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/builders/ - Hero and Nation Builders!

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

File: fa2382e71cab810⋯.png (224.29 KB,1295x920,259:184,mymap.png)

36c156 No.49937 [View All]

Everyone knows that elves (i.e you) are the best at everything, but those elves who are impure (i.e not you) are holding you back and ruining your image! The only solution to this problem is to eradicate the impure and reign supreme in the world as is intended. Shockingly everyone else seems to be opposed to your perfect vision and actually have the gall to oppose you! It is time to rally your kin and show your lessers why you are the best and most favored of them all.

Here are the rules: https://pastebin.com/z2nD36G4

Tell us your history and what makes you standout as a snowflake in a field of snow and give your objectively true account of the world. In the words of the first (real) elf "We must secure the existence of our people and a future for elven children"

Nation Name: [Name]

Subrace: [Decides a bonus]

Background: [Decides a bonus]

Location:

–Don’t touch—

Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 10 +2/turn

Resources:

[Materials: 10]

Settlements:

[Starting Hamlet]

-Infrastructure:

-Defenses:

Military:

Magic:

Technology:

Society Bonus:

Race Bonus:

184 postsand62 image repliesomitted. Click reply to view. ____________________________
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36c156 No.52747

Dice rollRolled 4, 4, 1, 3, 4, 2, 4 = 22 (7d4)

Rolling for attacking army

1. Horse Riders

2. Orc Cleavers

3. Battering Ram

4/7. Militia

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03ca01 No.52760

File: 544eeb3ef2d017c⋯.jpg (119.03 KB,624x832,3:4,_98622955_2..jpg)

Dice rollRolled 41, 87, 98 = 226 (3d100)

Nation Name: The Republics of Elven Democracies [RED]

Subrace: Fairy Tale Elves (short elves, strongest in magic)

Pop: 30 +2/turn

Food: 56 +4/turn (+2 Base, +2 Farm)

Resources:

Materials: 5 +2/turn (+2 Candy Alloy Foundry)

Settlements:

*[Elvenvostok]* (Hamlet)

Resource Buildings:

[Candy Farm] (+2 Food)

[Candy Alloy Foundry] (+2 Materials)

[EMPTY] (+2 _)

[EMPTY] (+2 _)

-Infrastructure:

-Defenses:

Base Defenses [2]

+*[Elvingrad]* (Outpost)

Resource Buildings:

[EMPTY] (+1 _)

[EMPTY] (+1 _)

-Infrastructure:

-Defenses:

Military:

Magic:

>(Civ)

Creation II

>(Mil)

Technology:

>(Civ)

Agriculture I

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

Terraforming I 5/6

>(Mil)

Military Clockwork I

Military Clockwork II 1/6

Military Wands I

Military Wands II 3/6

Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.

https://www.youtube.com/watch?v=MsDYX4Aag4g

Today marks a glorious day. A day where we truly mark the beginning of the glory days of the Republics. Now we have grown past the fear of the capitalist masters, having soundly defeated them, and can turn to our true goal of growing the prosperity of elf kind.

In commemoration of the great leader, we have renamed the Slavers Camp to Elvingrad.

Now the elves raise their wands not in battle but in glorious construction, with clockwork tools and an unmatched ability to synthesize any materials at will from a soon to be abundance of food, they set to work.

1. Upgrade Elvinvostok to a Village

+30 -10 Materials

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

2. Upgrade Elvingrad to a Hamlet

+30 -5 Materials

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

3. Construct a farm in Elvingrad

+30

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

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03ca01 No.52761

>>52760

Correction

Materials: 7 +2/turn (+2 Candy Alloy Foundry)

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83c2bc No.52788

Dice rollRolled 98, 24, 22 = 144 (3d100)

>>52742

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 46 +6/turn

Food: 65 +8/turn

-Resources:

[Materials: 14] +8/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

8 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

Sanctuary(Cophis, Magic Unit)

House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

+Xanzdria(Outpost, +1 Pop)

+Memfis(Outpost, +1 Pop)

-Defenses:

Base Defenses [1]

Military:

1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping III, Ships II

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships III 3/8

1 Ships III 3/8 +5 [Eyes on the Inside]

2 Shaping IV +5 [Eyes on the Inside]

3 Build a Lumber Yard for more material at Cophis. +5 [Eyes on the Inside]

Our ships grow sturdier by the day, and they will need to be in order to carry the Angels of God. So too will we need material to feed their ravenous forms, crossing the veil has clearly made them very hungry. Our mastery of the Living Mercury must grow if we are to bring forth greater miracles.

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36c156 No.52885

File: 8696e317d1c3cdd⋯.png (831.09 KB,1452x1620,121:135,mymap.png)

>>52743

The situation is dire. Much of the city lies undefended with only ancient ruins to act as any sort of defense against the approaching rebels. Such will have to suffice given the situation, but that does not mean that he has to leave it as it is. With almost of the entirety of the wealth and material of the city at his disposal he sets about his work. Using scraps of ancient legends, poetry, schematics, and more combined with his own notes he quickly sets the entire city to work. It is as much of an excavation as it is a restoration, but working at a pace almost unheard of even in their stories Elidur has been able to rally the city into restoring the ancient walls to their old splendor with much of its embellishments being restored and even added upon in some spots just in time for the enemy army's approach. Which even they must stare in awe at the marvel before them. This does not last long however before the pretender Ariador gives the order to commence the siege. Great siege towers and rams make their way forth while the rest quickly sprint with ladders to scale the wall. Even with the preparations made it can easily be said if it were not for the phoenix lords all would be lost as only they were the ones capable of smashing their siege engines with the wrath of the sun forcing them to properly engage with the defenders. This does not deter the attackers however and when they use their ladders to reach the walls they fight with great ferocity. Killing as much as they are killed despite the defenses in place. All seemed lost when a unexpected group of orks suddenly joined the assault after the first wave which had pushed away the remaining militia. It was only the sudden intervention of the so called sword masters who managed to successfully push back and cut them down before they overwhelmed the line even further. Seeing that he will not have enough to occupy the city the craven pretender flees back to his city. Leaving him open to retaliation where the glory hungry swordsmen attempts to capitalize on this opening, but it turns out to be a trap. A hidden unit of western nomads bursts from the forest in a devastating charge that decimates the last of the recently mustered force at the cost of their own lives. it would seem the coward will live another day to oppose you.

+Base Defenses [2] (Imperial City)

>>52745

After much effort the circle was able to fully transplant the strange pustules into a new area where they can carefully monitor its growth and harvest as needed. Utilizing the new source for experiments the druids begin applying it to some of their venerable ironwood trees to see if they can perhaps mutate them into something stronger. One strain of experiments has resulted in what is now known as the Steelwood tree which is named for its even more durable wood, however the method it uses to achieve this has resulted in a unusual side effect. Namely it has become much more receptive to the unique properties of the surrounding soil and if properly enriched those properties can more homogeneously become part of the tree proper. Making future varieties of Steelwood much easier to create despite the careful management needed to ensure no contamination. As a side note when the Druid Prince felt he was hungry after seeing the success of steelwood trees he decided on doing the same to berry bushes to improve their yield and flavor. Which has Resulted in the goodberry where even one is enough to satiate a normal man's hunger. Needless to say he has a rather abnormal appetite.

+1 Pustule Nursery (Pustule Production)

+1 Steelwood

+Farming I

+Farming II 3/4

>>52760

With the recent victory of the elves many were overjoyed that the revolution has finally proven itself against their old oppressors. Resulting in a flurry of activity which may potentially never be recreated. Elvinvostok saw a great increase in production as industry was expanded while a great migration of workers went to Elvingrad to make it worthy of the Fairy elf name. This campaign was so successful that Elvingrad grew far beyond all current projections and has now become equal to even the new Elvinvostok. Truly a new golden age is upon us!

+Village Upgrade (Elvinvostok)

+Village Upgrade (Elvingrad)

+Farm (Food Production)

-5 Materials

-25 Food

>>52788

It is ironic. Despite the void always being compared to the sea our capabilities to traverse the actual thing was always limited until now. The less enlightened might say that this is a result of skewed priorities, but they are incapable of understanding. Forever consigned to being at the mercy of the tides that you now direct. Which is now rather quite literal. It is only a matter of time before this one world becomes only one district in your one heavenly city.

+Ships III

+Ships IV 2/10

+Shaping IV 1/10

+Lumber Yard 1/4

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03ca01 No.52886

File: 4332cba4901a2b1⋯.png (2.28 MB,1375x603,1375:603,d3a2fc091c4c.png)

File: ad66a3c3006fb44⋯.png (177.42 KB,517x310,517:310,6a01156fcaccc3970c0147e04c….png)

Dice rollRolled 83, 45, 18 = 146 (3d100)

Nation Name: The Republics of Elven Democracies [RED]

Subrace: Fairy Tale Elves (short elves, strongest in magic)

Pop: 40 +6/turn (+6 two Lvl3 Settlements)

Food: 40 +9/turn (+2 Base, +7 Farm)

Resources:

Materials: 2 +2/turn (+2 Candy Alloy Foundry)

===

Settlements:

*[Elvenvostok]* (Village)

Resource Buildings:

[Candy Farm] (+3 Food)

[Candy Alloy Foundry] (+3 Materials)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

-Infrastructure:

-Defenses:

Base Defenses [2]

+*[Elvingrad]* (Village)

Resource Buildings:

[Candy Farm] (+3 Food)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

-Infrastructure:

-Defenses:

===

Military:

Magic:

>(Civ)

Creation II

>(Mil)

Technology:

>(Civ)

Agriculture I

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

Terraforming I 5/6

>(Mil)

Military Clockwork I

Military Clockwork II 1/6

Military Wands I

Military Wands II 3/6

CORRECTED POP GROWTH FOR PREVIOUSLY CAPTURED SETTLEMENTS AND UPGRADES

https://www.youtube.com/watch?v=xmc0hDCUdjs

The age of growth and prosperity is upon us! It is the duty of every Elf to ensure that we progress at the fastest pace available, and to this we must ensure an abundance of food to supply our

1. With the advent of Gluco-Synthesis, the Candy Ally Foundry is a bit of a relic. There will be room for other industrial buildings in the future, but we must ensure a good food supply. Let us convert it into a farm!

2. Build a Farm in Elvingrad!

3. Expand north, directly above Elvinvostok!

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03ca01 No.52887

>>52886

+30

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

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dfbb59 No.52935

Dice rollRolled 91, 52, 9 = 152 (3d100)

>>52885

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 46 +4/turn

Food: 50 +4/turn

Resources:

[Materials:27] +12 turn -1/turn

11 Lunar Marble +2 turn

6 Solar Glass +1/turn

Settlements:

[Imperial City](Small City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+2 Lunar Marble a turn)

+Solarium Glassworks (+2 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

Military:

+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)

+1 Swordsmen (1.6 Strength, 1 Material, [Slashing])

Magic: Celestial IV, Celestial V 3/14

Technology: Agriculture I, Construction III, Stewardship I, Swords III, +Swords IV 5/10

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

1. That was far far too close for Aliana's liking, and now her city was nigh defenseless again. That would not do. however that was an issue for later, for now, she would decree a day of mourning and celebration, for the brave dead of her city that picked up arms to deny the usurping tyrant power. Her people had won their first battle of what could be a long long civil war, let them have some joy before the horror of war visited again.

+stewardship 1

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

+4 food spent

+4 Resources spent

2. With that settled, better swords will be needed for the enxt battle, the queen decrees that after the celebration her smiths, who have done so much, need to do more. Their craft is great, but to bring down the usurper it must exalted. They are truly fine smiths and she has every faith that they can do it. To that end she gives them resources to work with.

+stewardship 1

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

+5 Resources

3.Finally she looks to her wizards. Master of the occult and the arcane. They have come so close to truly reaching the peaks of celestial magic their kin once stood atop, and the end goal is in reach. Her queendom will need it so the usurper will fall. She releases a sizable chunk of lunar marble to help them in their experiments in growing the magic to greater heights.

+stewardship 1

+- Secret Society who worships the queen

+-Society gains influence

+5 Lunar Marble

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83c2bc No.52936

Dice rollRolled 44, 49, 89 = 182 (3d100)

>>52885

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 52 +6/turn

Food: 73 +8/turn

-Resources:

[Materials: 17] +8/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

9 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

Sanctuary(Cophis, Magic Unit)

House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

+Xanzdria(Outpost, +1 Pop)

+Memfis(Outpost, +1 Pop)

-Defenses:

Base Defenses [1]

Military:

1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping III, Ships III

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships IV 2/10

+Shaping IV 1/10

+Lumber Yard 1/4

1 Lumber Yard 1/4 +5 [Eyes on the Inside]

2 Shaping IV 1/10 +5 [Eyes on the Inside]

3 Teleportation Array, Memfis +5 [Eyes on the Inside]

Now we shall erect the portal of Memfis, cementing it forever as a district of the endless city. Indeed the city must expand to meet the great material thirst of the Angel. The Silver Surfers go forth heralding the coming of the Angel. Mountains of tribute are offered to the Angel in grand ceremony. Bob dances in quivering undulations as Aul tries to channel the nature of the living mercury.

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55889b No.52946

Dice rollRolled 36, 73, 96 = 205 (3d100)

>>52885

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 32 +2/turn

Food: 32 +2/turn

Resources:

[Materials: 27] +2/turn (-1 upkeep)

[Fossilized Amber: 10] +2/turn (-1 upkeep)

[Pustules: 2] +1/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic I

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

1. The druids at Intals-solas decide to expand the production of pustules for their research. +Nature V.

2. An edict is sent out that this continent must fall under the dominion of the Wood Elves and as such the hunters are sent out to claim these lands for Intals-Nol. +Nature V, +Hunting II, +5

3. There are no shortages of mad druids in the lab city of Intals-Solas and a new question rapidly spread throughout the outpost: What if we threw amber into an evolution bath? So they did, sometimes mixing in vines, moss, and insects into the mix. +Nature V, Mutation I

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36c156 No.52949

File: 7570a4dc40e8b6a⋯.png (874.79 KB,1452x1620,121:135,mymap.png)

>>52886

With exacting efficiency the land is shaped to the worker's needs. The Factory is dismantled and its parts are used for the construction for not only one farm, but two! Combined with the efforts of brave pioneers who while not expanding too far from existing borders, have certainly made it a core part of their territory already with a new farm of their own. It is doubtful that any nation shall ever be able to rival your productivity and your people are content knowing that they themselves will be able to enjoy the fruits of their labor.

+Candy Alloy Foundry into Candy Farm

+2 Candy Farm

+1 Tile

>>52935

In typical high elf fashion after every event there must be a celebration to commemorate it immediately afterwards. With the solemn ceremony of burning the fallen in the sacred flames of the pyre it is soon after that great parades are held. Everyone is at their best during it with fantastic displays of craftsmanship and performance occurring all around the city. There is no spot barren or left quiet with fantastic paintings, music, tapestries, statues, orators, and more occupying every space available. To the learned it calls back to the days of the first elves. The ones who made this city and made it so great. Where everyday was like this not only here, but the entire world. If this was not a sign of our right to rule then you dont know what is. Not all this merry however, as in the tower the mages begin communing with the heavens and in shock they find themselves not alone. To their blazing aura they find other figures with a soothing pale glow about them. Confusion quickly turned to panic as these figures then began psychically attacking them in the astral realm with the power of the moon being turned against them. It was only the raw amount of power held within the lunar marble that gave them enough energy to escape back into their bodies before having their souls ripped asunder.

+Imperial City Upgrade

+Swords IV 9/10

>>52936

Reality is defined by its connections and this pattern can be seen in all things because of it. From the earth comes the trees, from the trees comes the forest, from the forest comes the lumber, from the lumber comes the planks, from the planks comes the house, and from the house comes the city. With the completion of the lumberyard we move to the next step of this chain that results in the heavenly city. Which again is shown by the completion of the Second Array. We are beginning to see the signs of the tree becoming the forest and the house becoming the city.

+Lumber Yard (Material Production)

+Shaping IV 4/10

+Teleportation Array

>>52946

For much of the realm things are going as they normally do. Druids shaping the land and hunters claiming it. However just like normal there is never any calm for long. So when a druid brought up throwing in some amber in the pool as a joke people quickly began taking it seriously. Eventually curiosity overwrote common sense and so they chucked in a particularly large piece inside. The reaction was almost immediate not only from the amber but also from the druid consort who knew something was amiss. To those watching the pool froth they saw a giant insect beginning to emerge reminiscent of the the strange features of the mutated treants. This did not last long however before the consort busted through and began throwing all his magic at it trying to abort this abomination. This resulted in even stranger effects occurring inside the pool due to the wild release of magic until the energy was so great that the insect could not hold its body together and became sludge. Only then did the consort calm down and told the rest of the circle to never do this again. Still, for those watching it was quite the spectacle and illuminating experience of what forces they are dealing with.

+Pustule Nursery 3/4

+5 Tiles

+Mutation Magic II 7/10

-Aborted Insect Prince Drone

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dfbb59 No.52954

Dice rollRolled 65, 82, 49 = 196 (3d100)

>>52949

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 51 +5/turn

Food: 51 +5/turn

Resources:

[Materials:37] +15 turn -1/turn

8 Lunar Marble +2 turn

7 Solar Glass +1/turn

Settlements:

[Imperial City](Large City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+2 Lunar Marble a turn)

+Solarium Glassworks (+2 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

Military:

+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)

+1 Swordsmen (1.6 Strength, 1 Material, [Slashing])

Magic: Celestial IV, Celestial V 3/14

Technology: Agriculture I, Construction III, Stewardship I, Swords III, +Swords IV 9/10

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

1. The wizards have brought the queen alarming news, of outsiders attacking them via the astral plain. That will not be allowed. She commission Elidur to take some of the much lauded Lunar marble and to build wards in his walls and other key structures around the city to prevent such occurrences in the future. Errant magic will not be allowed in the imperial city.

+Construction III

+Stewardship 1

+Imperialists

+- Secret Society who worships the queen

+-Society gains influence

+3 Lunar Marble

2.With that being said, The queen looks at the blades and the invoices from the blade smiths. They're close, they know it, and she knows it. She can feel their work on the tip of a massive improvement. She orders more material dispatched to them to finish their work. 9/10

+Stewardship 1

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

+5 Materials

3.Finally the Queen approaches the Wizards and asks them to continue to refine their celestial magic. She orders them to help Elidur ward the city from hostile magic, the best way for them to improve their own magic and protect themselves from these interlopers. They're the most at risk, for now, but without them reaching a solid counter to the enemy, they could be the first of many fallen. She orders as many materials be expended as needed for their research. 3/14

+Stewardship I

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83c2bc No.52958

Dice rollRolled 39, 57, 82 = 178 (3d100)

>>52949

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 58 +6/turn

Food: 81 +8/turn

-Resources:

[Materials: 24] +12/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

9 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:

Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

+Lumber Yard (Cophis, +4 Material a turn)

+Sanctuary(Cophis, Magic Unit)

+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

Xanzdria(Outpost, +1 Pop)

Memfis(Outpost, +1 Pop)

+Teleportation Array (Memfis)

-Defenses:

Base Defenses [1]

Military:

1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping III, Ships III

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships IV 2/10

+Shaping IV 4/10

1 Shaping IV 4/10 +5 [Eyes on the Inside]

2 Teleportation Array, Xanzdria. +5 [Eyes on the Inside]

3 Ships IV 2/10 +5 [Eyes on the Inside]

Another district into the fold, forming the core of the dreaming empire. Soon to be a maritime power, but how would the gifts at our disposal manifest in a vessel? Would the ocean itself act as a conduit for our abilities? Shifting matter from one place to another by shrinking the space between matter, fold the distance between reality and design, shape the dream. The ocean echoing our call to the beyond to bring forth soldiers from the depths and thrusting them into the heart of enemy vessels. The possibilities made Aul's mind tremble.

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55889b No.52961

Dice rollRolled 5, 15, 14 = 34 (3d100)

>>52949

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 34 +2/turn

Food: 34 +2/turn

Resources:

[Materials: 28] +2/turn (-1 upkeep)

[Fossilized Amber: 11] +2/turn (-1 upkeep)

[Pustules: 3] +1/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic I

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

1. Work on the Pustule Nursery continues after the abortion of the bug prince monstrosity. 3/4 +Nature V, Mutation I

2. Expansion also continues as the hunters do not even know what could have happened. +Nature V, +Hunting II, +5

3. Feeling as if they are near a breakthrough some of the druids decide to continue with some morals and mental stability questioned. They begin to work with sapient creatures, mainly criminals who dared to publicly question our right to claim the world as per the covenant. 7/10.

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03ca01 No.52975

File: a5a1888edbe3762⋯.png (18.39 KB,229x345,229:345,Expansion Plan.png)

File: 91c2581005db7fb⋯.jpg (96.11 KB,652x334,326:167,in_peaceful_fields.jpg)

Dice rollRolled 11, 59, 55 = 125 (3d100)

Nation Name: The Republics of Elven Democracies [RED]

Subrace: Fairy Tale Elves (short elves, strongest in magic)

Pop: 46 +6/turn (+6 two Lvl3 Settlements)

Food: 58 +18/turn (+2 Base, +16 Farm)

Resources:

Materials: 2

===

Settlements:

*[Elvenvostok]* (Village)

Resource Buildings:

[Candy Farm] (+3 Food)

[Candy Farm] (+3 Food)

[Candy Farm] (+3 Food)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

-Infrastructure:

-Defenses:

Base Defenses [2]

+*[Elvingrad]* (Village)

Resource Buildings:

[Candy Farm] (+3 Food)

[Candy Farm] (+3 Food)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

[EMPTY] (+3 _)

-Infrastructure:

-Defenses:

===

Military:

Magic:

>(Civ)

Creation II

>(Mil)

Technology:

>(Civ)

Agriculture I

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

Terraforming I 5/6

>(Mil)

Military Clockwork I

Military Clockwork II 1/6

Military Wands I

Military Wands II 3/6

https://www.youtube.com/watch?v=KEaTBHI3n_Y

"Go forth, comrades of the glorious revolution! Settle the land that by rights of elf and nature are yours! We shall build the gingerbread homes and plant the canycane fields as free elves, living free lives."

1. Expansion (prioritize the marked points, then expand elsewhere once taken)

+30

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

2. Expansion

+30

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

3. Expansion

+30

Creation II

Clockwork I

Sucro-Alloys V

Wands II

Gluco-Synthesis V

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36c156 No.52976

File: ae694b55b629098⋯.png (883.85 KB,1452x1620,121:135,mymap.png)

>>52954

Aliana knew it was inevitable that rival powers would eventually begin to take interest in her nation, but she certainly wished it was when they were not in the middle of a civil war. Not wanting to deal with any more intrusions she orders Elidur to ward the city itself against such attacks. The cost would be astronomical, but it would be well worth the price if she could rest easy for now. The sword smiths return with another showing of their blades. They certainly do compare to even the originals. Where they maintain their purity even when subjected to increasingly ostentatious displays of abuse. The Mages meanwhile assist in the carving of arrays into the newly reinforced walls, refining both their aesthetics and efficiency.

+Antimagic Walls [1] (Imperial City)

-5 Lunar Marble

+Swords IV

+Swords V 4/12

+Celestial V 7/14

>>52958

To say that everyone was captivated would be an understatement. No, it was closer to an obsession. People have moved beyond the mundane reality of the world and have fully embraced

the other side. Shaping was not just the utilization of metal, it was the realization of the mind. The Arrays were not just useful infrastructure, it was understanding reality. But the ocean, that was the real conundrum. Currently they used mere vessels of wood, however such an imperfect medium was grating to the elves who only desired truth. For now it shall be tolerated, its use as a starting point appreciated, but we shall eagerly await the day we advance beyond that.

+Shaping IV 7/10

+Teleportation Array 4/5

+Ships IV7/10

>>52961

Restraint and safety are not words commonly associated with druids unless describing the lack of it. So it is here where they begin to take "volunteers" from those deemed undesirable to continue their experiments. Of course with such a great number of subjects the slow rate of pustule growth is not enough to meet demand and so rather than expand production they instead just loot the nursery wholesale. Ruining any progress made. Whats worse is that in their paranoia they refuse to share what little research they have found in these experiments. Instead keeping them as trade secrets and status symbols to show off to other druids. Resulting in a deformed retinue forming around these druids.

-lose Pustule Nursery Progress

-2 Pop

+2 Tiles

>>52975

With all domestic affairs taken care of it is time for expansion. Isolated Cottages begin to dot the countryside as elves begin to move away from the concentrated urban centers into a much more rural environment. Already great plans are being drafted on transforming these estates into a sprawling wonderland.

+13 Tiles

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03ca01 No.52978

File: 583197da7272872⋯.jpg (80.31 KB,500x376,125:94,api0tuelz__05884.150465687….jpg)

File: 6fba81890f3baf8⋯.png (25.62 KB,190x369,190:369,New Settlements.png)

Dice rollRolled 10, 94, 45 = 149 (3d100)

>>52976

>Nation Name: The Republics of Elven Democracies [RED]

>Subrace: Fairy Tale Elves (short elves, strongest in magic)

>Pop: 52 +6/turn (+6 two Lvl3 Settlements)

>Food: 76 +18/turn (+2 Base, +16 Farm)

>Resources:

>Materials: 2

>===

>Settlements:

>*[Elvenvostok]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

>Base Defenses [2]

>+*[Elvingrad]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

>===

>Military:

>Magic:

>>(Civ)

>Creation II

>>(Mil)

>Technology:

>>(Civ)

>Agriculture I

>Clockwork I

>Sucro-Alloys V

>Wands II

>Gluco-Synthesis V

>Terraforming I 5/6

>>(Mil)

>Military Clockwork I

>Military Clockwork II 1/6

>Military Wands I

>Military Wands II 3/6

https://www.youtube.com/watch?v=2GpcwYc55nk

"Comrades, let flourish our glorious Republic and dot the land with new settlements! When you raise your hammer or shove your shovel, know you do it with the spirit of Elivn himself aiding you!"

1. Build a settlement(See map)

+Clockwork I

+Creation II

+Sucro-Alloys V

+Wands II

+Gluco-Synthesis IV

2. Build a settlement(See map)

+Clockwork I

+Creation II

+Sucro-Alloys V

+Wands II

+Gluco-Synthesis IV

3. Build a settlement(See map)

+Clockwork I

+Creation II

+Sucro-Alloys V

+Wands II

+Gluco-Synthesis IV

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83c2bc No.52980

File: b1611fa92f61e44⋯.png (791.51 KB,1116x595,1116:595,Space Elf Smile.png)

Dice rollRolled 62, 66, 10 = 138 (3d100)

>>52976

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 64 +6/turn

Food: 89 +8/turn

-Resources:

[Materials: 31] +12/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

10 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:

Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

+Lumber Yard (Cophis, +4 Material a turn)

+Sanctuary(Cophis, Magic Unit)

+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

Xanzdria(Outpost, +1 Pop)

Memfis(Outpost, +1 Pop)

+Teleportation Array (Memfis)

-Defenses:

Base Defenses [1]

Military:

1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping III, Ships III

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships IV 7/10

+Shaping IV 7/10

+Teleportation Array 4/5

1 Ships IV 7/10 +5 [Eyes on the Inside]

2 Shaping IV 7/10 +5 [Eyes on the Inside]

3 Teleportation Array 4/5 +5 [Eyes on the Inside]

Indeed it was past time for our truth to shape the material world around us. Creating vessels worthy of truth and filling them, much as we have done with ourselves.

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dfbb59 No.52981

Dice rollRolled 5, 11, 39 = 55 (3d100)

>>52976

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 56 +5/turn

Food: 56 +5/turn

Resources:

[Materials:47] +15 turn -1/turn

2 Lunar Marble +2 turn

8 Solar Glass +1/turn

Settlements:

[Imperial City](Large City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+2 Lunar Marble a turn)

+Solarium Glassworks (+2 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

+Antimagic Walls [1] (Imperial City)

Military:

+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)

+1 Swordsmen (1.8 Strength, 1 Material, [Slashing])

Magic: Celestial IV, Celestial V 7/14

Technology: Agriculture I, Construction III, Stewardship I, Swords IV, +Swords V 4/12

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

1. The Queen begins the issue of raising more units of swordsmen. She would need many many soldiers in the coming battle to fell her traitorous brother. She commanded it be so.

+Swords Iv for troops

+Stewardship I for making them

2.Pursuant to her goals of building up an army mighty enough to crush the usurper, she commissions more materials to be given to the sword smiths in order for them to perfect their art. 4/12

+10 materials

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

3.Finally the Queen sends aid to her struggling magisters in the form of more material aid. Not lunar marble as she had often given, but solar glass. Perhaps studying the core of elven magic from a different angle would help them progress more quickly. 7/14

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+8 Solar Glass

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55889b No.52983

Dice rollRolled 7, 86, 45 = 138 (3d100)

>>52976

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 34 +2/turn

Food: 36 +2/turn

Resources:

[Materials: 29] +2/turn (-1 upkeep)

[Fossilized Amber: 12] +2/turn (-1 upkeep)

[Pustules: 4] +1/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic I

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

1. Move the druids that refuse to share research notes to the Pustule Nursery construction work. Make them rebuild what they wrecked. +Nature V, Mutation I

2. The hunters and druids continue to expand the dominion of the wood elves. +Nature V, +Hunting II, +5

3. Bring in some new blood to the research department and see what ideas they have. 7/10 Mutation II

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36c156 No.52985

File: 37691434233a29e⋯.png (886.24 KB,1452x1620,121:135,mymap.png)

>>52978

With the land claimed it is now time to make it properly ours. Using the excess produced and stored the pioneers begin reshaping it on the spot for their needs. Unfortunately their wands are greatly inefficient for this task compared to the great machines of the core lands, but it gets the job done. Already a hamlet on the coast is finished with its eastern counterpart nearly completion as well. The northern outpost however has had little time to properly begin construction however due to it being at the edge of our territory, but no major incidence has occurred. Disturbingly there have been sightings of old rotten ships coming from the western lands where the dead reside. They have not made any overt moves against us, but it is only a matter of time before their envy of the living compels them to attack.

+[Hamlet] (Name) 0/5 (To show that you spent the resources needed to begin construction)

+[Hamlet] (Name)

+[Hamlet] (Name) 4/5

-26 Food (You still need to spend an action to actually convert the food into materials even if you dont need to roll for it. so I am just going to make an inefficient conversion for this turn. Your production prevents starvation.)

-Undead Ships Sighted

>>52980

In many ways the mysteries of the ocean is the same as the mysteries of shaping. Insight in one will naturally lead to an equivalent for its twin. For all things follow from the ripples and waves of the cosmos. Indeed, these ripples have become rather turbulent and the arrays must be reinforced to prevent them from being torn apart in its currents. Requiring great amounts of silver. Whats more is that the waves bring forth an unwelcome outsider. Those who have been kissed by the moon have set their sights on your island and have been sending preliminary explorers to map it out. Its only a matter of time before they begin colonization in earnest. Threatening the heavenly city.

+Ships IV

+Ships V 1/12

+Shaping IV

+Shaping V 1/12

-10 Living Mercury (Forgot to subtract from other arrays)

-Moon Elves threatening Colonization

>>52981

Unfortunately the Smiths have been rather overworked and the stress of having to constantly innovate and now mass produce their work has finally gotten to them. Production had been brought almost to a standstill and it was only with a great infusion of materials that catastrophe was averted and production restored. Leaving little time for any actual equipment to be produced, although there were some small advancements made to increase the efficiency of the actual forging. The mages appreciated the Solar Glass given to them. With it normally only being reserved for sacrifice to the phoenix lords. While their unfamiliarity with the substance has hindered them; new discoveries were made that can potentially lead them to mastering their ancestor's art. Outside the city there have been disturbing reports. Robed figures from the north have been seen wandering the outskirts, seducing and threatening citizens with equal frequency. After these encounters the survivors have been noted to be acting differently then their normal selves. Engaging in all sorts of debauchery that has no place in civilized society (or at least in public view).

-10 Materials

+Swords V 5/12

+Celestial V 11/14

-Kin-Ova Prowling

>>52983

While the punished druids have not been causing any problems per say their efforts have certainly been lackluster. Like before they are keen to gain an edge over their rivals and so cooperation has been minimal. There have also been reports of them keeping some pustules for themselves in the event of them needing a sudden power boost if they are threatened which makes expanding the nursery even more difficult with the lack of supply. The New druids work have been rather fruitful however, as they were able to piece together what their predecessors have done and properly codified it for everyone. The hunters as usual have proven to be what ensures that society proper continues. With them avoiding the typical power struggles that plague their superiors and allowing them to claim much more territory. It is also during their expedition that they find something unusual. Foreign elves who smell of ash and fire have been seen clear cutting the forest in the northern coast. Given how the smell of smoke even reaches here from their accursed nation it is clear that they intend to do the same to our homeland.

-1 Pustules

+7 Tiles

+Mutation II

-Fire Elves threatening to expand industry

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03ca01 No.52986

Dice rollRolled 57, 73 = 130 (2d100)

>Nation Name: The Republics of Elven Democracies [RED]

>Subrace: Fairy Tale Elves (short elves, strongest in magic)

>Pop: 59 +7/turn (+6 two Lvl3 Settlements, +1 one Lvl1 Settlement)

>Food: 68 +18/turn (+2 Base, +16 Farm)

>Resources:

>Materials: 2

>===

>Settlements:

>*[Elvenvostok]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

>Base Defenses [2]

>+*[Elvingrad]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

+[Outpost] (War Saw)

>Resource Buildings:

>[EMPTY] (+1 _)

>[EMPTY] (+1 _)

>-Infrastructure:

>-Defenses:

>===

>Military:

>Magic:

>>(Civ)

>Creation II

>>(Mil)

>Technology:

>>(Civ)

>Agriculture I

>Clockwork I

>Sucro-Alloys V

>Wands II

>Gluco-Synthesis V

>Terraforming I 5/6

>>(Mil)

>Military Clockwork I

>Military Clockwork II 1/6

>Military Wands I

>Military Wands II 3/6

+[Outpost] (Name) 4/5

+[Outpost] (Name) 0/5

"The newoutpost shall be named War Saw! For we hath seen WAR on the horizon!

Foul undead! Tresspassers! Invaders!

ARISE ELVES OF THE REVOLUTION! THE DEFENSE OF YOUR MOTHERLAND CALLS"

https://www.youtube.com/watch?v=-Fk5iGkp27M

1. Convert 20 Food into Materials

2. Raise 1 unit of Militia, as before. Arm them with Wands! Arm them with Clockworks! Manufacture equipment and supplies for them!

+29

Creation II

Clockwork I

Sucro-Alloys V

Military Wands I

Gluco-Synthesis V

3. Raise another unit of Milita, as before

+29

Creation II

Clockwork I

Sucro-Alloys V

Military Wands I

Gluco-Synthesis V

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03ca01 No.52987

>>52986

Since militia are a separate thing, call them "Conscripts"

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dfbb59 No.52990

Dice rollRolled 72, 65, 11 = 148 (3d100)

>>52985

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 61 +5/turn

Food: 61 +5/turn

Resources:

[Materials:17] +15 turn -1/turn

0Lunar Marble +2 turn

0 Solar Glass +2/turn -1/turn

Settlements:

[Imperial City](Large City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+2 Lunar Marble a turn)

+Solarium Glassworks (+2 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

+Antimagic Walls [1] (Imperial City)

Military:

+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)

+1 Swordsmen (1.8 Strength, 1 Material, [Slashing])

Magic: Celestial IV, Celestial V 11/14

Technology: Agriculture I, Construction III, Stewardship I, Swords IV, +Swords V 5/12

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

-Kin-Ova Prowling

1.The Queen was terribly vexed. Her nation being subverted despite the wards of her walls. Her traitorous kin still in rebellion.. She would need an edge. The wizards of her land were so close tor eaching the apex of celestial magic, and with it? her kingdom would have access to powers unseen since the mythic age. She ordered the last of the star borne material her nation had stockpiled given to the wizards in order for their experiments to hopefully bring fruit.

+stewardship I

+ 4 Lunar Marble (already accounted for)

+1 Solar glass (already accounted for)

+- Secret Society who worships the queen

+-Society gains influence

2. Next the queen looks towards the smitheries. She had been pushing them far far too hard to improve, when she should be pushing them to ready her people for war. Instead of working to improve their already highly impressive blades, she would ask them to make as many as they can, for war will soon happen. She releases a large amount of material wealth that the city has stockpiled to make it so. Who knows if they were lucky they'd make headway in perfecting their designs too.

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

+15 materials (already accounted for)

3.Finally the Queen makes an impassioned speech to her public. About the dangers of treachery and how the most subversive enemies rot a nation from the inside out, how the city in the hands of the rebels has stood too long, obscuring her people's greatness and glory in the rebel's mad bloodlust and willingness to work for lesser races. She makes a call for any abled bodied man woman or child willing to help end the threat once and for all to go sign up for the militia. She then goes and orders a release of materials to get them armed quickly.

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+10 Materials (already accounted for)

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83c2bc No.52991

Dice rollRolled 30, 12, 66 = 108 (3d100)

>>52985

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 70 +6/turn

Food: 97 +8/turn

-Resources:

[Materials: 38] +12/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

1 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:

Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

+Lumber Yard (Cophis, +4 Material a turn)

+Sanctuary(Cophis, Magic Unit)

+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

Xanzdria(Outpost, +1 Pop)

Memfis(Outpost, +1 Pop)

+Teleportation Array (Memfis)-

Defenses:

Base Defenses [1]

Military:

1 Silver Surfers (2.8, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping IV, Ships IV

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships V 1/12

+Shaping V 1/12

+Teleportation Array 4/5

-Moon Elves threatening Colonization

1 Ships V 1/12 +5 [Eyes on the Inside]

2 Shaping V 1/12 +5 [Eyes on the Inside]

3 Prepare an ambush for when those pesky Moon Elves arrive. Our patrols are considerable and teleportation means we can move quickly to intercept once we know where they are. I want some of them alive for information on their forces, defenses, and technologies. The rest can rot on the beach to become food for the 'guls. The Angel can destroy their ship as though it was ravaged by a sudden storm or a beast of legend, any noncombatants that try to run or swim can be picked off and taken securely by the Silver Surfers. +5 [Eyes on the Inside]

The Dreaming God reveals a suitable target for our expansions. We must make ready for them, and reveal the fruits of our labors. Aul cradles Bob in his arms and pets him. Soon we shall shape the world into vessels of truth, not only the ships, but the very material of the dream world itself to better serve our needs.

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55889b No.52992

Dice rollRolled 52, 50, 55 = 157 (3d100)

>>52985

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 36 +2/turn

Food: 38 +2/turn

Resources:

[Materials: 30] +2/turn (-1 upkeep)

[Fossilized Amber: 13] +2/turn (-1 upkeep)

[Pustules: 4] +1/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic II

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

Free: Send the Hunters and Chitenous Treants north and eliminate these Covenant breakers. Let none survive.

1. Expand our domain through the northern forest. We must not allow these invaders to gain a foothold again after kicking them off our continent. +Nature V, +Hunting II, +5

2. If this group of numbskull druids can't fix their issues about working with each other let's see how they will enjoy a competition. Split them up and have them each design and create the most productive pustule production facility they can. Any form of sabotage of another's project will result in the removal of hands. The winner will be promoted to head researcher of production mutations and the rest will be split around the nation. Hopefully that will stop their bickering. +Nature V, +Mutation II

3. Have the hunters continue to improve their craft. Those that can hunt every beast in these woods can probably hunt intruders in them too.

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55889b No.52993

Dice rollRolled 4, 3, 4 = 11 (3d4)

1&2 Hunters (1.0 Strength, 0.5 Materials [Expendable])

3. Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant])

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36c156 No.52994

Dice rollRolled 1 (1d4)

>>52993

1. Infernal Ironguard (4.0 Strength [Ranged] [Armored] [Drilled])

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83c2bc No.52995

Dice rollRolled 1, 2 = 3 (2d4)

>>52991

1 Silver Surfers (2.8, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

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36c156 No.52996

Dice rollRolled 2 (1d4)

>>52995

1. Lunar Emissary (3.0 Strength [Shooting] [Siege])

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36c156 No.53042

File: 009c2c81a4fa9eb⋯.png (890.13 KB,1452x1620,121:135,mymap.png)

RULES ADDENDUM: THERE CAN NOW BE ONLY ONE WONDER PER SETTLEMENT. ITS MAX LEVEL IF RELEVANT IS EQUAL TO SETTLEMENT LEVEL. IF YOU HAVE MORE THAN ONE WONDER IN A SETTLEMENT THEN IT CAN BE CHANGED TO ANOTHER WHEN APPROPRIATE.

LORE BIT: World is flat which is why you cant expand outside the map. Creation begins to increasingly fall apart the further away you travel from the center until you get raw chaos/void.

>>52986

Preparing for conflict against the undead the elves make good use of their Gluco-Synthesis to get the needed materials for their war. Some are put to immediate use training new conscripts of the new standardized army. Their wands fresh off the assembly line hold great potential, but currently have little exotic magic imparted into them. Instead only having preset functions that come standard with all wands. Still only a fool would be able to ignore its great tactical and strategical strength when acting as a raw force multiplier to their innate affinity for magic.

-20 Food

+17 Materials

+3 RED Conscripts (1.8 Strength, 1 Materials, [Infused])

(get rid of military wands and make wands III)

>>52990

Ironically it was the attempted astral attack that finally solved the puzzle. The attackers' aura gave off strange energies that when combined with the study of the solar glass they were able to form a coherent picture of the cosmos and by extension celestial magic itself. By replicating the two energies they saw better how they interacted with one another and how the moon seemed to always reflect its counterpart. Its power is always equal to its opponent with no excess. Bringing balance to the world through relativity. The singular focus of the swordsmiths has also done some good as they were able to finally focus on production and making a profit, as previously competition was so fierce that if you stagnated you would be ridiculed out of the profession by your peers. The queen's speech was of course well received but it was more muted than expected, with only a relative few joining who were not going to be part of the swordsmen anyways. Perhaps they are all hungover from the celebration.

+Celestial V

+Lunar Specialization unlocked

+3 Swordsmen (1.8 Strength, 1 Materials, [Slashing])

+1 Militia (1.0 Strength, .5 Materials, [Expendable])

>>52991

You people continue work on their projects and grow increasingly closer to completion, but that is not what currently concerns you. The pools have shown you that these elves consider themselves masters of the ocean. Seeking to dominate distant lands from their homeland. The deluded fools are unnable to consider the fact that everywhere can become but a single point if the will desires it. For this reason they shall die and be made a sacrifice to God. We have sent out our most blessed. The first angel and the silver surfers to show them first hand the true reality of the world. As expected the angel did not hold back with its illumination its tentacles rending their minds and bodies apart with its divine majesty, however even the Silver surfers were not ready for its full glory and were forced to retreat before they were rended as well.

+Ships V 3/12

+Shaping V 5/12 (Did not need to roll to deploy troops)

-Silver Surfers [WOUNDED] for 3 turns

+Delayed Lunar Elves

>>52992

Refusing to allow these lesser elves to step onto our sacred ground your entire society rallies north to put a stop to them. Claiming most of the forest when the foul industrialists try to expand their operations they are met with a hail of arrows. Driving off the workers. When the hunters went to pursue they found themselves riddled with bullets from a perfectly well organized line of elves covered completely in black metal. The treants seeing their allies die became enraged and used the strength of the forest itself to punish these transgressors before they could even get another volley out. Tearing them out of their metal carapace and goring their bodies on their chitinous branches. The druids take to this new form of constructive competition well and many have constructed well organized nurseries. All that is left is to properly unify the bunch and name a winner amongst the group.

+4 Tiles

+Pustule Nursery 4/5

+Hunting III 3/8

-2 Hunters

+Fire Elves Delayed

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dfbb59 No.53043

Dice rollRolled 72, 30, 50 = 152 (3d100)

>>53042

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 66 +5/turn

Food: 66 +5/turn

Resources:

[Materials:27.5] +15 turn -4.5/turn

3 Lunar Marble +2 turn

2 Solar Glass +2/turn -1/turn

Settlements:

[Imperial City](Large City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+3 Lunar Marble a turn)

+Solarium Glassworks (+3 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

+Antimagic Walls [1] (Imperial City)

Military:

+Phoenix Lords (3.2 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III, excepting celestial which is V)

+4 Swordsmen (1.8 Strength, 1 Material, [Slashing])

+1 Militia (1.0 Strength, .5 Materials, [Expendable])

Magic: Celestial V,

+Lunar Specialization unlocked

Technology: Agriculture I, Construction III, Stewardship I, Swords IV, +Swords V 5/12

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

-Kin-Ova Prowling

1. Continue to research and improve our blades. We have a standing army of decent Size, now we need to make it as deadly as possible to blunt the perfidious fangs of rebels and other elves. The Queen asks for no less. 5/12

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

2. That being said with the unknowns of the Kin-Rova and the rebels still hiring more and more troops, an even larger army will be necessary. To put both down and safeguard her home. The queen decrees even more soldier units created, because son her people will march to war.

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

3.Finally the queen realizes that to remove the rebels she will need siege weapons, because the rebels have likely entrenched themselves and deeply into the village. So she ordered the beginning of Siege research to tear down any defenses the rebels had wrought.

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

Defensive action: The Kin-rover maraud our lands, so we will deal with them. Permanently.

The army hunts them down and annihilates them.

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dfbb59 No.53044

Dice rollRolled 1, 2, 2, 1, 4 = 10 (5d4)

>>53043

Removal of lewd elves

+Phoenix Lords (3.2 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III, excepting celestial which is V)

+4 Swordsmen (1.8 Strength, 1 Material, [Slashing])

+1 Militia (1.0 Strength, .5 Materials, [Expendable])

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36c156 No.53045

Dice rollRolled 2 (1d4)

>>53044

1. Staff Sage [5.0 Strength, [Sway] [Slashing] [Shooting])

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dfbb59 No.53046

Dice rollRolled 1 (1d4)

>>53044

last roll cause my dumbass miscounted

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55889b No.53047

Dice rollRolled 49, 62, 47 = 158 (3d100)

>>53042

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 38 +2/turn

Food: 40 +2/turn

Resources:

[Materials: 31] +2/turn (-1 upkeep)

[Fossilized Amber: 14] +2/turn (-1 upkeep)

[Pustules: 5] +1/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

0 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic II

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

1. The Hunters are sent to finish claiming the last bit of the northern shore then the inland lands to fully put the continent under our domain. +Hunting II, Nature V

2. Other druids are sent to observe the nurseries and find the one with the greatest yield over time and that person will be declared the winner. 4/5 Nature V, Mutation II

3. The hunters continue to improve their craft.

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55889b No.53048

>>53047

Hunting 3/8

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03ca01 No.53049

Dice rollRolled 69, 40, 68 = 177 (3d100)

>Nation Name: The Republics of Elven Democracies [RED]

>Subrace: Fairy Tale Elves (short elves, strongest in magic)

>Pop: 64 +7/turn (+6 two Lvl3 Settlements, +1 one Lvl1 Settlement)

>Food: 66 +18/turn (+2 Base, +16 Farm)

>Resources:

>Materials: 19 -3 (3 Conscripts)

>===

>Settlements:

>*[Elvenvostok]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

>Base Defenses [2]

>+*[Elvingrad]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

+[Outpost] (War Saw)

>Resource Buildings:

>[EMPTY] (+1 _)

>[EMPTY] (+1 _)

>-Infrastructure:

>-Defenses:

>===

>Military:

+3 RED Conscripts (1.8 Strength, 1 Materials, [Infused])

>Magic:

>>(Civ)

>Creation II

>>(Mil)

>Technology:

>>(Civ)

>Agriculture I

>Clockwork I

>Sucro-Alloys V

>Wands III

>Gluco-Synthesis V

>Terraforming I 5/6

>>(Mil)

>Military Clockwork I

>Military Clockwork II 1/6

"To arms elves, to arms!

The defense of the motherland calls upon the masses! Take your wands! Raise your clockwork pincers!"

https://www.youtube.com/watch?v=D5lvmV2pH7M

1. Raise another unit of Conscripts

+32

Creation II

Clockwork I

Sucro-Alloys V

Wands III

Gluco-Synthesis V

2. Raise another unit of Conscripts

+32

Creation II

Clockwork I

Sucro-Alloys V

Wands III

Gluco-Synthesis V

3. Raise another unit of Conscripts

+32

Creation II

Clockwork I

Sucro-Alloys V

Wands III

Gluco-Synthesis V

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d8980f No.53050

File: d1da4d46cc9d1af⋯.png (1.06 MB,1452x1620,121:135,009c2c81a4fa9ebaee0da4d7a8….png)

File: 4adc07a7b59b981⋯.jpg (62.65 KB,564x779,564:779,370140e2206c26f0394cc2abed….jpg)

File: a00b04814b97528⋯.jpg (62.92 KB,564x798,94:133,fef67b5ac283da5190739ad618….jpg)

Nation Name: Vloc'Hut'Dor

Race: Parasite Elves

Background: "The stir of the world wakes the slumbering gods of the undergrowth." No one knows when or why this happened but the few remaining Proto-Elvanoids time forgot whose fate was to stagnate into an evolutionary dead end fell victim to an outbreak of parasites known only as The Becoming, However extinction wasn't the outcome of this event. Time passed and the parasites grew dependent on the cultivated Elvanoids, they bred more and more of them with their own that the distinction between the two was all but lost and anyone who viewed them would assume they're one of the same. However upon viewing anyone would find the now grotesque abominations they've become absolutely disgusting followed by a swarm of absolute madness which would consume them if they're lucky.

Location:Southern eastern swamps

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36c156 No.53052

File: 500ab9613cd5915⋯.png (907.21 KB,1452x1620,121:135,mymap.png)

Nation Name: Vloc'Hut'Dor

Race: Parasite Elves

Background: "The stir of the world wakes the slumbering gods of the undergrowth." No one knows when or why this happened but the few remaining Proto-Elvanoids time forgot whose fate was to stagnate into an evolutionary dead end fell victim to an outbreak of parasites known only as The Becoming, However extinction wasn't the outcome of this event. Time passed and the parasites grew dependent on the cultivated Elvanoids, they bred more and more of them with their own that the distinction between the two was all but lost and anyone who viewed them would assume they're one of the same. However upon viewing anyone would find the now grotesque abominations they've become absolutely disgusting followed by a swarm of absolute madness which would consume them if they're lucky.

Pop: 10 +6/t

Food: 10 +10/t

Resources:

[Materials: 30]+7/t

Settlements:

[Hamlet](Jou'Hut)

[Outpost](Hos'Dor)

[Outpost](Fye'Dor)

[Outpost](Nex'Dor)

[Outpost](Axl'Dor)

-Infrastructure:

Feederies (Jou'Hut)

hatcheries (Material Production)(Jou'Hut)

Exalted Nest (Sanctuary)(Jou'Hut)

Feederies (Food Production)(Hos'Dor)

Feederies (Food Production)(Fye'Dor)

hatcheries (Material Production)(Nex'Dor)

hatcheries (Material Production)(Axl'Dor)

-Wonders:

-Defenses:

Military:

Magic: Decay IV, Nature IV

Technology: Foraging V, Assimilation III

Bonus: The First Elf was CONSUMED! +5 to expansion and when you destroy a nation you get one of its techs.

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d8980f No.53053

File: 4cb89747e96eafa⋯.jpg (264.27 KB,1571x1000,1571:1000,aaron-nakahara-vilebirthe.jpg)

Dice rollRolled 8, 65, 92 = 165 (3d100)

Nation Name: Vloc'Hut'Dor

Race: Parasite Elves

Background: "The stir of the world wakes the slumbering gods of the undergrowth." No one knows when or why this happened but the few remaining Proto-Elvanoids time forgot whose fate was to stagnate into an evolutionary dead end fell victim to an outbreak of parasites known only as The Becoming, However extinction wasn't the outcome of this event. Time passed and the parasites grew dependent on the cultivated Elvanoids, they bred more and more of them with their own that the distinction between the two was all but lost and anyone who viewed them would assume they're one of the same. However upon viewing anyone would find the now grotesque abominations they've become absolutely disgusting followed by a swarm of absolute madness which would consume them if they're lucky.

Pop: 10 +6/t

Food: 10 +10/t

Resources:

[Materials: 30]+7/t

Settlements:

[Hamlet](Jou'Hut)

[Outpost](Hos'Dor)

[Outpost](Fye'Dor)

[Outpost](Nex'Dor)

[Outpost](Axl'Dor)

-Infrastructure:

Feederies (Jou'Hut)

Hatcheries (Material Production)(Jou'Hut)

Exalted Nest (Sanctuary)(Jou'Hut)

Feederies (Food Production)(Hos'Dor)

Feederies (Food Production)(Fye'Dor)

Hatcheries (Material Production)(Nex'Dor)

Hatcheries (Material Production)(Axl'Dor)

-Wonders:

-Defenses:

Military:

Magic: Decay IV, Nature IV

Technology: Foraging V, Assimilation III

Bonus: The First Elf was CONSUMED! +5 to expansion and when you destroy a nation you get one of its techs.

1.The swarm awakens once more and once more the swarm hungers. Hatch 4 elvin wasps.

2.The swarm is groggy from it's sleep and the hunger isn't helping. Awaken the hibernating elvin drones and build Hatcheries in Hos'Dor.

3.The swarm demands satiating. Build Feederies in Nex'dor

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83c2bc No.53054

File: 6fb8044b47d2c6a⋯.jpg (137.36 KB,613x726,613:726,1512883559965.jpg)

Dice rollRolled 17, 64, 46 = 127 (3d100)

>>53042

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 76 +6/turn

Food: 105 +8/turn

-Resources:

[Materials: 45] +12/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

1 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:

Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

+Lumber Yard (Cophis, +4 Material a turn)

+Sanctuary(Cophis, Magic Unit)

+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)

+Teleportation Array (Cophis)

Xanzdria(Outpost, +1 Pop)

Memfis(Outpost, +1 Pop)

+Teleportation Array (Memfis)-

Defenses:

Base Defenses [1]

Military:1 Silver Surfers (2.8, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping IV, Ships IV

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Ships V 3/12

+Shaping V 5/12

+Teleportation Array 4/5

-Delayed Lunar Elves

1 Ships V 3/12 +5 [Eyes on the Inside]

2 Shaping V 5/12 +5 [Eyes on the Inside]

3 Build a Sanctum at Memfis +5 [Eyes on the Inside]

Protecting our Holy Land is the first duty of the Third Eye Elves. By land or sea we must have dominion and that dominion must be enforced with the power and truth from beyond the veil.

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83c2bc No.53055

>>53054

2 Living Mercury*

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36c156 No.53269

File: dc4f7ea48ee6834⋯.png (869.05 KB,1452x1620,121:135,mymap.png)

>>53043

The Smiths begin to reach the pinnacle of their craft. Only concerning themselves with things such as weapon grinds and blade oils for maintenance rather than shape and metal alloys. Once this final bit of experimentation is done they will soon be able to produce magnificent blades on mass just like the ancestors. Those blacksmiths who seem to not be part of the order of bladesmiths seem forcibly consigned to work on the new siege engines although they are making steady progress. They will soon have working prototypes that can be used. In a strange turn of events there were far too many recruits when news broke out that the queen was going to oust the degenerate Kin-Ova from their lands. It was soon apparent that it was not patriotism that was causing a stirring in their hearts… Regardless after the purge of those weakwilled there was enough for one unit that would not be immediately compromised. When training was finished the army was mobilized with even the phoenix lords there to show their glory to these unclean elves. Sadly the fight did not go exactly as planned. Rather than the Kin-Ova being awed it was the phoenix lords. Who then began begging to be touched and had then begun composing the most beautiful heavenly hymns to them. Disheartened but not deterred the army began to march on the outsiders. Then with a wink and a flash of what was hidden beneath their robes was enough to turn the remaining militia into lustcrazed beasts. Tearing apart their equipment to engage in a massive orgy that would see them die from exhaustion. Finally the swordsmen reached them and it was only through overwhelming numbers and force were they able to lay them low. Although not without significant cost as the staff sages movements and swordplay were both deadly and hypnotizing. When it was all over the only feeling was a sense of shame, compounded by how the blades inside the staves seem to at least superficially mimic the ancient's designs.

+Swords V 9/12

+1 Swordsman

+Siege I 3/4

-1 Militia

-1 Swordsman

-Phoenix Lord dignity

>>53047

With the fire elves repelled the hunters were able to claim the colonist supplies for themselves which greatly aided them in claiming north. While they were used up in the process it also brought up novel concepts and potential avenues for improvement. After all it is rather fun to throw exploding bags at your peers as a prank. There is not much left land to claim in the continent however, and soon you will need to fight against the lesser elves to see your pact enforced upon the world. A winner is also declared of the great pustule contest and while some are gravely offended that their projects were not deemed the best their greed has seen them quieted with the sharing of their rival's secrets.

+6 Tiles

+Pustule Farm

+Hunting III 3/8

>>53049

Where was once only a scant few scouting ships hovering near your border. There is now a whole armada that seems to be slowly drifting towards your shores. This cannot be tolerated and so every capable elf is put either in uniform or to work so that they may repel this latest threat. The plethora of new labor has seen that the candy farms are expanded so that this great army expansion can be sustained as long as necessary.

(Just get rid of military clockwork and make it clockwork II)

+11 RED Militia (I made them militia so they are affordable and you can round down to only pay 5 materials a turn)

+Candy Farm (anywhere you want)

>>53053

The Swarm indeed hungers. To the point where all the wasps starved as their awakening was too much for the freshly awakened nests to handle. Their corpses were quite adequate for expanding feederies and hatcheries though. Perhaps now the wasp drones can be awakened and then more will finally be assimilated inside the hive.

+Hatchery

+Feederies

>>53054

Not content with keeping the truth contained in your small island you continue preparations for a great evangelization effort that shall spread across the world. Little progress has been made in actual ship design as they were stuck on a few key issues of design before they could continue in earnest. Disciples continue to flood into memfis so that they may be enlightened and spread their epiphanies across the world. Already some of the final mysteries of shaping are revealing themselves.

+Shipbuilding V 4/12

+Shaping V 9/12

+Sanctum 3/4

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b20321 No.53270

>Nation Name: The Republics of Elven Democracies [RED]

>Subrace: Fairy Tale Elves (short elves, strongest in magic)

>Pop: 71 +7/turn (+6 two Lvl3 Settlements, +1 one Lvl1 Settlement)

>Food: 87 +21/turn (+2 Base, +19 Farm)

>Resources:

>Materials: 11 -8 ([3] 3 Conscripts, [5] 11 Militia)

>===

>Settlements:

>*[Elvenvostok]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

>Base Defenses [2]

>+*[Elvingrad]* (Village)

>Resource Buildings:

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[Candy Farm] (+3 Food)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>[EMPTY] (+3 _)

>-Infrastructure:

>-Defenses:

+[Outpost] (War Saw)

>Resource Buildings:

>[EMPTY] (+1 _)

>[EMPTY] (+1 _)

>-Infrastructure:

>-Defenses:

>===

>Military:

+3 RED Conscripts (1.8 Strength, 1 Materials, [Infused])

+11 RED Militia (1.0 Strength, .5 Materials, [Expendable])

>Magic:

>>(Civ)

>Creation II

>>(Mil)

>Technology:

>>(Civ)

>Agriculture I

>Clockwork II

>Sucro-Alloys V

>Wands III

>Gluco-Synthesis V

>Terraforming I 5/6

>>(Mil)

STAT POST

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dfbb59 No.53272

Dice rollRolled 14, 56, 93 = 163 (3d100)

>>53269

Nation Name: Arastel-Vil-Ninava

Subrace: Heartland High Elves

Background: Arastal-Vil-Ninava or "Tower That Holds Up the Firmament" has been since time immemorial. Ever since elves came down from the firmament of Heaven and the Greater Gods made themselves one with creation, the tower has existed. The chosen of the Gods, the chosen stewards of the world, the high Elves of the heartland, they govern the tower.

Long have they held the path to ascension from their other lesser cousins, and brooked no rival for the boons it provides. Long have they watched as their kin fragment and divide into myriad subtypes, each one less worthy than the last. No more. No more will the people of the great tower watch as their kin degenerate. No more will they be snubbed for being heirs of creations at the words of the gods themselves. No more will they be threatened by the broken kin who monger war and strife.

The High Queen Aliana has made the harsh decision to expand the borders and grasp of her people. Thus the forges are fired. The magic of old dusted off. The armor of their forefathers oiled and mended. To unite the peoples together, so the elves can live in harmony once more, war may be waged.

Location: Smack dab in the middle of the map, where the spirits and gods came down from Heaven to become reality and elves as we know them.

Pop: 71 +5/turn

Food: 71 +5/turn

Resources:

[Materials:38.5] +15 turn -4/turn

6 Lunar Marble +3 turn

4 Solar Glass +3/turn -1/turn

Settlements:

[Imperial City](Large City)

-Infrastructure:

Farm

Arastal-Vil-Ninava(Sanctuary)

Quarry

Lunar Refinery(+3 Lunar Marble a turn)

+Solarium Glassworks (+3 solar glass/turn)

+Quarry (material production)

+Stone Quarry (Material Building)

-Wonder

+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)

-Defenses:

+Base Defenses [2] (Imperial City)

+Antimagic Walls [1] (Imperial City)

Military:

+Phoenix Lords (3.2 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III, excepting celestial which is V)

+4 Swordsmen (1.8 Strength, 1 Material, [Slashing])

Magic: Celestial V,

+Lunar Specialization unlocked

Technology: Agriculture I, Construction III, Stewardship I, Swords IV, +Swords V 9/12, Siege I 3/4

Race Bonus: [Imperialist]- The First Elf was a imperialist! +5 to building in the capital and only kill half of a settlement's population when conquered.

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

1.Continue to refine the designs for sieging enemy fortifications down. The Queen decrees we will have a working prototype before we retake our lost city, so any defenses the false ones have may be

breached. 3/4

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

2. The Queen also decrees that the remnants of the now very dead Kin-Rova blades be given to the sword smiths, for study to show them what the lewd false elves made, and to surpass them. 9/12

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

3. Finally the Queen continues to decree the commission of swordsman units to create more troops for the coming battle.

+stewardship I

+- Secret Society who worships the queen

+-Society gains influence

+Overly enthusiastic sword mystery cult

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b20321 No.53273

Dice rollRolled 52, 6 = 58 (2d100)

>>53270

Short Fluff because going to bed for work tomorrow.

https://www.youtube.com/watch?v=KIoP2EhzKNA

"Comrades!

Brave men you are one and all, but you are not yet soldiers. The Glorious Leader intends to remedy this. Stand tall, chest out, and let the pride of the Motherland burn in your hearts. We shall turn you into soldiers of the glorious revolution yet!"

1. [No Dice Needed] Convert 21 Food into Materials

2. Train/Convert the Militia into Conscripts

+32

Creation II

Clockwork I

Sucro-Alloys V

Wands III

Gluco-Synthesis V

3. Train/Convert the Militia into Conscripts

+32

Creation II

Clockwork I

Sucro-Alloys V

Wands III

Gluco-Synthesis V

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6ed320 No.53274

Dice rollRolled 17, 28, 27 = 72 (3d100)

>>53269

Nation Name: Intals-Nol "Heart of the Forest"

Subrace: Wood Elf

Background: Long ago the goddess of life and the earth created the elves to guard the world, and forbade the use of stone and other bounties of the earth, for it harmed the Goddess. The other elves ignored this commandment, but the wood elves have not. The Wood elves of Intals-Nol developed magic to manipulate plants and animals to do their bidding, and used magic to create trees as strong as steel to use for tools. Now those who have forgotten the covenant dare to claim to be superior. This will not stand! Lead by Archdruid Vilthas the Wood Elves move to destroy their lesser cousins and reunite the elves under the covenant.

Location: Western Forest

Pop: 40 +2/turn

Food: 42 +2/turn

Resources:

[Materials: 33] +2/turn

[Fossilized Amber: 15] +2/turn (-1 upkeep)

[Pustules: 7] +2/turn

[Steelwood: 1]

Settlements:

[Intals-Nol](Hamlet)

+Hunting Lodge

+Ironwood Nursery

+Sanctuary

+Funerary Orchard.

[Intals-solas] (Outpost)

+Pustule Nursery (Pustule Production)

+Pustule Farm (Pustule Production)

Shi-No-Tok (Outpost)

+Hunting Lodge

+Amber Graveyard (Fossilized Amber)

-Infrastructure:

-Defenses:

Base Defenses [1]

Military:

0 Hunters (1.0 Strength, 0.5 Materials [Expendable])

+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)

1 Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])

Magic: Nature V, Mutation Magic II

Technology: Hunting II, Armor II, Farming I (II 3/4)

Race Bonus: [Tree Hugger]- The First Elf made a covenant! +5 to expanding in forests and add 1 strength to each unit when fighting in a forest

Other: Neutral Treants, Appeased Insect-treants

1. Speak to the normal Treants about joining us. War is coming and the lesser elves do not care who they must hurt to get to us. They will attack you to get a foothold.

2. A fortress is grown from the woods in the north that overlook the swamps at the edge of the world, the fields in the north, and the coastal forests. For now it is nothing more than a support structure for a true fort but we must grow more as fast as possible +Nature V, Mutagenic II,

3. The techniques of the hunters are tested to find the best and to learn from them. The hunter that brings back the most impressive kill in the eyes of their peers shall receive a reward of their choosing but must share their secrets with the other hunters so they may learn from the winner. Misleading the others with the secrets of their success will result in harsh punishment up to death. Hunting III 3/8

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83c2bc No.53276

Dice rollRolled 89, 55, 34 = 178 (3d100)

>>53269

Nation Name: Covfefe fhtagn

Subrace: Third Eye ElvesBackground: Long ago an elf was born with a third eye and his name was Rahnp Aul. He saw the world for what it truly was a dream of a sleeping god. All around him were locked doors and windows into the void of time. He could see the past, present, and future and he told the people what he saw and they were angry for he told them the truth. With his third eye he could see how to weave magic and how he could ever so slightly open the doors to the realm of God and pull something out. Manifesting His power in great appendages like that of an octopus or bring forth strange gifts in his followers. Eventually he led his people to an island where they could practice their magic in peace and contemplation awaiting the time when IT was happening. Now is that time that was foretold and now they martial their power to open all the doors of the world and pull the God into the dream.

Location: Bottom right island in the plains

Pop: 82 +6/turn

Food: 113 +8/turn

-Resources:

[Materials: 52] +12/turn (-5 p/t)

Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)

2 Living Mercury

Settlements:

[Cophis](Small City, +4 Pop)

-Infrastructure:

Farm (Cophis, +4 Food)

Farm (Cophis, +4 Food)

Clay Pit (Cophis, +4 Material a turn)

Mine (Cophis, +4 Material a turn)

+Lumber Yard (Cophis, +4 Material a turn)

+Sanctuary(Cophis, Magic Unit)

+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(WonderBuilding)

+Teleportation Array (Cophis)

Xanzdria(Outpost, +1 Pop)

Memfis(Outpost, +1 Pop)

+Teleportation Array (Memfis)-

Defenses:

Base Defenses [1]

Military:1 Silver Surfers (2.8, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)

1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])

Magic: Teleportation V

+Unlocked Summoning Specialization

Technology: Agriculture I, Shaping IV, Ships IV

Race Bonus: [Eyes on the Inside]- The first elf had a third eye! +5 to actions that work towards freeing God and whenever you crit a door is opened that frees an alien unit from the outer realms.

+Bob the blob

+Summoning Opportunity

Agriculture II 2/6

+Shipbuilding V 4/12

+Shaping V 9/12

+Teleportation Array 4/5

-Delayed Lunar Elves

+Sanctum 3/4

1 +Shipbuilding V 4/12 [Eyes on the Inside] +5

2 +Shaping V 9/12 [Eyes on the Inside] +5

3 +Sanctum 3/4 [Eyes on the Inside] +5

Aul reclines in the comfort of his home upon a mass of living mercury. Further supported by a wooden frame, It is a truly versatile material given its conforming nature allowing it to be as hard or soft as desired. Its psychedelic properties helped expand his mind to solve the question before him. How to create a superior vessel and material using their knowledge and resources. Whatever material it was crafted from he was sure he could influence the void to shape it into a superior form with material blessings…the problem was if it became possessed of an awakened spirit similar to the Angel, i.e. extremely hostile and rather impractical as transportation. They bring the vessel into the celestial realm, perhaps with the help of the Cophis portal, where its physical transformation will begin to make it into a worthy vessel. Then…yes I see it now! Before a dangerous spirit such as an Angel possess the 'blank' vessel we will implant a sleeping elf spirit from the House of Memories. They will never waken again from the sleep of death that has taken them but it will still occupy the blank slate of the vessel! Eureka! Though perhaps we could even implant a living sacrifice, a truly living ship armed with a most versatile weapon.

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702f59 No.53277

File: b590bb8b3589dca⋯.jpg (257.59 KB,1028x1920,257:480,蜈蚣改.jpg)

Dice rollRolled 91, 68, 24 = 183 (3d100)

>>53269

Nation Name: Vloc'Hut'Dor

Race: Parasite Elves

Background: "The stir of the world wakes the slumbering gods of the undergrowth." No one knows when or why this happened but the few remaining Proto-Elvanoids time forgot whose fate was to stagnate into an evolutionary dead end fell victim to an outbreak of parasites known only as The Becoming, However extinction wasn't the outcome of this event. Time passed and the parasites grew dependent on the cultivated Elvanoids, they bred more and more of them with their own that the distinction between the two was all but lost and anyone who viewed them would assume they're one of the same. However upon viewing anyone would find the now grotesque abominations they've become absolutely disgusting followed by a swarm of absolute madness which would consume them if they're lucky.

Pop: 16 +6/t

Food: 20 +14/t

Resources:

[Materials: 37]+8/t

Settlements:

[Hamlet](Jou'Hut)

[Outpost](Hos'Dor)

[Outpost](Fye'Dor)

[Outpost](Nex'Dor)

[Outpost](Axl'Dor)

-Infrastructure:

Feederies (Jou'Hut)

Hatcheries (Material Production)(Jou'Hut)

Exalted Nest (Sanctuary)(Jou'Hut)

Feederies (Food Production)(Hos'Dor)

Hatcheries (Material Production)(Hos'Dor)

Hatcheries (Material Production)(Nex'Dor)

Feederies (Food Production)(Nex'Dor)

Feederies (Food Production)(Fye'Dor)

Hatcheries (Material Production)(Axl'Dor)

-Wonders:

-Defenses:

Military:

Magic: Decay IV, Nature IV

Technology: Foraging V, Assimilation III

Bonus: The First Elf was CONSUMED! +5 to expansion and when you destroy a nation you get one of its techs.

1.The first to awaken were the first to die. The Swarm stirs on. spawn 4 elvin wasps

2. Death proves useful even if it's our own. The Swarm hungers. build Hatcheries in Fye'Dor

3. Awakening is upon us. The Swarm moves. Build Feederies in Axl'Dor

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