wish to understand how you live in perfect harmony with the river.

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90ce76 No.47256

>>47216

> about the alliance, make an ingame agreement about which traits you want to trade!

> Nat100 on mine

You have struck a large vein of gold that seem to be feeding off the core of earth itself! What a divine wonder…

The mine generates additional +2 wealth(will stack with upgrades!)

> Roll of 3

You will be attacked by the black horde! (Battle after turn update)

'The Watchkeepers of Reality ' Information:

Nation Perks: Imperial, Theocrats, Machines

3370.0 Population (+710/t)

102141 Gold(+205570/t)

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

384/22000 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)

>>47217

'The Enveloping Kingdom of Membrane ' Information:

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

2950.0 Population (+470/t)

11236 Gold(+168150/t)

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

12770/14000 Progress (+6400/t, Level 6)

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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90ce76 No.47257

File: 90f91cba25f0607⋯.jpg (1.06 MB,1440x900,8:5,22151_steampunk.jpg)

File: fbacefe25639bb6⋯.jpg (1.19 MB,1800x1400,9:7,ud7-1.jpg)

>>47216

WAR

Black Horde Armies advance

The bloodlustful Black Horde Army takes the time to dismember the fallen enemies and bathe in their gore before continuing to another slaughter. 3500 Damage dealt[5000 Base Strength]-50%Fortifications+0%Dice+20%Two-Handed

TOTAL DAMAGE: 3500

**

The Watchkeepers of Reality Armies advance

Divine light pours from the sky and follows the Army: Cronus Regulators Zeta Army as they charge aaginst their enemies with a religious zeal! dealing 1216 Damage[676 Base Strength]+20%War-Clerics+10%Medium-AArmor+50%Crossbow

The skies are singing a divine song of metal and blood as Cronus Regulators Omega Army purge their enemies! dealing 986 Damage[548 Base Strength]+20%War-Clerics+10%Medium-AArmor+50%Crossbow

The skies are singing a divine song of metal and blood as Cronus Regulators Delta Army purge their enemies! dealing 1231 Damage[684 Base Strength]+20%War-Clerics+10%Medium-AArmor+50%Crossbow

The skies are singing a divine song of metal and blood as Cronus Regulators Echo Army purge their enemies! dealing 1231 Damage[684 Base Strength]+20%War-Clerics+10%Medium-AArmor+50%Crossbow

Ancient religious wards glow around Cronus Regulators Beta Army, blessing their attack against their enemies with divine strength! dealing 892 Damage[496 Base Strength]+20%War-Clerics+10%Medium-AArmor+50%Crossbow

TOTAL DAMAGE: 5556

**

The Watchkeepers of Reality fed the infernal flames with the blood of 'Black Horde ' Armies.

Black Horde have fallen

Black Horde gained 1544 Progress!

The Watchkeepers of Reality gained 2500 Progress!

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13958e No.47260

File: 22a49f09e99c731⋯.jpg (65.58 KB,600x849,200:283,mr__steampunk_by_nigromagg….jpg)

>>47190

In every facet, from appearance, to culture, to the very fiber of their being, there were no two polar opposite nations as the Watchkeepers of Reality and the Faith Keepers.

One was of Steel, the other of Flesh.

One dwelled in cities of Brick and Steel, the other in forests and woods.

One found strength in the natural, the other in the synthetic.

Yet for all their differences, or perhaps because of them, they were strengthened in the same bond their shared to the same god: Ordos.

One represented the rythmic paternity of the God of Order, the other the boundless natural harmony. Just as the Moon and the Sun give each other the orderly cycles of the celestial heavens, so too did both nations fullfil their duty to their god.

It is with this respect that a clankering metal man comes to the Faith Keepers realm, bearing with him a simple piece of pressed printed paper from the Eternal Clock Tower, bearing these words:

"Resolve: Offer of Alliance with the Faith Keepers

Purpose: To further the will of Ordos

Actions: Teach the Faith-Keepers the ways of Imperialism, so that their forest structures are more progressive. Exchange for Demon-Bane in the face of possible demonic threats

Result: Pending Faith Keeper acceptance.

Awaiting reply. . ."

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e53cc2 No.47266

File: 3aa6c5c2ec1666d⋯.jpg (1.18 MB,1800x1400,9:7,amend.jpg)

>>47215

Changed for rules

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6ab620 No.47267

File: 2b6154c30cf513f⋯.jpg (459.85 KB,1280x939,1280:939,kobayashi_dragonsheaven1.jpg)

File: 5c88d2101d69941⋯.jpg (120.74 KB,728x1098,364:549,numenorean armor by Turner….jpg)

>>47260

"We accept this Alliance. The Eternal Clock Tower is wise to bring this offer to fellow believers.

No city is better defended then those of the Watchkeepers and there is no greater force for Ordos then the Faith Keepers.

We have seen your people harness the power from the earth in ways none have thought to attempt.

There is much we could learn from one another, and we would be honored to share hegemony under Ordos with thee.

We see great potential for achieving both spiritual and physical massiveness in this Alliance. Were we to combine our virtues into any endeavor I am sure it would achieve something remarkable in form and function."

Bobius, as Commander in Chief of the Faith Keepers, accepts the paper and delivers it the top and returns with the answer.

"We find this trade agreeable, and we propose this Alliance be given the name World Keepers."

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90ce76 No.47272

>>47266

'Serene Khanate ' Information:

Nation Perks: Warmongers, Savages, Expansionist-Devotion

3440.0 Population (+750/t)

112854 Gold(+113520/t)

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

11150/14000 Progress (+5100/t, Level 6)

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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90ce76 No.47273

File: fbacefe25639bb6⋯.jpg (1.19 MB,1800x1400,9:7,ud7-1.jpg)

–God event–

Faith and balance and woven into one another. Your duty is to help the weaker nation see the light of your divinity again.

> You gain +10 power for each turn where no player has more than 8 faith over any other player.

>>46816

Prayers

[Underground River] Great prayer

The druids of the west wish to gain an underground river that would connect them to all other rivers…

In effect, every city of the faith keepers would be considered as if it was adjacent to all the rivers in the game, building a dock would allow expanding and conquering any tile near a river.

It will cost you 1 might to fulfill (-15 great, +10faith, +4 roll)

[Hybrid Territories] Desperate prayer

The watchkeepers wish to be able to build on special resources tiles without losing the special bonus. It will cost you 2 power to fulfill (-5 desperate, +3 faith)

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6ab620 No.47274

>>47273

it should be 11 faith and 4 from the roll, theocratic is supposed to give me 1 faith fro every 2 temples.

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90ce76 No.47275

>>47274

true!

sorry, program fucks up faith so im doing it manually. ill update it soon c:

anyway, that means no power loss on fulfilling prayer.

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9372bc No.47318

PRAYER: Answer Baz's prayer

ACTION: Give Baz protective angels

COMMANDMENT: Have Membrane build me a temple

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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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