71fdd5 No.4898 [View All]
Welcome to the world of Undilavel, a massive and dark world. In the skies hangs a black sun, its light covering the world in depressing soul crushing despair. At night there is no moon, only an all encompassing darkness in which the true horrors of the night live in. The people of this world live in walled areas, only going out of their safe enclosures when absolutely necessary. Even then they are not safe, as flesh-sculptors and mimics infiltrate their cities to get in reach of the soft flesh and warm blood inside, along with many other horrid creatures.
There is no such thing as healing magic or true warmth. Magic is destructive, a beast willing to consume both the caster and the target. The closest one will ever reach to healing magic is the devouring of blood and souls, as magic does not come without a price. The materials of this world range the more feared parts of the color spectrum, from bone white to soul devouring black, and everything in between.
The only truly sentient races are Humans, Dark Elves, Non-feral Vampires, and a few other beings of the night. They are the ones who retained their knowledge and mindset compared to those who lost their's eons ago, the last children of such a horrid place.
One of the above walled cities is owned by you, a member of the last few intelligent races upon the surface off Undilavel. Will you rise to greatness, or fall into obscurity as another dead peace of flesh?
Fill this in:
>Leader Name:
>Nation Name:
>Race:
>Special Magical Arts:(if any)
>Color:
>Leader Fluff:
>Nation Fluff:
Do not open unless you wish the creatures of the night to take you:
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
21 postsand10 image repliesomitted. Click reply to view. ____________________________
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71fdd5 No.4944
>>4898
>Leader Name: Queen of Bones
>Nation Name: Nalvera, Land of Silence
>Race: The Dead and Dying
>Special Magical Arts: Death Magic
>Color: Dark grey
>Leader Fluff: None know from whence the Queen of Bones came, what walk of life, or even what race she once was. All anyone knows is that she arrived in Nalvera and watched the once mighty empire crumbled into dust and devastation. She took control of the land and began to work her vile magics into it, bringing back those who died within it and binding them into eternal servitude under her rule. Now that she has solidified her control over this land, her gaze looks out beyond the walls at the world beyond, soon all shall bend to her will.
>Nation Fluff: A land of death and plague, none who live are welcome within this domain. The few living that manage to survive here are either extremely hardy, complete fools, or masters of the necromantic arts. Long before the current age this land was bountiful and thriving, but with the arrival of the Queen of Bones plagues descended upon the plains and hills, and life shriveled and withered away. Now the dead inhabit this land, and soon their dark magics will spread the domain of the Lady of Death. And all life shall fall silent, forever
Do not open unless you wish the creatures of the night to take you:
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
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71fdd5 No.4947
>>4898
>Leader Name: "Ash Born" Ulfric Raegwyn
>Nation Name: Dokkalfheimr
>Race: Dark Elves
>Special Magical Arts: Enchantment!
>Color: Light Blue
>Leader Fluff: Every leader of Dokkalfheimr is different, every leader adds their own thing to the culture of Dokkalfheimr and enhances its greatness. The leader is chosen by bands of claimants being sent out of the city to go and capture the deadliest beasts they can find and bring it back to the "Shadow Chamber" within the city. Then, using the enchantments to keep the room secure, each claimant still alive will test their might and the last one alive must kill the creature and rest within the chamber for one week. If still alive, they will be chosen as leader and given the title, "Ash Born", to recognize their skill and strengthened mind. Ulfric is the current leader, using his incredibly strong and ancient armor and seething sword to whittle and finally secure his place in history.
>Nation Fluff: An archaic city of unknown age, the dark elves of Dokkalfheimr are renown for their enchanting knowledge and skill, able to set swords aflame, half an armors weights, or, more famously, create bonds and rooms able to subdue almost any being. The city itself is halfway underground, using the land itself as a barrier against the beasts and mining the valuable and essential materials for their enchanting. Only about a fifth of the population practices enchanting in any shape or form, the rest practice endlessly in martial combat or subterfuge to ensure their survival.
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
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71fdd5 No.4949
| Rolled 78, 13 = 91 (2d100) |
>>4925
Kefka’s Nation Builder (Grimderp)
Fill this in:
>Leader Name: Carthach de Tonnagh (King Slánaitheoir)
>Nation Name: The Kingdom of Tonnagh
>Race: Human
>Special Magical Arts: None
>Color: Forest Green
>Leader Fluff: Born into the military caste of Tonnagh, Carthach de Tonnagh climbed through the ranks, becoming renowned first as a fearless warrior, then as a brilliant tactician and strategist. He introduced a number of popular reforms to military structure, including the introduction of heavily armoured shock troopers wielding massive swords and spears. The old dynasty of kings suffered from inbreeding, and when Carthach spoke out against the regime, he was sent on a “Vital Mission” into the darkness around the city. Soon, however, treasures from the desolate lands surrounding the city began to pour in. Old remnants of the lost civilizations wrested from the clutches of darkness. They were handed out on carts to the people of Tonnagh, gaining Carthach popular suppourt. Soon, he returned, his army not much smaller than it was when he left. The populace let his army into the city, and led them to the gates of the old castle overlooking the city. Even those gates opened before him, for if a man can brave the darkness beyond the walls, what castle can stand before him? The royal family was killed, and the line of the old kings extinguished. The people of Tonnagh put a new crown upon his head, beaten of iron made from their tools, as a way of repaying him for his gifts. They gave him a new name, though he prefers his old one. To them, he is King Slánaitheoir, or Saviour. Under his rule, the city has begun to crawl out of the state of squalor and depression that it was in before.
>Nation Fluff: Tonnagh was founded by the Great King Dabogh, who constructed the walls of the city and the castle within it. His line grew decadent over the centuries however, and fell victim to inbreeding and madness. The last king of the line of Dabogh was King Lúarán, Defender of the Realm, Wielder of the Flame, Master of the Order of the Crimson Staff, and Protector of the People (as well as any other name he thought of for himself. On official court documents, which were few and far between, it was common for his issue to take up half of the scroll.) The people, over the past few years, lived in squalor, their houses thrown together with anything that they could find. Filth flowed in the streets, and sicknesses swept the city like tidal waves. With the valuble reforms that King Slánaitheoir introduced, the standard of living has slowly, but surely, been increasing. The coffers of the king no longer fill entire rooms, but are put to use paying the workers of the city in their endeavours to maintain and improve the kingdom.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total (3000 Cavalry, 5000 Heavy Shock Troopers, 8000 Halberdiers, 6000 Pike Men, 13,000 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Mana Node, 1 Black Gold Mine
>Leader Bonus: (Conqueror) Bonus to military actions and major bonus to battles with leader present
1. Send scouts and spies to probe other nations' defenses and examine their resources, trying to find a relatively weak, but affluent nation. Failing that, just find one that has enough resources to recoup the costs of an invasion.
2. Have our academics set about trying to find a solution to the question of battlefield magic. Is there a way to negate it? If not, what is the best way to work around different types of magic?
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71fdd5 No.4951
>>4928
Behind the dark walls of The Brazen Bull, on fields covered in ghostly light, the officers and centurions of the men are picked and trained. These men are to be leaders and elites, skilled at both leading armies and fighting with them. The training is harsh, with little remorse or mercy being given to them, but over the course of a couple weeks you have a number of officers trained. (-2000 total From whichever military units you choose, +2000[or 1000 and 1000]of whatever unit you made)
Meanwhile a consciption system is set up in the city. No citizen is exempted from the system, and soon a steady supply of recruits is ensured.( +Conscription System, -1000 Pop, +1000 Recruits[use them as regular soldiers but less skilled, train them into regular soldiers, or assign them elsewhere. Can also be hardened through actual combat against monsters])
>>4931
The king decided that the dark areas must be reclaimed, and first be mapped. Scouts are sent out into the great darkness of the world, their orders to gain bearing of the surrounding area. Many go out, and far far less come back, but those that do do so with some area scouted out.(-400 Infantry, +Surrounding area Map(2/15))
Meanwhile the inner gates of the city are being reinforced, black gold and storm metal being put to use in making their design much stronger. Storm enchantements are placed on the repungant metals, making sure they are effective at repelling enemy attackers.(Storm walls 5/15)
>>4932
In another dark city, the freezing winter winds blowing around it, stockpiling of food begins. Wheat and grain is stored up, along with vegetables as the citizens prepare for a storm both natural and monstrous…(+Food Storage)
Along the walls begins work on guard towers, to watch out for the unnatural beast of the night…(Guard Towers 3/15)
>>4934
>>4937
The Iron Lord, focused on military and war as always, has research of new military technology begin. One thing he comes across is the possible use of black gold arrowheads…(Black Gold Arrows 2/20)
>>4936
Blood towers, sanguine areas that channel the might of blood energy against those that dare touch the walls. The flesh shall peel away as the very fluids inside of the body are sucked out cruelly. Alongside this work the blood pyramid is worked on, to make more knights for the vampires to protect themselves with. (Blood Towers 2/15, Blood Pyramid 3/15)
>>4940
Meanwhile, underneath the black rock of the dwarven mines, a cleansing begins. You send infantry down into the depths to reclaim a mine, and they manage to do so after a comparitivly small amount of losses compared to what was expected. Not long after the rune priest begin using the new metals to craft runes for weapons and armor.(+1 Metal Mine, -400 infantry, Runes 5/15)
>>4949
Scouts are sent into the deep darkness, their orders to find a nearby kingdom to invade. Though many are lost to unnatural temperatures, traps, and monsters, they eventually scout out a tall black spiral twisting into the sky. Meanwhile inside the walls your men set to work examining ways to understand battlefield magic and ways to negate it, but then a number of citizens and mages go missing after a failed spell…(-200 infantry, -150 population, +Location:Black Tower, +Infestation[every turn lose 100 pop and 100 military until dealt with])
>>4944
>Population: 100,000
>Military Forces: 35,000 Total(5000 Undead Knights, 1000 Necromancers, 29,000 Undead Soldiers)
>Resources: 1 Metal Mine, 1 Undeath Node, 1 Soul Gold Mine
>Leader Bonus: (Undeath Queen)Bonus to rolls involving summoning more undead or undead activities
>>4947
>Population: 100,000
>Military Forces: 35,000 Total(4000 Enchanted Swordsmen, 5000 Beast Riders, 9000 Heavy Soldiers, 4000 Enchanters, 3000 spearmen, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Enchantment Mana Node, 1 Black Gold Mine
>Leader Bonus: (Ash Born)Bonus to beast hunting and battles against great beast
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71fdd5 No.4952
| Rolled 32, 50 = 82 (2d100) |
>>4951
>Leader Name: Tarkus Steelheart
>Nation Name: Praetus Goronia
>Race: Dwarf
>Special Magical Arts: Magic? Bah we need no magic to send the darkness screaming back to wherever it came from!
>Color: Steel
>Leader Fluff: Tarkus Steelheart, The steelborn king. 7th of his dynasty, Slayer of the Dread shade Myrkulzoth, Hunter of Wyrms, Render of Shadows. He has since his troubled birth looked out at the abyss and sneered. He sees it as something not to be fought, but crushed. He has always lead his people as such, leading to a resurgence in a once failing city that was all but written off by the rest of the civilized world.
>Nation Fluff: Praetus Goronia, the Steel city. Once when the dwarves first walked the open land and the sun shone bright, there were 13 great cities of Dwarf kind, each one made at the sight of major mine. Each one reknowned for working a certain metal better than any other. Then the Sun darkened and the monsters came forth from their dark places. One by one the Cities were overrun or cut off from each other, until it was the only City left. Since then the city slowly declined, becoming weaker, feebler the raids striking deeper and claiming more each time. Eventually even the mines were lost. The Tarkus Steelheart was named king. He consolidated the people of the city in the central core, burning the rest to keep it out of monstrous hands. Then he fortified the city hard, and instituted mandatory training for every Dwarf. No more would they be powerless and terrified of the dark. Each dwarf would be able to fight alone or as a group as need be Survival, nay victory demanded it. Even then many dwarves were skeptical, until Tarkus and his honor guard went into the lost mines of the city, and after great effort and much pain slew the shade that held them from their rightful rulers. Now the city is resurgent, with the miens return and the dwarves' actively pushing back against the dark, hope returns.
>Population: 100,000
>Military Forces: 35,000 Total(5000 Axemen, 5000 Rune Priest, 5000 Stonebreakers, 4000 Beast Riders, 4000 Spearmen, 11,600 Frontline Infantry)
>Resources: 2 Metal Mines, 1 Rune Node, 1 Black Gold Mine
>Leader Bonus: (Beast Slayer)Bonus against certain monsters, major bonus if leader present
>Tech: (Runes 5/15)
1. Continue working on the runes for weapons and armor, the troops will smash into the dark forces once they are ready!
2. Work on reclaiming a black gold mine. We need lots of it and metal to create true Goronian steel!
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71fdd5 No.4953
| Rolled 92, 82 = 174 (2d100) |
>>4951
>Leader Name: Carthach de Tonnagh (King Slánaitheoir)
>Nation Name: The Kingdom of Tonnagh
>Race: Human
>Special Magical Arts: None
>Color: Forest Green
>Leader Fluff: Born into the military caste of Tonnagh, Carthach de Tonnagh climbed through the ranks, becoming renowned first as a fearless warrior, then as a brilliant tactician and strategist. He introduced a number of popular reforms to military structure, including the introduction of heavily armoured shock troopers wielding massive swords and spears. The old dynasty of kings suffered from inbreeding, and when Carthach spoke out against the regime, he was sent on a “Vital Mission” into the darkness around the city. Soon, however, treasures from the desolate lands surrounding the city began to pour in. Old remnants of the lost civilizations wrested from the clutches of darkness. They were handed out on carts to the people of Tonnagh, gaining Carthach popular suppourt. Soon, he returned, his army not much smaller than it was when he left. The populace let his army into the city, and led them to the gates of the old castle overlooking the city. Even those gates opened before him, for if a man can brave the darkness beyond the walls, what castle can stand before him? The royal family was killed, and the line of the old kings extinguished. The people of Tonnagh put a new crown upon his head, beaten of iron made from their tools, as a way of repaying him for his gifts. They gave him a new name, though he prefers his old one. To them, he is King Slánaitheoir, or Saviour. Under his rule, the city has begun to crawl out of the state of squalor and depression that it was in before.
>Nation Fluff: Tonnagh was founded by the Great King Dabogh, who constructed the walls of the city and the castle within it. His line grew decadent over the centuries however, and fell victim to inbreeding and madness. The last king of the line of Dabogh was King Lúarán, Defender of the Realm, Wielder of the Flame, Master of the Order of the Crimson Staff, and Protector of the People (as well as any other name he thought of for himself. On official court documents, which were few and far between, it was common for his issue to take up half of the scroll.) The people, over the past few years, lived in squalor, their houses thrown together with anything that they could find. Filth flowed in the streets, and sicknesses swept the city like tidal waves. With the valuble reforms that King Slánaitheoir introduced, the standard of living has slowly, but surely, been increasing. The coffers of the king no longer fill entire rooms, but are put to use paying the workers of the city in their endeavours to maintain and improve the kingdom.
Do not open unless you wish the creatures of the night to take you:
>Population: 99,850
>Military Forces: 34,800 Total (3000 Cavalry, 5000 Heavy Shock Troopers, 8000 Halberdiers, 6000 Pike Men, 12,800 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Mana Node, 1 Black Gold Mine
>Leader Bonus: (Conqueror) Bonus to military actions and major bonus to battles with leader present
>Nearby Locations: Black Tower
>Buffs/Debuffs: +Infestation[every turn lose 100 pop and 100 military until dealt with]
1. I will personally oversee a quelling of this infestation, with several thousand Shock Troopers and even more Halberdiers, sweeping the streets and dealing with any threats found. The Halberdiers will tie up the opponent and keep them contained with their weapons, Then , the Shock Troopers will move to flank them, and hit them hard. The forces will be split up into teams with sizes ranging from 20 - 200, depending on the level of infestation and the available space.
2. Consolidate lost forces and bolster army with propaganda campaigns. Make a large, dark tower figure prominently as the main menace in visual and oral presentations.
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71fdd5 No.4954
| Rolled 3, 69 = 72 (2d100) |
>>4951
>Leader Name: Queen of Bones
>Nation Name: Nalvera, Land of Silence
>Race: The Dead and Dying
>Special Magical Arts: Death Magic
>Color: Dark grey
>Leader Fluff: None know from whence the Queen of Bones came, what walk of life, or even what race she once was. All anyone knows is that she arrived in Nalvera and watched the once mighty empire crumbled into dust and devastation. She took control of the land and began to work her vile magics into it, bringing back those who died within it and binding them into eternal servitude under her rule. Now that she has solidified her control over this land, her gaze looks out beyond the walls at the world beyond, soon all shall bend to her will.
>Nation Fluff: A land of death and plague, none who live are welcome within this domain. The few living that manage to survive here are either extremely hardy, complete fools, or masters of the necromantic arts. Long before the current age this land was bountiful and thriving, but with the arrival of the Queen of Bones plagues descended upon the plains and hills, and life shriveled and withered away. Now the dead inhabit this land, and soon their dark magics will spread the domain of the Lady of Death. And all life shall fall silent, forever
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total(5000 Undead Knights, 1000 Necromancers, 29,000 Undead Soldiers)
>Resources: 1 Metal Mine, 1 Undeath Node, 1 Soul Gold Mine
>Leader Bonus: (Undeath Queen)Bonus to rolls involving summoning more undead or undead activities
1. Put what forces we have to work immediately, shoring up defenses and finding new resources.
2. Bring me more of this Soul Gold, it's properties interest me and I wish to study it further.
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71fdd5 No.4955
| Rolled 34, 34 = 68 (2d100) |
>>4951
>Leader Name: Saonghal mac Nábd
>Nation Name: Dunn Móernoc
>Race: Dark Elves
>Special Magical Arts: Fear Magic
>Color: Dark Purple
>Leader Fluff: Saonghal mac Nábd, son of Nábd Eochann, inherited his title by turning the reigning lord Ailne against his own prince Nuatha. Ailne was convinced Nuatha meant to kill him to inherit the throne, and so had him exiled. In this way Saonghal was set up to take the throne himself.
>Saonghal was a student of timorancy, the art of inspiring terror and fears, and these he willfully encouraged among the mages of the Fort. This may have kept the Fort safe from invaders, but the Lord of the keep was far from benevolent. He keeps his citizens fearing the outside, the dark, the unknown. In this way, and through the fear his soldiers and mages inspire, Saonghal controls his realm absolutely. He is given to decadent and esoteric trappings, especially those of the old Tonnagh. He is relatively young for an elf, but his connections to the occult society known as the Unseelie are an indication to long-spanning ambitions.
>Nation Fluff: Dunn Móernoc, Fort Icehilll in the common tongue. It was constructed five-hundred and thirty years ago, on the edge of a large and inhospitable mountain. Despite the frigid temperatures and isolation, Dunn Móernoc became an important holding of the Tonnagh several years after its construction. The dark elves who had built it were ousted from power, only to later return in a violent but short coup. It is sustained by perennial crops and magically sustained vegetation, as well as some of the clearest and cleanest water in the world thanks to its glacial past.
>The Dark Elves of the region refer to themselves as Beansidhe, a distinct subculture from other elves. They were previously most common in the lowland forests, but the increasing danger of the woods forced them into less beastly climes. They value tradition and obeissance above all other virtues, seeing their reclusiveness as a natural response to a violent life. Nonetheless, they are regarded as a dwindling race, elegant and ultimately unfit for a cruel world. In this nightmarish existence, they have learned to master nightmares.
>Population: 100,000
>Military Forces: 35,000 Total (10,000 Fear Mages, 5000 Black Spearmen, 3000 Assassins, 7000 Shadow Blades, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Shadow Mana Node, 1 Black Gold Mine, Food Storage
>Leader Bonus: (Controller) Bonus to acts of control through fear and force, bonus to harming certain enemy moral
>Guard Towers 3/15
1 - Continue work on the towers. We must be of the utmost preparation for any unwanted attacks.
2 - We must be preemptive. We know the horror that the night holds, and we have controlled that horror. It contains no fear for those to whom fear is a plaything. Send out a bevy of soldiers, mage accompanying, to scout out the perimeter of the safe lands around our Fort.
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71fdd5 No.4956
| Rolled 79, 76 = 155 (2d100) |
>>4951
>Leader Name: Ramesses III
>Nation Name: Blood Pharaohs
>Race: Vampire
>Special Magical Arts: Blood Magic
>Color: Dark Red
>Leader Fluff: Blood Pharaoh Ramesses III blood of Ramesses II, King of Memphis and inheritor of the Contract of the Nosferatu with the secrets of blood magic passed down from the line of Kings.
>Nation Fluff: Every time another city fell and its citizens enslaved we raised a Pike a greater beast of darkness fell we raised a Pike a demon nest was destroyed we raised a Pike. The "Pikes" are sacred royal obelisks that detail every vampire victory for the walled city of Memphis and only the ruling vampires may use writing as the origin of vampires was a contract written in blood.
In Memphis there is life after death if their Ka their 'vital spark' proves worthy of the After-life. The Black Sun and the Tributary of Blood our symbols of kingship. Dominion over flesh and blood is ours it makes us strong it makes our enemies weak. We will devour the world before we let the world devour us.
In a tide of blood under the black sun we wade through our enemies and drink from the harvest of countless battlefields.
>Population: 100,000
>Military Forces: 35,000 Total(12,000 Blood Knights, 8000 Drainers, 3000 Infiltrators, 2000 Dark Beast Riders, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 2 Pike(Blood Mana)Nodes, 1 Black Gold Mine
>Leader Bonus: (BloodBorn) Bonus to Blood Magic acts and rolls
(Blood Towers 2/15, Blood Pyramid 3/15)
1 Blood Towers. The center of the towers hollow cylinders of metal filled with heavy blood stripped from its victims and when enough is collected more possibilities emerge; great limbs of blood to knock down artillery shot and bloodless foes.
2 Blood Pyramid. Vampire Knights, our great masterpiece of martial prowess and blood magic. The heavy infantry of our army, supported by our long pike Drainers and Dark Beast cavalry. The Pyramid should provide ample privacy and protection for training of the Vampire Knights and as a garrison for the recruits.
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71fdd5 No.4957
| Rolled 44, 61 = 105 (2d100) |
>>4951
>Leader Name: Valgil Ghoulfeast
>Nation Name: Druaga
>Race:Elves
>Special Magical Arts: Storm Magic
>Color: Gold/Black
>Leader Fluff: Born to King Azasel and Queen Elvida; The most Cruel and Loving Of the Children Of the Elves. He lived a Comfortable Life In the City Of Druaga as a Prince and was Loved by his People For it was thanks to the King's Guidance that Druaga Prospered. When He was 24, he left the city to Explore the World with a Few other Elves. He returned 10 Years Later to Find that His Father and Mother Had been Killed By the Person Who now Sat On the Black Throne. He swiftly Reclaimed the Throne, For the Elven People Of Druaga Hold Him dear. It is Said that the Screams Of the Usurper Can still be heard Coming From within the Palace.
>Nation Fluff: Druaga, An Ancient City Carved Into a Mountain. The Mountain Surrounded By harsh Winds, which In passing through the Caverns of The mountains Create A Mad Howling Sound. Few Approach The Mountain For It is Said the Howling Is that Of A Great Beast. Should One Reach the Mountain, You would First Have to Find Entrance Into the Caverns, For the Mountain Is too steep to Climb and the Winds Would cease the Ascension Of any Capable. The Caverns lead to A series Of Tunnels. Some Which Lead to Nests Of Ghouls, Some Which are Booby trapped and Others that Just Form a Maze. The Actual City Of Lies Between the Peak and The Middle Of the Mountain, Carved Into the Rock of the Mountain. The Kings Palace If found In the Center Of the Mountain. The Elves Of Druaga are Quite Honorable and Will Always Repay a Debt, In blood or Goodwill.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total(5000 Storm Knght, 3000 Storm Mages, 4000 Spearmen, 6000 Storm Riders, 2000 Bladesman, 9,600 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Storm Mana Node, 1 Black Gold Mine
>Leader Bonus: (Loved Torturer)Bonus to rolls involving torturing, and bonus to rolls involving city population
(Storm walls 5/15)
+Surrounding area Map(2/15)
"So many lost. I will Find the beasts That Slew My brethren and Personally See to their Anguish!"
1: Continue Reinforcing the Gate.
2: Find an alternative way to scout. Perhaps the Mages Can use storm magic to Map the Area.
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71fdd5 No.4966
| Rolled 18, 100 = 118 (2d100) |
>>4951
>Leader Name: "Ash Born" Ulfric Raegwyn
>Nation Name: Dokkalfheimr
>Race: Dark Elves
>Special Magical Arts: Enchantment!
>Color: Light Blue
>Leader Fluff: Every leader of Dokkalfheimr is different, every leader adds their own thing to the culture of Dokkalfheimr and enhances its greatness. The leader is chosen by bands of claimants being sent out of the city to go and capture the deadliest beasts they can find and bring it back to the "Shadow Chamber" within the city. Then, using the enchantments to keep the room secure, each claimant still alive will test their might and the last one alive must kill the creature and rest within the chamber for one week. If still alive, they will be chosen as leader and given the title, "Ash Born", to recognize their skill and strengthened mind. Ulfric is the current leader, using his incredibly strong and ancient armor and seething sword to whittle and finally secure his place in history.
>Nation Fluff: An archaic city of unknown age, the dark elves of Dokkalfheimr are renown for their enchanting knowledge and skill, able to set swords aflame, half an armors weights, or, more famously, create bonds and rooms able to subdue almost any being. The city itself is halfway underground, using the land itself as a barrier against the beasts and mining the valuable and essential materials for their enchanting. Only about a fifth of the population practices enchanting in any shape or form, the rest practice endlessly in martial combat or subterfuge to ensure their survival.
>Population: 100,000
>Military Forces:
35,000 Total(4000 Enchanted Swordsmen, 5000 Beast Riders, 9000 Heavy Soldiers, 4000 Enchanters, 3000 spearmen, 10,000 Frontline Infantry)
>Resources:
1 Metal Mine, 1 Enchantment Mana Node, 1 Black Gold Mine
>Leader Bonus:
(Ash Born)Bonus to beast hunting and battles against great beast
1-2; Train "Inquisitors" to go and route out any monsters or monster supporters in the city.
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71fdd5 No.4979
Fill this in:
>Leader Name: Imperator Protector Mors Khasslieb
>Nation Name: The Sealed Halls of Mother Stone.
>Race: Humans.
>Special Magical Arts: N/A Magic is abberant to the Mother.
>Color: Orange
>Leader Fluff: The Imperator Protector is the highest priest of the mistress of Stone, she who birthed the world. He stands tall, thickly muscled and armed with hammer and shield. His body is hardened by the boons of the mother, coated in rock, gemstones covering the weaker areas. His flesh within is pale and gaunt, hidden by the rock. The Imperator has lived for centuries, concealed from the world, a mirror of his people. He fights just the same as any of his men, holding a shield wall.
>Nation Fluff: The Sealed Halls will not see the outside. The gates are sealed, never opening if any man stands within the halls they guard. Each man lives a monk like life, ascetic and almost silent, ever dedicated to perfecting the wall of shields that holds off the enemy, practicing with large, thick shields, pikes and Gladius'. The Men serve with silent, absolute devotion, dedicated to she that made the world, Mother Stone. The Earth that makes the fortress, and all the earth that makes the world is mother stone. She is all the world that is, every mountain to every grain of sand. The Men and Women of the sealed halls dwell within smaller, individual forts within the larger ones, bunkers and dugouts and suchlike. The Great fortress itself has one entrance, and one entrance only, the Great Gate. The Gate is a small, square tunnel. The tunnel is sealed via several gates, made of several types of metal, portcullis' in between each. The Fortress exists to defend, and the Gate does it's job, it holds out against creatures of the night, and the men that stand behind it stand ready, sometimes for days at a time in Phalanx, weapons ready, shields braced, linked together. If a man dies, his shield remains, and another will take his place. The Fortress is small, compact and very defensible, fed by huge plantation like farms for mushrooms, water harvested from a large underwater reservoir, piped through a stone aqueduct, in case anything intends to attack from the great dark below.
Do not open unless you wish the creatures of the night to take you:
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
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71fdd5 No.5040
File: 1435275433417.jpg (92.81 KB,1297x1068,1297:1068,medieval_knight_by_lijinbo….jpg)
| Rolled 92, 94 = 186 (2d100) |
>>4951
>>Leader Name: Franz "Iron Lord" Schädler
>>Nation Name: The Kingdom of Germania
>>Race: Humans
>>Special Magical Arts: N/A
>>Color: Grey
>>Leader Fluff: The son of King Hans "The Great", Franz has been living in his father's shadow for a long time, which has made him into a ruthless ruler. His reign has been mostly war with surrounding nations and villages which has givin him the name "Iron Lord."
>>Nation Fluff: Germania rose from the burning ashes of the once proud Galirevia which had once ruled many lands in the east before it was destroyed by the evil creatures of the night. The Galirevians who survived quickly salvaged what goods and resources they could find and quickly build up the capital of Germania, Auchenshuggle. The nation tends to forego magic, knowing that it is more likely to kill the user than help them, and instead has more of a focus on research.
>>Population: 100,000
>>Military Forces: 35,000 Total(6000 Heavy Knights, 5000 Spearmen, 10,000 Riders, 4000 Shieldmen, 10,000 Frontline Infantry)
>>Resources: 1 Metal Mine, 1 Death Iron Mine, 1 Black Gold Mine
>>Leader Bonus: (Iron Lord)Bonus to siege's and assaults, major bonus if leader present
(Black Gold Arrows 2/20)
1. Continue work on the Black Gold Arrows
2. Begin building a spy network in the neighboring kingdoms
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71fdd5 No.5235
| Rolled 16, 62 = 78 (2d100) |
>>4951
>Leader Name: Rhemuus Kyesaar
>Nation Name: The Brazen Bull
>Race: Human
>Special Magical Arts: Anti-Magic
>Color: Red
>Leader Fluff: The Kyesaar of the Empire, Rhemuus is a descendant of his namesake, who after murdering his brother Romulaar, founded the dynasty of the Brazen Bull
>Nation Fluff:
We are Legion. And we are many.
The city of Rhemuus has lasted for centuries since its founding by the warrior brothers Rhemuus and Romulaar, the latter whom was slain by his own kin for attempting to lead through sorcery. Ours is the way that shuns and burns the 'cursed arts, heretics and witches and demons to be slain and not suffered to unlive..
Upon shields of Iron and swords of Steel do we march, for magic is repelled by Iron and Metal. Such is our way that we forge all craft which banishes and repels the foul presence, that dispels all incantation and magical effect under the black sun and the dark night, like our torches dispell the dark itself so shall all magic be cleansed and evil thrown back upon our shields and crushed by our swords.
Until all standards upon the world bear the mark of the burning Bull upon the field of Red.
>Population: 99,000
>Military Forces: 35,000 Total(10,000 Shieldmen, 5000 Spearmen, 10,000 Anti-Mages, 10,000 Frontline Infantry, 35 Legates, 350 Centurions, 1615 Officers)
>Resources: 1 Metal Mine, 1 Despoiler(anti-magic)node, 1 Black Gold Mine
>Leader Bonus: (Cleanser)Bonus to fighting mages and magical beings, major bonus with Leader Present
1-2. Send forth the Legions.
Do not stop the attack until the surronuding area has been purged and cleansed. Slay all the vile beasts you find, and chop down the dark woods for roadworks and villages.
EXPAND!
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71fdd5 No.5236
>>5235
On a more technical detail.
We're not fully expecting to encounter an orgnanized, unified enemy force, so battle formations aren't explicitly necessary but will be used accordingly.
Our legion will move as a coordinated moving fist, a scythe, who will move in a cohesive unit crushing resistnace in its path, concentrating our full force in a singular movement.
Be it massive monsters or small infestations of creatures, the army will be the first to deal with it. When they are done, they will move on, but leave behind patrols and standing forces to watch the rear and the incoming engineers.
Engineers will begin to chop down trees and lay down road networks, to aid in supplying the army. For now these will consist of simple dirt and packed roads, and later be paved with cobble and stone.
Chop the trees, burn the nests, plug up the holes, and generally build infrastructure.
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71fdd5 No.5258
>>4952
1. (Runes 8/15)
2. Another black gold mine must be reclaimed from the monster hordes. You send down another small army of men, and reclaim the mine only with a large number of casualties. -1000 Frontline Infantry
>>4953
1.And so the hunt begins to quell the monstrous infestation. Your legions of Shock Troops and Halberdiers sweep the city clean, moving civilians and eliminating the monsters. These ones have long gangling bodies that let them hide and attack from the most obscure places. They then eat their prey whole, and continue searching for more food. Only through tactics and numbers do you keep casualties low, but in the end all of the monsters are eliminated. -Infestation, -200 Heavy Shock Troopers, -300 Halberdiers
A propaganda campaign is then had, one that bolsters the numbers of troops and which draws fear and hatred to a specific dark tower. +100 Shock, +100 Halberdiers
>>4954
In your dark kingdom you immediately set the undead to work building defenses and finding resources. Instead you end up with a monster infestation, as soul bearers steal the energy from both living and dead alike. +Major Soul Bearer Infestation, -2000 Pop, -3000 Undead Soldiers
You do receive more soul gold, and begin studying it in detail, finding that it makes undead more powerful. You even fashion a personal toy out of some of it. Sould Gold Research(6/10) +Soul Gold Dildo(It makes you stronger when in use)
(CONT)
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71fdd5 No.5291
>>4955
Nice dubs
Guard Towers(9/15)
You send out men to scout around the city, and somehow losses stay at a minimum ad they bring back the location of monster dens and nest. -100 Frontline Infantry, +Local monster den locations
>>4956
Blood Towers(8/15)
Blood Pyramids(8/15)
>>4957
>>4957
Storm Walls(8/15)
A new way to scout is set up, one involving the use of more mages and storm magic. It goes quite well, though like always there are casualties. -100 Storm Mages, -200 Frontline Infantry, Surrounding Area Map(6/15)
>>4966
Deciding that you wish the city to be free of monsters, and to have an edge on them, you create a special type of soldier named the Inquisitor. Over 2000 total eligible men and women are taken to a special area, where testing will begin on them to turn them into inquisitors. First their eyes are taken away from them, engulfing them in total darkness that they remain in for over four days. During that time markings and enchantements are placed on their skin, making them able to feel the empty maw that is monsters and those controlled or in league with them. The sensation is almost painful, and they are able to easily pinpoint the locations of nearby monsters. After that two enchanted spherical gems are placed in their eyesockets, causing them to manifest new permanent magical eyes around themselves that allow sight in all directions. These eyes also give them the ability to enchant weapons and projectiles at will for a few minutes. Soon after a few months the first Inquisitors are born, men and woman able to weed out the corruption of monsters. +2000 Inquisitors
>>5040
Black Gold Arrows(8/20)
Spy Network(6/15)
(CONT)
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71fdd5 No.5295
>>5235
>>5236
And so it was that the Brazen Bull expanded outwards. Through tactics, training, and skill the nation began to expand, taking territory as it went. Monsters great and small were fought and slain, trees chopped down, roads layed down, and much much more. By the time the expansion stopped the nation of the brazen bull had gained large amounts of land and lost a number of soldiers. -2000 Shieldmen, 2000 Spearmen, 3000 Frontline Infantry, -100 officers, -50 centurions.
PLEASE STATE WHERE YOU WISH TO BE ON THE MAP!
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71fdd5 No.5297
| Rolled 76, 88 = 164 (2d100) |
>>5258
>Leader Name: Tarkus Steelheart
>Nation Name: Praetus Goronia
>Race: Dwarf
>Special Magical Arts: Magic? Bah we need no magic to send the darkness screaming back to wherever it came from!
>Color: Steel
>Leader Fluff: Tarkus Steelheart, The steelborn king. 7th of his dynasty, Slayer of the Dread shade Myrkulzoth, Hunter of Wyrms, Render of Shadows. He has since his troubled birth looked out at the abyss and sneered. He sees it as something not to be fought, but crushed. He has always lead his people as such, leading to a resurgence in a once failing city that was all but written off by the rest of the civilized world.
>Nation Fluff: Praetus Goronia, the Steel city. Once when the dwarves first walked the open land and the sun shone bright, there were 13 great cities of Dwarf kind, each one made at the sight of major mine. Each one reknowned for working a certain metal better than any other. Then the Sun darkened and the monsters came forth from their dark places. One by one the Cities were overrun or cut off from each other, until it was the only City left. Since then the city slowly declined, becoming weaker, feebler the raids striking deeper and claiming more each time. Eventually even the mines were lost. The Tarkus Steelheart was named king. He consolidated the people of the city in the central core, burning the rest to keep it out of monstrous hands. Then he fortified the city hard, and instituted mandatory training for every Dwarf. No more would they be powerless and terrified of the dark. Each dwarf would be able to fight alone or as a group as need be Survival, nay victory demanded it. Even then many dwarves were skeptical, until Tarkus and his honor guard went into the lost mines of the city, and after great effort and much pain slew the shade that held them from their rightful rulers. Now the city is resurgent, with the miens return and the dwarves' actively pushing back against the dark, hope returns.
>Population: 100,000
>Military Forces: 35,000 Total(5000 Axemen, 5000 Rune Priest, 5000 Stonebreakers, 4000 Beast Riders, 4000 Spearmen, 10,600 Frontline Infantry)
>Resources: 2 Metal Mines, 1 Rune Node, 2 Black Gold Mines
>Leader Bonus: (Beast Slayer)Bonus against certain monsters, major bonus if leader present
>Tech: (Runes 8/15)
1. Work on Runss, we need them to scourge the mines clean!
2. Work on Making more gear in Goronian steel. The army needs its best!
Mountains please. Preferably by the chasm
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71fdd5 No.5301
| Rolled 87, 7 = 94 (2d100) |
>>5291
>Leader Name: Ramesses III
>Nation Name: Blood Pharaohs
>Race: Vampire
>Special Magical Arts: Blood Magic
>Color: Dark Red
Leader Fluff: Blood Pharaoh Ramesses III blood of Ramesses II, King of Memphis and inheritor of the Contract of the Nosferatu with the secrets of blood magic passed down from the line of Kings.
Nation Fluff: Every time another city fell and its citizens enslaved we raised a Pike a greater beast of darkness fell we raised a Pike a demon nest was destroyed we raised a Pike. The "Pikes" are sacred royal obelisks that detail every vampire victory for the walled city of Memphis and only the ruling vampires may use writing as the origin of vampires was a contract written in blood.
In Memphis there is life after death if their Ka their 'vital spark' proves worthy of the After-life. The Black Sun and the Tributary of Blood our symbols of kingship. Dominion over flesh and blood is ours it makes us strong it makes our enemies weak. We will devour the world before we let the world devour us.
In a tide of blood under the black sun we wade through our enemies and drink from the harvest of countless battlefields.
>Population: 100,000
>Military Forces: 35,000 Total(12,000 Blood Knights, 8000 Drainers, 3000 Infiltrators, 2000 Dark Beast Riders, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 2 Pike(Blood Mana)Nodes, 1 Black Gold Mine
>Leader Bonus: (BloodBorn) Bonus to Blood Magic acts and rolls
(Blood Towers 8/15, Blood Pyramid 8/15)
1 Continue to build up the Blood Towers up around the wall
2 Continue to erect the Blood Pyramid
Upper left in the valley between the mountains and near the chasm
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71fdd5 No.5303
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71fdd5 No.5304
| Rolled 76, 31 = 107 (2d100) |
>>5295
I would like to be in the top right corner, right below the mountains by the inlet
>>Leader Name: Franz "Iron Lord" Schädler
>>Nation Name: The Kingdom of Germania
>>Race: Humans
>>Special Magical Arts: N/A
>>Color: Grey
>>Leader Fluff: The son of King Hans "The Great", Franz has been living in his father's shadow for a long time, which has made him into a ruthless ruler. His reign has been mostly war with surrounding nations and villages which has givin him the name "Iron Lord."
>>Nation Fluff: Germania rose from the burning ashes of the once proud Galirevia which had once ruled many lands in the east before it was destroyed by the evil creatures of the night. The Galirevians who survived quickly salvaged what goods and resources they could find and quickly build up the capital of Germania, Auchenshuggle. The nation tends to forego magic, knowing that it is more likely to kill the user than help them, and instead has more of a focus on research.
>>Population: 100,000
>>Military Forces: 35,000 Total(6000 Heavy Knights, 5000 Spearmen, 10,000 Riders, 4000 Shieldmen, 10,000 Frontline Infantry)
>>Resources: 1 Metal Mine, 1 Death Iron Mine, 1 Black Gold Mine
>>Leader Bonus: (Iron Lord)Bonus to siege's and assaults, major bonus if leader present
(Black Gold Arrows 8/20)
Spy Network(6/15)
1. Continue with Black Gold Arrows
2. continue with Spy Network
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71fdd5 No.5305
| Rolled 8, 46 = 54 (2d100) |
>>5258
>Leader Name: Carthach de Tonnagh (King Slánaitheoir)
>Nation Name: The Kingdom of Tonnagh
>Race: Human
>Special Magical Arts: None
>Color: Forest Green
>Leader Fluff: Born into the military caste of Tonnagh, Carthach de Tonnagh climbed through the ranks, becoming renowned first as a fearless warrior, then as a brilliant tactician and strategist. He introduced a number of popular reforms to military structure, including the introduction of heavily armoured shock troopers wielding massive swords and spears. The old dynasty of kings suffered from inbreeding, and when Carthach spoke out against the regime, he was sent on a “Vital Mission” into the darkness around the city. Soon, however, treasures from the desolate lands surrounding the city began to pour in. Old remnants of the lost civilizations wrested from the clutches of darkness. They were handed out on carts to the people of Tonnagh, gaining Carthach popular suppourt. Soon, he returned, his army not much smaller than it was when he left. The populace let his army into the city, and led them to the gates of the old castle overlooking the city. Even those gates opened before him, for if a man can brave the darkness beyond the walls, what castle can stand before him? The royal family was killed, and the line of the old kings extinguished. The people of Tonnagh put a new crown upon his head, beaten of iron made from their tools, as a way of repaying him for his gifts. They gave him a new name, though he prefers his old one. To them, he is King Slánaitheoir, or Saviour. Under his rule, the city has begun to crawl out of the state of squalor and depression that it was in before.
>Nation Fluff: Tonnagh was founded by the Great King Dabogh, who constructed the walls of the city and the castle within it. His line grew decadent over the centuries however, and fell victim to inbreeding and madness. The last king of the line of Dabogh was King Lúarán, Defender of the Realm, Wielder of the Flame, Master of the Order of the Crimson Staff, and Protector of the People (as well as any other name he thought of for himself. On official court documents, which were few and far between, it was common for his issue to take up half of the scroll.) The people, over the past few years, lived in squalor, their houses thrown together with anything that they could find. Filth flowed in the streets, and sicknesses swept the city like tidal waves. With the valuble reforms that King Slánaitheoir introduced, the standard of living has slowly, but surely, been increasing. The coffers of the king no longer fill entire rooms, but are put to use paying the workers of the city in their endeavours to maintain and improve the kingdom.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total (3000 Cavalry, 4900 Heavy Shock Troopers, 7800 Halberdiers, 6000 Pike Men, 13,000 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Mana Node, 1 Black Gold Mine
>Leader Bonus: (Conqueror) Bonus to military actions and major bonus to battles with leader present
1/2. We must bolster our forces. Advertise a campaign, a culling of the wild lands, and an end to the evils of this cruel world. Civilization and hope will be brought to the far corners of the Earth like a torch is brought into a cave. We will light the way to a brighter future.
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71fdd5 No.5315
| Rolled 60, 72 = 132 (2d100) |
>>4957
>Leader Name: Valgil Ghoulfeast
>Nation Name: Druaga
>Race:Elves
>Special Magical Arts: Storm Magic
>Color: Gold/Black
>Leader Fluff: Born to King Azasel and Queen Elvida; The most Cruel and Loving Of the Children Of the Elves. He lived a Comfortable Life In the City Of Druaga as a Prince and was Loved by his People For it was thanks to the King's Guidance that Druaga Prospered. When He was 24, he left the city to Explore the World with a Few other Elves. He returned 10 Years Later to Find that His Father and Mother Had been Killed By the Person Who now Sat On the Black Throne. He swiftly Reclaimed the Throne, For the Elven People Of Druaga Hold Him dear. It is Said that the Screams Of the Usurper Can still be heard Coming From within the Palace.
>Nation Fluff: Druaga, An Ancient City Carved Into a Mountain. The Mountain Surrounded By harsh Winds, which In passing through the Caverns of The mountains Create A Mad Howling Sound. Few Approach The Mountain For It is Said the Howling Is that Of A Great Beast. Should One Reach the Mountain, You would First Have to Find Entrance Into the Caverns, For the Mountain Is too steep to Climb and the Winds Would cease the Ascension Of any Capable. The Caverns lead to A series Of Tunnels. Some Which Lead to Nests Of Ghouls, Some Which are Booby trapped and Others that Just Form a Maze. The Actual City Of Lies Between the Peak and The Middle Of the Mountain, Carved Into the Rock of the Mountain. The Kings Palace If found In the Center Of the Mountain. The Elves Of Druaga are Quite Honorable and Will Always Repay a Debt, In blood or Goodwill.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total(5000 Storm Knght, 3000 Storm Mages, 3900 Spearmen, 6000 Storm Riders, 2000 Bladesman, 9,400 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Storm Mana Node, 1 Black Gold Mine
>Leader Bonus: (Loved Torturer)Bonus to rolls involving torturing, and bonus to rolls involving city population
(Storm walls 8/15)
+Surrounding area Map(6/15)
(North eastern mountain)
1: Continue Reinforcing the Gate.
2: Get the mages to work on Summoning storm elementals
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71fdd5 No.5354
| Rolled 88, 20 = 108 (2d100) |
>>5291
>Leader Name: Saonghal mac Nábd
>Nation Name: Dunn Móernoc
>Race: Dark Elves
>Special Magical Arts: Fear Magic
>Color: Dark Purple
>Leader Fluff: Saonghal mac Nábd, son of Nábd Eochann, inherited his title by turning the reigning lord Ailne against his own prince Nuatha. Ailne was convinced Nuatha meant to kill him to inherit the throne, and so had him exiled. In this way Saonghal was set up to take the throne himself.
>Saonghal was a student of timorancy, the art of inspiring terror and fears, and these he willfully encouraged among the mages of the Fort. This may have kept the Fort safe from invaders, but the Lord of the keep was far from benevolent. He keeps his citizens fearing the outside, the dark, the unknown. In this way, and through the fear his soldiers and mages inspire, Saonghal controls his realm absolutely. He is given to decadent and esoteric trappings, especially those of the old Tonnagh. He is relatively young for an elf, but his connections to the occult society known as the Unseelie are an indication to long-spanning ambitions.
>Nation Fluff: Dunn Móernoc, Fort Icehilll in the common tongue. It was constructed five-hundred and thirty years ago, on the edge of a large and inhospitable mountain. Despite the frigid temperatures and isolation, Dunn Móernoc became an important holding of the Tonnagh several years after its construction. The dark elves who had built it were ousted from power, only to later return in a violent but short coup. It is sustained by perennial crops and magically sustained vegetation, as well as some of the clearest and cleanest water in the world thanks to its glacial past.
>The Dark Elves of the region refer to themselves as Beansidhe, a distinct subculture from other elves. They were previously most common in the lowland forests, but the increasing danger of the woods forced them into less beastly climes. They value tradition and obeissance above all other virtues, seeing their reclusiveness as a natural response to a violent life. Nonetheless, they are regarded as a dwindling race, elegant and ultimately unfit for a cruel world. In this nightmarish existence, they have learned to master nightmares.
>Population: 100,000
>Military Forces: 35,000 Total (10,000 Fear Mages, 5000 Black Spearmen, 3000 Assassins, 7000 Shadow Blades, 9,900 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Shadow Mana Node, 1 Black Gold Mine, Food Storage
>Leader Bonus: (Controller) Bonus to acts of control through fear and force, bonus to harming certain enemy moral
>Guard Towers 9/15
>+Local Monster Den locations
1 - Right, we will make good use of this knowledge in the case of future invasions. For now, continue the guard towers!
2 - Also, see to actually mining from the mine. What good is it otherwise?
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71fdd5 No.5355
| Rolled 39, 16 = 55 (2d100) |
>>5291
>>>5291
>>Leader Name: "Ash Born" Ulfric Raegwyn
>>Nation Name: Dokkalfheimr
>>Race: Dark Elves
>>Special Magical Arts: Enchantment!
>>Color: Light Blue
>>Leader Fluff: Every leader of Dokkalfheimr is different, every leader adds their own thing to the culture of Dokkalfheimr and enhances its greatness. The leader is chosen by bands of claimants being sent out of the city to go and capture the deadliest beasts they can find and bring it back to the "Shadow Chamber" within the city. Then, using the enchantments to keep the room secure, each claimant still alive will test their might and the last one alive must kill the creature and rest within the chamber for one week. If still alive, they will be chosen as leader and given the title, "Ash Born", to recognize their skill and strengthened mind. Ulfric is the current leader, using his incredibly strong and ancient armor and seething sword to whittle and finally secure his place in history.
>>Nation Fluff: An archaic city of unknown age, the dark elves of Dokkalfheimr are renown for their enchanting knowledge and skill, able to set swords aflame, half an armors weights, or, more famously, create bonds and rooms able to subdue almost any being. The city itself is halfway underground, using the land itself as a barrier against the beasts and mining the valuable and essential materials for their enchanting. Only about a fifth of the population practices enchanting in any shape or form, the rest practice endlessly in martial combat or subterfuge to ensure their survival.
>>Population: 100,000
>>Military Forces:
>37,000 Total(4000 Enchanted Swordsmen, 5000 Beast Riders, 9000 Heavy Soldiers, 4000 Enchanters, 3000 spearmen, 10,000 Frontline Infantry, 2000 Inquisitors)
>>Resources:
>1 Metal Mine, 1 Enchantment Mana Node, 1 Black Gold Mine
>>Leader Bonus:
>(Ash Born)Bonus to beast hunting and battles against great beast
>Place me on the western edge of the biggest mountain range above the lake
>1; Inspect the wall and shore up any weaknesses
>2; Send the Inquisitors in squads of 5 along with 10 Heavy Soldiers to route out any monsters or monster cultists within the city
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71fdd5 No.5371
| Rolled 39, 43 = 82 (2d100) |
>>5258
>Leader Name: Queen of Bones
>Nation Name: Nalvera, Land of Silence
>Race: The Dead and Dying
>Special Magical Arts: Death Magic
>Color: Dark grey
>Leader Fluff: None know from whence the Queen of Bones came, what walk of life, or even what race she once was. All anyone knows is that she arrived in Nalvera and watched the once mighty empire crumbled into dust and devastation. She took control of the land and began to work her vile magics into it, bringing back those who died within it and binding them into eternal servitude under her rule. Now that she has solidified her control over this land, her gaze looks out beyond the walls at the world beyond, soon all shall bend to her will.
>Nation Fluff: A land of death and plague, none who live are welcome within this domain. The few living that manage to survive here are either extremely hardy, complete fools, or masters of the necromantic arts. Long before the current age this land was bountiful and thriving, but with the arrival of the Queen of Bones plagues descended upon the plains and hills, and life shriveled and withered away. Now the dead inhabit this land, and soon their dark magics will spread the domain of the Lady of Death. And all life shall fall silent, forever
Do not open unless you wish the creatures of the night to take you:
>Population: 98,000
>Military Forces: 33,000 Total(5000 Undead Knights, 1000 Necromancers, 27,000 Undead Soldiers)
>Resources: 1 Metal Mine, 1 Undeath Node, 1 Soul Gold Mine
>Leader Bonus: (Undeath Queen)Bonus to rolls involving summoning more undead or undead activities
>leader inventory: Soul Gold Dildo
-Major Soul Bearer Infestation
1. Continue the soul gold research 6/10
2. Drive back the Soul Bearer Infestation, use my own powers if required
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71fdd5 No.5372
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71fdd5 No.5601
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71fdd5 No.5602
>>5601
Thx Belfrog, writing updates now
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71fdd5 No.5603
>>5601
franz wanted to be dank
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71fdd5 No.5604
>>5603
SOMEONE had a problem with the frog monsters.
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71fdd5 No.5605
>No mention of me in the map
>Mfw
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71fdd5 No.5606
>>5297
Work hastily begins on finishing the runes. Though dwarves are not given to magic you must admit that the runes are a major boost. Coupled with your work on weapons you soon have axes bathed in grey fire, hammers of black ice, and more diverse weapons. +Runes(+10 bonus to Frontline Infantry rolls)
>>5301
The blood towers are steadily built upon the walls. Covered in symbols made from the red fluids of victims the towers have been enchanted heavily. They are used to watch for attack and dissaude attackers from attempting to breach the walls. But all the work on the blood towers drew something…else. Soon vampires are found just as deas as the very corpses they leave in their paths, and it seems something is lurking in the city. +Blood Towers(+10 to city defense rolls from outside attackers) +Vampire Slayer Infilitration, -400 Pop
>>5304
Black Gold Arrows. Such a thing would never be dreamed of considering how depressing it is to be near even a single coin, driving one to sadness, despair, and even suicide if not careful. To even think of carrying around a number of arrows made from the stuff must be a nightmare…without proper training. Through some arcane methods you have managed to make Black Gold Arrows and gift them to your soldiers to aid in monster slaying. They greatly help the spy network, allowing your men to slay monsters far easier than normally possible. +Black Gold Arrows(+10 to monster slaying) +Spy Network(+10 to acts of subterfuge) +1000 Black Gold Archers, -300 Frontline Infantry, -1000 Pop
>>5305
>>5305
You decide to do something unprecented, and tell the people that there truly is hope. That the monsters of the dark can be fought, that the bleak skies can be rid of, and that life can flourish through the land. While it does not affect the overall mood of the people it does get them on the path to being even more focused and dedicated to you.
>>5315
The gate is finished. Wrought from storm iron and black gold, the storm gate stands tall as a beacon of power. Lightning strikes it constantly while rain and wind swirl through the city, unaffecting the populace but making it much harder for the city to be attacked. The mages wisely use the additional storm power to attempt to summon storm elementals, and make great headway on the project. +Storm Gate(+10 to mountain defense rolls) +Storm Elemental summoning(8/15)
>>5354
Quickly the guard towers are finished and erected, surrounding the city and constantly watching the horrific surrounding landscape. After that you decide to double mining production, but an accident claims many lives. +Guard Towers(+10 to city defense rolls) -100 pop
>>5355
You put the inquisitors to the test, sending them throughout the city alongside heavy soldiers to search for monsters and monster supporters. They seem to find none at first…until they start going missing… -200 Inquisitors, -200 Heavy Troops, +Fleshbinder Infestation
>>5371
Soul gold, a special material able to make necromancers and mages stronger, is finally researched. Though limited you begin passing it to necromancers who then use its power to push back the monster infestation. +Soul Gold Researched(+10 to Acts of Necromancy) -300 Frontline Infantry, -Monster Infestation
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71fdd5 No.5609
| Rolled 8, 71 = 79 (2d100) |
>>5606
>Leader Name: Tarkus Steelheart
>Nation Name: Praetus Goronia
>Race: Dwarf
>Special Magical Arts: Magic? Bah we need no magic to send the darkness screaming back to wherever it came from!
>Color: Steel
>Leader Fluff: Tarkus Steelheart, The steelborn king. 7th of his dynasty, Slayer of the Dread shade Myrkulzoth, Hunter of Wyrms, Render of Shadows. He has since his troubled birth looked out at the abyss and sneered. He sees it as something not to be fought, but crushed. He has always lead his people as such, leading to a resurgence in a once failing city that was all but written off by the rest of the civilized world.
>Nation Fluff: Praetus Goronia, the Steel city. Once when the dwarves first walked the open land and the sun shone bright, there were 13 great cities of Dwarf kind, each one made at the sight of major mine. Each one reknowned for working a certain metal better than any other. Then the Sun darkened and the monsters came forth from their dark places. One by one the Cities were overrun or cut off from each other, until it was the only City left. Since then the city slowly declined, becoming weaker, feebler the raids striking deeper and claiming more each time. Eventually even the mines were lost. The Tarkus Steelheart was named king. He consolidated the people of the city in the central core, burning the rest to keep it out of monstrous hands. Then he fortified the city hard, and instituted mandatory training for every Dwarf. No more would they be powerless and terrified of the dark. Each dwarf would be able to fight alone or as a group as need be Survival, nay victory demanded it. Even then many dwarves were skeptical, until Tarkus and his honor guard went into the lost mines of the city, and after great effort and much pain slew the shade that held them from their rightful rulers. Now the city is resurgent, with the miens return and the dwarves' actively pushing back against the dark, hope returns.
>Population: 100,000
>Military Forces: 35,000 Total(5000 Axemen, 5000 Rune Priest, 5000 Stonebreakers, 4000 Beast Riders, 4000 Spearmen, 10,600 Frontline Infantry)
>Resources: 2 Metal Mines, 1 Rune Node, 2 Black Gold Mines
>Leader Bonus: (Beast Slayer)Bonus against certain monsters, major bonus if leader present
>Tech:
+Runes(+10 bonus to Frontline Infantry rolls)
1. Start Construction of Siege towers, to defend the city.
+2 Metal Mines, 1 Rune Node, 2 Black Gold Mines
2.Explore the outlying area.
+Runes
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71fdd5 No.5610
| Rolled 64, 17 = 81 (2d100) |
>>5606
>Leader Name: Ramesses III
>Nation Name: Blood Pharaohs
>Race: Vampire
>Special Magical Arts: Blood Magic
>Color: Dark Red
Leader Fluff: Blood Pharaoh Ramesses III blood of Ramesses II, King of Memphis and inheritor of the Contract of the Nosferatu with the secrets of blood magic passed down from the line of Kings.
Nation Fluff: Every time another city fell and its citizens enslaved we raised a Pike a greater beast of darkness fell we raised a Pike a demon nest was destroyed we raised a Pike. The "Pikes" are sacred royal obelisks that detail every vampire victory for the walled city of Memphis and only the ruling vampires may use writing as the origin of vampires was a contract written in blood.
In Memphis there is life after death if their Ka their 'vital spark' proves worthy of the After-life. The Black Sun and the Tributary of Blood our symbols of kingship. Dominion over flesh and blood is ours it makes us strong it makes our enemies weak. We will devour the world before we let the world devour us.
In a tide of blood under the black sun we wade through our enemies and drink from the harvest of countless battlefields.
>Population: 99,600
>Military Forces: 35,000 Total(12,000 Blood Knights, 8000 Drainers, 3000 Infiltrators, 2000 Dark Beast Riders, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 2 Pike(Blood Mana)Nodes, 1 Black Gold Mine
>Leader Bonus: (BloodBorn) Bonus to Blood Magic acts and rolls
(Blood Pyramid 8/15)
+Blood Towers(+10 to city defense rolls from outside attackers)
+Vampire Slayer Infilitration
1 Continue erecting the Pyramids for Blood Knight Training
2 Lay a magic trap for the slayers. An announcement of the erecting of a new Pike Node will draw their attention and when they all arrive to desecrate it they will walk into a well disguised pentagram that will strip their souls of humanity and turn them into the thing they hate most, vampire servants.
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71fdd5 No.5611
| Rolled 68, 64, 77, 83 = 292 (4d100) |
>>4951
>Leader Name: Rhemuus Kyesaar
>Nation Name: The Brazen Bull
>Race: Human
>Special Magical Arts: Anti-Magic
>Color: Red
>Leader Fluff: The Kyesaar of the Empire, Rhemuus is a descendant of his namesake, who after murdering his brother Romulaar, founded the dynasty of the Brazen Bull
>Nation Fluff:
We are Legion. And we are many.
The city of Rhemuus has lasted for centuries since its founding by the warrior brothers Rhemuus and Romulaar, the latter whom was slain by his own kin for attempting to lead through sorcery. Ours is the way that shuns and burns the 'cursed arts, heretics and witches and demons to be slain and not suffered to unlive..
Upon shields of Iron and swords of Steel do we march, for magic is repelled by Iron and Metal. Such is our way that we forge all craft which banishes and repels the foul presence, that dispels all incantation and magical effect under the black sun and the dark night, like our torches dispell the dark itself so shall all magic be cleansed and evil thrown back upon our shields and crushed by our swords.
Until all standards upon the world bear the mark of the burning Bull upon the field of Red.
>Population: 99,000
>Military Forces: 35,000 Total(8,000 Shieldmen, 3000 Spearmen, 10,000 Anti-Mages, 7,000 Frontline Infantry, 35 Legates, 300 Centurions, 1515 Officers)
>Resources: 1 Metal Mine, 1 Despoiler(anti-magic)node, 1 Black Gold Mine
>Leader Bonus: (Cleanser)Bonus to fighting mages and magical beings, major bonus with Leader Present
>>5291
Missed Turn.
1. Invent Anti-Magic Standards. Eagles crafted of Anti-Magic node metal, to be born into battle under the flag of the Burning Bull
2. Develop a Grand Barracks, a Military HQ and Training grounds to more easily churn out hardened legions.
>>5606
This Turn
1. Raise more troops to make up for our previous losses
2. EXPAND
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71fdd5 No.5619
>>5605
where do you wanna be?
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71fdd5 No.5620
| Rolled 96, 75 = 171 (2d100) |
>Leader Name: Valgil Ghoulfeast
>Nation Name: Druaga
>Race:Elves
>Special Magical Arts: Storm Magic
>Color: Gold/Black
>Leader Fluff: Born to King Azasel and Queen Elvida; The most Cruel and Loving Of the Children Of the Elves. He lived a Comfortable Life In the City Of Druaga as a Prince and was Loved by his People For it was thanks to the King's Guidance that Druaga Prospered. When He was 24, he left the city to Explore the World with a Few other Elves. He returned 10 Years Later to Find that His Father and Mother Had been Killed By the Person Who now Sat On the Black Throne. He swiftly Reclaimed the Throne, For the Elven People Of Druaga Hold Him dear. It is Said that the Screams Of the Usurper Can still be heard Coming From within the Palace.
>Nation Fluff: Druaga, An Ancient City Carved Into a Mountain. The Mountain Surrounded By harsh Winds, which In passing through the Caverns of The mountains Create A Mad Howling Sound. Few Approach The Mountain For It is Said the Howling Is that Of A Great Beast. Should One Reach the Mountain, You would First Have to Find Entrance Into the Caverns, For the Mountain Is too steep to Climb and the Winds Would cease the Ascension Of any Capable. The Caverns lead to A series Of Tunnels. Some Which Lead to Nests Of Ghouls, Some Which are Booby trapped and Others that Just Form a Maze. The Actual City Of Lies Between the Peak and The Middle Of the Mountain, Carved Into the Rock of the Mountain. The Kings Palace If found In the Center Of the Mountain. The Elves Of Druaga are Quite Honorable and Will Always Repay a Debt, In blood or Goodwill.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total(5000 Storm Knght, 3000 Storm Mages, 3900 Spearmen, 6000 Storm Riders, 2000 Bladesman, 9,400 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Storm Mana Node, 1 Black Gold Mine
>Leader Bonus: (Loved Torturer)Bonus to rolls involving torturing, and bonus to rolls involving city population
+Storm Gate(+10 to mountain defense rolls)
+Surrounding area Map(6/15)
+Storm Elemental summoning(8/15)
1."This Is marvelous. It will Surely keep even the biggest beast out. But, let us not take comfort in that. We must Train more soldier. Better Soldiers. Soldiers who are able to use both Magic and sword. "
Begin training of new troop unit. +bonus to rolls involving city population
2.Have the mages Continue the Summoning of Storm Elementals.
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71fdd5 No.5623
| Rolled 81, 48 = 129 (2d100) |
>>5619
The southern crook between the lake and its river would be lovely.
>Leader Name: Carthach de Tonnagh (King Slánaitheoir)
>Nation Name: The Kingdom of Tonnagh
>Race: Human
>Special Magical Arts: None
>Color: Forest Green
>Leader Fluff: Born into the military caste of Tonnagh, Carthach de Tonnagh climbed through the ranks, becoming renowned first as a fearless warrior, then as a brilliant tactician and strategist. He introduced a number of popular reforms to military structure, including the introduction of heavily armoured shock troopers wielding massive swords and spears. The old dynasty of kings suffered from inbreeding, and when Carthach spoke out against the regime, he was sent on a “Vital Mission” into the darkness around the city. Soon, however, treasures from the desolate lands surrounding the city began to pour in. Old remnants of the lost civilizations wrested from the clutches of darkness. They were handed out on carts to the people of Tonnagh, gaining Carthach popular suppourt. Soon, he returned, his army not much smaller than it was when he left. The populace let his army into the city, and led them to the gates of the old castle overlooking the city. Even those gates opened before him, for if a man can brave the darkness beyond the walls, what castle can stand before him? The royal family was killed, and the line of the old kings extinguished. The people of Tonnagh put a new crown upon his head, beaten of iron made from their tools, as a way of repaying him for his gifts. They gave him a new name, though he prefers his old one. To them, he is King Slánaitheoir, or Saviour. Under his rule, the city has begun to crawl out of the state of squalor and depression that it was in before.
>Nation Fluff: Tonnagh was founded by the Great King Dabogh, who constructed the walls of the city and the castle within it. His line grew decadent over the centuries however, and fell victim to inbreeding and madness. The last king of the line of Dabogh was King Lúarán, Defender of the Realm, Wielder of the Flame, Master of the Order of the Crimson Staff, and Protector of the People (as well as any other name he thought of for himself. On official court documents, which were few and far between, it was common for his issue to take up half of the scroll.) The people, over the past few years, lived in squalor, their houses thrown together with anything that they could find. Filth flowed in the streets, and sicknesses swept the city like tidal waves. With the valuble reforms that King Slánaitheoir introduced, the standard of living has slowly, but surely, been increasing. The coffers of the king no longer fill entire rooms, but are put to use paying the workers of the city in their endeavours to maintain and improve the kingdom.
Do not open unless you wish the creatures of the night to take you:
>Population: 100,000
>Military Forces: 35,000 Total (3000 Cavalry, 5000 Heavy Shock Troopers, 8000 Halberdiers, 6000 Pike Men, 13,000 Frontline Infantry)
>Resources: 1 Metal Mine, 1 Mana Node, 1 Black Gold Mine
>Leader Bonus: (Conqueror) Bonus to military actions and major bonus to battles with leader present
1. The time has come to prepare for our march on the Black Tower. Food should be gathered, wagons should be made, equipment should be checked. Howeverl, all of that is a fairly simple matter. What will be difficult is the mission of the scouts. Twenty men will be sent forth to revisit the Black Tower and remark upon its properties, as well as possible defenses and other such important information. They will be chosen for their skill in the art of stealth, and their fearlessness.
2. Although our last attempt at null-magic was a resounding failure, it is time to revisit it, so that our soldiers do not live in fear of the sorcery that lies beyond our walls. We have learned from our mistakes, and it is time to try again. Extermination teams will be ready to move in the instance that anything goes awry.
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71fdd5 No.5625
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71fdd5 No.5631
>>5606
>>Leader Name: Franz "Iron Lord" Schädler
>>Nation Name: The Kingdom of Germania
>>Race: Humans
>>Special Magical Arts: N/A
>>Color: Grey
>>Leader Fluff: The son of King Hans "The Great", Franz has been living in his father's shadow for a long time, which has made him into a ruthless ruler. His reign has been mostly war with surrounding nations and villages which has givin him the name "Iron Lord."
>>Nation Fluff: Germania rose from the burning ashes of the once proud Galirevia which had once ruled many lands in the east before it was destroyed by the evil creatures of the night. The Galirevians who survived quickly salvaged what goods and resources they could find and quickly build up the capital of Germania, Auchenshuggle. The nation tends to forego magic, knowing that it is more likely to kill the user than help them, and instead has more of a focus on research.
>>Population: 99,000
>>Military Forces: 35,000 Total(6000 Heavy Knights, 5000 Spearmen, 10,000 Riders, 4000 Shieldmen, 9,700 Frontline Infantry, 1000 Black Gold Archers)
>>Resources: 1 Metal Mine, 1 Death Iron Mine, 1 Black Gold Mine
>>Leader Bonus: (Iron Lord)Bonus to siege's and assaults, major bonus if leader present
+Spy Network(+10 to acts of subterfuge)
+Black Gold Arrows(+10 to monster slaying)
1-2 Expand out territory into the surrounding lands
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71fdd5 No.5632
| Rolled 40, 88 = 128 (2d100) |
>>5631
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71fdd5 No.5749
| Rolled 40, 40 = 80 (2d100) |
>>5606
>Leader Name: Queen of Bones
>Nation Name: Nalvera, Land of Silence
>Race: The Dead and Dying
>Special Magical Arts: Death Magic
>Color: Dark grey
>Leader Fluff: None know from whence the Queen of Bones came, what walk of life, or even what race she once was. All anyone knows is that she arrived in Nalvera and watched the once mighty empire crumbled into dust and devastation. She took control of the land and began to work her vile magics into it, bringing back those who died within it and binding them into eternal servitude under her rule. Now that she has solidified her control over this land, her gaze looks out beyond the walls at the world beyond, soon all shall bend to her will.
>Nation Fluff: A land of death and plague, none who live are welcome within this domain. The few living that manage to survive here are either extremely hardy, complete fools, or masters of the necromantic arts. Long before the current age this land was bountiful and thriving, but with the arrival of the Queen of Bones plagues descended upon the plains and hills, and life shriveled and withered away. Now the dead inhabit this land, and soon their dark magics will spread the domain of the Lady of Death. And all life shall fall silent, forever
Do not open unless you wish the creatures of the night to take you:
>Population: 98,000
>Military Forces: 32,700 Total(5000 Undead Knights, 1000 Necromancers, 26,700 Undead Soldiers)
>Resources: 1 Metal Mine, 1 Undeath Node, 1 Soul Gold Mine
>Leader Bonus: (Undeath Queen)Bonus to rolls involving summoning more undead or undead activities
>leader inventory: Soul Gold Dildo
>Technology:
+Soul Gold Researched(+10 to Acts of Necromancy)
1. Raise more troops to replenish the ranks
2. research the soul bearer corpses, work on creating ways to either raise them as troops, or mind control of some form
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71fdd5 No.5751
>>5623
I fucked up some stats about my troops. They should be:
>Military Forces: 34,700 Total (3000 Cavalry, 4900 Heavy Shock Troopers, 7800 Halberdiers, 6000 Pike Men, 13,000 Frontline Infantry)
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71fdd5 No.6159
| Rolled 8, 37 = 45 (2d100) |
>>5606
>>Leader Name: "Ash Born" Ulfric Raegwyn
>>Nation Name: Dokkalfheimr
>>Race: Dark Elves
>>Special Magical Arts: Enchantment!
>>Color: Light Blue
>>Leader Fluff: Every leader of Dokkalfheimr is different, every leader adds their own thing to the culture of Dokkalfheimr and enhances its greatness. The leader is chosen by bands of claimants being sent out of the city to go and capture the deadliest beasts they can find and bring it back to the "Shadow Chamber" within the city. Then, using the enchantments to keep the room secure, each claimant still alive will test their might and the last one alive must kill the creature and rest within the chamber for one week. If still alive, they will be chosen as leader and given the title, "Ash Born", to recognize their skill and strengthened mind. Ulfric is the current leader, using his incredibly strong and ancient armor and seething sword to whittle and finally secure his place in history.
>>Nation Fluff: An archaic city of unknown age, the dark elves of Dokkalfheimr are renown for their enchanting knowledge and skill, able to set swords aflame, half an armors weights, or, more famously, create bonds and rooms able to subdue almost any being. The city itself is halfway underground, using the land itself as a barrier against the beasts and mining the valuable and essential materials for their enchanting. Only about a fifth of the population practices enchanting in any shape or form, the rest practice endlessly in martial combat or subterfuge to ensure their survival.
>>Population: 100,000
>>Military Forces:
>37,000 Total(4000 Enchanted Swordsmen, 5000 Beast Riders, 9000 Heavy Soldiers, 4000 Enchanters, 3000 spearmen, 10,000 Frontline Infantry, 2000 Inquisitors)
>>Resources:
>1 Metal Mine, 1 Enchantment Mana Node, 1 Black Gold Mine
>>Leader Bonus:
>(Ash Born)Bonus to beast hunting and battles against great beast
1-2; Hunt. Rip and Tear.
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71fdd5 No.6354
>>5609
The construction of siege towers, vast buildings to watch the ever present darkness for signs of danger. But they weren't built soon enough, as soon you see an oncoming horde of undead!! +Undead Horde Attack. Must devote to slaying them until I say stop.
>>5610
Work on the blood pyramid continues while a trap is layer for the slayers. They don't take the bait though , and manage to slow construction. -100 pop,(10/15)
>>5611
Multiple projects are undertaken, as anti-magic standards, military barracks, the raising of troops, and expansion. The whole populace is put to work to advance the agendas of the entire nation! +Anti-magic Standards, +Military Barracks(8/15) +500 Front line Infantry, expanded slightly.
>cont
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71fdd5 No.6359
Looking to join in
Fill this in:
>Leader Name:
>Nation Name: The Ebon Web
>Race: Drider
>Special Magical Arts: Flesh Magic
>Color: Pink
>Leader Fluff: She screamed as they descended upon her, she screamed as she spent what little magic she had, consuming her own flesh to fuel her spells in her defense, and she screamed as they ate her. She threw herself at the largest monster and let her magic run wild, hoping to take them with her. Instead of destruction however her ravaged flesh melded with the spider and she screamed again as foreign, primal thoughts intruded in her mind. Now she stands on a city made of web and shattered stone, and all around her her children work and train.
>Nation Fluff: The Ebon Web is a young nation, very young. Created by a flesh-mage who was forced to joined her body with a spider-monster that constantly spawned younger versions of itself from its womb, the intellect and magic of the flesh mage combined with the voracious desire to cover the world in its progeny has led to a birth of a new nation. One that is hungry.
>Population:
>Military Forces:
>Resources:
>Leader Bonus:
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71fdd5 No.6375
| Rolled 19, 5 = 24 (2d100) |
>>6354
>Leader Name: Ramesses III
>Nation Name: Blood Pharaohs
>Race: Vampire
>Special Magical Arts: Blood Magic
>Color: Dark Red
Leader Fluff: Blood Pharaoh Ramesses III blood of Ramesses II, King of Memphis and inheritor of the Contract of the Nosferatu with the secrets of blood magic passed down from the line of Kings.
Nation Fluff: Every time another city fell and its citizens enslaved we raised a Pike a greater beast of darkness fell we raised a Pike a demon nest was destroyed we raised a Pike. The "Pikes" are sacred royal obelisks that detail every vampire victory for the walled city of Memphis and only the ruling vampires may use writing as the origin of vampires was a contract written in blood.
In Memphis there is life after death if their Ka their 'vital spark' proves worthy of the After-life. The Black Sun and the Tributary of Blood our symbols of kingship. Dominion over flesh and blood is ours it makes us strong it makes our enemies weak. We will devour the world before we let the world devour us.
In a tide of blood under the black sun we wade through our enemies and drink from the harvest of countless battlefields.
>Population: 99,500
>Military Forces: 35,000 Total(12,000 Blood Knights, 8000 Drainers, 3000 Infiltrators, 2000 Dark Beast Riders, 10,000 Frontline Infantry)
>Resources: 1 Metal Mine, 2 Pike(Blood Mana)Nodes, 1 Black Gold Mine
>Leader Bonus: (BloodBorn) Bonus to Blood Magic acts and rolls
(Blood Pyramid 10/15)
+Blood Towers(+10 to city defense rolls from outside attackers)
+Vampire Slayer Infilitration
1 Blood Pyramid
2 Root out the slayers
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71fdd5 No.6427
>>6359
Boy, I'm already there. Well, practically.
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