957f28 No.46838 [View All]
What is this? A generic fantasy nationbuilder in a generic fantasy world at the start of it's Iron Age? Welcome to Generia! Do enjoy your stay! All joking aside this world is a mostly blank slate for the players to enjoy and develop a story of their civilization!
—-
Fill this out and mark a spot on the map or describe it to join!
Nation Name: [Name]
Race: [Decides a bonus]
Background: [Decides a bonus]
Location:
—-
Rules here: https://pastebin.com/z2nD36G4
—-
47 postsand36 image repliesomitted. Click reply to view. ____________________________
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c71d5e No.46977
| Rolled 65 (1d100) |
>>46974
3. stare at the stars to discover their secrets
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cb0735 No.46978
| Rolled 100, 51, 86 = 237 (3d100) |
>>46965
Nation Name: Slimes of Amberwald Tower
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +2/turn
Housing: 80
Resources:
[Materials: 10]
[Armourtoads (Untapped)]
Settlements:
[Amberwald Tower]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Construction I][Herbalism I]
Society Bonus: [Caste Society] For every 25 population gain +1 to research technology
Race Bonus: [Malleable Forms] +5 to expansion rolls
1. With the outpost to the south being constructed we realized that we have very little ways of getting food! Not only that, but due to the diverse terrain of the island anything we do to exploit it will not really apply for another settlement. This was quite the problem until we realized something. That we are surrounded by ocean as pointed out by the fishoil slimes! Now that we have something universal to specialize in we can ensure our expansion NEVER stops!
2. Our Expansion was a great success! but beyond giving some slimes some new hunting grounds we have done little with the new land. We should build a new tower designed just for slimes instead of all powerful wizards so that we can really start exploiting our territory. The plains to the south would be a perfect place for such a tower.
3. With all this exploration and building we just realized something. We are running out of supplies! In order to ensure our expansion continues smoothly we must have our slimes start refining trees and rocks into planks and blocks.
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119c41 No.46982
| Rolled 86, 52, 30 = 168 (3d100) |
Nation Name: Pirates of the CrimsonWall
Race: rodents
Background: the rats and mice are not natives of the world. the elders say that their ancestors came from a portal, a hole in the side of the mountain that closed up when they left. two races went out small but numerous mice, and large ferocious rats. they fought each other for control and for food in a bitter civil war. the mice built a great castle to defend against the rats. many times the rats would try to attack it to be bloodily thrown back. their blood stained the walls of the castle giving it the name the "CrimsonWall" for its color. it took a pirate and raider named Cloony the Scourge to discover the castles flaw, it did not extend below ground. the rats used their claws to dig great tunnels beneath the castle, and swarmed their way in, butchering and enslaving the mice. now both races are united under a single warrior leader
Location:center continent, north side
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Ranch
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Husbandry I][Ironworking I][Swords I]
Society Bonus: [Crimson Scourge] Units gain +0.3 for each combat tech level
Race Bonus: [Viscous Vermin] +5 to offensive combat tech research
#1 Cloony had to sacrifice his ships to build siege equipment, which didn't work very well against the Crimson Wall. new ships were needed, he ordered a lumberyard built.
#2 mice workers and rat foremen were told to dig for resources, and the rats begin clawing with their paws in search of metals
#3 Cloony the Scourge was very pleased with the conquest of the Crimson Wall, and orders his rats to train. the rats practice combat tunneling. this they can do while digging for metals
+Race Bonus: [Viscous Vermin] +5 to offensive combat tech research
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9b39d4 No.46983
| Rolled 57, 7, 32 = 96 (3d100) |
Nation Name: Second Sons of Thori
Race: Giants, tough almost rock like hard skin and flesh
Background: Thorri was first among creator gods, himself, the lord of smiths and craftsmen. Being him, he was not satisfied with having only created one race.
But he did not know what to make after the Dwarves, he wanted his next creation to be different. And so, in his wisdom, he decided to do the opposite of everything he had made of the Dwarves. He took small stones, and with his great strength squeezed them into bigger and bigger boulders. From these, he roared at the stones to life. Thus were born the Giants, and like the Dwarves, were formed of his image yet different. Their skin was hard, like cracked stone, for he had yelled at them and they had cracked, and they bore less hair than the dwarves.
He grew hungry, and ate, but the Giants could find no fruit nor food for them, and so they turned upon the nearby trees and animals. The animals were fast, and offered little, but the trees were everywhere and so they ate them for sustenance. Just as the Earth is the resting place of all life, including plant, so too did the Giants return wood to the earth in their way.
Thorri, still not satisfied, left to create a final race. One not yet known, or perhaps might never be.
The Giants remember and revere their father, or at least, in their legends. Like him, they are crafters and smiths after him. Although omnivorous, most flesh creatures are too small and not satisfying, and they do not farm small crops or wheat like other races, but eat the trees and plants that grow in abundance around the mountain ranges they dwell in, providing the nutrients to sustain and heal them.
Location:Anywhere on the Southern Mountains of the central continent
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +2/turn
Housing: 50
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:[Strength I]
Magic:
Technology: [Hunting I][Ironworking I][Metallurgy I][Strength I]
Society Bonus: [Titanic Craftsmen] Cannot trade with other races but gain a +10 to research metalworking
Race Bonus: [Giant Appetites] All units have [Large] tag but have double base base upkeep (Does not count towards total tags)
Stat Post
1. The Giants now have a forest, with plenty of trees about. This is an excellent source of nutrition for the Giants, because everything else like berries and animals are too small and a pain to harvest.
A giant can just reach his hand around a nice thick tree, yank it out of the ground and shake off the dirt and chew on it, the leaves are tasty and the bark delectable.
The giants typically harvest only the largest and oldest trees, they are more "ripe" and provide more sustenance, and leaving the younger trees to let them grow.
By uprooting these large trees, the ground is upturned, leaving fertile soil and room for the newer younger trees to grow. Thanks to Giants long lifespan, this works quite well for them, as the pace of tree growth is well suited to feeding them as they can go quite a long time without food but need a considerable amount of it when they do get hungry.
Prepare a Tree Grove for food production
2. With more food about, the Giants have a renewed vigor and start to get into tussling and wrestling matches with each other, improving their own Strength.
+[Strength I]
3. The giants bash their way through the rock of the mountain, tearing away chunks of stone to reach the iron ores within 3/4
+[Strength I]
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572050 No.47050
| Rolled 38, 92, 70, 46, 95, 55 = 396 (6d100) |
>>46934
Nation Name: The Empire of the Soulbound
Race: Soulbound and Thralls. The Soulbound are creatures that were once humans who seek eternal life. To do this they turned the souls of their sacrifices into power and turned themselves into an embodiment of their magic. Monsters in the vague form of humans that sustain themselves on human lives and magic. For those that complete the ritual they find incredible power over the magic used in the ritual and a form to match. A soulbound who bound himself to pyromantic magic may find himself with fire instead of hair and glowing eyes or a crymancer's skin turning blue.
Background: In the human city of Freyr the sorcerers weaved magic to aid the city in their times of need and to fight off the darkness that encroached upon their home. They searched for power to protect the last hold out of humanity and to escape the fate of extinction of humanity. The sorcerers grew stronger, taught their ways to their pupils, and grew old. In their old age they feared the reach of Yama. Feared their work was not done. The sorcerers came together in study and created a ritual. The ritual required sacrifice, but what was a few orphans to the whole of humanity? When they saw their pupils again they had strength, youth, and power as they never had before. Some were in awe, yet others in were disgusted at what their mentors became and turned away.
The Soulbound, as they began to call themselves, preached that the sacrifice was necessary but it fell on deaf ears as the people saw the monsters before them. The Soulbound fled the city with their followers and controlled thralls and then fled the mainland. In that time their purpose changed from protecting humanity to solely gaining power under them as what was left of their humanity slipped from them ever slowly.
Location: Southern coast by the lake of the northern island second to the right.
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Farm
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Agriculture I][Ironworking I][Blood Magic I]
Society Bonus: [Sacrificial Sorcery] For every 2 enemy units slain in combat reduce loses by 1 unit
Race Bonus: [Sanguine Source] +5 to research population technology
Turn 1:
1. Expand our domain throughout the surrounding area.
2. As well, send out explorers to study the area.
3. Put the thralls to work building a citadel for the Soulbound with areas for different paths of magic, holding for blood thralls, and defenses against outside attackers and rebels.
Turn 2:
1. Continue working on the Citadel
2. Many initiates and Soulbound were lost in the purge. Begin gathering some remaining initiates and putting together the basics of earth magic once again.
3. As well as fire magic.
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957f28 No.47056
[Freyr]
The elders of the city are able to enforce some discipline in the young punks and have begun to slowly become a real fighting force.
+[Training I]
Slowly the smiths begin to improve their craft and begin to make weapons 3/4
Lastly the prospectors are able to find a suitable iron supply and the mine is built in no time
+Iron Mine +2 material per turn
[Gnomeniggers]
The gnomes begin to gather mushrooms and other crops that can be grown in the safety of their caves 1/4
Slow work is had as the miners work on different support systems 4/6
Proper construction techniques will surely help you tunnel better once they are done 3/4
[Unseen]
The wards are in place, all that you require now is good old fashioned manual labour to disguise buildings, docks and other habitations 6/10
The younglings produce their first prototypes! While they are not near as stealthy as the boats of old and can only be sailed in the shallows it is a start!
+[Sailing I]
It seems one of the great pigs on the island has begun to fight back, this so called “Terrorpig has killed several hunting parties and destroyed several camps.
-2 population
[Crimsonwall]
The sparse forests around Crimsonwall are consumed in a torrent of activity as they are turned to lumberyards.
+Lumberyard +2 material per turn
Metal is found with ease, this is a rich land with a mine almost finishing construction. 3/4
Digging and undermining fortifications is the bread and butter of rat combat but they men have grown fat and lazy with some proper beatings needed to get them back on track 2/4
[S.S.T]
Seems the giants wish to do some agriculture but lack the knowledge to that , so they begin working on it 3/4
Several giants get in a large brawl over who is truly the strongest amongst them all, after one giant slips off a cliff and cracks open his skull they stop. -1 population
The Iron mine however is finished with no problem at all!
+Iron Mine +2 materials per turn
[Duthnur Onol]
With great ease the first underground farms are created letting the dwarves hide away with their crops.
+Underground Farm +2 food per turn
Seems the workers gorged themselves on your new crops and are unable to work for the next couple days.
The creation of battleaxes by the great dwarven smiths shall go down in the history of the hold as one of the greatest! One dwarf by the name of Urist McAxe is seemingly a master of the blade cutting down trees with ease and sporting bulging muscles!
+Hero: Urist McAxe [+3][Penetrating][Inspiring]
+[Battle Axe I]
[Slimes]
It seems the slime excel at fishing with their malleable form and non-threatening look allows them to just swim right up to fish storing them within themselves to be deposited back on land
+[Slime Fishing II]
One slime who dives deep to the sea floor discovers a bed of strange shelled creatures that hold inside them pearls of incredible beauty.
+[Deep Sea Pearls(Untapped)]
Construction of a new outpost tower to allow slimes to live in comfort and produce more is started
3/5
-5 materials
A simple lumberyard is set up allowing the slimes access to a plethora of new raw materials
Lumberyard +2 materials per turn
[Misty Isle]
Seems several of the wyld shapers have shaped themselves too hard and have bonded with the very essence of nature becoming more plant-like then Fae
-2 population
The Queen returns shaken, what she found was pure desolation, nothing remains of the other lesser courts on the isle. Has the world changed? The taste of magic is strange and even her once near god-like powers have waned! Have they somehow become mortal in there crossing? No! Never! They were fae, they stood above the lesser mortal races.
The hunt is a great fae pastime and helps remove the horrible feeling of weakness many of them have, at least they are still masters of the forest.
+Hunting Camp +2 food per turn
[Redbog]
The Lumberyard is completed with ease with the workers there reporting finding a single bloated tree made of a strange red wood which they have logged down and brought to the Scions
+Lumberyard +2 materials per turn
+1 [Bloodoak] Special Material
The bogs are abuzz with activity as workers improve their scavenging skills to pull sustenance from the foul earth
+[Foraging II]
For where there is light there is darkness, one of the true fundamental forces is in the hands of the Scions. 1/8
[Giortach]
Working on new designs for better ocean going vessels is off to a great start 4/6
Axes are a slow burn as some halflings seem to love to hug trees from some reason 2/4
While staring into the stars one young halflings seems to be struck by madness and has begun to babble “Y’Okthear comes on the velvet screams of angels.” 4/6
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957f28 No.47057
>>47056
[Soulbound]
Expansion is had into the plains for the glory of the empire.
+2 hexes +10 Housing
One of your scouts returns reporting of the great horses that roam the plains in your area, he can not confirm the second part of this but there are rumours that some of these horses are blessed with power over storms
+[Horses(Untapped)]
A poper citadel is created to help the magic users train and rest
+Citadel (Sanctum)
—–
A second citadel is underways 3/4
Earth is one of the bases elements of the world and with it’s mastery comes power untold, a star pupil of latest class has emerged and has created a stir.
+Hero: Vladius Maximilian Ventus Albus Potter Snape VIII [+3][Earth][Inspiring]
+[Earth Magic I]
Fire, always a favourite, burn shit and kill people 3/6
—–
REMEMBER TO POST PROGRESS AND RELEVANT TECHS!
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a95a19 No.47058
| Rolled 67, 39, 97 = 203 (3d100) |
Nation Name: Duthnur Onol
Race: Dorfs
Background: https://pastebin.com/UhjuGsrv
Location: Dark gray house symbols
–
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 65
Resources:
[Materials: 10]
-Settlements:
Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]
-Infrastructure:
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Metallurgy I]
Society Bonus: [Mountainborn] Always count as being [Armoured] while within a mountain tile
Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech
1. Great news, the axes were a success an' we even got us a fine Zugobkon indeed ta lead the Warborn to battle! Now ouer boys are gonna need a wee bit o' protection. Let's put ouer hammers ta use to craft strong an' sturdy armor to protect our brave Alnisnotons. (+5)
2. Then we'll need ta finish up that quarry, all that stone ain't gonna mine itself!
3. There's a lot o' precious metals in the hills, but all we have is ouer mountain an' some wee hills! Let's go claim our minin' rights on some o' the mountains to the south, but we'll have ta take care ta avoid that dragon's nest…we don't want ta piss it off just yet.
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a95a19 No.47059
>>47058
I keep forgetting to add a place for this but quarry progress is at 3/4
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a95a19 No.47060
>>47058
Fucked up my sheet
Nation Name: Duthnur Onol
Race: Dorfs
Background: https://pastebin.com/UhjuGsrv
Location: Dark gray house symbols
–
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 18 +4/turn
Housing: 65
Resources:
[Materials: 10]
-Settlements:
Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]
-Infrastructure:
[Blazefurnace]:
Hunting Camp,
Underground Farm
-Defenses: Base Defenses [1]
-Military:
Urist McAxe [+3] [Penetrating] [Inspiring] [Hero]
-Magic:
-Technology: [Hunting I][Ironworking I][Metallurgy I] [Underground Farming I] [Battle Axes I]
-Society Bonus: [Mountainborn] Always count as being [Armoured] while within a mountain tile
-Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech
-In Progress: Underground Quarry (3/4)
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9b39d4 No.47061
Nation Name: Second Sons of Thori
Race: Giants, tough almost rock like hard skin and flesh
Background: Thorri was first among creator gods, himself, the lord of smiths and craftsmen. Being him, he was not satisfied with having only created one race.
But he did not know what to make after the Dwarves, he wanted his next creation to be different. And so, in his wisdom, he decided to do the opposite of everything he had made of the Dwarves. He took small stones, and with his great strength squeezed them into bigger and bigger boulders. From these, he roared at the stones to life. Thus were born the Giants, and like the Dwarves, were formed of his image yet different. Their skin was hard, like cracked stone, for he had yelled at them and they had cracked, and they bore less hair than the dwarves.
He grew hungry, and ate, but the Giants could find no fruit nor food for them, and so they turned upon the nearby trees and animals. The animals were fast, and offered little, but the trees were everywhere and so they ate them for sustenance. Just as the Earth is the resting place of all life, including plant, so too did the Giants return wood to the earth in their way.
Thorri, still not satisfied, left to create a final race. One not yet known, or perhaps might never be.
The Giants remember and revere their father, or at least, in their legends. Like him, they are crafters and smiths after him. Although omnivorous, most flesh creatures are too small and not satisfying, and they do not farm small crops or wheat like other races, but eat the trees and plants that grow in abundance around the mountain ranges they dwell in, providing the nutrients to sustain and heal them.
Location:Anywhere on the Southern Mountains of the central continent
Pop: 13 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 50
Resources:
[Materials: 12 +2/turn]
Settlements:
[Starting Hamlet]
-Infrastructure:
+Iron Mine +2 materials per turn
Hunting Camp
-Defenses: Base Defenses [1]
Military:[Strength I]
Magic:
Technology: [Hunting I][Ironworking I][Metallurgy I][Strength I]
Society Bonus: [Titanic Craftsmen] Cannot trade with other races but gain a +10 to research metalworking
Race Bonus: [Giant Appetites] All units have [Large] tag but have double base base upkeep (Does not count towards total tags)
Agriculture 3/4
Stat Post
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ed4ce5 No.47062
| Rolled 40, 40, 25 = 105 (3d100) |
Nation Name: Freyr, the Last City
Race: Humans
Background: https://pastebin.com/SgahnmDY
Location: The plains right before the mountain range on the central island, preferably the one right in-front of the top row of mountains.
>Stat Sheet
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 10] +2/turn
Settlements:
[Starting Hamlet]
-Infrastructure: 2 Farms, Iron Mine
-Defenses: Base Defenses [1]
Military:
2 Levies [+1]
Magic:
Technology: [Agriculture I][Ironworking I][Construction I] [Training I]
Society Bonus: [Last Bastion] Units gain double the bonus from defensive infrastructure
Race Bonus: [Innovative] + 2 to technology research
>Research and Construction:
+ Better Weapons 3/4
1. Our smith's shall continue their work, perfecting their craft.
2. The new farms are vulnerable, they need small walls to defend themselves from the terrors that haunt the night, but walls of stone would not suffice, rather walls of wood would be preferable, but we lack the lumber to do so. Our scouts shall secure a sizable forest in which we can establish a lumber yard.
3. A sizable field lays nearby the city, unused, we shall make it into a training field for the men, so our military can constantly train and improve.
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a95a19 No.47064
>>47061
Cucked again
>>47062
czeched
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9b39d4 No.47065
| Rolled 5, 52, 68 = 125 (3d100) |
>>47061
1. Unphased by an accidental death, if anything the Giants are encouraged to train harder. They wanna see who is strongest! [Train Strength II]
2. The Giants get to work forging both tool and weapon: the Pickaxe. Able to pierce mountain and other gigantic foes with ease.
+[Ironworking I][Metallurgy I]
3. The Giants search their mountain home for any vents of steam or of boiling red rock, hoping to find a place to build a Volcanic Forge, like the kind their god uses.
[Strength I]
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a59ffb No.47066
| Rolled 45, 38, 33 = 116 (3d100) |
Nation Name: Castes of Amberwald Tower
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 80
Resources:
[Materials: 7+2/turn]
[Armourtoads (Untapped)]
[Deep Sea Pearls(Untapped)]
Settlements:
[Amberwald Tower]
-Infrastructure: Hunting Camp, Lumberyard
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Construction I][Herbalism I][Slime Fishing II]
Society Bonus: [Caste Society] For every 25 population gain +1 to research technology
Race Bonus: [Malleable Forms] +5 to expansion rolls
1. Great progress on that tower! The slant to the right gives it real character! However I think if master were here he would say something like "not suitable for habitation" or other such funny phrases. Perhaps more work can be done to stabilize the tower to make it able to handle our "adventures". (finish outpost)
[Construction I]
2. These fishies are so silly! some think we are food and get caught immediately, others think we are not alive and just swim right through us, and others just ignore us entirely! This makes them very easy to catch, however we have yet to make this a reliable source of food compared to us having regular hunting expeditions. We should change that by making a dedicated fishing wharf to set up fisher parties and have a place to bring back their catch so they are not left out in the open where other yummy creatures can get at them. (build fishing wharf)
[Construction I], [Slime Fishing II]
3. We have found the answer we were looking for and boy was it right! Fishing has indeed proven to be the thing needed to sustain our expansion. However while simple and easy we do not actually have any idea how to do it efficiently and not just enjoy getting swept by the tides for several hours before remembering to return back. So the first major breakthrough we need to do is focus, before getting into all of that efficiency stuff. (Research slime fishing III)
[Slime Fishing II]
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f4431f No.47102
| Rolled 53, 7, 77 = 137 (3d100) |
>>47056
Unseen sons of Ythlo
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +0/turn
Housing: 45
Resources:
[Materials: 8]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
1 Brimstone Guard [+2] -2 f/t
Magic:
Technology: [Hunting I][Ironworking I][Fire Magic I][Sailing I]
Society Bonus: [Embers of Knowledge] Every arcane sanctum can sustain two units
Race Bonus: [Laval Forged] Base unit strength +1
Free Action dismiss the Brimstone Guard and free up our food
1. Disguise 6/10. The disguise deepens.
2. [Sailing II] Progress at last. For now it is just rafts and shallow water canoes for fishing. The exposure to water and the rocky exterior of most of our people is enough to keep the boat from catching fire. A few fireborn purebloods shouldnt be too much of an issue when they suppress their fire and cover themselves.
3. [Net Fishing] We possess a considerable amount of ocean-front for our tiny island. We should do what we can to make the most of it and any coastline we possess in future. Then we will build a Net Fishery to feed the people.
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572050 No.47104
| Rolled 12, 84, 29 = 125 (3d100) |
>>47057
Nation Name: The Empire of the Soulbound
Race: Soulbound and Thralls. The Soulbound are creatures that were once humans who seek eternal life. To do this they turned the souls of their sacrifices into power and turned themselves into an embodiment of their magic. Monsters in the vague form of humans that sustain themselves on human lives and magic. For those that complete the ritual they find incredible power over the magic used in the ritual and a form to match. A soulbound who bound himself to pyromantic magic may find himself with fire instead of hair and glowing eyes or a crymancer's skin turning blue.
Background: In the human city of Freyr the sorcerers weaved magic to aid the city in their times of need and to fight off the darkness that encroached upon their home. They searched for power to protect the last hold out of humanity and to escape the fate of extinction of humanity. The sorcerers grew stronger, taught their ways to their pupils, and grew old. In their old age they feared the reach of Yama. Feared their work was not done. The sorcerers came together in study and created a ritual. The ritual required sacrifice, but what was a few orphans to the whole of humanity? When they saw their pupils again they had strength, youth, and power as they never had before. Some were in awe, yet others in were disgusted at what their mentors became and turned away.
The Soulbound, as they began to call themselves, preached that the sacrifice was necessary but it fell on deaf ears as the people saw the monsters before them. The Soulbound fled the city with their followers and controlled thralls and then fled the mainland. In that time their purpose changed from protecting humanity to solely gaining power under them as what was left of their humanity slipped from them ever slowly.
Location: Southern coast by the lake of the northern island second to the right.
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 55
Resources:
[Materials: 10] [Horses: Untapped]
Settlements:
[Starting Hamlet]
-Infrastructure: Farm
Citadel (Sanctum)
-Defenses: Base Defenses [1]
Military:
+ Hero: Vladius Maximilian Ventus Albus Potter Snape VIII [+3][Earth][Inspiring]
Magic:
Technology: [Agriculture I] [Ironworking I] [Blood Magic I] [Earth Magic I]
Society Bonus: [Sacrificial Sorcery] For every 2 enemy units slain in combat reduce loses by 1 unit
Race Bonus: [Sanguine Source] +5 to research population technology
1. Work on the second Citadel continues as the Thralls are put to work. 3/4
2. Research into the basics of fire magic continues as well. 3/6
+Citadel (Sanctum)
3. Send some soulbound to tame the horses.
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9c912d No.47105
| Rolled 2, 43, 70 = 115 (3d100) |
>>47056
Nation Name: The Misty Isle
Race: The Fae courts ruled by the Sidhe Fae
Background: Long have the Seelie and Unseelie court of the Misty Isle ruled over the small island. Long has their magic sustained the place and made it to the eyes of mortals and unchanging place.
That is simply untreue, the isle changes greatly, the courts of seelie and unseelie always struggle with their magic over land and stories and fun, the changes measures in inches and sprigs of new life and death.
But The Sidhe, Those who rules with beauty and grace both the courts have grown bored of this nigh eternal struggle. But before they could enact another self destructive war or culling, a spirit of wind long afield has brought word. Word of creatures like the fae, sentient, smart, but not wyld, not like the fae nor the animals. Now, the interest of Queen Titania and King Oberon turn across the sea, to seek out these "People" and have fun with them.
Location: The small island to the south east with only lakes and forests.
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 14] +2/turn
Settlements:
The Court
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
+Dream Sieve +2 materials per turn
Military:
Magic:
Technology: [Hunting II][Ironworking I][Illusion Magic I][Sailing I] Wyld shaping 4/6
Society Bonus: [Enigmatic Others] Units ignore forest move penalties
Race Bonus: [Illusionary Adepts] +5 to research support magic research
1."Did yu see those poor idiots who turned themselves into plants?"
"Yeah poor idiots, we're so much better than they are."
4/6
+Illusionary adepts
2. King Oberon is wroth at his Goblins fro not being able to follow his commands. He makes an example out of one while he sends them out again to do it properly.
3. Titania meanwhile start working on regaining her power, starting with the easiest of all fae feats, illusion magic.
+Illusionary adepts.
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7beca1 No.47116
| Rolled 66, 27, 74, 83 = 250 (4d100) |
Nation Name: Pirates of the CrimsonWall
Race: rodents
Background: the rats and mice are not natives of the world. the elders say that their ancestors came from a portal, a hole in the side of the mountain that closed up when they left. two races went out small but numerous mice, and large ferocious rats. they fought each other for control and for food in a bitter civil war. the mice built a great castle to defend against the rats. many times the rats would try to attack it to be bloodily thrown back. their blood stained the walls of the castle giving it the name the "CrimsonWall" for its color. it took a pirate and raider named Cloony the Scourge to discover the castles flaw, it did not extend below ground. the rats used their claws to dig great tunnels beneath the castle, and swarmed their way in, butchering and enslaving the mice. now both races are united under a single warrior leader
Location:center continent, north side
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure:
Ranch
Lumberyard +2 material per turn
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Husbandry I][Ironworking I][Swords I]
Society Bonus: [Crimson Scourge] Units gain +0.3 for each combat tech level
Race Bonus: [Viscous Vermin] +5 to offensive combat tech research
>makeup turn from first turn
#1 keep working on Combat Tunneling 2/4
+Race Bonus: [Viscous Vermin] +5 to offensive combat tech research
#2 keep working on the metal mine 3/4
#3 Cloony the Scourge has a respect for the powers of magic. it killed many rats and mice on both sides during the siege. the Rats favor a form of Shamanism, making sacrifices and offerings to call upon the ancient rat spirits, to empower warriors or bring plagues and diseases on enemies. research Spirit Magic I
#4 the mice favor a traditional approach to magic. intelligent mouse wizards, who study for many hours as apprentices and learn their whole lives to understand magic in its many forms. it is the traditional magic. research Magic I
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7d8eb9 No.47133
| Rolled 34, 73, 72 = 179 (3d100) |
>>47056
Nation Name: Gnomeregan
Race: Gnomes
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 12 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Tunneling I]
Society Bonus: [Copyright not Included] Units can take one tag per defeated foe and add them to their own units (non-magic)
Race Bonus: [Peaceful Punks]+ 5 to non-combat research and -5 to all combat research
1.hunting is no good for gnomes we must research a way to farm in the caverns. Caverns safe. Outside not safe.
Research cavern farms+5
1/4
2. The caverns are home to all our lives and being able to safely expand them is important.
Research tunneling+5
5/6
3.being able to build is cornerstone of gnome society. We must find more solid ways to build
Research construction+5
3/4
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a2b712 No.47174
>>46838
Nation Name:
Nyarnia
Race:
Catpeople
Background:
Deep inside of the forests on the isle of Meowvalon lies the villages of Nyarnia. The Nyarnians are a very secluded and secretive people who have always been wary of outsiders and protective of their own. They view their villages like families and that the safety of them are of the upmost importance. It is unknown when the first village was founded but they are an old and proud people ruled by a collection of elders from each of the villages, furthermore each elder has a council whose purpose is to aid them in ruling over their respective village.
They do not worship any particular deity but instead worship the land and nature itself along with its spirits and things of more fantastical nature, for example the golden apple that is said to grant great power and wisdom to any who take a bite from it, however if one is to take any more than a single bite then that gift is lost as they have proven to be unworthy through their greed. Respect and kindness is very important in Nyarnian culture, as hunters they must treat their prey with dignity and honour. While when they are foraging they must be thankful to the forest. They believe that if they hold the forest in high regard then it will in turn reward them.
Much of Nyarnia myth focuses on spirits and fantastical animals, although they are rarely threatening and seem to reinforce the positive relationship that the Nyarnians have with the forest. A Nyarnian is seen to be blessed if they are visited by a fairy and if one were to become their companion then they are destined for greatness.
Location:
Top Left Island on the Forest T
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957f28 No.47220
| Rolled 7 (1d10) |
>>47058
[Metal Rarity]
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957f28 No.47221
[Freyr]
The smiths have improved their weaponsmithing and will produce weapons of war more easy in the future.
+[Weaponsmithing I]
Construction of a simple lumberyard is almost done in one of your sparse forests 3/4
With many of the men busy with the lumberyard little work is done on the training yard 1/6
[Gnomeniggers]
Cave farms 3/4
+[Tunneling II]
+[Construction I]
[Unseen]
The disguise is almost completed, only the finishing magical touches are needed! 9/10
A tragic accident sees several of the young unseen drowned in the turbulent waters around the island
-1 population
It seems these new boats when combined with the use of nets makes fishing much easier!
+[Net Fishing I]
[Crimsonwall]
>You have two more actions from that missed turn
With proper motivation the rats easily remember their training
+[Combat Tunneling I]
The Iron Mine is completed and is soon pumping out the raw makings of an army
+Iron Mine +2 materials per turn
The Shamans chant calling upon the malevolent spirits of their ancestors to empower them 4/6
Magic theory is always good and was once a speciality of Crimsonwall before the rats took over
+[Magic Theory I]
[S.S.T]
Being unphased was maybe not the best choice as another giant falls prey to a treacherous cliffside workout session.
-1 population
Work on mighty war picks which will split stone and smash in skulls is underway 3/4
Construction of a Great Volcanic Forge is started but such a great construct as that shall take time and lots of labour 4/6
[Duthnur Onol]
Working with metal is like working with clay for the dwarves and soon the first sets of chainmail are produced
+[Armor I]
The Quarry is finally completed with stone being pulled out for the creation of new houses and the likes
+Quarry +2 materials per turn
A massive expansion is had as the dwarves surge over the mountains claiming vast swathes of land for their kingdom. One surveyer returns with a strange yellow stone that seems to crackle with lightning.
+6 hexes
+30 Housing
+[Thunderstone (Untapped)]
[Slimes]
The slimes get to work on building a new tower outpost 3/5 -5 materials
Construction of a fishing wharf starts to help out the slime fishermen 3/4
The deeper the slime fish the more they have to worry about predators but slowly they are imrpoving their techniques 2/8
[Misty Isle]
It seems that the new researchers were also poor idiots, there are alot of new trees in the forest recently.
-2 population
The goblins do better this time claiming land in the name of the court
+3 hexes
+15 Housing
The magic of the queen and the magic unseen. 4/8
[Redbog]
[Giortach]
[Soulbound]
Several thralls are crushed under a collapsing tower but no one really cared.
Fire burns bright consuming all that it touches, those that use it must be sure it does not try to consume them.
+[Fire Magic I]
Several of the Soulborn are sent out to tame the horses of the plains, while they make some progress it is into exactly what they are used too. 1/4
[Nyarnia]
Pop: 10 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 10 +4/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Storytelling I]
Society Bonus: [Natural Harmony] Gain double food from forest tiles
Race Bonus: [Cute Cats] -1 base strength to all enemy units in combat
—–
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9c912d No.47222
| Rolled 62, 24, 41 = 127 (3d100) |
>>47221
Nation Name: The Misty Isle
Race: The Fae courts ruled by the Sidhe Fae
Background: Long have the Seelie and Unseelie court of the Misty Isle ruled over the small island. Long has their magic sustained the place and made it to the eyes of mortals and unchanging place.
That is simply untreue, the isle changes greatly, the courts of seelie and unseelie always struggle with their magic over land and stories and fun, the changes measures in inches and sprigs of new life and death.
But The Sidhe, Those who rules with beauty and grace both the courts have grown bored of this nigh eternal struggle. But before they could enact another self destructive war or culling, a spirit of wind long afield has brought word. Word of creatures like the fae, sentient, smart, but not wyld, not like the fae nor the animals. Now, the interest of Queen Titania and King Oberon turn across the sea, to seek out these "People" and have fun with them.
Location: The small island to the south east with only lakes and forests.
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 60
Resources:
[Materials: 16] +2/turn
Settlements:
The Court
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
+Dream Sieve +2 materials per turn
Military:
Magic:
Technology: [Hunting II][Ironworking I][Illusion Magic I]4/8[Sailing I] Wyld shaping 4/6
Society Bonus: [Enigmatic Others] Units ignore forest move penalties
Race Bonus: [Illusionary Adepts] +5 to research support magic research
1."Did that do anything?"
"No."
"How about that?"
"Nope."
"Now?"
"No," says one fairy to another. Then they start speaking again. "How about instead of this pissy little shit you start putting some oomph into the magic?"
"Because I do not want to be a fucking tree!"
4/6
+Illusionary adepts
2. King Oberon is mildly pleased by his goblins success and bids them to continue their efforts in bringing the island under the dominion of the courts of the fae.
3. Titania Continues her work on illusion magic, unused to the train she is now having to do for things she once considered trivial. 4/8.
+Illusionary adepts.
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f4431f No.47223
| Rolled 55, 45, 36 = 136 (3d100) |
>>47221
Unseen sons of Ythlo
Pop: 13 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 8]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
1 Brimstone Guard [+2] -2 f/t
Magic:
Technology: [Hunting I][Ironworking I][Fire Magic I][Sailing I][Net Fishing I]
Society Bonus: [Embers of Knowledge] Every arcane sanctum can sustain two units
Race Bonus: [Laval Forged] Base unit strength +1
1 Disguise 9/10. Soon we will be secure, then we can pour our resources into our careful expansions. The subtle deceptions that pull the eye away. A slight crackling of fire on the wind, the dancing of air always just out of view. Slight and subtle magic that pulls attention away.
2 Sailing II. We are closing on the techniques of old. Lightning a bonfire beneath our deck to propel a ship forward? Madness. Yet it seemed to work at one time.
3 Net Fishery. We cast our nets out, one end of a line held close and through that line the entire net is made warm to draw in the fish. Subtle magic in all we do and mastery over our craft is a tenet of the Unseen.
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cb0735 No.47224
| Rolled 97, 82, 38 = 217 (3d100) |
Nation Name: Castes of Amberwald Tower
Pop: 17 +3/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 100
Resources:
[Materials: 9+2/turn]
[Armourtoads (Untapped)]
[Deep Sea Pearls(Untapped)]
Settlements:
[Amberwald Tower (hamlet)]
-Infrastructure: Hunting Camp, Lumberyard
-Defenses: Base Defenses [1]
[Pearlwald Tower (outpost)]
-Infrastructure: N/A
-Defenses: N/A
Military:
Magic:
Technology: [Hunting I][Ironworking I][Construction I][Herbalism I][Slime Fishing II]
Society Bonus: [Caste Society] For every 25 population gain +1 to research technology
Race Bonus: [Malleable Forms] +5 to expansion rolls
1. With the tower completed we can now officially name it! Due to the pearls discovered in its vicinity, it was decided that they would be the namesake of the new tower, but what use is a name when the pearls are still out of our reach? We must start tapping into these precious stones for their power, as they were studied deeply by the wizard and it is up to us to continue his research. (exploit pearl resource)
2. These fishies are so silly! some think we are food and get caught immediately, others think we are not alive and just swim right through us, and others just ignore us entirely! This makes them very easy to catch, however we have yet to make this a reliable source of food compared to us having regular hunting expeditions. We should change that by making a dedicated fishing wharf to set up fisher parties and have a place to bring back their catch so they are not left out in the open where other yummy creatures can get at them. (Finish fishing wharf) 3/4
[Construction I], [Slime Fishing II]
3. We have found the answer we were looking for and boy was it right! Fishing has indeed proven to be the thing needed to sustain our expansion. However while simple and easy we do not actually have any idea how to do it efficiently and not just enjoy getting swept by the tides for several hours before remembering to return back. So the first major breakthrough we need to do is focus, before getting into all of that efficiency stuff. (Research slime fishing III) 2/8
[Slime Fishing II]
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cb0735 No.47225
>>47224
first roll gets a +6 due to fishing and construction I think.
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a95a19 No.47226
| Rolled 64, 86, 66 = 216 (3d100) |
Nation Name: Duthnur Onol
Race: Dorfs
Background: https://pastebin.com/UhjuGsrv
Location: Dark gray house symbols
–
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 20 +4/turn
Housing: 95
Resources:
[Materials: 12 (+2/turn)] [Thunderstone (Untapped)]
-Settlements:
Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]
-Infrastructure:
[Blazefurnace]:
Hunting Camp
Underground Farm
Quarry
-Defenses: Base Defenses [1]
-Military:
Urist McAxe [+3] [Penetrating] [Inspiring] [Hero]
-Magic: None
-Technology: [Hunting I] [Ironworking I [Metallurgy I] [Underground Farming I] [Battle Axes I] [Armor I]
-Society Bonus: [Mountainborn] Always count as being [Armored] while within a mountain tile
-Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech
-In Progress: Nothing
1. Some o' the greybeards have been thinkin', we're children o' the earth and have always had a deep connection to the mountain, so with a little hard work we should be able ta harness the magical energy o' the mountain and have the stone do our biddin'! We kin use this fer all kinds o' things, from construction ta minin' ta war an' more. Let's give it a shot. (Research earth magic)
2. Now that we have lots o' stone we should learn how ta make use of it better! Let's work on our masonry an' construction techniques ta build our buildings better. (Research masonry/construction)
3. Great gods, a new stone? Well don't just stand there lads, figure out what it can be used for an' get ta turnin' it into somethin' useful! (Unlock the secrets of thunderstone)
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ead5b4 No.47229
| Rolled 78, 20, 99 = 197 (3d100) |
>>47056
Nation Name: Empire Of The Red Bog
Race: Fensworn
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 60
Resources:
[Materials: 12] +2/Turn
Settlements:
[Starting Hamlet]
-Infrastructure: Foraging Post, Lumberyard (+2 materials per turn), 1 Bloodoak
-Defenses: Base Defenses [1]
Military:
Magic: [Dark Magic I]
Technology: [Foraging II][Ironworking I]
Society Bonus: [Cthonic Brood] Every fourth unit created is a Scion and gains the [Inspiring] tag but have double the base upkeep (Does not count towards total tags)
Race Bonus: [Dark Purpose] +5 to research offensive magic
1. Improve our Dark Magic. +5 [1/8]
2. This strange, twisted tree obviously grows only through the dark blessing of our progenitor. There must be more of them! We will find them, but we will not fell them. We will harvest their seeds.
3. Build a Foraging Post, which will house the meat, mushrooms and plants that the lesser fensworn gather.
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116f35 No.47234
| Rolled 6, 27, 89 = 122 (3d100) |
Nation Name: Giortach
Race: Halfling
Background: Legend has it that a ship washed up on these shores many years back. No one knows where the crew was from, or where they were going to. The years went by, as they tried to build a ship, but were always interrupted by storms, or wildlife, or other disasters, until they decided to stay there. Now a respectable city, Girotach is called home by thousands of these short folk.
Pop: 10 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 10 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Fishery
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Fishing I][Ironworking I][Sailing I]
Society Bonus: [Cheaper by the Dozen] Always recruits two units at a time
Race Bonus: [Fat Bastards] +5 to food technology research
1, 2, 3: continue doing what I'm doing
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e9b7dc No.47240
| Rolled 81, 39, 34, 64, 70 = 288 (5d100) |
Nation Name: Pirates of the CrimsonWall
Race: rodents
Background: the rats and mice are not natives of the world. the elders say that their ancestors came from a portal, a hole in the side of the mountain that closed up when they left. two races went out small but numerous mice, and large ferocious rats. they fought each other for control and for food in a bitter civil war. the mice built a great castle to defend against the rats. many times the rats would try to attack it to be bloodily thrown back. their blood stained the walls of the castle giving it the name the "CrimsonWall" for its color. it took a pirate and raider named Cloony the Scourge to discover the castles flaw, it did not extend below ground. the rats used their claws to dig great tunnels beneath the castle, and swarmed their way in, butchering and enslaving the mice. now both races are united under a single warrior leader
Location:center continent, north side
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 16]
Settlements:
[Starting Hamlet]
-Infrastructure:
Ranch
Lumberyard +2 material per turn
Iron Mine +2 materials per turn
-Defenses: Base Defenses [1]
Military:
Magic:
[Magic Theory I]
Technology:
[Husbandry I][Ironworking I][Swords I][Combat Tunneling I]
Society Bonus: [Crimson Scourge] Units gain +0.3 for each combat tech level
Race Bonus: [Viscous Vermin] +5 to offensive combat tech research
>rest of missing actions
#1 Cloony the Scourge demands the Stone Quarry, the one used to build the Crimsonwall, be remanned so that new stone structures can be built.
#2 the Rats work on a new kind of bladed weapon, one that uses the strength of iron and the sharpness of blades. iron claw gauntlets that the rats wear upon their claws, so they can scratch the earth and enemies
+[Ironworking I][Swords I]
>this turn
#1 the rats expand their territory to the south
#2 the rats focus on how to make the tunnels they dig stop collapsing after they use them so much. research tunneling
#3 the Rat Shamans continue to call upon the old ancestor rats 4/6
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a2b712 No.47247
| Rolled 8, 71, 35 = 114 (3d100) |
>>47221
Nation Name:
Nyarnia
Race:
Catpeople
Background:
Deep inside of the forests on the isle of Meowvalon lies the villages of Nyarnia. The Nyarnians are a very secluded and secretive people who have always been wary of outsiders and protective of their own. They view their villages like families and that the safety of them are of the upmost importance. It is unknown when the first village was founded but they are an old and proud people ruled by a collection of elders from each of the villages, furthermore each elder has a council whose purpose is to aid them in ruling over their respective village.
They do not worship any particular deity but instead worship the land and nature itself along with its spirits and things of more fantastical nature, for example the golden apple that is said to grant great power and wisdom to any who take a bite from it, however if one is to take any more than a single bite then that gift is lost as they have proven to be unworthy through their greed. Respect and kindness is very important in Nyarnian culture, as hunters they must treat their prey with dignity and honour. While when they are foraging they must be thankful to the forest. They believe that if they hold the forest in high regard then it will in turn reward them.
Much of Nyarnia myth focuses on spirits and fantastical animals, although they are rarely threatening and seem to reinforce the positive relationship that the Nyarnians have with the forest. A Nyarnian is seen to be blessed if they are visited by a fairy and if one were to become their companion then they are destined for greatness.
Location:
Top Left Island on the Forest T
————
Pop: 10 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 10 +4/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Storytelling I]
Society Bonus: [Natural Harmony] Gain double food from forest tiles
Race Bonus: [Cute Cats] -1 base strength to all enemy units in combat
—-
1. Begin to expand our territory, aim for taking more forest land first.
2. Gather a small group of people to head out and search for resources that we can use.
3. Build up some defences for the Hamlet before we begin the construction of anything else. We must secure the land first before we can relax.
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572050 No.47250
| Rolled 87, 87, 80 = 254 (3d100) |
>>47221
Nation Name: The Empire of the Soulbound
Race: Soulbound and Thralls. The Soulbound are creatures that were once humans who seek eternal life. To do this they turned the souls of their sacrifices into power and turned themselves into an embodiment of their magic. Monsters in the vague form of humans that sustain themselves on human lives and magic. For those that complete the ritual they find incredible power over the magic used in the ritual and a form to match. A soulbound who bound himself to pyromantic magic may find himself with fire instead of hair and glowing eyes or a crymancer's skin turning blue.
Background: In the human city of Freyr the sorcerers weaved magic to aid the city in their times of need and to fight off the darkness that encroached upon their home. They searched for power to protect the last hold out of humanity and to escape the fate of extinction of humanity. The sorcerers grew stronger, taught their ways to their pupils, and grew old. In their old age they feared the reach of Yama. Feared their work was not done. The sorcerers came together in study and created a ritual. The ritual required sacrifice, but what was a few orphans to the whole of humanity? When they saw their pupils again they had strength, youth, and power as they never had before. Some were in awe, yet others in were disgusted at what their mentors became and turned away.
The Soulbound, as they began to call themselves, preached that the sacrifice was necessary but it fell on deaf ears as the people saw the monsters before them. The Soulbound fled the city with their followers and controlled thralls and then fled the mainland. In that time their purpose changed from protecting humanity to solely gaining power under them as what was left of their humanity slipped from them ever slowly.
Location: Southern coast by the lake of the northern island second to the right.
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 55
Resources:
[Materials: 10] [Horses: Untapped]
Settlements:
[Starting Hamlet]
-Infrastructure: Farm
Citadel (Sanctum)
-Defenses: Base Defenses [1]
Military:
+ Hero: Vladius Maximilian Ventus Albus Potter Snape VIII [+3][Earth][Inspiring]
Magic: [Blood I] [Earth I] [Fire I]
Technology: [Agriculture I] [Ironworking I]
Society Bonus: [Sacrificial Sorcery] For every 2 enemy units slain in combat reduce loses by 1 unit
Race Bonus: [Sanguine Source] +5 to research population technology
1. Whip the thralls for the slow progress and put them back to work on the second Citadel. 3/4
2. The soulbound continue to work on taming the horses. 1/4
3. Construction of a docks is started to allow Thralls to fish for food.
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ed4ce5 No.47254
| Rolled 74, 97, 52 = 223 (3d100) |
>>47221
Nation Name: Freyr, the Last City
Race: Humans
Background: https://pastebin.com/SgahnmDY
Location: The plains right before the mountain range on the central island, preferably the one right in-front of the top row of mountains.
>Stat Sheet
Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 45
Resources:
[Materials: 12] +2/turn
Settlements:
[Starting Hamlet]
-Infrastructure: 2 Farms, Iron Mine
-Defenses: Base Defenses [1]
Military:
2 Levies [+1]
Magic:
Technology: [Agriculture I][Ironworking I][Construction I] [Training I][Weaponsmithing I]
Society Bonus: [Last Bastion] Units gain double the bonus from defensive infrastructure
Race Bonus: [Innovative] + 2 to technology research
>Research and Construction:
+ Lumber Yard 3/4
+ Training 1/6
1. With the farms builts and the lumeryard under construction, the last block of workers who still lack a job are the fishermen, and they will post hence be put to work building a wharf where they may ply their trade upon the high seas.
2. Work on the lumberyard continues, wood has a ubiquitous presence in our society, and a varied use.
3. Finally, the work on the training yard is to continue as well, as the men are growing weary of having to drill in whatever field is currently fallow, and being yelled at by the farmers when they make a mistake.
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7d8eb9 No.47255
| Rolled 40, 3, 56 = 99 (3d100) |
Nation Name: Gnomeregan
Race: Gnomes
Pop:14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 14 +2/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Tunneling II] [construction I]
Society Bonus: [Copyright not Included] Units can take one tag per defeated foe and add them to their own units (non-magic)
Race Bonus: [Peaceful Punks]+ 5 to non-combat research and -5 to all combat research
1.hunting is no good for gnomes we must research a way to farm in the caverns. Caverns safe. Outside not safe.
Research cavern farms+5
3/4
2. The caverns are home to all our lives and being able to safely expand them is important.
Research Tunneling III+5
0/?
3.being able to build is cornerstone of gnome society. We must find more solid ways to build
Research construction II+5
Stuff not being useful till level 3 makes this really repetitive
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957f28 No.47276
| Rolled 60 (1d100) |
>>47226
[Thunderstone Vein Power}
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9b39d4 No.47277
Nation Name: Second Sons of Thori
Race: Giants, tough almost rock like hard skin and flesh
Background: Thorri was first among creator gods, himself, the lord of smiths and craftsmen. Being him, he was not satisfied with having only created one race.
But he did not know what to make after the Dwarves, he wanted his next creation to be different. And so, in his wisdom, he decided to do the opposite of everything he had made of the Dwarves. He took small stones, and with his great strength squeezed them into bigger and bigger boulders. From these, he roared at the stones to life. Thus were born the Giants, and like the Dwarves, were formed of his image yet different. Their skin was hard, like cracked stone, for he had yelled at them and they had cracked, and they bore less hair than the dwarves.
He grew hungry, and ate, but the Giants could find no fruit nor food for them, and so they turned upon the nearby trees and animals. The animals were fast, and offered little, but the trees were everywhere and so they ate them for sustenance. Just as the Earth is the resting place of all life, including plant, so too did the Giants return wood to the earth in their way.
Thorri, still not satisfied, left to create a final race. One not yet known, or perhaps might never be.
The Giants remember and revere their father, or at least, in their legends. Like him, they are crafters and smiths after him. Although omnivorous, most flesh creatures are too small and not satisfying, and they do not farm small crops or wheat like other races, but eat the trees and plants that grow in abundance around the mountain ranges they dwell in, providing the nutrients to sustain and heal them.
Location:Anywhere on the Southern Mountains of the central continent
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 50
Resources:
[Materials: 14 +2/turn]
Settlements:
[Starting Hamlet]
-Infrastructure:
+Iron Mine +2 materials per turn
Hunting Camp
-Defenses: Base Defenses [1]
Military:[Strength I]
Magic:
Technology: [Hunting I][Ironworking I][Metallurgy I][Strength I]
Society Bonus: [Titanic Craftsmen] Cannot trade with other races but gain a +10 to research metalworking
Race Bonus: [Giant Appetites] All units have [Large] tag but have double base base upkeep (Does not count towards total tags)
Agriculture 3/4
Iron Picks 3/4
Volcanic Forge 4/6
Stat Post
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9b39d4 No.47278
| Rolled 13, 22, 31 = 66 (3d100) |
>>47277
1. Although in general most giants are similar to stone, there are many different possible types of giants. Frost Giants, Flame Giants, Storm Giants and so on. Rather than focus on any one elemental magic, the Giants make use of all the elements. [Elemental Magic]
2. Finish the Iron Picks 3/4
+[Ironworking I][Metallurgy I][Strength I]
3. Finish the Volcanic Forge 4/6
+[Metallurgy I][Strength I]
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957f28 No.47279
[Freyr]
It seems no one knew how to fish so they teach themselves that first
+[Fishing I]
The Lumberyard is completed in good time, however in the middle of the stand of trees is a strange stone with odd carvings all over it.
+Lumberyard +2 materials per turn
+[Runic Gate (Deactivated)]
It seems there is no more room within your hamlet, it will need to be expanded to house more buildings
[Gnomeniggers]
You can finally build underground farms! YAH!
+[Underground Farming I]
Awww, tunnels collapse and people die -3 population
Construction II 4/6
[Unseen]
The great illusion is finally done and to outsiders the isle will seem uninhabitable.
+[Disguise] add this tag to your city
Unseen labour day and night to refind the ways of old 3/6
A fishery which shall help the Unseen claim the bounty of the sea is started 2/4
[Crimsonwall]
The Quarry is repaired and remanned
+Quarry +2 materials per turn
Work on the new weapons begin 3/4
The rats swarm south adding more territory to their fledgling kingdom
+2 hexes
+10 Housing
With their knowledge of combat tunneling normal tunneling comes easy
+[Tunneling I]
The Shamans have contacted the spirits of old to empower themselves
+[Spirit Magic I]
[S.S.T]
The Giants manage to finish their picks by some miracle but get nothing else done
+[Iron Picks I]
[Duthnur Onol]
It seems the greybeards speak the truth as the dwarfs are able to move rock with ease 4/6
Dwarves work the stone like butter, have you ever made a fortress from butter?
+[Masonry I]
The dwarves set up a deep mine to retrieve the thunderstones, it is Urist McAxe who first discovers their properties. By forging a thunderstone into weapons they are imbued with terrible destructive power with a strike of lightning being summoned from the sky with each swing!
+Thunderstone Mine +1 Thunderstone/turn
[Slimes]
It seems that the pearls thrum with power allowing those who hold them to glide upon the water with ease! However one diver returns with a pearl that is solid black and a seemingly malevolent aura!
+Pearl Divers +1 Deep Sea Pearl/turn
+1 Abyssal Pearl
The Fishery is completed allowing the Slimes to share their catches and work together!
+Fishery +2 food per turn
Slow progress is made however on improving fishing techniques 4/8
[Misty Isle]
By the dedication of one intrepid fae the casters manage to not only revert some fae from trees but also making good progress on the magic!
+[Wild Shape Magic I]
Oberon has learned one thing this day, goblins suck
+1 hex
+5 Housing
Titania can feel herself on the cusp of some great new understanding of magic 7/8
[Redbog]
Dark pacts, Cthonic deals and shadowy words 6/8
No other bloodoaks can be found within your current territory
The Foragers find a new species of large bloated frogs that lives in the swamp, they spew a deadly corrosive acid but some same they could be tamed. The Foragers also report that they have become even better at what they do! With some more training they could reap even more food for the empire!
+Foraging Post +2 food per turn
[Foraging III] 4/8
+[Bloatoad(Untapped)]
[Giortach]
No valid turn
[Soulbound]
The second citadel is completed with only a few more dead thralls.
+Citadel (Sanctum)
A ranch is finally constructed so the thralls can train the horses and the elites to ride them.
+Ranch +1 Horse/turn
It seems the thralls don’t know how to fish so they teach themselves that first
+[Fishing I]
[Nyarnia]
It seems the territory surrounding you is not mostly forests but instead brackish swamps, this stalls expansion though there is a small bit of unclaimed forest on your island.
The scouts return with a pack of friend small furry beasts! These strange things are named dogs and they are very good boys
+Kennels +1 Dog/turn
Everyone gets to work on improving the defenses of the town 2/12
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cb0735 No.47280
| Rolled 63, 84, 9 = 156 (3d100) |
Nation Name: Castes of Amberwald Tower
Pop: 20 +3/turn
Food: 20 +4/turn
Housing: 100
Resources:
[Materials: 11+2/turn]
[Armourtoads: (Untapped)]
[Deep Sea Pearls: 1+1/turn]
[Abyssal Pearl: 1]
Settlements:
[Amberwald Tower (hamlet)]
-Infrastructure: Hunting Camp, Fishery, Lumberyard
-Defenses: Base Defenses [1]
[Pearlwald Tower (outpost)]
-Infrastructure: Pearl Divers
-Defenses: N/A
Military:
Magic:
Technology: [Hunting I],[Ironworking I],[Construction I],[Herbalism I],[Slime Fishing II]
Society Bonus: [Caste Society] For every 25 population gain +1 to research technology
Race Bonus: [Malleable Forms] +5 to expansion rolls
1. We are getting so much done! Master would have been so pleased that we are continuing his legacy and finding all sorts of neat stuff to experiment on. Sadly however, we have been so distracted by everything we neglected to actually make herbal gardens needed for our evolution. This must be rectified immediately! (herbal garden construction in amberwald)
[Construction I] [Herbalism I]
2. We have made great progress expanding in the south, but now it is time to focus on the west! The swamps are the home of these cute toad creatures and we all want one. Although having to venture out in the swamp to pick one up and bring it back into Amberwald is too much trouble. We should expand to the rest of the swamp so we can build another tower and only then will we start gathering the cute critters. (swamp expansion)
[Malleable Forms]
3. We have found the answer we were looking for and boy was it right! Fishing has indeed proven to be the thing needed to sustain our expansion. However while simple and easy we do not actually have any idea how to do it efficiently and not just enjoy getting swept by the tides for several hours before remembering to return back. So the first major breakthrough we need to do is focus, before getting into all of that efficiency stuff. (Research slime fishing III) 4/8
[Slime Fishing II]
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f4431f No.47285
| Rolled 16, 10, 37 = 63 (3d100) |
>>47279
Unseen sons of Ythlo
Pop: 15 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 45
Resources:
[Materials: 8]
Settlements:
[Vesuvius]
[Disguise]
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Fire Magic I][Sailing I][Net Fishing I]
Society Bonus: [Embers of Knowledge] Every arcane sanctum can sustain two units
Race Bonus: [Laval Forged] Base unit strength +1
1 Sailing II 3/6. Tales of using the stars as a guide. Thori's big hammer, and the little hammer. The heart of the sky. The red eye. Ythlo's belt which hovers Vesuvius itself. Many portents that change with the season and all must be known if we are to sail throughout the year.
2 Net Fishery 2/4. Soon the bounty of the sea will be outs for the taking.
3 Quarry. Vesuvius provides all the volcanic rock we need once its molten rock subsides and cools ofttimes with our help.
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9b39d4 No.47286
Nation Name: Second Sons of Thori
Race: Giants, tough almost rock like hard skin and flesh
Background: Thorri was first among creator gods, himself, the lord of smiths and craftsmen. Being him, he was not satisfied with having only created one race.
But he did not know what to make after the Dwarves, he wanted his next creation to be different. And so, in his wisdom, he decided to do the opposite of everything he had made of the Dwarves. He took small stones, and with his great strength squeezed them into bigger and bigger boulders. From these, he roared at the stones to life. Thus were born the Giants, and like the Dwarves, were formed of his image yet different. Their skin was hard, like cracked stone, for he had yelled at them and they had cracked, and they bore less hair than the dwarves.
He grew hungry, and ate, but the Giants could find no fruit nor food for them, and so they turned upon the nearby trees and animals. The animals were fast, and offered little, but the trees were everywhere and so they ate them for sustenance. Just as the Earth is the resting place of all life, including plant, so too did the Giants return wood to the earth in their way.
Thorri, still not satisfied, left to create a final race. One not yet known, or perhaps might never be.
The Giants remember and revere their father, or at least, in their legends. Like him, they are crafters and smiths after him. Although omnivorous, most flesh creatures are too small and not satisfying, and they do not farm small crops or wheat like other races, but eat the trees and plants that grow in abundance around the mountain ranges they dwell in, providing the nutrients to sustain and heal them.
Location:Anywhere on the Southern Mountains of the central continent
Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 18 +2/turn
Housing: 50
Resources:
[Materials: 16 +2/turn]
Settlements:
[Starting Hamlet]
-Infrastructure:
+Iron Mine +2 materials per turn
Hunting Camp
-Defenses: Base Defenses [1]
Military:[Strength I]
Magic:
Technology: [Hunting I][Ironworking I][Metallurgy I][Strength I][Iron Picks I]
Society Bonus: [Titanic Craftsmen] Cannot trade with other races but gain a +10 to research metalworking
Race Bonus: [Giant Appetites] All units have [Large] tag but have double base base upkeep (Does not count towards total tags)
Agriculture 3/4
Volcanic Forge 4/6
Stat Post
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9b39d4 No.47287
| Rolled 12, 33, 56 = 101 (3d100) |
>>47286
1. The Giants love their new Iron Picks, it will help loads to carve out some of this Volcano for the Volcanic Forge 4/6
+[Metallurgy I][Strength I][Iron Picks I]
2. Keep learning Elemental Magic
3. To help with Magic, the Giants learn how to make special Conducting Rods. Metal is known to be a 'conductor' of magic, according to the scrolls of Thorri, and it works much like how the smaller races use staffs to channel magic. It's also supposed to be a good conductor of other things we haven't learned yet. Much iron is gathered with the new picks and hammered by hard giant hands to help with this.
+[Titanic Craftsmen] +10
+[Metallurgy I][Strength I][Iron Picks I]
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9c912d No.47288
| Rolled 89, 49, 98 = 236 (3d100) |
>>47279
Nation Name: The Misty Isle
Race: The Fae courts ruled by the Sidhe Fae
Background: Long have the Seelie and Unseelie court of the Misty Isle ruled over the small island. Long has their magic sustained the place and made it to the eyes of mortals and unchanging place.
That is simply untreue, the isle changes greatly, the courts of seelie and unseelie always struggle with their magic over land and stories and fun, the changes measures in inches and sprigs of new life and death.
But The Sidhe, Those who rules with beauty and grace both the courts have grown bored of this nigh eternal struggle. But before they could enact another self destructive war or culling, a spirit of wind long afield has brought word. Word of creatures like the fae, sentient, smart, but not wyld, not like the fae nor the animals. Now, the interest of Queen Titania and King Oberon turn across the sea, to seek out these "People" and have fun with them.
Location: The small island to the south east with only lakes and forests.
Pop: 14 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 18 +2/turn
Housing: 65
Resources:
[Materials: 18] +2/turn
Settlements:
The Court
-Infrastructure: Hunting Camp
-Defenses: Base Defenses [1]
+Dream Sieve +2 materials per turn
Military:
Magic:
Technology: [Hunting II][Ironworking I][Illusion Magic I]7/8[Sailing I][Wild Shape Magic I]
Society Bonus: [Enigmatic Others] Units ignore forest move penalties
Race Bonus: [Illusionary Adepts] +5 to research support magic research
1. Titania continues to make strides in her grasp of illusions. As the Queen of light, radiance and warmth she needs to be able to command light as easily as Oberon once commanded shadow. 7/8
+Illusionary adepts
2. Oberon, keeps sending out his puissant goblins to expand. Yes they sucked and were slow, but they were largely expendable.
3. "WE got that first level of wild shaping done, finally"
"Yeah after dozens of us got turned into trees."
"Still we're due for a rest."
"hey guys word from up top, they want even better wyld shaping!"
"Aw Seelie dammit."
+illusionary Adepts.
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572050 No.47289
| Rolled 86, 23, 63 = 172 (3d100) |
>>47279
Nation Name: The Empire of the Soulbound
Race: Soulbound and Thralls. The Soulbound are creatures that were once humans who seek eternal life. To do this they turned the souls of their sacrifices into power and turned themselves into an embodiment of their magic. Monsters in the vague form of humans that sustain themselves on human lives and magic. For those that complete the ritual they find incredible power over the magic used in the ritual and a form to match. A soulbound who bound himself to pyromantic magic may find himself with fire instead of hair and glowing eyes or a crymancer's skin turning blue.
Background: In the human city of Freyr the sorcerers weaved magic to aid the city in their times of need and to fight off the darkness that encroached upon their home. They searched for power to protect the last hold out of humanity and to escape the fate of extinction of humanity. The sorcerers grew stronger, taught their ways to their pupils, and grew old. In their old age they feared the reach of Yama. Feared their work was not done. The sorcerers came together in study and created a ritual. The ritual required sacrifice, but what was a few orphans to the whole of humanity? When they saw their pupils again they had strength, youth, and power as they never had before. Some were in awe, yet others in were disgusted at what their mentors became and turned away.
The Soulbound, as they began to call themselves, preached that the sacrifice was necessary but it fell on deaf ears as the people saw the monsters before them. The Soulbound fled the city with their followers and controlled thralls and then fled the mainland. In that time their purpose changed from protecting humanity to solely gaining power under them as what was left of their humanity slipped from them ever slowly.
Location: Southern coast by the lake of the northern island second to the right.
Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +2/turn
Housing: 55
Resources:
[Materials: 10] [Horses: 1 +1/turn]
Settlements:
[Starting Hamlet]
-Infrastructure: Farm
2 Citadel (Sanctum)
-Defenses: Base Defenses [1]
Military:
+ Hero: Vladius Maximilian Ventus Albus Potter Snape VIII [+3][Earth][Inspiring]
Magic: [Blood I] [Earth I] [Fire I]
Technology: [Agriculture I] [Ironworking I] [Fishing I]
Society Bonus: [Sacrificial Sorcery] For every 2 enemy units slain in combat reduce loses by 1 unit
Race Bonus: [Sanguine Source] +5 to research population technology
1. Some of the Soulbound begin experimenting on the horses with blood magic and their magic of choice to bind the horses to their will and empower the creatures.
+Blood Magic I
+Earth/Fire Magic I
2. Less complaining more building the fishing docks.
+Fishing I
3. Expansion continues onward.
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a95a19 No.47290
| Rolled 59, 87, 79 = 225 (3d100) |
Nation Name: Duthnur Onol
Race: Dorfs
Background: https://pastebin.com/UhjuGsrv
Location: Dark gray house symbols
–
Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 24 +4/turn
Housing: 95
Resources:
[Materials: 14 (+2/turn)] [Thunderstone: 1 (+1/turn)]
-Settlements:
Sakrithsarvesh Zugobissunoloniton Aral (Blazefurnace) [Hamlet, Capital]
-Infrastructure:
[Blazefurnace]:
Hunting Camp
Underground Farm
Thunderstone Mine
Quarry
-Defenses: Base Defenses [1]
-Military:
Urist McAxe [+3] [Penetrating] [Inspiring] [Hero]
-Magic: None
-Technology: [Hunting I] [Ironworking I [Metallurgy I] [Underground Farming I] [Battle Axes I] [Armor I] [Masonry I]
-Society Bonus: [Mountainborn] Always count as being [Armored] while within a mountain tile
-Race Bonus: [Craftsmen Supreme] +5 to research metallurgy tech
-In Progress: Earth Magic (4/6)
1. Alright now lads, finish up yer earth magic so we kin move on ta other prospects. (Progress: 4/6)
2. Next we'll learn ta do what we do best even better! Study up on yer minin', we'll be needin' iit fer expandin' ouer homes an' buildin' new ones too!
3. The Greybeards are thinkin' of another magic that kin be of use to us, somethin' about magic symbols that store magical energy an' allow us to do all kinds o' things, like usin' 'em to enchant ouer weapons an' gear and puttin' 'em on surfaces ta make fer some mighty fine traps. Let's learn more about this "rune magic".
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7ac27a No.47293
| Rolled 51, 57, 80 = 188 (3d100) |
>>47279
Nation Name: Empire Of The Red Bog
Race: Fensworn
Pop: 16 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 16 +4/turn
Housing: 60
Resources:
[Materials: 12] +2/Turn
[Bloatoad](Untapped)
Settlements:
[Starting Hamlet]
-Infrastructure:2 Foraging Post, Lumberyard (+2 materials per turn), 1 Bloodoak
-Defenses: Base Defenses [1]
Military:
Magic: [Dark Magic I]
Technology: [Foraging II][Ironworking I]
Society Bonus: [Cthonic Brood] Every fourth unit created is a Scion and gains the [Inspiring] tag but have double the base upkeep (Does not count towards total tags)
Race Bonus: [Dark Purpose] +5 to research offensive magic
1. While individual fensworn possessing remarkable magical talents are not unknown, as a whole the creatures have little formal refinement of their foul inheritance. That changes. Improve Dark Magic [6/8] +5
2. More Fensworn means more food must be found. Foraging III 4/8
3. The Fensworn have an innate urge and desire to build things, though for the most part this is limited to glyphs, fetishes and simple stick shrines. If they are to realize their dark fate then they must hone this innate urge into something productive. Research Architecture.
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ed4ce5 No.47313
| Rolled 85, 83, 73 = 241 (3d100) |
>>47279
Nation Name: Freyr, the Last City
Race: Humans
Background: https://pastebin.com/SgahnmDY
Location: The plains right before the mountain range on the central island, preferably the one right in-front of the top row of mountains.
>Stat Sheet
Pop: 18 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Food: 18 +2/turn
Housing: 45
Resources:
[Materials: 16] +4/turn
Settlements:
[Starting Hamlet]
-Infrastructure: 2 Farms, Iron Mine, Lumber Yard
-Defenses: Base Defenses [1]
Military:
2 Levies [+1]
Magic:
Technology: [Agriculture I][Ironworking I][Construction I] [Training I][Weaponsmithing I] [Fishing I]
Society Bonus: [Last Bastion] Units gain double the bonus from defensive infrastructure
Race Bonus: [Innovative] + 2 to technology research
>Other Buildings
+ [Runic Gate]
>Research and Construction:
+ Lumber Yard 3/4
+ Training 1/6
1. If we must expand to finish our current projects, then expand we shall.
2. Now that we have remembered how to fish, lets build that wharf now then.
3. Our smiths are to forge proper weapons and armor for our levies, the standard fair of our people. Strong spears, leather and steel armor, and a large shield.
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a2b712 No.47320
| Rolled 48, 62, 57 = 167 (3d100) |
>>47279
Nation Name:
Nyarnia
Race:
Catpeople
Background:
Deep inside of the forests on the isle of Meowvalon lies the villages of Nyarnia. The Nyarnians are a very secluded and secretive people who have always been wary of outsiders and protective of their own. They view their villages like families and that the safety of them are of the upmost importance. It is unknown when the first village was founded but they are an old and proud people ruled by a collection of elders from each of the villages, furthermore each elder has a council whose purpose is to aid them in ruling over their respective village.
They do not worship any particular deity but instead worship the land and nature itself along with its spirits and things of more fantastical nature, for example the golden apple that is said to grant great power and wisdom to any who take a bite from it, however if one is to take any more than a single bite then that gift is lost as they have proven to be unworthy through their greed. Respect and kindness is very important in Nyarnian culture, as hunters they must treat their prey with dignity and honour. While when they are foraging they must be thankful to the forest. They believe that if they hold the forest in high regard then it will in turn reward them.
Much of Nyarnia myth focuses on spirits and fantastical animals, although they are rarely threatening and seem to reinforce the positive relationship that the Nyarnians have with the forest. A Nyarnian is seen to be blessed if they are visited by a fairy and if one were to become their companion then they are destined for greatness.
Location:
Top Left Island on the Forest T
————
Pop: 12 +2/turn [Cannot exceed food or housing (Minus 2x #turns when above food)]
Dogs: 1 +1/turn
Food: 14 +4/turn
Housing: 45
Resources:
[Materials: 10]
Settlements:
[Starting Hamlet]
-Infrastructure: Hunting Camp
Kennels
-Defenses: Base Defenses [1]
Military:
Magic:
Technology: [Hunting I][Ironworking I][Storytelling I]
Society Bonus: [Natural Harmony] Gain double food from forest tiles
Race Bonus: [Cute Cats] -1 base strength to all enemy units in combat
—-
1. It's time to send our hunters to secure that forest.
2. Research ways that could help us expand into the swampy areas of the island, we must adapt to the terrain to make the most of what nature has given us.
3. Try and make some new weapons that could help us with our hunting.
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b8aced No.47455
I have been attempting to post for some time now. my Internet is not working correctly
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