36c156 No.49937 [Last50 Posts]
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:
____________________________
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893d1b No.49939
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–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:
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dfbb59 No.49947
>>49937
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.
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2fd33a No.49948
>>49937
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
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691048 No.49949
Nation Name: Da Drow
Subrace: Drow
Background: Da Drow be da hardest mutha fuckin' elves in da hood. They don't be fuckin' round with no punk ass cracka elves and nunna dem short ass hairy elves neither. Recently sum punk ass bitch nigga elves be talkin mad shit about da Drow, and da Drow finna fink it be time to clean up da Hood. Lead by the hardest mutha fuckas mutha fucka, Drizzi Drrt, dey be here to kill all dem cracka punk ass bitches, one crib atta time.
Location:
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267278 No.49950
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267278 No.49954
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
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36c156 No.49955
>>49939
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [2]
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
>>49947
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial I
Technology: Agriculture I, Construction I, Stewardship I
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.
>>49948
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
Magic: Nature II
Technology: Hunting I
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
>>49949
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Foraging Post
-Defenses:
Base Defenses [1]
Military:
Magic: Black I
Technology: Foraging I, Shanks II
Race Bonus: [Mutha Fuckas]- da First Drow wuz uh gangsta! +5 to pop actions and add 1 strength to each unit when attacking.
>>49954
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Fishing Wharf
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II
Technology: Fishing I, Ships I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
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691048 No.49960
| Rolled 97, 60, 7 = 164 (3d100) |
Nation Name: Da Drow
Subrace: Drow
Background: Da Drow be da hardest mutha fuckin' elves in da hood. They don't be fuckin' round with no punk ass cracka elves and nunna dem short ass hairy elves neither. Recently sum punk ass bitch nigga elves be talkin mad shit about da Drow, and da Drow finna fink it be time to clean up da Hood. Lead by the hardest mutha fuckas mutha fucka, Drizzi Drrt, dey be here to kill all dem cracka punk ass bitches, one crib atta time.
Location:
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Foraging Post
-Defenses:
Base Defenses [1]
Military:
Magic: Black I
Technology: Foraging I, Shanks II
Race Bonus: [Mutha Fuckas]- da First Drow wuz uh gangsta! +5 to pop actions and add 1 strength to each unit when attacking.
1. Ugh, fuckin shit mang. We be needin sum more homies to kill all deez mutha fuckas. We be havin one of dem orgies to get all da bitches pregnant n shieet, finna be havin lots of little soldiers.
2. Our shanks be the best fuckin shanks in the hood, but we can make dem some real ghetto slicers, know wat I'm sayin homie?
3. What the Hood really needs is some watta nigga. not some gay ass river shit, we need us a real bitch wit sand n shieet boy. Finna be building a flyass crib, only wez gotta git to da bitch first, amirite?
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5301b8 No.49963
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
–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:
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893d1b No.49966
| Rolled 87, 9, 19 = 115 (3d100) |
>>49955
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–Don’t touch—
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [2]
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1-2. The first order of business my fellow Dwa… elves. Is the expansion of our lands deeper into the Black Peaks.
3. We should also begin construction of a forge in Karaz-a-Yarm.
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2fd33a No.49967
| Rolled 84, 68, 85 = 237 (3d100) |
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: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10] +2/turn
Settlements:
[Intals-Nol](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
Magic: Nature II
Technology: Hunting I
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
1. Scout the woods for anything that may be of interest.
2. Begin expanding our control of the forest. +5
3. Begin research into greater magic to warp living creatures to our desires and needs.
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dfbb59 No.49968
| Rolled 93, 75, 89 = 257 (3d100) |
>>49955
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: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Imperial City](Hamlet)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial I
Technology: Agriculture I, Construction I, Stewardship I
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.
1. Build a Quarry for the resources we will need to improve the Imperial city. The queen has decreed our city should be the mightiest in the land and for that we will need resources.
+Construction1
+Stewardship 1
2. With the decree of the queen, we will need to march to war. For that to happen we will need to arm our soldiers appropriately.
we must learn to forge proper swords for battle once again!
+Stewardship 1
3. With the Tower in our grasp we can reach into the heavens more and more. Our magic is in the stars and heavens, and their decree is to bend the world to our will. As such we will learn their secrets to do so.
+Stewardship 1
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36c156 No.49969
>>49963
Pop: 10 +4/turn
Food: 10 +4/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscia
-Defenses:
Base Defenses [1]
Military:
Magic: Necromancy II
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
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5301b8 No.49970
| Rolled 7, 5, 44 = 56 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 10 +4/turn
Food: 10 +4/turn
Resources:
[Materials: 10]
Settlements:
[Amduscae](Hamlet)
-Infrastructure:
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscia
-Defenses:
Base Defenses [1]
Military:
Magic: Necromancy II
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. The Crypt King Zorostherian I proposes that a great lumbermill be built to fuel the future expansion of Amduscia and its people.
2. Zorostherian I also orders the expansion of the realms to secure the Isle of Bones that they reside upon in order to claim its full bounty.
3. After that a grand magic academy is to be constructed in order to better study the wonders of magic and elaborate further on its potential uses.
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267278 No.49971
| Rolled 81, 25, 66 = 172 (3d100) |
>>49955
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
Ceolantreff (Hamlet)
-Infrastructure:
Fishing Wharf
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II
Technology: Fishing I, Ships I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1. Expand the fishing wharf in Ceolantreff
2. Expand to control the rest of the snowy tundra (+5)
3. Research better frost magic so that we may better manipulate ice to our advantage.
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36c156 No.49972
Yall need to put the relevant techs AND bonuses next to your actions or I wont apply them next turn. even the bonus they give at the beginning was enough to push some of you into a new success category.
>>49960
Deez bitches be drippin after seeing some of Drizzi's dance moves. Seeing his success all the men start imitating him and eventually a building is made to contain all the booty shaking that is going on, however once everyone stopped being so thirsty they realized that they were all dehydrated and out of energy, so they went out to get some high quality watta, but as soon as a couple homies left the village they were jumped by some short little green niggas. Drizzi not known for taking anyone's shit started getting everyone to start Sharpening their shivs so they can stab some little shits. In the meantime people have taken to squeezing berries into a purple juice that is actually quite nourishing and quenching that should allow even more fucking and dancing.
-4 pop
-Hostile Goblins
+Night Club (adds +2 pop a turn)
+Purple Drank Stall 3/4 (adds +2 food a turn)
>>49966
With the High King's proclamation the dwarves begin their own expansion campaign and quickly expand their borders. Sadly things dont go as smoothly at home with the dwarves building the forge getting into a big argument of which set up is more effective or honors the ancestors more.
+Forge 1/4 (gives +2 material a turn)
+5 Tiles
>>49967
As the elves begun expanding their influence and scouting out the forest they had ended up finding living trees! The scout that had found them was quickly discovered by these treants, but rather than be pummeled into the dirt and have his decaying body nourish their roots he was instead taught how to better commune with nature. It would seem that holding to the covenant still has its benefits.
+Friendly Treants
+4 Tiles
+Nature III 4/10
>>49968
Arastel-Vil-Ninava needs stone is what High Queen Aliana declared and so her subjects set out to begin building the infrastructure needed to support the Queen's grand ambitions for the city and by extension the world at large. Concurrently the mages in the tower work to further commune with the heavens and due to a miscalculation one of the rituals involving the moon ended up releasing much energy into one of the stockpiles from the quarry. What resulted from this was a stone with an unmatched pearlescent luster with properties that the mages are still eagerly studying.
+1 Lunar Marble
+Quarry (gives +2 material a turn)
+Swords I
+Celestial II 5/8
>>49970
With the Crypt King's command there was no dispute and the legion of dead had begun to spread across the island. Things were going fine for a time until they came across an enclave of human light worshipers who were appalled by the dead wandering about and have now started a crusade against your kingdom. They have already repelled your attempts at expansion and had managed to burn down the new lumbermill before being forced to retreat. Thankfully new dead have already arrived and despite their vulgar nature and particularly heinous odor even by your standards their black magic seems to be a natural complement to your own.
-Hostile Crusaders
-3 pop
+Sanctum 3/4
+1 pop
+Black Magic assimilated(still need to actually research it but your +5 bonus applies)
>>49971
The North is Carnarel's birthright and he intends to claim it fully under his banner. The Snow Elves venture out into the icey wastes and where others would be troubled they were perfectly content. Such is the nature of their blessing. Knowing how much food would be needed to sustain his empire the king worked ahead of time to ensure a surplus and had expanded the fishing wharfs.
+Fishing Wharf (+2 food a turn)(there is no building upgrades, you improve output by increasing settlement level or getting a relevant tech to level III or V)
+2 Tiles
+Frost III 4/10
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fceb54 No.49974
Nation Name: Dryadales ignis
Subrace: Fire elves
Background: The fire elves are the only true elves. The rest are impure and unclean. But they will be made clean. With the fires of war we will cleanse this world of the lesser races. Our fire magic and engines of war are unstoppable. The boomstick our mightiest creation allows even the most untalented elf wield the fires of hel in combat.
Location:Look at picture
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fceb54 No.49975
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fceb54 No.49976
>>49975
Wrong location. I cant delete that post.
this is correct location
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83c2bc No.49981
| Rolled 92, 58, 29 = 179 (3d100) |
>>49937
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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 (if those arent plains then the forest)
–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:
1 Research opening portals to summon greater creatures of the God.
2 Research opening portals to move from place to place.
3 Improve Farming.
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03ca01 No.49982
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Background:
https://www.youtube.com/watch?v=HYJmGaBMQJ8
"A whisper goes around the world.
Elf worker, don't you hear it?
The voices of the Candy Makers.
Elf worker, don't you hear it?
The whispering of Toy and Coal producers!
The whispering of Cookie makers too!
The whispering from all continents!
'Mobilization against the RED!"
—
They go by many names and many insults. 'Oompa Loompa's', 'Keeblers', 'Stunts', 'Toy Elves'.
Because they were shorter, others sought to control them. Because they were smarter, others sought to use them. Because they had greater magic, others sought to destroy them.
For centuries the Märchen Elves lived under oppression, under dictators like King Kandy or 'Saint' Nicholas I, or toiled for avaricious tycoons like W. Wonka or Keebler Industries, worked by the elves but run by non-elf tyrants. They worked and worked, for no pay under no comfort, so that these monstrous beings could sell their products to humans in other realms and hoard gold and fame.
No more!
The Märchen Elves have thrown off these shackles and ousted the tyrants, and now work for themselves alone. They form the Republics of Elven Democracies, or R.E.D., and are determined to never again live under the oppression of others.
Märchen Elves are known for being short, this makes them actually weaker and slower than most other races. However they are fantastically gifted at harnessing ambient magical energy and have offset their physical inadequacies by focusing on their minds and innovation. They are especially gifted at harnessing mass magic towards terraforming and large constructions, having in the past had to transform whole landscapes to fit the whims of their former masters. Once they died by the thousands so that a tyrant might have his candied wonderland where once was barren desert or dangerous jungle, now they will shape the world under their own freedom!
Location: Southeastern Continent
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36c156 No.49983
>>49981
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Fire I
Technology: Hunting I, Boomsticks I, Siege I, Industry I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
>>49981
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Farm
Sanctuary
-Defenses:
Base Defenses [1]
Military:
Magic: Teleportation II
Technology: Agriculture I
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.
Aul wasted no time on his task and as soon as they settled he begun work on trying to unlock the doors of this world. He has made great advancements and as physical proof of his accomplishments he ordered his followers to attack him. While they did so with some hesitation it was found that none could lay a blow on him as he was able to quickly blink away from danger. While they are much slower in trying to understand this trick they should be able to master it soon. Beyond this the cult has been spending time acclimating to their new home and have been trying to find what grows most effectively here.
Teleportation III 9/10
Agriculture II 1/6
>>49982
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
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83c2bc No.49986
| Rolled 96, 70, 20 = 186 (3d100) |
>>49983
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 12 +2/turn
Food: 12 +2/turn
Resources:
[Materials: 10]
Settlements:
[Cophis](Hamlet)
-Infrastructure:
Farm
Sanctuary
-Defenses:
Base Defenses [1]
Military:
Magic: Teleportation II
Technology: Agriculture I
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.
Teleportation III 9/10
Agriculture II 1/6
1 Continue Research into Teleportation III 9/10, [Eyes on the Inside] +5.
2 Continue Research into Teleportation III 9/10, [Eyes on the Inside] +5.
3 Agriculture II 1/6.
In the vast coldness of the void are the Keepers of Secrets, the whispers of God, and the tide of time which ebbs and flows. The waxing and waning of magic as His consciousness slips deeper into sleep only to pull away. Aul sees what must be done.
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68cf5b No.49987
| Rolled 7, 76, 98 = 181 (3d100) |
>>49972
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–Don’t touch—
Pop: 12 +2/turn
Food: 12 +2/turn
Resources:
[Materials: 10]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [2]
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1. Continue construction of the Forge. Hopefully we'll get more work done this time.
+Construction I
+Forge 1/4 (gives +2 material a turn)
2. We must research better Metallurgy to further our goals. To the forges!
+["""Elves"""]
3. Third and finally, we should see if any of the "lesser" races have situated themselves within these mountains.
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267278 No.49988
| Rolled 22, 96, 67 = 185 (3d100) |
>>49972
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 12 +2/turn
Food: 12 +4/turn
Resources:
[Materials: 10]
Settlements:
Ceolantreff (Hamlet)
-Infrastructure:
Fishing Wharf
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II
Technology: Fishing I, Ships I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1. Claim the rest of the snow lands (+5)
2. Explore the mountains to the east
3. Begin expanding the settlement of Ceolantreff to be more than a simple hamlet
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dfbb59 No.49993
| Rolled 17, 76, 64 = 157 (3d100) |
>>49972
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: 12 +2/turn
Food: 12 +2/turn
Resources:
[Materials: 12] +2 turn
1 Lunar Marble
Settlements:
[Imperial City](Hamlet)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial I
II (5/8)
Technology: Agriculture I, Construction I, Stewardship I, Swords I
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.
1. The commanded magic research is coming apace, continue on it so we may soon spread out greatness!
+stewardship I
2. What is this unique marble? The mages Claim it is infused with Lunar energy. If that is the case it should be studied. The queen commands it done post haste.
+Stewardship I
3.The Ability to build quickly and proficiently is demanded by the queen to expand our empire. begin working on new and better methods now!.
+Stewardship I
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5301b8 No.49994
| Rolled 82, 91, 67 = 240 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 11 +4/turn
Food: 14 +4/turn
Resources:
[Materials: 10]
Settlements:
[Amduscae](Hamlet)
-Infrastructure:
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscia
-Defenses:
Base Defenses [1]
Military:
Magic: Necromancy II
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. Crusader scum! We should arm our troops and prepare for war! Recruit mighty skeleton soldiers!
2. We should also build a soul farm so we have things to eat.
3. And then we should finish the academy
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5301b8 No.49995
>>49994
Pop should be 12 and academy progress = 3/4
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03ca01 No.49996
| Rolled 87, 77, 73, 20, 65, 45 = 367 (6d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
Settlements:
[Elvenvostok](Hamlet)
-Infrastructure:
Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
1. Research Terraforming I, based on Creation II. We have always been made to adjust the landscape to our needs, whether it is to plant the Mint Pines of a forest, to pile high the Chocolate Mountains, or to prepare the fruited Plains. Now we shall do so, not because we have been ordered to, but because we mean to do so!
+4 Creation II
2. Research Sucro-Alloys. Many a foe of the Knights of Candyland had twin shocks, the first of laughter at the thought of having to face tiny elves armed in candy and imagining a pleasant time, the second of horror to find that their candycane blades and jawbreaker shields were as hard and as strong as theirs of steel and iron. They imagine their catapaults would make our sugar'd castles crumble to white dust or a simple wood torch melt holes in them, only to find they repel attacks as well as stone.
This is by merit of our magic, Sucro-Alloys allow us to turn such substances to become hard as stone for the building of castles and the making of weapons that are as strong and deadly as any metal. In turn, this allows us to use our farms to help make materials.
Sucro-Alloy magic will let us invent new materials as needed, and even convert them from foodstuffs as well.
+4 Creation II
3. 'Wands for the People!' The Fae Wand is the quintessential tool of the Märchen Elves. It is shovel and axe. It is rake and hoe. It is hammer and sickle. When there is work to be done, when we need to move boulders a hundred times our weight, fell trees a hundred times our size, or move the very mountains themselves, our frail bodies fail us but with a wave of our Fae wands we channel the purest magic itself to get the job done. As the name implies, it was gifted to us by the Fae but we have perfected and mastered it. We hold these wands better and stronger than any on this world, and many a Wizard has prized finding on of our own!
+4 Creation II
Makeup Turn
1. Keep researching Terraforming I
+4 Creation II
2. Keep researching Sucro-Alloys
+4 Creation II
3. Keep researching Fae Wands
+4 Creation II
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2fd33a No.49997
| Rolled 19, 6, 78 = 103 (3d100) |
>>49972
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: 12 +2/turn
Food: 12 +2/turn
Resources:
[Materials: 12] +2/turn
Settlements:
[Intals-Nol](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
Magic: Nature II
Technology: Hunting I
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
1. Continue working on greater nature magic under the tutelage of the Treants. 4/10
2. Send power into the trees and bushes to bear more fruit to sustain our population. +Nature Magic II
3. Continue to scout for anything of interest.
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691048 No.49998
| Rolled 9, 28, 57 = 94 (3d100) |
Nation Name: Da Drow
Subrace: Drow
Background: Da Drow be da hardest mutha fuckin' elves in da hood. They don't be fuckin' round with no punk ass cracka elves and nunna dem short ass hairy elves neither. Recently sum punk ass bitch nigga elves be talkin mad shit about da Drow, and da Drow finna fink it be time to clean up da Hood. Lead by the hardest mutha fuckas mutha fucka, Drizzi Drrt, dey be here to kill all dem cracka punk ass bitches, one crib atta time.
Location:
Pop: 8 +4/turn
Food: 12 +2/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Night Club (adds +2 pop a turn)
Foraging Post
-Defenses:
Base Defenses [1]
Military:
Magic: Black I
Technology: Foraging I, Shanks II
Race Bonus: [Mutha Fuckas]- da First Drow wuz uh gangsta! +5 to pop actions and add 1 strength to each unit when attacking.
>Ongoing
+Purple Drank Stall 3/4 (adds +2 food a turn)
- Hostile Goblins
1. YO FUCK DEM GOBLINS, WE GONNA GUT DEM BITCHES UP AND TAKE DEY WOMYN FOR OUR OWNS. GET THE GANG GOIN, WE GOIN TO WAR!
2. The tiny mutha fuckas back at the crib can keep working on da Purpa Drank stall. Punk ass niggas need to be useful for sumthin.
3. Shieeeeeeeeeeeeeet mang, we be needin us sum mutha fuckin rocks to stay up late enuff to kill all dem mutha fuckas we be needin to kill. Yo Drizzi Drrt, where dat fine ass rock cooker Lolthenisha be!?
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fceb54 No.49999
| Rolled 32, 9, 71 = 112 (3d100) |
>>49983
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 12 +2/turn
Food: 12 +2/turn
Resources:
[Materials: 10]
Settlements:
[Igni](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Fire I
Technology: Hunting I, Boomsticks I, Siege I, Industry I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
Construct a lumber mill. The flames of war can not exist without fuel
Research Mining Metals are extremely important to our infrastructure
Upgrade our fire magic for it is the basis of everything in our culture
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fceb54 No.50000
| Rolled 20, 60, 40 = 120 (3d100) |
>>49999
1 Continue constructing a lumber mill. The flames of war can not exist without fuel
2.Continue researching Mining Metals are extremely important to our infrastructure
3. Continue upgrading our fire magic for it is the basis of everything in our culture
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36c156 No.50001
Some notes to all players. Special Material buildings produce their resource independent of city level and are affected only by tech. If you make a unit with no tech attached then they gain the [Expendable] tag which halves normal upkeep and can potentially recruit multiple per action.
>>49986
As Aul dreams and sees the ebb and flow of magic in the world he feels a sense of weightlessness as his senses start to fade away. Soon after he feels his heart and breathing stop leaving him completely inert. It is at this moment that Aul feels more freedom than ever before and begins shaping the flow of magic itself. This only lasts for a moment as he is quickly pulled from the dream by the rest of his disciples as they were worried for his safety. It turns out that the place he had slept turned into a pool of liquid metal that he had begun to sink into. Noticing that he is still covered in the substance Aul is able to simply will the material off of him and have it slough off into the pool. it is later discovered the pool will actually replenish over time giving regular access to this strange substance.
+1 Living Mercury
+Living Mercury Fountain (+1 Living Mercury a turn)
+Teleportation III
+Agriculture I 2/6
>>49987
Sadly you did not get more work done. The controversy surrounding the forge had turned into a feud between two factions that turned bloody. It was only by the firm hand of Alimiraz that further bloodshed was halted. It was by his cleverness that he managed to repurpose their rivalry into something constructive. He did this by hosting a competition of who could forge the best hammer and that the winner would get to decide how the grand forge was to be built. As a side effect the competition also encouraged innovation that resulted in improved techniques in metallurgy. Equally important was the report of one of the royal surveyors named Dukatz. Apparently while he went off to "drain the magma moat" a short humanoid creature with a long nose and purple eyes had raided his ale rations and managed to drink it all. When he finally got back he discovered the creature passed out in the middle of camp. Before he could give the abomination a good thrashing it immediately woke up and started alternating between begging for its life and pretending that they are best friends. Somehow he was talked into sparing the thing and in gratitude it showed him one of his secret caches and the location of his village so that the elves can give him more booze.
-Lose progress on forge
-1 pop
+Metallurgy I
+Friendly Gnomes
+10 Materials
-Dukatz ale stash
>>49988
With the wharf expansion completed all that was left was to gather the materials needed to build up the city. Great workshops were constructed to facilitate this. Outside of the city and into the mountains however the elves found a strange sight. Giants with white hair and blue skin were seen and despite their constant belittlement and patronizing tone they were instrumental in helping expansion efforts. Apparently they consider themselves the children of Frost-Father Thule and that you are but "little brothers" to them. Such blasphemy! There could be none more favored than you!
+4 tile
+Friendly Ice Giants
+Ice Carver (+2 Materials a turn)
>>49993
The mages are much too engrossed in this new material to make any real progress on their magic, but they did learn how to replicate the process in a much more regular manner and have learned more about its nature. Apparently it has a dual nature of being able to both absorb and reflect celestial magic and to a lesser extent all magic in general. There can be much civil and military use out of such a material. Furthermore the high queen has been positively inundated with new architectural designs and plans from hopeful engineers seeking her approval and recognition. Most of them are too droll, but a few show some promise if given proper patronage.
+Lunar Refinery(+1 Lunar Marble a turn)
+Construction II 4/6
>>49994
How dare those filthy flesh monkeys attack your domain! Sadly the true warriors still slumber in their tombs so you are left with skeletal peasants with tools that were seen as shoddy even when they were alive. Still, they formed the backbone (har har) of your new army. Their effectiveness has been increased by the new soul well however as its energies replenish the spirit animating their bones. The new academy is also promising as those whose spirits are strong are able to start learning on how to take command of their fellows and add to their numbers.
+2 Skeleton warriors (1.0 Strength, 0.5 Materials [Expendable])
+Soul Farm (+2 Materials a turn)
+Academy (Able to create 1 magic unit)
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36c156 No.50002
>>50001
>>49996
The Fairy elves were forced to abandon much when they made their pilgrimage to freedom. Many of the best had sacrificed themselves to stall their oppressors and the harsh journey had taken its toll. but the elves were used to hardship and they quickly set out to do what they do best. Creating. While they have not managed to shape the land yet they were able to recreate the wands and alloys of old. This first step greatly eased their burdens and brought hope to them all.
+Terraforming I 5/6
+Sucro-Alloys I
+Wands I
+Sucro-Alloys II 4/6
+Wands II 3/6
>>49997
The Treants, incredibly patient even by elven standards. Had vast knowledge but was slow to reveal it and was very exacting on how things must be done before they were willing to teach the next step. During this time a bored student wandered off and had discovered something odd. In the bushes, trees, grasses, and dirt were insects he had never seen before petrified in amber. Feeling the power contained within he managed to channel it to great effect producing effects only seen by practitioners many years his senior. Believing to have found a shortcut to power he secretly brought some back. On a fateful day, frustrated that he was unable to properly direct the energy into the trees to make them bear fruit. He had channeled the power of the amber to where he could brute force it and save face. Unfortunately the Treant teacher was wise to be so exact with his method as when the student channeled the amber's power much of it ended up infecting the Treant itself! A horrible change took over the Treant, Its limbs broke off into many and great wings sprouted from its back, but the worst change was its face. The featureless head had turned into an insectile primordial nightmare and rather than giving soothing hums it gave great shrieks of pain from its new existence. Driven by rage it attacked its former student and while he managed to escape it would seem the madness has spread to other Treants. Thankfully the sane ones are quite forgiving, but such an incident requires their full attention and it is apparent that more time is needed for you to "mature".
-New Hostile Treants
-1 Tile
+1 Fossilized Amber
>>49998
Everyone was eager to get revenge…too eager. There was much fighting to decide who would be forced to stay in town and while things have settled down none are actually prepared to head out yet. The little bitches who got their ass beat managed to complete the stall however and the resultant fucking has easily outstripped any lose of life. Lolthenisha though is completely unwilling to give up her rocks as she is working on perfecting her recipe and tells Drizzi to fuck off and come back when she is done. Normally Drizzi would kill her right there but he knows that when she talks about drugs she knows her shit and that she is liable to shrink his dick with her magic if he tries anything.
-1 pop
+Purple Drank Stall (+2 food a turn)
+Drugs 3/4
>>49999
The land is but fodder for your ambition and this is apparent through your actions. Sadly it would appear that some take a rather dim view of this approach and have been actively hindering your efforts. This opposition comes in the form of short, fat, and incredibly preachy creatures known as hobbits. While they are far too weak to take any real action against you. There comes a time where finding their bodies trapped in the machinery becomes an annoyance rather than a funny diversion. Their mass protests do make good practice for your mages though. It would be good to solve this problem soon however, as there is no telling what inane plan they might try next.
-Hostile Hobbits
+Lumbermill 3/4
+Industry II 4/6
+Fire II
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dfbb59 No.50003
| Rolled 47, 35, 33 = 115 (3d100) |
>>50001
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: 14 +2/turn
Food: 14 +2/turn
Resources:
[Materials: 14] +2 turn
2 Lunar Marble +1 turn
Settlements:
[Imperial City](Hamlet)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+1 Lunar Marble a turn)
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial I
II (5/8)
Technology: Agriculture I, Construction I,(II 4/6) Stewardship I, Swords I
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.
1. Continue to improve the Magic of our forebears at the queen's Command, now that the magical rocks have been studied extensively there should be no issues working the improvements out. 5/8
+Stewardship I
2.Aliana considers the architects in question, looking at their work and designs. They all seem workable, but it's not enough, not yet. So she announces a pogrom, that the city should expand and thus the builder with the best designs would for this would be the one to gain the funding for it. 4/6
+1 Stewardship I
3. While the queen is judging the plans out, her vizier will begin the accumulation nd expatiation of the necessary materials to expand the city proper. The City will be drained of conventional building materials, but it will also use a small amount of Lunar marble in key areas too. This will give the Imperial city the luster it deserves.
+stewardship I
+Construction I
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83c2bc No.50004
| Rolled 90, 83, 90 = 263 (3d100) |
>>50001
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 14 +2/turn
Food: 14 +2/turn
Resources:
[Materials: 10]
Living Mercury Fountain (+1 Living Mercury a turn)
2 Living Mercury
Settlements:
[Cophis](Hamlet)
-Infrastructure:
Farm
Sanctuary
-Defenses:
Base Defenses [1]
Military:
Magic: Teleportation III
Technology: Agriculture I
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.
Teleportation IV 10/12
Agriculture II 2/6
1 Continue Research into Teleportation IV 10/12, [Eyes on the Inside] +5.
2 Clay Pit. Our community awaits the arrival of God, but that is no reason to sit in discomfort like the rest of the blind, ignorant, kin laying, kin slaying devils deviants. Let us build homes of brick out of this plentiful bounty.
3 What is this strange liquid? Should I give it form into a slime familiar? A slime familiar named Bob and I shall see how it can aid me in weaving and preparing magic outside and inside a trance. Perhaps we could armor ourselves in it, watch it become any tool we need and any shape needed of it. How might we enrich our home and make it better suited to housing God and his servants? Perhaps mighty doors, Arches of Living Silver or…we could use it to connect every home in Cophis in communication, communion, and ritual. Yes, I can see it now. A raised platform,a dias, in every home from which our people can access whatever functions we empower the mercury in. I shall call it the Web of Mercury for the physical lines of mercury that will be needed to crisscross over or under Cophis. This is truly a resource with limitless potential. It may be that we can put pools of it on every avenue of the city for public use and defense. Marvelous. [Eyes on the Inside] +5.?
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83c2bc No.50005
>>50004
Teleportation IV 0/12*
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267278 No.50006
| Rolled 54, 16, 3 = 73 (3d100) |
>>50001
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 14 +2/turn
Food: 16 +4/turn
Resources:
[Materials: 12] +2/turn
Settlements:
Ceolantreff (Hamlet)
-Infrastructure:
Fishing Wharf
Ice Carver
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II
Technology: Fishing I, Ships I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1. Explore the western mountains
2. Continue the research of better frost magic (4/10)
3. Learn how to craft bows and arrows to use as weapons.
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74bfc2 No.50008
>>49937
Nation Name: Barakh o-Bamurh
Subrace: Ugly Elves
Background: Oi wez swear we’rr da reel elves! We ‘ave the poinny ears an everythin!
Location:
Somewhere behind some mountains.
–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:
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74bfc2 No.50009
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893d1b No.50012
| Rolled 20, 73, 77 = 170 (3d100) |
>>50001
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–Don’t touch—
Pop: 13 +2/turn
Food: 14 +2/turn
+Friendly Gnomes
-Dukatz ale stash
Resources:
[Materials: 20]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [2]
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I,
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1-2. Ok seriously guys, come on. IT'S NOT THAT HARD TO CONSTRUCT A SIMPLE FORGE!
+Construction I
+Forge 0/4
3. We must also dig deeper into the mountains, there are riches to be found!
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fceb54 No.50014
| Rolled 84, 35, 23 = 142 (3d100) |
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 14 +2/turn
Food: 14 +2/turn
Resources:
[Materials: 10]
Settlements:
[Igni](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Fire II
Technology: Hunting I, Boomsticks I, Siege I, Industry I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
1. Construct a lumber mill. The flames of war can not exist without fuel 3/4
[Flames of Industry]+5
2. Continue to think up ways to increase our Industry II 4/6
3. Construct an iron mine
[Flames of Industry]+5
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fceb54 No.50015
| Rolled 3, 52, 9 = 64 (3d100) |
>>50014
lol plus 5 on the thing that needs 1 progress
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5301b8 No.50016
| Rolled 58, 4, 51 = 113 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 16 +4/turn
Food: 18 +4/turn
Resources:
[Materials: 12] + 2/turn
Settlements:
[Amduscae](Hamlet)
-Infrastructure:
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscae
Soul Farm (+2 materials/turn)
Academy of Amduscae (able to create 1 magic unit)
-Defenses:
Base Defenses [1]
Military:
+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])
Magic: Necromancy II
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. Scout out the crusaders to determine their true strength
2. Fire up the skeleforges and invent mighty swords for our troops
3. Unlock the secrets of black magic (+5)
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2fd33a No.50017
| Rolled 93, 6, 15 = 114 (3d100) |
>>50002
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: 14 +2/turn
Food: 14 +2/turn
Resources:
[Materials: 14] +2/turn
[Fossilized Amber: 1]
Settlements:
[Intals-Nol](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
Magic: Nature II
Technology: Hunting I
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
1. Recruit some hunters in case the bug treants decide to attack. +Hunting I
2. Continue working with the still sane treants to increase our nature magic. 4/10
3. Have some of our more accomplished druid study the amber and see what happened, and how it can be properly used. +Nature II
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691048 No.50019
| Rolled 61, 43, 83 = 187 (3d100) |
Nation Name: Da Drow
Subrace: Drow
Background: Da Drow be da hardest mutha fuckin' elves in da hood. They don't be fuckin' round with no punk ass cracka elves and nunna dem short ass hairy elves neither. Recently sum punk ass bitch nigga elves be talkin mad shit about da Drow, and da Drow finna fink it be time to clean up da Hood. Lead by the hardest mutha fuckas mutha fucka, Drizzi Drrt, dey be here to kill all dem cracka punk ass bitches, one crib atta time.
Location:
Pop: 11 +4/turn
Food: 14 +4/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Night Club (adds +2 pop a turn)
Purple Drank Stall (+2 food a turn)
Foraging Post
-Defenses:
Base Defenses [1]
Military:
Magic: Black I
Technology: Foraging I, Shanks II
Race Bonus: [Mutha Fuckas]- da First Drow wuz uh gangsta! +5 to pop actions and add 1 strength to each unit when attacking.
>Ongoing
+Drugs 3/4
- Hostile Goblins
1. Well shieeeeet we best be divertin' all our extra drug muscle to Lolthenisha so she can get ta work on her drugs. My skin is starting to itch dawg, so you niggas hurry da fuck up.
2. Dem goblin mutha fuckas gonna be hatin' the day they messed with Da Drow. We gonna be sendin' them all da extra drugs we got that iz too lethal for every, gettem hooked on dat bad shit dat'l kill dem.
3. Since we ain't gonna be doin no shit, we best be work on our shivs so we can stab niggas betta
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03ca01 No.50020
| Rolled 5, 20, 75 = 100 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 14 +2/turn
Food: 14 +2/turn
Resources:
[Materials: 10]
Settlements:
[Elvenvostok](Hamlet)
-Infrastructure:
Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, Sucro-Alloys I, Wands I, Wands II 3/6
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Wands II 3/6
1. Keep researching Sucro-Alloys II
+4 Creation II
+2 Sucro-Alloys I
+2 Wands I
2. Keep reearching Sucro-Alloys II
+4 Creation II
+2 Sucro-Alloys I
+2 Wands I
3. Build a Farm. Let the land blossom with Bushels of Cotton candy and the trees grow laden with the Juicy Fruits. The work of the glorious Elf people!
+4 Creation II
+2 Sucro-Alloys I
+2 Wands I
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d17774 No.50021
Nation Name: The Alashi
Subrace: High Elves
Background: The Alashi have long roamed the forests of the southwestern part of the main central continent, the time has come for them to start expanding. They remain in relative isolation and have been nomadic up until now. During their nomadic years they commonly rode horses all around the southwestern parts of the continent. Now they have settled down in the center of the Forests of the Southwestern part of the central continent.
Location: Southwestern forests of the Central Large continent
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36c156 No.50025
>>50008
(Hunting III improved food gain from the hunting lodge)
Pop: 10 +2/turn
Food: 10 +3/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Decay I
Technology: Hunting III, Armor III
Race Bonus: [Pig Children]- the First Elf was an ugly bugger! +5 to researching military tech and -1 strength to enemy units.
>>50021
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
[Horses: 1] +1/turn
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
Horse Ranch
-Defenses:
Base Defenses [1]
Military:
Magic: Animal I
Technology: Husbandry II, Riding III
Race Bonus: [Beast Lords]- The first elf rode beasts! +5 when expanding on plains and the [Mounted] tag does not count against your 3 tag limit.
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36c156 No.50026
>>50025
yall dont get make up turns btw in case you were wondering, but you can post this turn.
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0c64f7 No.50027
| Rolled 11, 44, 15 = 70 (3d100) |
>>50025
Nation Name: Barakh o-Bamurh
Subrace: Ugly Elves
Background: Oi wez swear we’rr da reel elves! We ‘ave the poinny ears an everythin!
Location:
Somewhere behind some mountains.
(Hunting III improved food gain from the hunting lodge)
Pop: 10 +2/turn
Food: 10 +3/turn
Resources:
[Materials: 10]
Settlements:
Gorh-sorosh (Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Decay I
Technology: Hunting III, Armor III
Race Bonus: [Pig Children]- the First Elf was an ugly bugger! +5 to researching military tech and -1 strength to enemy units.
1. Oi! Wez gots ta kill all da pink skinz! Start da birthing pits!
Begin creating more orcs to serve as military linemen
2. To catch up wit’ da rest o dem, we needs magik!
Research military uses for spells to be used by the orc necromancers.
3. WAAAAAGH!
Expand into neighboring territories
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d17774 No.50028
| Rolled 41, 75, 79 = 195 (3d100) |
Nation Name: The Alashi
Subrace: High Elves
Background: The Alashi have long roamed the forests of the southwestern part of the main central continent, the time has come for them to start expanding. They remain in relative isolation and have been nomadic up until now. During their nomadic years they commonly rode horses all around the southwestern parts of the continent. Now they have settled down in the center of the Forests of the Southwestern part of the central continent.
Location: Southwestern forests of the Central Large continent
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
[Horses: 1] +1/turn
Settlements:
Alashopolis(Hamlet)
-Infrastructure:
Hunting Lodge
Horse Ranch
-Defenses:
Base Defenses [1]
Military:
Magic: Animal I
Technology: Husbandry II, Riding III
Race Bonus: [Beast Lords]- The first elf rode beasts! +5 when expanding on plains and the [Mounted] tag does not count against your 3 tag limit.
Action 1: Expand Northwards, into the plains.
Action 2: Research Agriculture
Action 3: Research Military Tactics
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36c156 No.50053
>>50003
With the Mages curiosity sated there is little to distract them from their work and have therefore made some great advancements. Even after the purge there are still a great many designs and names to work through, but eventually one stands out. An elf by the name of Elidur appears to have the vision needed to bring heaven unto earth, but also the skill and passion that will allow this to come to pass. Even though many of his plans require materials that have not been discovered or techniques and concepts that have not been fully perfected that does not stop him from exhaustively listing the ways such things could come to pass and how he would be able to achieve this in a reasonable amount of time. Indeed, when you named him the winner he was able to bring great progress to the city's expansion despite the constant politicking from bitter losers.
+Celestial II
+Construction II
-14 Materials
-1 Lunar Stone
+Village upgrade 2/5 (list your bonus next time)
>>50004
Kilns are made to take advantage of the good clay that is in your lands, but what is of most interest is that of the living quicksilver. Through Aul's tutelage everyone soon begins to learn how to shape it to their will and is able to use it for their daily tasks. From honing it to a sharp edge capable of easily slicing through brush to making a blunt hammer that can bash rocks.
+Teleportation IV 5/12
+Clay Pit (+2 Materials a turn)
+Shaping I (This governs the use of living mercury and its production. it is considered a tech and can be used for military)
+Bob the blob
>>50006
While Exploring west you find another tribe of frost giants that claim the western mountains as their own. When your scouts go make contact with them it goes much like before, but when you make reference to the giants in the west and your peaceful existence with them they quickly turn hostile and accuse you of allying with kinslayers and immediately attack the exploration party. With only a handfull of survivors they quickly return to inform the prince of what transpired, but in the meantime the giants have already taken to raiding the snow plains.
-Discover Hostile Frost Giants
-4 pop
>>50012
With the dispute settled the "elves" return to their normal industriousness and the forge is completed. A great celebration is held and there is much rejoicing giving great honor to High King Alimiraz. It would also appear that the ancestors themselves approve of this outcome as soon afterward a new metal vein was discovered and what has already been recovered has shown almost miraculous durability and serves as a perfect test for the capabilities of the new forge.
+Forge (+2 Materials a turn)
+1 Gromril
+1 Gromril Vein 1/4 (+1 Gromril a turn)
>>50014
More fuel is needed to burn and more metal is needed to be forged. The drumbeat of progress must continue. This is what the Great Leader declared and so it shall be. From what your steward tells you, the results of this initiative have skyrocketed production and many improvements have been implemented in order to maintain this booming growth. Unfortunately the hobbits have taken noticed of this rise of good fortune and have been strangely been more subdued with their protests. They must be planning something…
+Lumber Mill (+2 Materials a turn)
+Iron Mine(+2 Materials a turn)
+Industry II
-Hobbits mobilizing
>>50016
The undead make excellent scouts as they are not hindered by the normal needs that would give away a live body. It would appear that the fools have taken over a mausoleum similar to your own but have dedicated it towards their god of light. The darkness still lingers but it is contained and weak in their sanctuary. Of course it is only the crusaders themselves who benefit from this and in the countryside surrounding the sanctuary it has enough latent necromancy that it could be used to channel one strong ritual there. It would appear that the peasants themselves are mobilizing for a campaign soon, but currently they are separated from the paladins who could protect them. If you were to send a force now you would be able to slaughter them and use the latent energies to raise their corpses to bolster your ranks. Regardless the Crusader army will attack you next turn. Hearing this news the Crypt Kings orders their artisans to create proper weapons of war while they practice their new magic but the metal is too rusted to be usable and trying to use soul energy to strengthen it just ends up shattering. Interestingly two new groups of elves joins the crypt kings. one group has white hair and black-blue skin, their flesh perpetually frozen and preserved. The other group is very small and sticky, smelling extremely saccharine.
+Battle opportunity
-4 Materials
+Black I 3/4
+2 pop
+Frost magic assimilated
+Creation magic assimilated
+Your necromancy is considered assimilated btw
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36c156 No.50054
>>50053
>>50017
Seeing the threat the new Treants pose many elves join the army to defend their homes. too many infact. It would appear that there is not enough civilians to sustain more than 2 units. Dejected They go to the Treants hoping to learn more, but taking this as a sign of great impatience due to their previous statement and close all contact with the elves. Any attempt to cross the Treant's borders is turned away subtly or not. While there is much t learn about the power and nature of the amber this is what your more experienced druids have discovered. It would appear that the amber preserved not only the body of the insects but also their spirits. When trying to figure out their age all they could come up with was a very long time before even the first elf walked in these woods. The reason for the treant's transformation was because when the student channeled the energy outward he was actually channeling the spirit wholesale and had infected the sensitive Treant, replacing its mind with its own. Such news does not bring much comfort when the buzzing grows louder in the south east.
+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])
+Relations with Treants decreased to neutral
>>50019
Lolthenisha is a bitch of her word and managed to cook up some of the finest shit yet. However Drizzi is the boss for a reason and that reason is that he is a respectful entrepreneur. So he soon started pushing his product on the other drow to get them hooked and in record time they are craving for some more. Demand is so high that Drizzi uses his business skills to begin working on a new building to keep supply up. But while this is enough for most drow, Drizzi is not nearly done yet. He does not just want a drug kingdom, he wants an empire. And the only way to do that is to sell to people other than the drow. Of course the only one that fits that requirement are the goblins, but killing homies is something that the drow do all the time so it should not be different. His instincts are proven right as even though the goblins' weak bodies cant handle the potency they all still want more of despite regularly od'ing in front of one another. Of course, goblins are poorer than even drow so most of them dont have anything to give and so most have resorted to try to steal from Drizzi. Those that try serve as excellent practice for the boys with their new shivs.
+Drugs I
+Crack Den 2/4 (+2 Materials a turn)
+Goblins relationship changed to Hostile/Positive
+Shanks III [Backstab] (When an enemy lost the battle and a unit is wounded, the unit with this tag will finish it off) (I actually fucked up and forgot to give you progress last time you researched)
>>50020
While the Elves have not fully regained the use of their terraforming that does not stop them from attempting to recreate their home on a smaller scale. With their ingenuity they are able to construct a device that lets them brute force the method using what they know. Unfortunately while it was a success and the farm built. There was a terrible malfunction as the energy produced added way too much pressure to the machine and it exploded everywhere. Those closest were incinerated instantly and smelled of burnt cookies while those further away were boiled alive in frosting. Everyone mourns the accident and silently wonders if it was all worth it if incidents like these still happen like before.
-4 Pop
Sucro-Alloys II 1/6
Farm (+2 food a turn)
>>50027
The elves are excited and ready for war! At least they were… The elf shamans who have been practicing their magic ended up releasing too much and have sabotaged your efforts. Decay magic makes the birthing pits release only still birth and has fed off the warriors' emotions making them currently docile. At least they were able to learn much from the experience.
+Decay II 3/8 (your magic is not necromancy, but it does cause degradation to all things)
>>50028
The plains were the Alashi's old domain and so it shall be again. Some tribes begin to migrate north to claim old grazing grounds. and old animal handling traditions become more relevant again, However the Khan knows that his people are not the only ones on this continent and has therefore begun working on tactics that would be able to utilize their superior speed and mobility.
+3 tiles
+ Husbandry III 4/8 (Husbandry and agriculture are the same tech)
+Tactics I (gives a flat bonus of +1 for each level to the battle result to determine the winner if units on both sides live)
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03ca01 No.50055
| Rolled 40, 98, 47 = 185 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 12 +2/turn
Food: 16 +2/turn (+2 Base, +2 Farm)
Resources:
[Materials: 10]
Settlements:
[Elvenvostok](Hamlet)
-Infrastructure:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, Sucro-Alloys I, Wands I, Wands II 3/6
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Wands II 3/6
+Sucro-Alloys II 1/6
1-3. Accidents like these occur due to the failure of our former masters to invest even minimally, into the saftey and efficiency. It was to them small matter that dozens, or even hundreds of elves should die so long as their profit was maintained.
We must devote all our means toward improving and mastering our technology, never again shall accidents preventable be the cause of death to our people!
Sucro-Alloys II 1/6
+4 Creation II
+2 Sucro-Alloys I
+2 Wands I
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83c2bc No.50056
| Rolled 94, 54, 34 = 182 (3d100) |
>>50053
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 16 +2/turn
Food: 16 +2/turn
-Resources:
[Materials: 12]
Living Mercury Fountain (+1 Living Mercury a turn)
3 Living Mercury
Settlements:
[Cophis](Hamlet)
-Infrastructure:
Farm
Clay Pit (+2 Material a turn)
Sanctuary
-Defenses:
Base Defenses [1]
Military:
Magic: Teleportation III
Technology: Agriculture I, Shaping I
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
Teleportation IV 5/12
Agriculture II 2/6
1 Teleportation IV 5/12, [Eyes on the Inside] +5.
2 Shaping II 0/6, [Eyes on the Inside] +5.
3 Capital upgrade Hamlet into Village 0/5, [Eyes on the Inside] +5, Shaping I, Teleportation III. Add some Living Mercury to the construction through Shaping I and aid with the logistics of moving all the materials and equipment using Teleportation III.
Aul sees that his new home is not suitable for the Arrival. It must be made larger and sturdier. He sees also into the nature of the Living Mercury. It embodies part of the universe's being like blood being pumped through the body it goes out and returns in time. We shall incorporate it into our homes as a means of deeper meditation, rejuvenation, and communication. Aul demonstrates that by sending his thoughts of events and people through the metal it will take shape and form semi-coherent scenes at a predetermined pool of Living Mercury. Sometimes the scenes will repeat like an echo but these occurrences can likely be resolved with practice. Aul brings forth more wisdom from personal experience and reminds people to not sleep in a pool of living mercury, no matter how tempting it might sound, and that perhaps a clay bowl that you dip your hand into will suffice to experience the soothing nature of the Living Mercury.
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893d1b No.50057
| Rolled 5, 7, 99 = 111 (3d100) |
>>50053
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–Don’t touch—
Pop: 15 +2/turn
Food: 16 +2/turn
+Friendly Gnomes
-Dukatz ale stash
Resources:
[Materials: 20]
[Gromril: 1]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn)
-Defenses:
Base Defenses [2]
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I,
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1. We should first set up a dedicated "Miners Guild" to search for new materials when ordered by the High-King
2. Continue digging into the newly discovered Gromril Vein, DIG DEEP AND DIG GREEDILY!
3. Send a few men to find out what exactly those hobbits are up to.
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2fd33a No.50059
| Rolled 36, 69, 64 = 169 (3d100) |
>>50054
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: 16 +2/turn
Food: 16 +2/turn
Resources:
[Materials: 15] +2/turn
[Fossilized Amber: 1]
Settlements:
[Intals-Nol](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])
Magic: Nature II
Technology: Hunting I
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
1. Continue working on increasing our understanding of nature magic alone. 4/10
2&3. The druids also begin to work on using the Amber to control the spirits that were once and still are bound to the stone. It is hoped that this will allow them to cure or control the maddened treants. +Nature Magic II
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fceb54 No.50060
| Rolled 57, 27, 22 = 106 (3d100) |
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 16 +2/turn
Food: 16 +2/turn
Resources:
[Materials: 14] +4 a turn
Settlements:
[Igni](Hamlet)
-Infrastructure:
Hunting Lodge
Lumbermill
Iron mine
-Defenses:
Base Defenses [1]
Military:
Magic: Fire II
Technology: Hunting I, firecasters I, Siege I, Industry II
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
The hobbits must be made to be useful, we have tolerated them more than long enough. Raise up 2 units of infantry to handle them we will annihilate the strong ones and use the compliant ones to farm food for us.
1. Unit one
Boomsticks I, Siege I, Fire II
2. Unit 2
Boomsticks I, Siege I, Fire II
3. We must come up with a good way to keep these hobbits useful. research slavery
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fceb54 No.50061
| Rolled 98, 9, 40 = 147 (3d100) |
>>50060
Fuck you
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dfbb59 No.50062
| Rolled 68, 96, 5 = 169 (3d100) |
>>50053
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: 16 +2/turn
Food: 16 +2/turn
Resources:
[Materials: 2] +2 turn
2 Lunar Marble +1 turn
Settlements:
[Imperial City](Hamlet)
+Village upgrade 2/5
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+1 Lunar Marble a turn)
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial II
Technology: Agriculture I, Construction II,Stewardship I, Swords I
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.
1. The improvements on celestial magic have proceeded apace, but it is still a far cry from the heavenly heights we once had access too. With that being said the queen's command to improve the magic still stands and thus will be P{pursued
+Stewardship I
2. Likewise the Lead architect of the city improvements is given a discretionary fund for he and those he trusts to use. Their goal is to improve current techniques to the point his grand aspirations may become a reality. This his queen commands.
+Stewardship I
3. Meanwhile workers and taskmasters are improving the city at the queen's behest, and continue to do so under he watchful eye. 2/5
+Stewardship I
+construction II
+Imperialists
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5301b8 No.50114
| Rolled 100, 86, 17 = 203 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 22 +4/turn
Food: 22 +4/turn
Resources:
[Materials: 10] + 2/turn
Settlements:
[Amduscae](Hamlet)
-Infrastructure:
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscae
Soul Farm (+2 materials/turn)
Academy of Amduscae (able to create 1 magic unit)
-Defenses:
Base Defenses [1]
Military:
+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])
Magic: Necromancy II
Assimilated Magic: Necromancy, Black, Ice, Creation
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1-2. We must strike while the iron is hot and rout the foolish crusaders from their hold before they can regroup! Send in the Skeleton Warriors!
3. Finish research on black magic (+5)
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267278 No.50117
| Rolled 3, 77, 2 = 82 (3d100) |
>>50053
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 12 +2/turn
Food: 20 +4/turn
Resources:
[Materials: 14] +2/turn
Settlements:
Ceolantreff (Hamlet)
-Infrastructure:
Fishing Wharf
Ice Carver
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II (4/10)
Technology: Fishing I, Ships I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1. Upgrade ship technology
2. Research swords
3. Ask the friendly frost giants to help protect us from the hostile frost giants.
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691048 No.50182
| Rolled 3, 57, 81 = 141 (3d100) |
Nation Name: Da Drow
Subrace: Drow
Background: Da Drow be da hardest mutha fuckin' elves in da hood. They don't be fuckin' round with no punk ass cracka elves and nunna dem short ass hairy elves neither. Recently sum punk ass bitch nigga elves be talkin mad shit about da Drow, and da Drow finna fink it be time to clean up da Hood. Lead by the hardest mutha fuckas mutha fucka, Drizzi Drrt, dey be here to kill all dem cracka punk ass bitches, one crib atta time.
Location:
Pop: 15 +4/turn
Food: 18 +4/turn
Resources:
[Materials: 10]
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Night Club (adds +2 pop a turn)
Purple Drank Stall (+2 food a turn)
Foraging Post
-Defenses:
Base Defenses [1]
Military:
+ [Backstab] (When an enemy lost the battle and a unit is wounded, the unit with this tag will finish it off) (I actually fucked up and forgot to give you progress last time you researched)
Magic: Black I
Technology: Foraging I, Shanks III, Drug I
Race Bonus: [Mutha Fuckas]- da First Drow wuz uh gangsta! +5 to pop actions and add 1 strength to each unit when attacking.
>Ongoing
-/+ Hostile Goblins
+Crack Den 2/4 (+2 Materials a turn)
1. Ay yo homies, finish up dat dere crack den, Imma startin' to itch like a mutha fucka
2. Dem Goblins be like our homies now, which means dey can ride wiit us too. Lets get some of der hardest niggas and some of our hardest niggas and get a crew goin'.
3. Fuckin shieeeet dawg, its gettin tight up in dis bitch. We need more leg room ya heard. Get to dat damn sea, we need us some beaches for our bitches.
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f93431 No.50191
>>49937
Nation Name: Divine Celestial Republic of Luna Minoria
Subrace: Lunar Elves
Background: The Lunar Elves of Luna Minoria descend from the stars. Their Divine Vessel was the Moon, but it was damaged when it crashed into the world and its parts floated up into the sky and returned to its original form, now orbiting the planet. However, The Lunar Elves, with no knowledge of how to return to their vessel, used their magic to shape their island into the holy symbol of the Crescent. Having lost the knowledge to this magic ages ago, the Lunar Elves live a peaceful existence on their island. Tradition is held that their ancestors ruled as a republic, but when they crashed onto the world, their leader declared that in emergency, they must take over as sole ruler. In all of their recorded history, a single family has ruled as an Absolute Monarch, and not once has rebellion occurred. Recently, however, there have been whispers that the outcasts, the ones who left Luna Minoria in the beginning because of their jealousy of the leader, have been growing stronger, and there's rumors that the Royal Family might actually expand their rule beyond the Island to protect their sacred home.
Location: Crescent Moon Island in the bottom left of the map, Capital on the forest tile next to the mountains on the bottom side of the island
–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:
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fceb54 No.50193
| Rolled 65, 57, 18 = 140 (3d100) |
>>50191
No, Already have them go kill yourself
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36c156 No.50194
>>50191
Pop: 10 +2/turn
Food: 10 +2/turn
Resources:
[Materials: 10]
[Lunar Marble: 2] +2/turn
Settlements:
[Name your capital](Hamlet)
-Infrastructure:
Hunting Lodge
Lunar Orrery
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial III
Technology: Hunting I, Ships II
Race Bonus: [Star Child]- The first elf came from the stars! +5 when researching things related to space and Whenever they reach tech level V they learn a secret from the moon.
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36c156 No.50271
RULES ADDENDUM: Declaring war on an npc or player is only a single action that you do not need to roll for. After that you can freely move around troops to attack. Make sure that your war declaration is stylish as possible or else you cannot call yourself an elf!
Your troops can only deploy from a settlement so make sure you do not overextend yourself or your enemies can take advantage of your travel delays.
Battles have 4 stages which are deployment, skirmish, melee, conclusion. Without any tags the only relevant parts are melee where damage is dealt and conclusion where victory and casualties are recorded. Tags can interact with these stages in different ways however and make different stages more or less relevant depending on their effects.
Tags have two tiers that depend on the level of tech or magic they are derived from. At III it is tier I and V it is tier II
Wounded units have half strength and get the [Wounded] tag which is removed after 3 turns.
[Armored]- Based off of Armor Tech. At tier I if this unit would be wounded at the conclusion of battle and they have won, then they are fully healed. At tier II if this unit would be wounded at the conclusion of battle, then they are fully healed.
[Blessed]- Based off of Light Magic. At tier I if this unit would be targeted by an effect at the conclusion of battle that would be negative, then have it negated Using your only charge of this ability. At tier II if this unit would be targeted by a magic effect at the Deployment or Conclusion of battle that would be negative, then have it negated Using one of two charges of this ability.
[Backstab]- Based off of Shivs Tech. At tier I if an enemy is wounded at the conclusion and you have won then wounded enemy dies instead. At tier II You negate the [Armored] tag at the conclusion.
[Mounted]- Based off of Riding Tech. At tier I move 1.5 times faster. At tier II move 2 times faster.
[Teleport]- Based off of Teleportation Magic. At tier I if this unit would be wounded at the conclusion of battle, then they are fully healed. At tier II if this unit would be dead at the conclusion of battle and they have won, then they are wounded instead
>>50055
"Never again". Those are the words that constantly resonated in the minds of the Fairy Elves. While at a glance it would seem that the elves were working even harder than when they were under bondage, such an observation would show gross oversight into what was actually happening. True, there were many sleepless nights of engineers coming up with new designs and workers who would attempt to implement and test them. But where the fruits of their labor used to go to fat tyrants. Now it is the elves who enjoy the riches of their industry and ingenuity. Where those that pushed themselves to the brink to meet the quota were abandoned by their taskmasters, now they always find another willing to give them a cold glass of milk and a freshly baked cookie to recharge their spirit. In such a short time the elves were able to massively progress in their material quality, safety standards, and overall design.
Sucro-Alloys IV (your material generating buildings increase production by +1)
>>50056
Aul knows that as a prophet enlightenment is not something to be kept for himself, but something shared to all who wish wisdom. That is why he must not be the only ripple in the cosmic ocean, but one of many. Such communion is not easy however, but through the medium of the living metal this process is made much simpler as the initiated are able to use their physical senses to acclimate to the greater cosmos. Already the effects of this learning aid can be seen. Where before people would stumble across the void being swept by its currents, now they are able to navigate and find doors that are beyond just an arm's reach.
+Teleportation IV
+Shaping II 3/6
+Village 3/5
-12 Materials
-3 Living Mercury
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36c156 No.50272
>>50271
>>50057
It was an immediate decision for the elves to start mining the newly discovered mineral vein, but as they started digging they found the vein surprisingly shallow. When they finally broke through they discovered an entire chasm filled with lava. Soon after that shrieks and maniacal laughter came from below and a horde of demons started pouring through the gap slaughtering the miners. The demons broke through the unprepared garrison and where about the raze the forge when salvation came from an unlikely source. The king who had read the scout's report had become interested in these gnomes and so decided to take up the gnome's offer of trade. When the traders arrived they were positively swarmed with the little buggers and it was only through their clubs that they managed to beat them back and pay for their goods. Apparently the gnomes are quite impoverished and live in hovels so they dont have much to offer, but were amazingly eager to offer their service in return. Not wanting to make this trip a waste the traders agreed and so the munchkins joined the caravan back to Karaz. When they finally got back the gnomes seeing the demons ransacking the forge immediately went into a frenzy and teared apart the invading demons and started making gruesome trophies and equipment from their corpses. Their bravery had saved the fort and gave the elves enough time for them to fortify the capital against the infested mines. However the gromril is lost until they can reclaim it from the demon horde.
-HOSTILE DEMONS
-4 pop
-Cannot work on the gromril vein until demons defeated
+1 Gnome Guard (2 Strength, 1 material, [Expendable])
-+the gnomes saved your ass
>>50059
As the druids begin meditating on the nature of the amber and try to utilize the spirits within something interesting happens. The student who had caused this whole debacle in the first place managed to make the most progress in understanding the nature of these spirits and even their language! With an attuned mind he is able to suss out secrets of the forest and gain great power from the trapped spirits and had managed to share what he learned. Unfortunately this seemed to have sent a signal to the treant hive and large force of treants managed to apprehend the former student to take back to their lair. Due to the knowledge gained the druids were able to decipher the treant's intent and had discovered that the student was now a "drone" that needed to be taken back to mate with their "queen". Some of them wonder if they should be jealous or not.
+Nature III
+Nature IV 4/12
+The Insectile Treants are currently appeased for now and will not attack although their strength grows
-1 (un)lucky male druid
>>50060
The elves have suffered the hobbits presence long enough! Their holes shall burn and they will beg for mercy! However the Dryadales are pragmatic and rushing ahead gives no benefit. A sanctum must be built for the mages to gather their power and organize themselves and they must prepare themselves for the influx of slaves to come.
(You need to build a sanctum for each unit with magic)
+Sanctum
+Slavery I 1/4
>>50062
It would appear that Aliana's intuition in regards to Elidur was correct. The man was able to quickly gather fellow architects and even mages (most of them being those who work in the Lunar Refinery) into working together to plan out the cities future and how to better refine the processes used to create the marble and to better utilize it. Unfortunately their success has upset the old equilibrium of power that was established and those who have taken exception to the queen's progressive policies have begun attempting to sabotage any progress in the new city construction to drum up support against the newly formed faction by blaming them for the delays. In a remarkable show of ruthlessness Elidur was able to utilize the money given to him to buy connections and network needed to root out these traitorous reactionaries and managed to organize their death. While his actions prevented the sabotage, his faction became much more secretive after the event, performing strange gestures when greeting one another. While this is a worrying development given the fact that Elidur's face turns red whenever Aliana compliments his work shows that at least he is personally loyal to her.
+Celestial III 4/10
+Construction III
+- Secret Society who worships the queen
-1 pop
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36c156 No.50273
>>50272
>>50114
After having learned the black magic of the rude ones. The ritual's intensity could be increased by focusing the energies into a curse for those who entered its area of effect. With the information gathered by the scouts the crypt king was able to see where the peasants were to muster and was able to direct the latent dark energies of the land into a single point. The peasants had no chance of resistance and were quickly turned into mindless zombies as their flesh was corrupted by the power. However the ritual had drawn the attention of the crusaders! The fools charging in had cut down the zombies in their charge, but that simply gave time for the curse to affect them as well. While the light within had prevented them from turning mindless it did not stop them from becoming creatures of death. Now they are bound to serve the crypt kings and the mausoleum they were guarding is now yours. Interestingly more undead showed up as well further bolstering your ranks. More of the frozen ones, but also short ones similar to the saccharine but much burlier and hairier smelling like brimstone.
(I failed to mention this explicitly during the last update, but the battle opportunity did not require an action to do.)
+1 [Amorati](Outpost)
+Mausoleum of Amduscae (+2 pop a turn)
+Hunting Lodge (+2 food a turn)
+1 Death Knights (2.2 Strength, 1 Material, [Armored I], [Blessed I])
+ 4 tiles
+ Black Magic I
+2 pop
+2 food
+Runes Magic Assimilated
+Light Magic Assimilated
>>50117
The snow giants laugh at your plight and tell you that they have been fighting them for over a thousand years. As far as they see it this gives them a nice reprieve and thinks that this will "toughen you up" as the Frost-Father does not like to see his children mewl like infants. Seeing that they will be getting no help from their supposed brothers the elves begin forging weapons of war. In the meantime the frost giant invaders have raided a major lumberyard which was primarily used for the construction of ships.
-4 pop
-no help
+Swords I
>>50182
It turns out that your homies were holding out on you! Such disrespect can only be responded with a shanking and your new goblin homeboys are excited for the opportunity. The motherfuckers responsible are currently in the crack den getting high n shit, but then the little green niggas arrive and start stabbing everyone. during this they start getting high as well getting into a real drug induced frenzy! The Drug Den is destroyed in the aftermath but that is not enough for them. They start going wild in the plains and swamp just stabbing everything that they can get their hands on. Allowing Drizzi and the other drow to move in right behind to claim territory. Now they are right next to the goblin outpost and it looks awfully vulnerable.
(List your tech when its relevant especially when making units)
-Crack Den 0/4
+1 Goblin Shankers (1.8 Strength, 1.8 Materials, [Backstab I])
+4 tiles
+Attack Opportunity (does not require an action for you to do)
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dfbb59 No.50275
| Rolled 5, 3, 51 = 59 (3d100) |
>>50272
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: 17 +2/turn
Food: 18 +2/turn
Resources:
[Materials: 4] +2 turn
3 Lunar Marble +1 turn
Settlements:
[Imperial City](Hamlet)
+Village upgrade 2/5
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+1 Lunar Marble a turn)
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial II. (4/10 to 3)
Technology: Agriculture I, Construction III,Stewardship I, Swords I
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
1. Celestial magic was improving rapidly to the mastery her people once had. Aliana was pleased by this and much more of late. Still it needed to be better for the lunar marble processing to speed up. Thus she sent out the various orders and decrees to keep up the rate of research.4/10
+Stewardship I
2. Elidur and his society had done the queen a favor, helping to cull her rivals without her soo much as needing to raise a finger. This helped maintain her image, his building of his own power base was somewhat worrying, but given how he looked at her, she was not overly concerned, yet. She mused on this while looking over his latest designs for finishing the improvement of the city and then giving them her approval. 2/5
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
3. For the Queen was concerned about another, much more pressing issue, Undead elves. Everyone had heard the rumors that the undead had set up their own petty kingdom, but when the holdfasts of the old regime ahd risen from their graves, she knew she had issues. Disregarding the fact that undead were roaming her city freely, they could, if they made their way to the rival kingdom, spill precious secrets that could tip things into the unliving's favor. Thus Aliana had the undead burned to ashes quickly and commissioned Elidur to while he was constructing the city, to build a place where the dead could be laid to rest properly. Stately, beautiful, serene and more importantly secure and able to be manned to put down any elf not resting in their graves properly. The dead would not be defiled nor allowed to ruin the living while she is queen.
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
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83c2bc No.50278
>>50271
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 18 +2/turn
Food: 18 +2/turn
-Resources:
[Materials: 2]
Living Mercury Fountain (+1 Living Mercury a turn)
1 Living Mercury
Settlements:
[Cophis](Hamlet)
-Infrastructure:
Farm
Clay Pit (+2 Material a turn)
Sanctuary
-Defenses:
Base Defenses [1]
Military:
Magic: Teleportation IV
Technology: Agriculture I, Shaping I
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
Agriculture II 2/6
Shaping II 3/6
Village 3/5
1 Mausoleum, House of Memories. [Eyes on the Inside]+5. The restless dead wander about without rhyme or reason; we shall put them to rest for the good of all. Better yet, their ashes will make a strong catalyst when combined with a bit of living mercury. We will use this catalyst to draw memories out from the ocean of time that we may benefit from the experiences of the departed always and forever.
2 Shaping II 2/6, [Eyes on the Inside] +5. "More projects require the living mercury, but how could it be done Bob?" Inspiration struck when Aul saw the blob relax itself inside a glass cup. "Of course, it is no ordinary liquid. The fountain itself was a relaxed and static position in comparison to the shifting cosmic ocean. If we simply made the position even MORE suitable then MORE would come out!" Aul threw on his most fabulous scarf and headband and ventured out share his feelings of eureka.
3 Capital Upgrade Village 3/5, [Eyes on the Inside] +5. Good progress has been made. A center for all the enlightened elves to live and commune. Soon their labors would bear fruit and the world would one day know true peace.
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83c2bc No.50279
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83c2bc No.50280
| Rolled 99, 11, 60 = 170 (3d100) |
>>50278
god 8chan cant you let me post a gif
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893d1b No.50283
| Rolled 7, 73, 5 = 85 (3d100) |
>>50272
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
–Don’t touch—
Pop: 11 +2/turn
Food: 18 +2/turn
+Friendly Gnomes
-Dukatz ale stash
Resources:
[Materials: 22]
[Gromril: 1]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn) [BLOCKED BY FUCKING DEMONS YO]
-Defenses:
Base Defenses [2]
1 Gnome Guard (2 Strength, 1 material, [Expendable])
Badness:
[HOSTILE DEMONS]
1/2/3. Alright boys, work the forges, make the weapons, it's time to arm and face these demons!
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2fd33a No.50284
| Rolled 64, 100, 59 = 223 (3d100) |
>>50272
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: 18 +2/turn
Food: 18 +2/turn
Resources:
[Materials: 17] +2/turn
[Fossilized Amber: 1]
Settlements:
[Intals-Nol](Hamlet)
-Infrastructure:
Hunting Lodge
Ironwood Nursery
-Defenses:
Base Defenses [1]
Military:
+2 Hunters (1.0 Strength, 0.5 Materials [Expendable])
Magic: Nature III (IV at 4/12)
Technology: Hunting I
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. Send the scouts out to see what is going on in the insect-treants home with that 'queen'.
+Hunting I
2. The druids begin working their magic to see if they can control the insect spirits, and in turn the insect-treants that were created from them. +Nature III?
3. Some of the other druids begin weaving some Ironwood into a Druid Grove to allow for better training and research.
+Nature III
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0c64f7 No.50286
| Rolled 29, 52, 22, 31, 55, 24 = 213 (6d100) |
>>50273
Nation Name: Barakh o-Bamurh
Subrace: Ugly Elves
Background: Oi wez swear we’rr da reel elves! We ‘ave the poinny ears an everythin!
Location:
Somewhere behind some mountains.
(Hunting III improved food gain from the hunting lodge)
Pop: 10 +2/turn
Food: 10 +3/turn
Resources:
[Materials: 10]
Settlements:
Gorh-sorosh (Hamlet)
-Infrastructure:
Hunting Lodge
-Defenses:
Base Defenses [1]
Military:
Magic: Decay I
Technology: Hunting III, Armor III
Race Bonus: [Pig Children]- the First Elf was an ugly bugger! +5 to researching military tech and -1 strength to enemy units.
1. Start birthing pits again to gain more soldiers.
2. Expand into neighboring territories.
3. Train orc shamans in magic to supplement armies.
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0c64f7 No.50287
>>50286
I guess just repeat 1-3 for my make up turn.
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03ca01 No.50288
| Rolled 94, 81, 89 = 264 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 14 +2/turn
Food: 20 +2/turn (+2 Base, +2 Farm)
Resources:
[Materials: 10]
Settlements:
[Elvenvostok](Hamlet)
Resource Buildings:
[Candy Farm] (+2 Food)
[EMPTY] (+2 _)
[EMPTY] (+2 _)
[EMPTY] (+2 _)
-Infrastructure:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, Sucro-Alloys IV, Wands I, Wands II 3/6
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Wands II 3/6
1-2. Achieve perfection of Sucro-Alloys V. No Fae Elf shall ever go hungry, nor have wont of shelter again.
+4 Creation II
+8 Sucro-Alloys IV
+2 Wands I
3. Finish our Wand upgrades, these tools that allow us to shape the very fabric of the world itself through the purest of magics Wands II 3/6
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fceb54 No.50289
| Rolled 13, 66, 76 = 155 (3d100) |
>>50060
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 18 +2/turn
Food: 18 +2/turn
Resources:
[Materials: 18] +4 a turn
Settlements:
[Igni](Hamlet)
>-Infrastructure:
Hunting Lodge
Lumbermill
Iron mine
Sanctum
-Defenses:
Base Defenses [1]
Military:
Magic: Fire II
Technology: Hunting I, firecasters I, Siege I, Industry II
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
1.raise troops
firecasters I, Siege I, Fire II
2.raise troops
firecasters I, Siege I, Fire II
3.Continue researching slavery.
+Slavery I 1/4
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5301b8 No.50328
| Rolled 89, 34, 31 = 154 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 30 +6/turn
Food: 30 +6/turn
Resources:
[Materials: 10] + 2/turn
Settlements:
[Amduscae](Hamlet)
[Amorati] (Outpost)
-Infrastructure:
[Amduscae]
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscae
Soul Farm (+2 materials/turn)
Academy of Amduscae (able to create 1 magic unit)
[Amorati]
Mausoleum of Amduscae (+2 pop/turn)
Hunting Lodge (+2 food/turn)
-Defenses:
Base Defenses [1]
Military:
+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])
+1 Death Knights (2.2 strength, 1 material [Armored I] [Blessed I]
Magic: Necromancy II, Black I
Assimilated Magic: Necromancy, Black, Ice, Creation, Runes, Light
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. We should continue our expansion, our great empire will require plenty of room.
2. Then we should renew our efforts in building the lumbermill so that we may improve our troops.
3. We should also search around the newly acquired lands for any rare materials, perhaps they will lead us to power and glory.
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893d1b No.50355
>>50283
>Military:
>Magic: Runes I
>Technology: Hunting I, Metallurgy I, Construction I,
>Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
I managed to forget all of this
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267278 No.50359
| Rolled 53, 33, 77 = 163 (3d100) |
Nation Name: Tyr-Amare
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 10 +2/turn
Food: 24 +4/turn
Resources:
[Materials: 16] +2/turn
Settlements:
Ceolantreff (Hamlet)
-Infrastructure:
Fishing Wharf
Ice Carver
-Defenses:
Base Defenses [1]
Military:
Magic: Frost II (4/10)
Technology: Fishing I, Ships I, Swords I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1-2. Train hosts of swordmen
3. Attack the giants who have been raiding us. They shall know our wrath for their transgressions.
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36c156 No.50370
| Rolled 1 (1d4) |
1. Giant's defense roll
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267278 No.50371
| Rolled 3, 2 = 5 (2d4) |
Rolling for attack on frost giants
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36c156 No.50383
RULES ADDENDUM: Units are [WOUNDED] for 3 turns. This can be reduced by the appropriate tech to be only 1 turn. [WOUNDED] units have half their normal strength in battles.
I will now stop listing how much you gain from each building as if its food, material, or pop then it is a function of your city level and tech or if its a special resource than it only scales with the appropriate tech (starting at 1).
[Verdant]- Based off of Nature magic. At rank I this unit gains 1.5 Strength when fighting in a tile you control. At rank II this unit gains 2.0 Strength when fighting in a tile you control
[Hoarfrost]- Based off of Frost magic. At rank 1 this unit deals 1/4 of its strength in damage to all enemies in the skirmish phase. At rank II this unit instead deals 1/4 of its strength in damage to all enemies in the deployment phase.
>>50275
A great tragedy has befallen the high elves. While the mages were studying in the tower a great explosion tore through the side of it killing many researchers inside and innocent bystanders who had lived near the tower. It would appear that they were studying the power of the sun, yet they were much too weak to do so safely yet. Thankfully Elidur's previous purge gave him the opportunity to quickly round up the bodies and have them burned in a fantastic display. The flame is still ongoing in fact as it would appear that the mage's ashes had been imbued with the power of sunlight and were able to keep the blaze going indefinitely. Feeling inspired by this, Elidur through careful planning had managed to create a truly beautiful and massive shrine that still housed the original fire. While much of the finer work remains already it has garnered the interest of the rest of the city.
-3 pop
-1 Lunar Marble
+Phoenix Pyre 4/5
+-Society gains influence
>>50278
Death is such a strange thing to Aul after constantly witnessing eternity. The idea that lesser beings simply fade away in the stream of the cosmos. To simply become part of the energy that makes all and ultimately having no effect in the grand design. Much of his teachings involve avoiding such a fate and to find a way to persist regardless of physical condition. However it would appear that he is not the only one with such ideas of perpetuity. Sensing a great shifting in the south-east he feels the currents change as those whose minds should have faded still linger. While similar on the surface level such a thing is a perversion of HIS way and what is worse is that he senses the pull that all dead feel to that place. In order to keep his disciples untainted he must make a place where their consciousness can be preserved. Acting almost like an extension to the Fountain, the house of memories preserves the ripple in the cosmos that is each person. Keeping their spirits safe and their knowledge protected. An interesting side effect of this is that strange humanoids have emerged from this sacred pool. Collectively remembering all that have been placed inside.
+House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)
-1 Living Mercury
+Shaping II
+Village upgrade completed
+1 Silver Surfers (2.4, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)
>>50283
The dwarves quickly set out to work making their tools of war and soon fine hammers are forged. In the meantime the gnomes have been holding off the demon horde, many have been bloodied although this does not stop their feasting of the dead.
-Gnome Guard is [WOUNDED]
+Dwarf Hammers I
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36c156 No.50384
>>50383
>>50284
When the scouts first report back, none had believed what they had described. "He has always been an idiot, no way could he accomplish something like this!" one of the druids exclaimed. "That one has always been lacking in both endurance and talent tis unlikely he would have been found suitable." Another had calmly replied. Of course these naysayers were all wrong as the student who had left as a doomed fool and was responsible for the mess to begin with, suddenly interrupted the meeting with his treant guard. "Yes what you have heard is true, I am king of the swarm. After I was captured I had to #$@&%*…". To put it mildly it was not a story that was for the faint of heart or prudish demeanor.
+Outpost (Shi-No-Tok)
+Hunting Lodge
+Amber Graveyard (Fossilized Amber)
+2 tiles
+Nature IV 11/12
+1 Chitinous Treants (2.6, 1 Fossilized Amber, [Armored] [Verdant]) (Have level V nature and level III armor)
+Sanctuary in Intals-Nol
>>50286
Thankfully after the last mishap the shamans have made great strides in learning how to reign in their destructive magic, allowing the rest of the orcs to work without having their flesh slough off. The nascent birthing pits have now fully fermented and matured increasing the number of orcs each generation. However there is not enough food to feed them all and so they have dispersed into the surrounding forest eager to claim its fertile lands for themselves.
+Birthing Pits (+2 pop a turn)
+6 tiles
+Decay II 2/8
>>50288
At last the elves have fully recreated their famous Sucro-Alloys! With their objective completed they quickly set about constructing a foundry utilizing their old techniques and new standards. A marvel of engineering, it can easily be assumed that it will outproduce anyone elses' industry alone. During this time they have also made some refinements to their wands where they fixed the magic that would always passively leak out, greatly increasing efficiency!
+Sucro-Alloys V (+2 extra materials a turn from material buildings)
+Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
+Candy Alloy Foundry (Material building)
+Wands II
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36c156 No.50385
>>50384
>>50289
After determining how heavy the chains should be for the halfling scum. The vanguards are trained and sent out to determine the strength of their foe. They discover that the halflings have managed to secure the aid of ancient treants which would be difficult to fight directly against. However it would appear that their strength is tied to the forest and if you were to burn it to the ground then they would be forced to hibernate. Leaving the fat fools to their fate. It is only a matter of time until they finished their preparations however and if they are ignored then they have the potential to destroy your capital!
+1 Infernal Vanguard (1.8 Strength, 1.4 Materials)
+Slavery I
+Bonus opportunity (can raze the tiles of the hobbits while they prepare for 2 turns)
+Battle opportunity (can invade without using an action against hobbits for 3 turns)
>>50328
With their enemies dealt with, expansion is the primary concern of the crypt kings and so they send out their legions to strengthen their hold on the land. Interested in what the crusaders were guarding the Death Knights reluctantly lead their master to the place they were sworn to protect. Deep in the mausoleum an ancient reliquary, the final resting place of one of the greatest elven paladins to live. The death Knights explain that he was the founder of their order and that they have sworn to protect his tomb. Their claims can be proven by how even after their fall and your presence the Reliquary is still able to consecrate the area around it with his divine light. How will The Crypt King utilize such a potent spirit?
+5 tiles
-Have no space for more resource buildings, you have an extra action next turn
+1 Reliquary
>>50359
The frost elves will stand for this indignity no longer! Their blades are sharp and their men are ready to show these murderous bastards who is the true child of the frost father. The first to fall were the raiding parties who had grown lazy with their destruction. Fearing no elf they had taken to playing cruel games with the survivors to sate their increasing boredom. They were quickly cut down as they had not even bothered to send guards to watch out for you. At their mountain hall, when they first saw you they figured you were sent as tribute to be their slaves. Only when they opened their gates did they realize their folly. When it was finally over the elves had discovered a massive forge that emits a cold fire inside the hall. Both smiths and mages were able to learn much about their craft from this discovery. The giants to the east congratulate you on your victory and says that you do not need to thank them for their guidance.
+2 Swordsman (1.4 Strength, 1.2 Materials)
+Outpost (Hvíld bróður)
+Hunting Lodge (Food building)
+Giant's Forge (Material building)
+3 tiles
-no use for the outpost as it is not cold enough
+Frost III
+Swords II
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dfbb59 No.50388
| Rolled 81, 36, 97 = 214 (3d100) |
>>50383
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: 15 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 6] +2 turn
3 Lunar Marble +1 turn
Settlements:
[Imperial City](Hamlet)
+Village upgrade 2/5
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+1 Lunar Marble a turn)
-Wonder
+Phoenix Pyre 4/5
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial II. (4/10 to 3)
Technology: Agriculture I, Construction III,Stewardship I, Swords I
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
1. "Continue to work on the BASICS of our celestial magic. Fundamentals make for safe learning and we are nowhere near learning the pinnacle of what our ancestors once had. We will get there, but for now, step as children do, slowly and with great thought upon the smallest step." Aliana wrote, continuing correspondence with several of the magi still wishing to research. It seemed like several were undeterred about the solar explosion , so she had to get them to come down from it. 4/10
+Stewardship I
2.Once again the city's upgrades where set back. Not because of some nefarious plot, but due to bad luck. This vexed Aliana, as she once again approved the plans for expansion and upgrading. 3/5
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
3. The Queen stared into the Phoenix Pyre. Elidur had come up with an inspired and elegant solution to the undead problem, one that would release the spirits of the deceased back into the sky, and hopefully up to the stars that are the doorways the gods left in the sky. She okayed the final touches of the massive flame for construction 4/5
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
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5301b8 No.50391
| Rolled 53, 100, 44, 20 = 217 (4d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 36 +6/turn
Food: 35 +5/turn
Resources:
[Materials: 12] + 2/turn
Settlements:
[Amduscae](Hamlet)
[Amorati] (Outpost)
-Infrastructure:
[Amduscae]
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscae
Soul Farm (+2 materials/turn)
Academy of Amduscae (able to create 1 magic unit)
[Amorati]
Mausoleum of Amduscae (+2 pop/turn)
Hunting Lodge (+2 food/turn)
-Defenses:
Base Defenses [1]
Military:
+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])
+1 Death Knights (2.2 strength, 1 material [Armored I] [Blessed I]
Magic: Necromancy II, Black I
Assimilated Magic: Necromancy, Black, Ice, Creation, Runes, Light
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. We must dedicate ourselves to uncovering the mysteries of the world! Research this new creation magic. (+5)
2. But we should also not forget to study the fundamentals. Study necromancy further. (+5)
3. Then we will expand eastward and claim the east coast stretching down to the isthmus as our own.
4. Lastly we should investigate this reliquary and research ways of using it to our advantage. Perhaps we could turn it into a weapon of sorts, or a great source of power…
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83c2bc No.50407
| Rolled 38, 66, 25 = 129 (3d100) |
>>50383
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 21 +3/turn
Food: 21 +3/turn
-Resources:
[Materials: 5] +3/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
1 Living Mercury
Settlements:
[Cophis](Village)
-Infrastructure:
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Sanctuary(Cophis, +3 Pop)
House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)
-Defenses:
Base Defenses [1]
Military:
1 Silver Surfers (2.4, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)
Magic: Teleportation IV
Technology: Agriculture I, Shaping 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
Agriculture II 2/6
1 Teleportation V, [Eyes on the Inside]+5
2 Shaping III, [Eyes on the Inside]+5
3 Expand [Eyes on the Inside]+5, Teleportation IV, Shaping II. We must find new doors and the resources to bring about our civilization; the mountains would serve as good positions to watch the south and other cardinal directions. Vision was important in this world and in the void and with the mountains we would have it.
Aul was on the cusp of grasping the key and unlocking the door. Moving through the void was like breathing air now; the naturalness of it was coming quickly in his more keen disciples were not fat behind. Cofi was a virile one always full of energy, Karot exceptionally gifted in seeing the flow in the void, and Brock who had great strength. Together we would have everything we need to open His way.
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267278 No.50408
| Rolled 66, 98, 17 = 181 (3d100) |
>>50383
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 12 +2/turn
Food: 28 +4/turn
Resources:
[Materials: 18] +2/turn
Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost) (unusable)
-Infrastructure:
Fishing Wharf (Tyr-Ceolan)
Ice Carver (Tyr Ceolan)
Hunting Lodge (Hvíld bróður) (unusable)
Giant’s forge (Hvíld bróður) (unusable)
-Defenses:
Base Defenses [1]
Military: 2 Swordsman (1.4 Strength, 1.2 Materials)
Magic: Frost III
Technology: Fishing I, Ships I, Swords II
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
1. Convert Hvíld bróður and another tile to usuable snow tiles
2. Research better ship magic
3. Improve our capital from a hamlet to village
I’m changing and switching the names lf a few things since I think it makes more sense/sounds better
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2fd33a No.50410
| Rolled 57, 98, 22 = 177 (3d100) |
>>50384
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: 20 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 18] +2/turn
[Fossilized Amber: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
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)
Magic: Nature III (IV at 11/12)
Technology: Hunting I
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. With that done the druids begin working with the bug treants on greater Nature magic. 11/12.
2. Others study the chitinous growths on the treants to learn how to better make their own armor.
3. Others search for any monsters, animals, or other creatures of interest within the woods.
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0cb8ea No.50411
| Rolled 36, 71, 45 = 152 (3d100) |
>>50383
>Nation Name: Karaz-a-Elgi
>Subrace: Short Elves (Dwarves Masquerading as Elves)
>Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
Pop: 11 +2/turn
Food: 18 +2/turn
Resources:
[Materials: 24]
[Gromril: 1]
[Dukatz ale stash]
[Friendly Gnomes]
Settlements:
[Karaz-a-Yarm](Hamlet)
-Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn) [BLOCKED BY FUCKING DEMONS YO]
>-Defenses:
Base Defenses [2]
1 Gnome Guard (2 Strength, 1 material, [Expendable])
Military:
1 Gnome Guard (2 Strength, 1 material, [Expendable]) [WOUNDED]
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I, Dwarf Hammers 1
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
Badness:
[HOSTILE DEMONS]
1. Arm a small fellowship of dwarves with the new hammers, and send them out to aid our fellow stunted brethren
2/3. Continue delving into the wondrous world of hammers, we must be the best hammerers in all the world!
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03ca01 No.50413
| Rolled 43, 31, 43 = 117 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 16 +2/turn
Food: 24 +2/turn (+2 Base, +2 Farm)
Resources:
Materials: 12 +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:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
1+3. Throughout the land the cry rings out. "PEACE, LAND, AND GINGERBREAD".
The perfection of Gluco-Synthesis is PARAMOUNT and critical to the future of the nation and so all efforts are devoted toward this technology.
+4 Creation II
+10 Sucro-Alloys V
+4 Wands II
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e48b33 No.50418
| Rolled 48, 91, 67 = 206 (3d100) |
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 20 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 22] +4 a turn
Settlements:
[Igni](Hamlet)
>-Infrastructure:
Hunting Lodge
Lumbermill
Iron mine
Sanctum
-Defenses:
Base Defenses [1]
Military:
1 Infernal Vanguard (1.8 Strength, 1.4 Materials)
Magic: Fire II
Technology: Hunting I, firecasters I, Siege I, Industry II, Slavery I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
+Battle opportunity (can invade without using an action against hobbits for 3 turns)
1. Raze the treants land to the ground aong with any other lands we can reach that are not in use by us.
[Flames of Industry]
+Bonus opportunity (can raze the tiles of the hobbits while they prepare for 2 turns)
2. raise troops
firecasters I, Siege I, Fire II
3. Upgrade Igni
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0c64f7 No.50427
| Rolled 70, 64, 4 = 138 (3d100) |
>>50383
Nation Name: Barakh o-Bamurh
Subrace: Ugly Elves
Background: Oi wez swear we’rr da reel elves! We ‘ave the poinny ears an everythin!
Location:
Somewhere behind some mountains.
(Hunting III improved food gain from the hunting lodge)
Pop: 14 +2/turn [+2]
Food: 16 +3/turn
Resources:
[Materials: 10]
Settlements:
Gorhg-sorosh (Hamlet)
-Infrastructure:
Hunting Lodge
Birthing Pits [+2 pop per turn]
-Defenses:
Base Defenses [1]
Military:
Magic: Decay I [Decay II 5/8]
Technology: Hunting III, Armor III
Race Bonus: [Pig Children]- the First Elf was an ugly bugger! +5 to researching military tech and -1 strength to enemy units.
1. We need more orcs to fight! Start to create an actual military so we can kill all the elves!
2. Start developing better ways to kill! (Better tech)
3. Start creating industry to pump out more armor and weapons.
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36c156 No.50742
RULES CLARIFICATION: THE COST LISTED FOR THE UNITS IS FOR THEIR UPKEEP, NOT JUST WHEN YOU RECRUIT THEM!
[Aligned]- Based off of Celestial magic. At rank 1 this unit can make its other rank 1 magic tags be considered rank 2 instead. At rank II this unit gives a +1 bonus to nation wide rituals.
[Dredge]- Based off of Necromancy magic. At rank 1 with the conclusion of battle, if this unit won and an enemy unit died than you gain a [expendable] 1.0 Strength undead unit. At rank 2 with the conclusion of battle, if this unit won than you gain a [expendable] 1.0 Strength undead unit along with one of the enemy unit's tag.
[Inferno]- Based off of Fire magic. At rank 1 deal 1/2 of strength Result in the skirmish phase. At rank 2 automatically kill a unit with the [Expendable] tag in the deployment phase
[Purgation] Based off of Solar magic. Rank 1 if this unit rolled the dice max then the enemy's strongest unit dies in the deployment phase. At Rank 2 this unit can negate an enemy's unit buffs from its tags.
>>50388
Suitably chastised by their failure and their queen the mages actually managed to make great progress in expanding the fundamentals of their art. Meanwhile Elidur was able to finish the city's much needed expansion with the Pyre acting as the capstone for this achievement. Much of it is covered in beautiful murals and statues depicting the heavens, ancestors, and especially the queen. Looking closer however there is some strange symbology that is easily traced to the secret society, generally referencing different architectural theories and Aesthetic equations. With everything completed Queen Aliana had scheduled a celebration involving her personally consecrating the grand structure. While the Ceremony went well, there was an unexpected development. At the end of her speech a great pillar of flame erupted from the Pyre and into the sky and the dull ashes inside of the flame started to shift into humanoid figures. Soon after great wings sprouted from their back and their bodies started to crystallize and radiate prismatic light. When they finally stepped out of the flame everyone was transfixed by their heavenly and decidedly elven beauty. Identifying themselves as the phoenix Lords they had quickly pledged their allegiance to the queen before stepping back into the flame. The only remnants of their passing being a shocked crowd and shedded feathers that still carried their light.
+Celestial III
+Village upgrade complete
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
+1 Solar Glass
>>50391
With the Crusaders subverted little stands in your way to the east making expansion a simple matter. Inside the Mausoleum of Amorati however, that is another thing entirely. The blessings placed upon the sarcofogus prevent direct tampering with your current necromantic power frustrating the crypt kings. Some divert their attention to foreign magics for answers while others try to enhance their already substantial capabalities. It was the later that proved to be the key to unlocking the mystery. While Necromancy in its current form relies upon the spirit of creatures to still be in the world, some have reported a pull to another place entirely that is not Amduscia. Further inquiry has revealed that this is where people's immortal aspect normally go to, but in the case of the undead for some reason they are tethered to this world. Given that many of the horde are victims of widespread massacres it is theorized that the most common reason is that whatever natural process draws souls in gets crowded and is forced to abandon some. With this knowledge in hand one particularly ambitious king utilized the prophecy of the hero's return in order to summon his spirit back to the world. Amazingly enough it worked without issue and the hero breaks out of his sarcophagus without any hinderance. If the king did not know any better, he would have thought that the hero was actually alive the entire time given his unmarred and even radiant complexion. Interestingly compared to the flat ears of the rest of the crusaders his are pointed. Addressing the king, the hero asks where is the rest of his order is as they must purge the world of the unpure.
+Creation I
+Necromancy III
+3 tiles
+Death knights can be upgraded to be deathless once stable reliquary gain is established
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36c156 No.50743
>>50742
>>50407
As Aul gets ever nearer to unlocking the final secrets the more he needs to spend time in meditation and contemplation. In order to accelerate this process he takes his most gifted disciples and together they sequester themselves from the rest of the elves in order to better bond with one another and meditate. His final orders before going into retreat was to tell the other elves to expand across the land and unlock its potential.
+Teleportation V 3/14
+Shaping III 4/8
+1 tile
>>50408
Sadly the mages are unnable to spread the frost father's influence across the land yet. It would seem they need to master the basic principles of Frost before attempting to call upon the awesome power of winter. That does not stop them from making advancements however. In addition, the shipwrights have made great progress on making seaworthy vessals capable of exploring the world's oceans.
+Frost IV 4/12
+Ships II 5/6
>>50410
The insectile treants assimilate remarkably well with the elves, giving them many new insights in the ways of the forest. Their bark skin also inspires the artisans to make armor using plates of ironbark shaped to look like chitinous protrusions and antennae. Sadly there was nothing new to be found yet although you were able to claim some new fertile lands. Soon after though you meet some old friends. The original treants are happy to see that you managed to resolve the situation without bloodshed and again seem strangely fine with their kin still being possessed by these spirits. Regardless they have ended their isolation and believe you are finally mature enough to continue your lessons. Something which the Dryad king finds amusing.
+Nature IV
+Nature V 3/14
+Armor I
+Armor 2/6
+1 tile
+Treants no longer isolationist
>>50411
The dwarves continue refining their smithing techniques until they finally make something they deem ready for use in actual combat. The former miners are now armed with formidable weapons and they relish the opportunity to pulp some demons.
+Dwarf Hammers II
+Dwarf Hammers III 1/8
+Hammerers (1.4 Strength, 1.4 Material)
>>50413
While outsiders may claim that the Fairy elves greatest strength is their industry or their magic, that is not actually the case. Their true strength is how their entire nation is always unified under one purpose where they seek to put their community over any personal desires. A greater example cannot be found then watching the elves develop their Gluco-Synthesis process at a rate that is unfathomable to those not part of RED.
+Gluco-Synthesis I
+Gluco-Synthesis II 6/8
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36c156 No.50744
>>50743
>>50418
Seeing the significant forces that the halflings managed to muster the king only responds with two words "burn it". The vanguard gleefully fulfill their master's command and use their magic to set the forest ablaze around the village. As the flames spread the Fire elves find that their work is much more productive as their forges burn brighter and their axes cut deeper from this great sacrifice to progress. Already the verdant guardians of the fat fools start to wither and become dormant while great spires are erected in your own lands.
+- 3 Tiles Razed
+15 materials from razing
+Treants are now hibernating
+2 Infernal rearguard (No fire magic applied, can only use magic units with a 1 to 1 ratio with sanctuaries)
+Igni village upgrade 4/5
>>50427
Orks are always attempting to find new ways to kill and inflict pain on other beings. The most recognizable and universal symbol of their sadism are their infamous cleavers which are great hunks of iron rather than any traditionally recognized blade. They tear through limbs and crush bone with equal ease and witnessing such a thing is demoralizing to say the least. With their blades finally completed the horde starts eagerly donning their armor and swinging their blades as they begin rallying under the warboss. Such racket has drawn the ire of the local trolls however and in retaliation they attempt to attack the orks! thankfully as the army was already rallied they were able to push them back with minimal casualties and they now have an excellent first target…
+Swords I
+2 Uruks (1.6 Strength, 1.3 Materials)
-Hostile Trolls
-2 pop
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dfbb59 No.50745
| Rolled 3, 68, 5 = 76 (3d100) |
>>50742
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: 18 +3/turn
Food: 22 +3/turn
Resources:
[Materials: 9] +3 turn
5 Lunar Marble +2 turn
1 Solar Glass -1/turn
Settlements:
[Imperial City](Village)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+2 Lunar Marble a turn)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
Magic: Celestial III
Technology: Agriculture I, Construction III,Stewardship I, Swords I
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
1.Well, that was an unexpected but VERY welcome surprise. These phoenix lords are impressive and would greatly boost the might of our armies, but there is an issue. Namely they require a type of celestially resonant glass to function properly. This glass is something we have perilously little of, and not having it could cause them to go dormant. This is of course not acceptable. Thus the Queen orders her magi to being a process of how to construct this glass and refine it in enough quantity to keep the Phoenix lords active.
+Stewardship I
+construction III
+Imperialists
+Celestial III
+- Secret Society who worships the queen
+-Society gains influence
2.Expand our nation's borders southward we're clearly the best suited to this land but we do still need a sea port. Thus we will go the sea and claim the coast as a place to build one. The Queen commands.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
3. Pursuant to this, the Queen orders more study on the art of construction. Because the settlement for the seaport will need to be built quickly and so far away from the capitol's glorious light there will be less vigor in doing so, so the techniques will need to improve.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
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2fd33a No.50756
| Rolled 7, 19, 73 = 99 (3d100) |
>>50743
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: 22 +2/turn
Food: 22 +2/turn
Resources:
[Materials: 20] +2/turn
[Fossilized Amber: 2] +1/turn
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
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)
Magic: Nature IV (V at 3/14)
Technology: Hunting I, Armor I (II at 2/6)
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. Begin working with the normal treants and the bug treants on even greater heights of nature magic. Nature V 3/14
2. This is good, but those protrusions could likely be grabbed in combat, especially those antenna on the helmets. Begin refining the designs to allow for better armor. 2/6
3. Begin growing a funerary orchard in Intals-Nol, where the dead shall be buried and have a tree grown from their corpse, so that their bodies may be used to continue the cycle of life. +Nature IV
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f55dd8 No.50762
| Rolled 96, 76, 56 = 228 (3d100) |
>>50194
Nation Name: Divine Celestial Republic of Luna Minoria
Subrace: Lunar Elves
Background: The Lunar Elves of Luna Minoria descend from the stars. Their Divine Vessel was the Moon, but it was damaged when it crashed into the world and its parts floated up into the sky and returned to its original form, now orbiting the planet. However, The Lunar Elves, with no knowledge of how to return to their vessel, used their magic to shape their island into the holy symbol of the Crescent. Having lost the knowledge to this magic ages ago, the Lunar Elves live a peaceful existence on their island. Tradition is held that their ancestors ruled as a republic, but when they crashed onto the world, their leader declared that in emergency, they must take over as sole ruler. In all of their recorded history, a single family has ruled as an Absolute Monarch, and not once has rebellion occurred. Recently, however, there have been whispers that the outcasts, the ones who left Luna Minoria in the beginning because of their jealousy of the leader, have been growing stronger, and there's rumors that the Royal Family might actually expand their rule beyond the Island to protect their sacred home.
Location: Crescent Moon Island in the bottom left of the map, Capital on the forest tile next to the mountains on the bottom side of the island
~~~~~
Pop: 16 +2/turn
Food: 16 +2/turn
Resources:
[Materials: 10]
[Lunar Marble: 8] +2/turn
Settlements:
[Mare Royale City](Hamlet)
-Infrastructure:
Hunting Lodge
Lunar Orrery
-Defenses:
Base Defenses [1]
Military:
Magic: Celestial III
Technology: Hunting I, Ships II
Race Bonus: [Star Child]- The first elf came from the stars! +5 when researching things related to space and Whenever they reach tech level V they learn a secret from the moon.
1-2; IMPROVE THE ROYAL DOCKS! THE QUEEN DECREES THAT THE DOCKS SHALL BE PREPARED FOR A NEW GRANDE ARMADEE!
3; BEGIN CONSTRUCTION OF CORVETTES! THE QUEEN DICTATES THE NAVY TO ENSURE THE SHIPS ARE ABLE TO SAIL SWIFTLY AND AVOID HARM. THE QUEEN DICTATES THAT THE LAND OUTSIDE OF THE ISLAND IS SINFUL AND DANGEROUS, AND THEREFORE, THESE FIRST SHIPS SHALL MAP OUT THE SURROUNDING LANDS AND ENSURE WE CAN MEET ANY FOE PROPERLY!
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f55dd8 No.50763
>>50762
>>50742
>96 76 56
Separated in intervals of 20, special get
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83c2bc No.50764
| Rolled 60, 72, 51 = 183 (3d100) |
>>50743
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 24 +3/turn
Food: 24 +3/turn
-Resources:
[Materials: 8] +3/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
2 Living Mercury
Settlements:
[Cophis](Village)
-Infrastructure:
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Sanctuary(Cophis, +3 Pop)
House of Memories (Settlement is immune to Crypt King bonus and is resistant to necromancy rituals)(Wonder Building)
-Defenses:
Base Defenses [1]
Military:
1 Silver Surfers (2.4, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)
Magic: Teleportation IV
Technology: Agriculture I, Shaping 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
Agriculture II 2/6
+Teleportation V 3/14
+Shaping III 4/8
The final threshold is upon Aul and his disciples. Aul has put every effort to get the right atmosphere for the occasion; robes, candles, big circles, dancing slimes of living mercury, the whole nine yards. If they could get a response that would be that, or perhaps if they could rely on each other to maintain their presence in the void long enough to see something that reveal the final revelation then that would be that. Aul was searching the void with all his eccentric but unstoppable will.
1 Teleportation V 3/14, [Eyes on the Inside]+5
2 Shaping III 4/8, [Eyes on the Inside]+5
3 Expand [Eyes on the Inside]+5, Teleportation IV, Shaping II.
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893d1b No.50787
| Rolled 87, 71, 97 = 255 (3d100) |
>>50743
>Nation Name: Karaz-a-Elgi
>Subrace: Short Elves (Dwarves Masquerading as Elves)
>Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
Pop: 13 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 26]
[Gromril: 1]
[Dukatz ale stash]
[Friendly Gnomes]
Settlements:
[Karaz-a-Yarm](Hamlet)
Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn) [BLOCKED BY FUCKING DEMONS YO]
Defenses:
Base Defenses [2]
1 Gnome Guard (2 Strength, 1 material, [Expendable])
Military:
1 Gnome Guard (2 Strength, 1 material, [Expendable]) [WOUNDED]
1 Hammerers (1.4 Strength, 1.4 Material)
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I, Dwarf Hammers II (Dwarf Hammers III 1/8)
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
Badness:
[HOSTILE DEMONS]
1. Continue working studying the inner workings of hammers, perhaps a denser metal can make our hammers strike truer?
2/3. The Hammerers will go and reinforce the Gnome Guard and drive the demons from the Gromril vein.
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03ca01 No.50843
| Rolled 7, 13, 64 = 84 (3d100) |
>>50743
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 18 +2/turn
Food: 28 +2/turn (+2 Base, +2 Farm)
Resources:
Materials: 12 +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:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis I
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
1-3. This technology is the FUTURE. We must invest in it as we would our lives and the lives of our progeny. Advance the knowledge of gluco-Synthesis!
Gluco-Synthesis II 6/8
+4 Creation II
+10 Sucro-Alloys V
+4 Wands II
++2 Gluco-Synthesis I
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ef98cd No.50915
| Rolled 83, 23, 62 = 168 (3d100) |
>>50744
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 22 +2/turn
Food: 22 +2/turn
Resources:
[Materials: 41] +4 a turn
Settlements:
[Igni](Hamlet)
>-Infrastructure:
Hunting Lodge
Lumbermill
Iron mine
Sanctum
-Defenses:
Base Defenses [1]
Military:
X1 Infernal Vanguard (1.8 Strength, 1.4 Materials)
X2 Infernal Rearguard (1.8 Strength, 1.4 Materials)
Magic: Fire II
Technology: Hunting I, firecasters I, Siege I, Industry II, Slavery I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
+Battle opportunity (can invade without using an action against hobbits for 3 turns)
+Treants are now hibernating
1. Continue work on igni. We will build it into the greatest city ever made
+Igni village upgrade 4/5
2. Work resumes on our Fire tech upgrade to III
3. Upgrade our Firecasters to II
Free action: invade the hobbits. Kill and enslave
X1 Infernal Vanguard (1.8 Strength, 1.4 Materials)
X2 Infernal Rearguard (1.8 Strength, 1.4 Materials)
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b002f2 No.50949
| Rolled 34, 42, 56 = 132 (3d100) |
>>50743
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 14 +2/turn
Food: 32 +4/turn
Resources:
[Materials: 10] +2/turn
Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost) (unusable)
-Infrastructure:
Fishing Wharf (Tyr-Ceolan)
Ice Carver (Tyr Ceolan)
Hunting Lodge (Hvíld bróður) (unusable)
Giant’s forge (Hvíld bróður) (unusable)
-Defenses:
Base Defenses [1]
Military: 2 Swordsman (1.4 Strength, 1.2 Materials)
Magic: Frost III
Technology: Fishing I, Ships I, Swords II
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
Frost IV 4/12
Ships II 5/6
1-2: Continue research on frost magic
3: Continue research on ships
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5301b8 No.50952
| Rolled 7, 72, 61 = 140 (3d100) |
Nation Name: The Eternal Kingdom of Amduscia
Subrace: Skeleton Elves
Background: The Eternal Kingdom of Amduscia were once elves, elves of all shapes and sizes, all races and nations. That was in life, but the one commonality that ultimately binds the Eternal Kingdom, from the Crypt Kings which rule over them to the lowest peasant, is that they have since died. Risen by a curious magic that animates their bones with the souls of those who they once belonged to, these skeleton elves now find themselves with a lot of time on their hands, and use said time to perfect their magics and improve their knowledge of the world. To them, undeath is such a gift, their boney forms perfection, giving them time to do things that they would never get around to if they spent all their time having to eat and sleep like they once did. Why wouldn't they want to spread it?
Location: Pictured
Pop: 42 +6/turn
Food: 40 +5/turn
Resources:
[Materials: 14] + 2/turn
Settlements:
[Amduscae](Hamlet)
[Amorati] (Outpost)
-Infrastructure:
[Amduscae]
Hunting Lodge
Hunting Lodge
Mausoleum of Amduscae
Soul Farm (+2 materials/turn)
Academy of Amduscae (able to create 1 magic unit)
[Amorati]
Mausoleum of Amduscae (+2 pop/turn)
Hunting Lodge (+2 food/turn)
-Defenses:
Base Defenses [1]
Military:
+2 Skeleton Warriors (1.0 strength, 0.5 materials [Expendable])
+1 Death Knights (2.2 strength, 1 material [Armored I] [Blessed I]
Magic: Necromancy III, Black I, Creation I
Assimilated Magic: Necromancy, Black, Ice, Creation, Runes, Light
Technology: Hunting I
Race Bonus: [Crypt Kings]- The first elf is dead! +5 to researching the magic of Assimilated undead elves and whenever a large amount of elves die in the world, some will rise and travel to serve you.
1. As Amorati has proven itself to be a most blessed place of rebirth, with its crypts possessing many secrets of great power and importance, it is only proper that we begin the process of building the meager settlement into a proper town.
2. Then we must continue to study the secrets of the reliquary and try to understand its secrets so that we could use our findings to produce the rumored deathless ones.
3. Then as our knowledge of necromancy increases we will create a new and unique material, using our knowledge of creation magic combined with our knowledge of necromancy and black magic to create necrosteel, strong and sturdy metal blessed with powerful necromantic energies which empower and strengthen our warriors while damaging our foes and aiding in the process of their blessed rebirth.
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0c64f7 No.50969
| Rolled 30, 54, 16 = 100 (3d100) |
>>50742
Nation Name: Barakh o-Bamurh
Subrace: Ugly Elves
Background: Oi wez swear we’rr da reel elves! We ‘ave the poinny ears an everythin!
Location:
Somewhere behind some mountains.
(Hunting III improved food gain from the hunting lodge)
Pop: 16 +2/turn [+2]
Food: 19 +3/turn
Resources:
[Materials: 10]
Settlements:
Gorhg-sorosh (Hamlet)
-Infrastructure:
Hunting Lodge
Birthing Pits [+2 pop per turn]
-Defenses:
Base Defenses [1]
Military: +2 Uruks (1.6 Strength, 1.3 Materials)
Magic: Decay I [Decay II 5/8]
Technology: Hunting III, Armor III, Swords I
Race Bonus: [Pig Children]- the First Elf was an ugly bugger! +5 to researching military tech and -1 strength to enemy units.
-Hostile Trolls
1. Do those trolls really think that they can come here, kill our men, break our rocks, and eat our shite? Let’s show them that we’re the boss’s greenest!
Take military action against the troll.
2. Rev up those birthing pits, gotta make more orcs.
3. Go hunt the biggest creature we can find.
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36c156 No.50996
| Rolled 4, 3, 4, 4, 3 = 18 (5d4) |
>>50787
First dice is the demon's strength roll
>>50915
Second, Third, and Fourth are the hobbit's roll
>>50969
Fifth roll is the troll's roll
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893d1b No.50997
| Rolled 2, 1 = 3 (2d4) |
>>50996
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6bddd5 No.50999
| Rolled 3, 1, 1 = 5 (3d4) |
>>50996
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0c64f7 No.51023
| Rolled 2, 3 = 5 (2d4) |
>>50996
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36c156 No.51035
RULES CLARIFICATION: IF YOU RESEARCH A MILITARY TECH THEN IT AUTOMATICALLY APPLIES TO A CREATED UNIT. YOU DO NOT NEED TO DO AN ACTION TO UPGRADE THEM. YOU CANNOT HOWEVER, CHANGE THE TAGS OF AN ALREADY CREATED UNIT.
[Transport]- Based off of Shipbuilding tech. At rank 1 can carry two units. At rank 2 can carry four units.
[Crushing]- Based off of Dwarf Hammers tech. At rank 1 bypasses the [armored] tag completely and multiplies strength in the melee phase by 1.5. At rank 2 bypasses the [armored] tag completely and multiplies strength in the melee phase by 2.
>>50745
As much as the Phoenix Lords legitimized your rule, it would seem that even then your rule is challenged. The sudden appearance of the lords has radicalized the remaining dissenters and they use the recent edict of expansion in order to quickly secure themselves a new base of operations. They claim that the queen is a puppet of Elidur and that the tower explosion was an inside job used to discredit the sun mages so that the lunar mages who form the bulk of Elidur's society would gain more prominence. They also say that the phoenixes were merely an illusion or that they have been bound to serve by Elidur as a ploy to dupe the populace into legitimzing Arianne's rule. The true heir to the throne they say, is that of her younger brother, Ariador. Such blatant rebellion is scandalizing, but if crushed there would be none to oppose your enlightened and divine rule.
+2 tiles
-Hostile High Elves
-+they claimed the outpost and turned it into a hamlet
>>50756
With the treants once again teaching the elves quickly remember how slow their teachers are. Very little is made to develop their magic, however their lessons on the cycle of life and death and how death is merely the birth of new life gives great inspiration and forms the basis for the new funerary orchards. Something that the treants were rather helpful with all things considered. Now all that is left is the final ritual and for some of the treants to bind themselves to the place as its guardians. Sadly however, there has not been much progress made on the armor as many of the artisans refuse to compromise on the Aesthetic. They instead take to creating increasingly fantastical designs that while look amazing have not really progressed in terms of functionality.
-10 Materials (I posted at the top of the update that the cost of units was per turn, you have not been paying upkeep)
+Funerary Orchard 4/5
>>50762
The docks are quickly refurbished and the shipwrights begin drawing designs for new ships that are capable of dominating the seas and carrying her majesty's grand army. The first of the new line of ships are churned out and they have greatly exceeded expecations in terms of how gracefully they manuever.
+Shipbuilding III
+Shipbuilding IV 1/10
+3 Corvettes (1.6 Strength, 1.3 Materials, [Transport])
>>50764
As Aul and his closest disciples go further into their trance they begin to not only pay attention to the doors and flows around the void, but also the void itself. It is a subtle pull that is both exhilirating and frustrasting as it seems to offer some secret insight, but instead reveals nothing at all. Such a contradiction needs more time to ruminate on. In the chamber around the favored ones the mercury writhes in fantastic shapes while the other cultists begin to start mimicking its motions and start to naturally attune themselves better to the cosmos at large. Those who are not participating in this display have continued to faithfully follow their leader's command and have managed to encircle the entirety of the small gulf and the mountains before they are stopped by the swamps.
+Teleportation V 7/14
+Shaping III
+4 tiles
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36c156 No.51036
>>50787
The Smiths have made amazing progress in their hammers. Using techniques known only to the dwarves they have improved the alloy to such a degree that anything hit by them is torn asunder. Emboldened by their new weapons the Hammerers immediately sally out along with the gnome guard. While victory was achieved, it was a pyyric one nontheless. The gnomes it seems were too caught up in their mania to properly fight and had focused on mauling the corpses of already slain demons leaving them open to retaliation. The hammerers soldiered on, yet the demons seemed to be at their zenith. many had fallen in order to ensure that their brothers could continue further on. Eventually there was only one left to stand against a bloated abomination of its kind. With a roar the last Hammerer did a mighty leap (rather impressive given his stature) and had smashed the demon's bloated head into a pulp. Its corpulent bloated corpse blocking the hole to hell. Shortly thereafter the dwarf hero stood vigil to ensure that none would come forth again. It was with great sadness that the miners discovered him dead, still on his feet, refusing to give up on his duty.
-10 Materials (I posted at the top of the update that the cost of units was per turn, you have not been paying upkeep)
(only needed to spend 1 action to attack and dont need to roll for it.)
Dwarf Hammers III
Dwarf Hammers IV 5/10
-1 Gnome Guard
-1 Hammerers
+Gromril vein is now available, dont fuck it up again
>>50843
The Elves have managed to advance this new science quite far and yet it is not enough. They have sadly they have not achieved as much progress as expected. Many of the scientists and engineers feel like they are failing their people by not meeting the quota they have set for themselves. Thankfully they are soon comforted however, and they hope that they can continue their experiments with greater vigor later on.
+Gluco-Synthesis II
+Gluco-Synthesis III 2/10
>>50915
The expansion of Igni goes well as well as the newly improved firecasters. There was an ill omen however, the Vanguard experimenting with their magic in order to gain power found that their flame was but a mere flicker compared to the rush of inspiration that normally accompanies them expanding the power of Inferno. Despite this reservation they still attack the halfing village as planned and it is an utter catastrophe. The Halfings in a show of bravery had devoted themselves entirely to the defense of their home. Anything that could be used as armor whether it was pots, pans, and even the occassional laddle was used to drive back the invaders. Rather than breaking upon the firing line they continued to charge through and managed to inflict far more casualties that could have ever been considered for ones of their size. While the Vanguard had performed admirably, ultimately the flame had failed them as they had been overwhelmed and destroyed as well. It would appear that the halflings still keep their independence despite the devestation that surrounds them.
-10 Materials (I posted at the top of the update that the cost of units was per turn, you have not been paying upkeep)
+Igni Village Completed
+Fire III 1/10 (Its magic you nigger, not tech)
+Firecasters II
-1 Infernal Vanguard
-2 Infernal Rearguard (Dont apply your magic to them you double nigger, one magic unit for each sanctuary)
+2 Halfling units killed
+1 Halfling unit [WOUNDED]
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36c156 No.51037
>>50949
The Mages continue to refine their magics and through their constant dedication to the art, some claim to be able to hear whispers of the Frost-Father. Those who have heard of this take it as a great omen. The Process of converting simple fishing boats into great exploratory vessels or that of war is a time consuming process, but the shipwrights seem up to the task as they make some new advancements.
+Frost IV 9/12
+Ships II
+Ships III 2/8
>>50952
As the workers dig deep under Amorati to unveil new catacombs they are beset by something they had not expected. Traps. It turns out that the entire tomb complex has been trapped leading to many casualties amongst the workforce. It was only through the efforts of a small specialized force averaging 4 to 6 per party were able to traverse the deathtrap of a tomb and had discovered something amazing. Apparently deep under there is an ancient armory filled with the weapons and armor of the old crusading order. Such sacred relics would be the perfect foci for your magic if you were able to expand and bring people down there in large numbers. For now, those who have survived the trip are running around in expensive equipment taking whatever odd job they can get in the old tavern, trying to relive their glory days. Not satisfied with having nothing to work with, The Crypt Kings begin working on a substance created by themselves for their own nefarious purposes. Utilizing the magic of the Saccachrine ones they have managed to condense the necrotic energies into a steel alloy. While creating such a metal does cost a plethora of resources, the results are worth it.
-10 Materials (I posted at the top of the update that the cost of units was per turn, you have not been paying upkeep)
-3 pop
+Ancient Armory in Amorati(1 reliquary a turn, deactivated until expansion)
+1 Necrosteel
>>50969
With the upcoming battle against the trolls everyone is eager to get to fighting, Leaving the breeding pit almost finished rather than operational. Same goes for the hunt as everyone already views the trolls as the biggest immediate prey in the area and are not interested in rummaging through the woods and mountains to maybe find something when they could be fighting right now. When they finally do reach the troll home they find only a few of the creatures however that does not make them any less deadly. If it were not for the armor of the orcs then many would have surely perished. As it is they managed to slaughter the lot of them and take their lands for themselves. The central cave being cool and containing much meat from their hunting, now filled with the trolls own flesh (and the unfortunate orc).
(you forgot to apply your military tech to your troops I.E swords)
-10 Materials (I posted at the top of the update that the cost of units was per turn, you have not been paying upkeep)
+Breeding Pits 3/4 (pop building)
+4 Tiles
+Troll Hole (Outpost)
Meat Locker (food building)
RULES CLARIFICATION: IF YOU RESEARCH A MILITARY TECH THEN IT AUTOMATICALLY APPLIES TO A CREATED UNIT. YOU DO NOT NEED TO DO AN ACTION TO UPGRADE THEM. YOU CANNOT HOWEVER, CHANGE THE TAGS OF AN ALREADY CREATED UNIT.
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dfbb59 No.51038
| Rolled 36, 78, 45 = 159 (3d100) |
>>51035
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: 21 +3/turn
Food: 25 +3/turn
Resources:
[Materials: 12] +3 turn
7 Lunar Marble +2 turn
0 Solar Glass -1/turn
Settlements:
[Imperial City](Village)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+2 Lunar Marble a turn)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
Magic: Celestial III
Technology: Agriculture I, Construction III,Stewardship I, Swords I
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
1.These fools really think that I would jeopardize the safety of my own nation to discredit magic? Not only are the deusional, but they clearly do not understand magic either. I hedge to the magic that WORKS, and celestial magic is the firm base of all our other magics. Speaking of, the phoenix lords will be inactive until we can acquire more solar glass, so a means to produce more must be made, and quickly. Elidur, please do so, and quickly. We are defenseless with no standing army without them.
+Stewardship I
+construction III
+Imperialists
+Celestial III
+- Secret Society who worships the queen
+-Society gains influence
2. Speaking of Construction we will need more soldiers, and that means more materials to supply them. We need another sturcutre to supply materials, a mine or another quarry. Elidur, I know I ask a great deal, but By command please build this too.
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
3. Finally we will need weapons with which to arm our soldiers. our swords are a far cry from the blades of old that our forebears once used. We need to expand and upgrade production of our blades clearly, thus I command it to be done.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
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2fd33a No.51039
| Rolled 46, 59, 92 = 197 (3d100) |
>>50756
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: 24 +2/turn
Food: 24 +2/turn
Resources:
[Materials: 20] +2/turn
[Fossilized Amber: 3] +2/turn
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
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)
Magic: Nature IV (V at 3/14)
Technology: Hunting I, Armor I (II at 2/6)
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. Continue working with the treants in the hopes that they finally get around to the point and we learn something of interest on nature magic. Nature V 3/14
2. While that is good for ceremonial armor if you continue to add unnecessary components to armor that harms combat ability I'll let you wear the armor to show how well it works in a fight. 2/6
3. Ask for volunteers from the treants and finish up the funerary orchard. 4/5 +Nature IV
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83c2bc No.51040
| Rolled 55, 60, 97 = 212 (3d100) |
>>51035
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 27 +3/turn
Food: 27 +3/turn
-Resources:
[Materials: 11] +3/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
3 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 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)
-Defenses:
Base Defenses [1]
Military:
1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)
Magic: Teleportation IV
Technology: Agriculture I, Shaping 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
Agriculture II 2/6
+Teleportation V 7/14
Cophis is moving, building, and this season they will focus on condensing to make the most of new resources. Meanwhile, Aul begins the new day by bringing his disciples into a circle around him. They sit and join hands as he directs. He calls Bob the blob into his hands and shapes him into two sticks before they all dive into the void. The meditation circle appears like some kind of psychic four-dimensional drum except that Aul had brought forth something unprecedented in the center. By some instinctual genius Aul has taken Bob and made a massive void form like a mountain spirit standing behind him. Aul then begins to rhythmically beat on their 'drum' and send forth waves of energy which the disciples feel flowing through them and reverberating back again into the circle rebounding continuously, and growing stronger within their formation. Where Aul intends to direct this large build up of energy they haven't the faintest idea and probably neither does Aul, but there was no turning back now.
1 Teleportation V 7/14, [Eyes on the Inside]+5.
2 Build a Farm [Eyes on the Inside]+5.
3 Build a Mine for material. [Eyes on the Inside]+5.
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f55dd8 No.51041
| Rolled 51, 9, 15 = 75 (3d100) |
>>51035
Nation Name: Divine Celestial Republic of Luna Minoria
Subrace: Lunar Elves
Background: The Lunar Elves of Luna Minoria descend from the stars. Their Divine Vessel was the Moon, but it was damaged when it crashed into the world and its parts floated up into the sky and returned to its original form, now orbiting the planet. However, The Lunar Elves, with no knowledge of how to return to their vessel, used their magic to shape their island into the holy symbol of the Crescent. Having lost the knowledge to this magic ages ago, the Lunar Elves live a peaceful existence on their island. Tradition is held that their ancestors ruled as a republic, but when they crashed onto the world, their leader declared that in emergency, they must take over as sole ruler. In all of their recorded history, a single family has ruled as an Absolute Monarch, and not once has rebellion occurred. Recently, however, there have been whispers that the outcasts, the ones who left Luna Minoria in the beginning because of their jealousy of the leader, have been growing stronger, and there's rumors that the Royal Family might actually expand their rule beyond the Island to protect their sacred home.
Location: Crescent Moon Island in the bottom left of the map, Capital on the forest tile next to the mountains on the bottom side of the island
~
Pop: 18 +2/turn
Food: 18 +2/turn
Resources:
[Materials: 6.1]
[Lunar Marble: 10] +2/turn
Settlements:
[Mare Royale City](Hamlet)
-Infrastructure:
Hunting Lodge
Lunar Orrery
-Defenses:
Base Defenses [1]
Military:{3 Corvettes(1.6 Strength, 1.3 Materials, [Transport])}
Magic: Celestial III
Technology: Hunting I, Ships IV[1/10]
Race Bonus: [Star Child]- The first elf came from the stars! +5 when researching things related to space and Whenever they reach tech level V they learn a secret from the moon.
1-2; THE QUEEN HAS DECREED THAT INDUSTRIES WHICH HAD BEEN BANNED, WILL NOW BE LEGALIZED AND OPERATED SOLELY AT THE QUEENS PLEASURE. THE QUEEN HAS AUTHORIZED THE FORMATION OF LUMBER YARDS TO BE BUILT IN PREPARATIONS FOR THE GRANDEE ARMADEE
3; THE QUEEN HAS SPENT THE LAST WEEK IN SECLUSION, MONITORING THE WAVES AND THE STARS AND MEDITATING UPON THE MAPS OF THE WORLD AND HAS DETERMINED THAT THE 3 CORVETTES BUILT SHALL SAIL NORTH AND MAP THE SHORES THERE AND ANY BARBARIANS THEY FIND SHALL BE MONITORED AND RECORDED.
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03ca01 No.51042
| Rolled 5, 25, 91 = 121 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 20 +2/turn
Food: 32 +4/turn (+2 Base, +2 Farm)
Resources:
Materials: 12 +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:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis II
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Gluco-Synthesis III 2/10
1-3. "Every day we delay, is another day the capitalists and facist pigs continue to gain advances over us comrades. We must perfect this technology at all costs!"
If there is one thing to say about the Republic's of Elven Democracies, it is absolutely focused clearly upon a given goal and will very rarely sway itself away from it until completion. All efforts focused on a clear, set plan of absolute strategic importance! The unbeatable working elves can never fail a task they place themselves unto!
Gluco-Synthesis III 2/10
+26
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis II
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ef98cd No.51074
| Rolled 78, 58, 27 = 163 (3d100) |
>>51036
Nation Name: Dryadales ignis
Subrace: Fire elves
Pop: 24 +2/turn
Food: 24 +2/turn
Resources:
[Materials: 20] +4 a turn
Settlements:
[Igni](Village)
>-Infrastructure:
Hunting Lodge
Lumbermill
Iron mine
Sanctum
-Defenses:
Base Defenses [1]
Military:
Magic: Fire II
Technology: Hunting I, firecasters II, Siege I, Industry II, Slavery I
Race Bonus: [Flames of Industry]- The first elf was on fire! +5 when constructing industrial buildings and you are capable of razing tiles to uselessness gaining 5 materials each.
+Battle opportunity (can invade without using an action against hobbits for 3 turns)
+Treants are now hibernating
1. Raise more soldiers a vanguard and as many rearguards as we can
2.Continue to upgrade our capital 3/?
3. continue to upgrade our fire magic as well
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267278 No.51111
| Rolled 74, 4, 36 = 114 (3d100) |
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 16 +2/turn
Food: 36 +4/turn
Resources:
[Materials: 22] +2/turn
Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost) (unusable)
-Infrastructure:
Fishing Wharf (Tyr-Ceolan)
Ice Carver (Tyr Ceolan)
Hunting Lodge (Hvíld bróður) (unusable)
Giant’s forge (Hvíld bróður) (unusable)
-Defenses:
Base Defenses [1]
Military: 2 Swordsman (1.4 Strength, 1.2 Materials)
Magic: Frost III
Technology: Fishing I, Ships II, Swords II
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
Frost IV 9/12
Ships III 2/8
1: We are on the verge of untapping a way to greatness. Finish the enhancement of our ice magic immediately.
2-3: The children of Ceolan will require even better vessels in the future. Continue ship research.
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893d1b No.51115
| Rolled 1, 89, 9 = 99 (3d100) |
>Nation Name: Karaz-a-Elgi
>Subrace: Short Elves (Dwarves Masquerading as Elves)
>Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
Pop: 13 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 28]
[Gromril: 1]
[Dukatz ale stash]
[Friendly Gnomes]
Settlements:
[Karaz-a-Yarm](Hamlet)
Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn)
Defenses:
Base Defenses [2]
1 Gnome Guard (2 Strength, 1 material, [Expendable])
Military:
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I, Dwarf Hammers II (Dwarf Hammers III 1/8)
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1-2. Welp, I suppose now would be a good a time as ever to get a right proper military working now
3. Oi boys! Get ta work getting those Gromril mines up to snuff!
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f55dd8 No.51116
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36c156 No.51395
>>51038
Elidur quickly sets out to do as his queen commands. To begin with he quickly sets up a new quarry to get the needed stone necessary for future projects. With that settled he looks at the damaged tower and is struck by inspiration. Seeing how the Phoenix lords were born of flame and light, the repairs should focus on letting as much of the sun's glorious majesty through as much as possible. With glass walls and embellishments acting as a focusing lens, he is able to help the mages better channel the natural energies into their craft so that they can recreate the striking prismatic feathers of the lords. Sadly the actual process of this will take time as with the recent destruction and betrayal there is only one solar mage left to perform these experiments. The blacksmiths however have taken the queens command as an opportunity to flourish this skills after spending their entire lives on making mundane building materials and consumer goods, and are now fashioning themselves as the great blade artisans of old.
+Solarium Glassworks 3/4 (solar glass production)
+Quarry (material production)
+Swords II 3/6
>>51039
The treants seem greatly bemused with how their elven apprentices try to immediately attempt to manipulate the environment with the little understanding they have. Their efforts proving largely futile as they hit a wall in their development. Before another insect possession incident can occur the treants reveal the grand lesson that would help the wood elves progress further in their magic. Through the sacrifice of a few of their own, they have tied themselves to the land which would become the funerary orchard. While such a thing has given up many of their material capabilities such as movement and direct speech, it has made them a veritable conduit of energy as they are able to directly affect the cycle of life and death in their domain. Seeing such a process firsthand had given a deep insight into the natural role of things and can be seen as the first true step on their road to mastery. In less enlightening news, the smiths were appropriately humbled as they were forced to navigate the thick forest without magic in their ostentatious armor. Needless to say they had quickly made a few adjustments.
+Nature V 8/14
+Armor II
+Funerary Orchard (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
>>51115
Despite the demons being sealed away the dwarves after such a tragedy feel distinctly unsafe without the presence of the hammerers to defend them from any horrors of the deep, especially as they try to reclaim the gromril mines. Sadly their fears are proven correct as the strange mania that had been seen in the warriors now affects the entirety of the gnomish village shortly after they have collected their dead. Driven into a frenzy, packs of gnomes now wander the mountain side attempting to tear apart anything living in their path.
(make sure to remove gnome guard from your defenses)
+1 Hammerers (1.4 Strength, 1.4 Material)
-Hostile Daemon possessed Gnomes
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36c156 No.51396
>>51040
As the drums beat there is reverberations in both the material world and the void. For those who are not in deep meditation they find the strange drumming while deafening, is also inspiring as it begins to attune to all of their souls. This attunement gives a great burst of energy which has allowed them to finish their projects in a much faster time than projected. For Aul and his chief disciples these reverberations are not so comforting. Before this experiment they had simply worked with the flow, any effort in trying to change it considered incredibly taxing and inefficient for what they wanted to do. In contrast, this active defiance against such experience has produced an effect completely unseen. Just like how sound causes ripples in a still pool, the exponentially increasing drumming turns ripples, then waves, and finally into a whirlpool of energy from which they barely escaped being drown underneath the waves. While this near death experience is enlightening, Aul cannot help but feel dread that he may have brought attention to something that is not his god…
+Teleportation V 11/14
+Farm (Food production)
+Mine (Materials production)
>>51041
Understanding that if they wish to colonize the world they would need great quantities of wood for their ships, the queen has decreed that the ancient forest shall provide the materials necessary for the task. The peasants are quick to set up their operations but there are a few final preparations needed to ensure that the lumber arrives regularly. For the ships already constructed, each are sent north but in slightly different directions. to the one going northwest they confirm the existence of the forest elves and even from a distance their savagery is apparent, to the northeast there are a group of nomadic elves that seem to regularly prance around the forest and plains with only the most basic of structures to be seen showing their inferiority, finally to the most north in the mountains a tribe of beastmen were spotted and unfortunately they were spotted as well, with many arrows and spears being lodged in the ship showing what they intend for the elves inside.
+Lumber Yards 3/4
-Hostile Beastmen discovered
>>51042
A breakthrough in gluco-synthesis has managed to greatly increase the efficiency of the process. Soon the elves will be able to freely turn their verdant bounty into raw materials that can fulfill all the basic necessities required with no loss of energy! Sadly this breakthrough is heralded by a true catastrophe. Scouts report a spatial distortion that appeared to be created by their old magic, the kind used to arrive in this world in the first place! While originally hopeful that more of their kin had broken free from their oppression what they found was instead fat giants dressed in reds and greens. It would seem that some of your old oppressors have managed to track you down to this world and have set up a base of operations near your capital!
+Gluco-Synthesis III
+Gluco-Synthesis IV 2/12
-Hostile Slavers
>>51074
Despite the setback from the previous defeat the wheels of progress turn ever onward and the Dryadales are able to quickly recoup their losses and reform their army. Igni itself however is in a boom as a dark revanchism has inspired a zeal in the populace to constantly expand. What was once a small village has grown into what can be called a small city!
+1 Infernal Vanguard
+1 Infernal Rearguard
+Igni is now a small city
+Fire III 1/10
>>51111
Finding the snowy plains increasingly constraining, the king does everything in his power to patronize the ice mages research and the shipwrights craft. The giants to the east take notice of this and softly chide the king for his impiety. Declaring that "The frost father provides all little brother, Why do you refuse his bounty and try to run away?".
+Frost IV
+Frost V 1/14
+Ships III 4/8
-Neutral Frost Giants
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2fd33a No.51398
| Rolled 83, 5, 63 = 151 (3d100) |
>>51395
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: 24 +2/turn
Food: 24 +2/turn
Resources:
[Materials: 21] +2/turn (-1 upkeep)
[Fossilized Amber: 4] +2/turn (-1 upkeep)
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
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)
Magic: Nature IV (V at 8/14)
Technology: Hunting I, Armor II
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. Progress is great news. Continue the meditation on the cycle of life and death and the great connection of all living things, and it's utilization in magic. Nature V 8/14
2. Expand our domain to the east and north. +5
3. Search the forests of creatures and plants of interest.
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dfbb59 No.51400
| Rolled 46, 95, 36 = 177 (3d100) |
>>51395
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: 24 +3/turn
Food: 28 +3/turn
Resources:
[Materials: 18] +6 turn
9 Lunar Marble +2 turn
0 Solar Glass -1/turn
Settlements:
[Imperial City](Village)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+2 Lunar Marble a turn)
+Solarium Glassworks 3/4 (solar glass production)
+Quarry (material production)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III) INACTIVE
Magic: Celestial III
Technology: Agriculture I, Construction III,Stewardship I, Swords I, +Swords II 3/6
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
1. The Solar glassworks are nearly finished. This is good as a means of defending the city from the rebels is lacking at the moment. The glassworks would enable the Phoenix Lords to move about and work more broadly. Aliana orders it be finished. 3/4.
+Stewardship I
+construction III
+Imperialists
+Celestial III
+- Secret Society who worships the queen
+-Society gains influence
2. The work on the swords is coming along but we still need more work to make them on par with what our elders had in antiquity. Aliana prolongs the order for the productions and improvements of blades and proceeds to tour the smithies to check on the progress of said blades. 3/6
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
3.With the nearing of completion of the solar glassworks and the swords progress coming along, something else is needed to push the boundaries of might of the elves. The true elves not the pretenders. Thus Aliana visits her top celestial wizards and asks for their ideas in how to improve celestial magic. The she orders them to experiment and put them into action.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
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83c2bc No.51405
| Rolled 34, 87, 14 = 135 (3d100) |
>>51396
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 30 +3/turn
Food: 33 +6/turn
-Resources:
[Materials: 17] +6/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
4 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Mine (Cophis, +3 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)
-Defenses:
Base Defenses [1]
Military:
1 Silver Surfers (2.6, 1 Living Mercury, [Teleport]) (Has Level V teleport and scales off of shaping directly)
Magic: Teleportation IV
Technology: Agriculture I, Shaping 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
Agriculture II 2/6
+Teleportation V 11/14
Aul felt that something was coming and soon…But the near death experience made him want to see the "real" ocean and feel a breeze on his face and the wind in his hair. Whatever It was, It was coming, but it would a while yet. Now it was leisure time and he would take his apprentices with him for some relaxation and more traditional pursuits.
1 Ships I.
2 Outpost on the other Plains tile in my territory. We shall name it Xanzdria.
3 Teleportation Relay, Wonder, in Cophis. Soon we shall have our lands truly connected as no other has been before.
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f55dd8 No.51407
| Rolled 70, 86, 46 = 202 (3d100) |
>>51396
Nation Name: Divine Celestial Republic of Luna Minoria
Subrace: Lunar Elves
Background: The Lunar Elves of Luna Minoria descend from the stars. Their Divine Vessel was the Moon, but it was damaged when it crashed into the world and its parts floated up into the sky and returned to its original form, now orbiting the planet. However, The Lunar Elves, with no knowledge of how to return to their vessel, used their magic to shape their island into the holy symbol of the Crescent. Having lost the knowledge to this magic ages ago, the Lunar Elves live a peaceful existence on their island. Tradition is held that their ancestors ruled as a republic, but when they crashed onto the world, their leader declared that in emergency, they must take over as sole ruler. In all of their recorded history, a single family has ruled as an Absolute Monarch, and not once has rebellion occurred. Recently, however, there have been whispers that the outcasts, the ones who left Luna Minoria in the beginning because of their jealousy of the leader, have been growing stronger, and there's rumors that the Royal Family might actually expand their rule beyond the Island to protect their sacred home.
Location: Crescent Moon Island in the bottom left of the map, Capital on the forest tile next to the mountains on the bottom side of the island
~
Pop: 20 +2/turn
Food: 20 +2/turn
Resources:
[Materials: 2.2]
[Lunar Marble: 12] +2/turn
Settlements:
[Mare Royale City](Hamlet)
-Infrastructure:
Hunting Lodge
Lunar Orrery
-Defenses:
Base Defenses [1]
Military:{3 Corvettes(1.6 Strength, 1.3 Materials, [Transport])}
Magic: Celestial III
Technology: Hunting I, Ships IV[1/10]
Race Bonus: [Star Child]- The first elf came from the stars! +5 when researching things related to space and Whenever they reach tech level V they learn a secret from the moon.
1-2; CONTINUE CONSTRUCTION OF THE LUMBER YARDS! THEY SHOULD'VE BEEN BUILT ALREADY! NOTIFYING THE WORKERS OF THE QUEENS DISPLEASURE WILL SURELY MOTIVATE THEM!
3; GIVE ORDERS FOR TWO SHIPS TO STAY AT THE CAPITAL WHILE THE ORDER SAILS AROUND THE ISLAND CONSTANTLY TO WARD OFF INVASIONS. WE HAVEN'T MINED IN QUITE AWHILE SINCE THE LAST UPGRADES TO THE CAPITAL CENTURIES AGO! RECOLLECT SCROLLS AND TREATISE ON MINING FOR THE FUTURE OF OUR INDUSTRY!
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03ca01 No.51437
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 22 +2/turn
Food: 36 +4/turn (+2 Base, +2 Farm)
Resources:
Materials: 12 +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:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis III
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Gluco-Synthesis IV 2/12
STAT POST
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03ca01 No.51438
| Rolled 63, 15, 43 = 121 (3d100) |
>>51437
Across the elvish republics, outrage and alarm! Those capitalist dogs, those tyrants are here. Arms! The people require arms!
1. We are short on time, we must make do with what we have now. Create out of our Civilian Clockwork I, some Military Clockwork I technologies. We can augment our militias and soldiers with stronger arms of copper and gear.
We can use the newer Glucu-synthesis to create the raw materials we need, and creation magic to shape them into the parts we need. Our wands will help assemble them!
+28
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis III
2. + 3. We must prioritize the conversion of civlian Wands II into military Wands. At once!
+28
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis III
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267278 No.51440
| Rolled 30, 17, 98 = 145 (3d100) |
>>51396
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 18 +2/turn
Food: 40 +4/turn
Resources:
[Materials: 24] +2/turn
Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost) (unusable)
-Infrastructure:
Fishing Wharf (Tyr-Ceolan)
Ice Carver (Tyr Ceolan)
Hunting Lodge (Hvíld bróður) (unusable)
Giant’s forge (Hvíld bróður) (unusable)
-Defenses:
Base Defenses [1]
Military: 2 Swordsman (1.4 Strength, 1.2 Materials)
Magic: Frost III
Technology: Fishing I, Ships II, Swords II
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
- Frost V 1/14
- Ships III 4/8
- Neutral Frost Giants
1. Expand Tyr-Ceolan from a Hamlet to a Village.
2. Send an envoy to sue any concerns that the Frost Giants have about us. We are all faithful children of the Frost-Father.
3. Improve Ice Magic
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893d1b No.51441
| Rolled 23, 66, 87 = 176 (3d100) |
>>51395
Nation Name: Karaz-a-Elgi
Subrace: Short Elves (Dwarves Masquerading as Elves)
Background: The """Elves""" of the Karaz began their story many eons ago, when their great ancestor god Fianne Al-Ruik bestowed upon them the great mystic power of smithing. The "elves" quickly sought refuge in the Black Peak mountain range, as their neighbors (who were actual, real elves) were jealous of their powers. The Karaz has remained in relative isolation ever since, sticking to their single settlement of Karaz-a-Yarm (Yarm, of course, means black in their native language). However, recent events in the wider world, namely the expansion of other elven realms has caused them to question their situation. After much debate, their High King, Alimiraz decided to finally come out of isolation and expand their tiny nation-state.
Location: Mountainous regions on the central continent
Pop: 15 +2/turn
Food: 22 +2/turn
Resources:
[Materials: 30]
[Gromril: 2]
[Dukatz ale stash]
[Friendly Gnomes]
Settlements:
[Karaz-a-Yarm](Hamlet)
Infrastructure:
Hunting Lodge
+Forge (+2 Materials a turn)
+1 Gromril Vein 1/4 (+1 Gromril a turn)
Defenses:
Base Defenses [2]
Military:
1 Hammerers (1.4 Strength, 1.4 Material)
Magic: Runes I
Technology: Hunting I, Metallurgy I, Construction I, Dwarf Hammers II (Dwarf Hammers III 1/8)
Race Bonus: ["""Elves"""]- The First "Elf" shat anvils! +5 to expanding in mountains and technology tags are more effective.
1-2-3. Aye, not ain't the time to have more daemons on our hands. Clear out those Gnomes!
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893d1b No.51534
| Rolled 2, 1, 1 = 4 (3d4) |
>>51441
Because Oneman asked me to
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36c156 No.51535
| Rolled 4, 4 = 8 (2d4) |
1-2. Gnomes defense
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893d1b No.51536
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36c156 No.51580
>>51398
While your people have not managed to stack any permanent claim in the forest they have managed to travel far to the north where there is a great swamp. During their expedition they found both animals and plants with strange mutations and weird growths on their surface. When a knife is taken to the cancerous clumps a strange pus bursts out that is eerily similar to one another no matter where it came from. Taking some samples back the druids meditate on this discovery and how it fits in the greater cycle of life and death. Coming to the conclusion that too much life left untempered can lead to unpleasant results. This enlightening example has quickly advanced your understanding and has opened up a future avenue of study…
+Nature V 13/14
+1 Pustules
>>51400
With the Solarium finally completed the entire city is awed by its beauty. A dazzling amount of arrays and focuses in varying colors surround the tower, revolving in patterns that are incomprehensible to the less enlightened. Already the power of the sun is being distilled into glasslike shards, each containing a unique ray of light captured in that very moment resulting in very striking patterns. Being ordered to give it as an offering to the phoenix lords, the solar glass is thrown into the phoenix pyre. Immediately they begin to coalesce into the recognizable winged humanoids and they begin to faithfully patrol the city. however it seems that their power of flight seems to grow weaker the further they move from the brazier until they lose the ability entirely once they leave the city. The Smiths have also greatly refined their craft and have now organized themselves into a exclusive group dedicated towards furthering their forging and dueling skills.
+1 Solarium Glassworks (Solar Glass Production)
+Swords II
+Swords III 2/8
+Overly enthusiastic sword mystery cult
+Celestial IV 3/12
>>51405
Such sessions have proved…intense. And so Aul in his wisdom decided that they have peered deep enough into the mysteries of the universe for now. Wishing to attend to the physical needs of his people he had ordered the construction of a new outpost to better expand across the island. Personally however, the island was not enough for him and so he ordered some the carpenters to begin construction of a small boat capable of setting out on the coast. More time is needed however to ensure it will not sink.
+Ships I 2/4
+Xanzdria(Outpost)
>>51407
Not wishing to risk the queen's ire the workers quickly finish the infrastructure and begin rapidly deforesting so that she may receive her lumber. The scholars eager to gain favor with her majesty have pored through their ancient archives and have managed to find many blueprints of some of the ancient mines and refineries which once dotted the landscape.
+Lumber Yard (Material Production)
+Industry I
+Industry II 3/6
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36c156 No.51581
>>51438
It is time, while the slavers have not found their village yet, it was only a matter of time as they have already narrowly avoided detection on multiple occasions. Fueling the fearful speculation of what they will do upon discovering them. Many refuse to be cowed however and begin to immediately work on converting their wonders and tools to more destructive ends. A sad necessity for living in such a dangerous world.
+Military Clockwork I
+Military Clockwork II 1/6
+Military Wands I
+Military Wands II 3/6
>>51440
While the envoys treat their giant guests with respect and try to reassure them that they are just as devout as ever the mages begin to commune deeper with the frost itself. The meetings continued to stall due to the giants' pride and when it seemed like nothing was to be accomplished, he spoke. The mages who had been communing with the cold had managed to get a response! A great wind from the north blew through the town covering everything in a thick frost, but rather than hindering the city it instead seemed to reinforce it with his blessing. All who were there claimed that they heard him say "favored child". The giant emissaries were quite mollified and had returned to their mountain home to sulk.
-24 Materials (You are forgetting to pay upkeep for your units)
+Village upgrade 2/5
+Frost Giants stay neutral
+Frost V 8/14
>>51441
Having just dealt with the demons the dwarves were not going to let gnomes of all things threaten them. Little did they know of the horror that was to await them. While aware of the ferocity that they are capable of, even this paled before the fury that descended upon them. Overconfident and foolhardy they charged forward pulping heads, limbs, and bodies with their great hammers and yet this was not enough. The rage that filled these creatures bodies was such that even in death they were more than capable of rending flesh from armor and bone, eager to take its fill. Many died that day and the few that lived were only able to do so by fleeing as fast as they could. A greater day of shame could not be remembered even taking into account of what had transpired recently.
+2 Hammerers
-2 Hammerers
-Dwarven Pride
-15 Materials (You are forgetting to pay upkeep for your units)
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dfbb59 No.51583
| Rolled 60, 14, 62 = 136 (3d100) |
>>51580
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: 27 +3/turn
Food: 31 +3/turn
Resources:
[Materials: 24] +6 turn
11 Lunar Marble +2 turn
1 Solar Glass +1/turn
Settlements:
[Imperial City](Village)
-Infrastructure:
Farm
Arastal-Vil-Ninava(Sanctuary)
Quarry
Lunar Refinery(+2 Lunar Marble a turn)
+Solarium Glassworks (+2 solar glass/turn)
+Quarry (material production)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III) INACTIVE
Magic: Celestial III, IV 3/12
Technology: Agriculture I, Construction III, Stewardship I, Swords II, +Swords II 2/8
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 city is grand. A beautiful thing filled with high splendor of the heavens. It is still not big enough to meet our needs though. thus we will need to expand it again. The queen looking at a possible war decrees this be done as quickly as possible, before the enemies of her people take advantage of it.
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
2.The Queen also continues to pursue her decree on the improvements of the swords. They have made great strides in recreating the old blades of yore, but if the fight is to be won, it is not enough, not yet.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
3.The other pursuits that are a necessity for the war effort, the research of the core of her people's magic also has a decree set to it, to continue it's research and ability to build.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
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dfbb59 No.51584
| Rolled 33, 94, 68 = 195 (3d100) |
>>51583
2/8 on 2
3/12 on 3
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83c2bc No.51585
| Rolled 46, 93, 59 = 198 (3d100) |
>>51580
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 34 +4/turn
Food: 39 +6/turn
-Resources:
[Materials: 23] +6/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
5 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Mine (Cophis, +3 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)
+Xanzdria(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)
Magic: Teleportation IV
Technology: Agriculture I, Shaping 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
Agriculture II 2/6
+Teleportation V 11/14
+Ships I 2/4
1 Sailing I 2/4. +5 [Eyes on the Inside]
2 Outpost on the Southern Mountain in our territory. We shall call it Memfis. +5 [Eyes on the Inside]
3 Teleportation V 11/14. +5 [Eyes on the Inside]
"Let the veil be raised and the door opened even if just for a moment. I will take the glimpse of God with me as I go forward, and ye, it will drive me forward in all things I do."
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2fd33a No.51608
| Rolled 56, 35, 75 = 166 (3d100) |
>>51580
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: 26 +2/turn
Food: 26 +2/turn
Resources:
[Materials: 22] +2/turn (-1 upkeep)
[Fossilized Amber: 5] +2/turn (-1 upkeep)
[Pustules: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
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)
Magic: Nature IV (V at 8/14)
Technology: Hunting I, Armor II
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. Continue research into Nature V 13/14
2. Study these pustules and what we can use them for.
3. Glorious expansion +5
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267278 No.51631
| Rolled 83, 2, 99 = 184 (3d100) |
>>51581
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary.
Location: Northern plains
Pop: 20 +2/turn
Food: 44 +4/turn (+2 base, +2 Fishing wharf)
- Resources:
[Materials: 0] +2/turn (+2 Ice carver)
- Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost) (unusable)
- Infrastructure:
Fishing Wharf (Tyr-Ceolan)
Ice Carver (Tyr Ceolan)
Hunting Lodge (Hvíld bróður) (unusable)
Giant’s forge (Hvíld bróður) (unusable)
- Defenses:
Base Defenses [1]
- Military:
- Magic: Frost IV
- Technology: Fishing I, Ships II, Swords II
- Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
- Frost V 8/14
- Village upgrade 2/5
- Ships III 4/8
- Neutral Frost Giants
Disband the swordsman as we have been at peace for a while now.
1. One day Prince Carnarel was in court when one attendent said “can a giant and an elf do it together?”. The Prince of Snow heard this lewdly offhand question but eventually started thinking. Despite the difference in physique, both snow elves and frost giants have been touched by the Father of winter so perhaps mating between the two could be viable, and Carnarel decided to find out. At least it can be passed off building bonds between the two peoples which has fallen in recent times, instead of just one persons morbid curiosity.
(Arrange political marriages between Snow Elves and Frost Giants)
2-3. Continue researching Frost magic
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f55dd8 No.51670
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267278 No.51674
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36c156 No.51703
>>51583
The city has been in a frenzy of activity ever since the queen sent out her decrees. With rivals on their doorstep they refuse to be seen as lower then them. The Mages have made great advancements in the understanding of the heavens, With the new solarium providing great insight into the sun in particular. It is to the point where there have been quiet whispers of perhaps they have been incorrectly interpreting their ancestor's treatises this entire time. In comparison to this clandestine and potentially scandalous revelation The Sword Cult has been incredibly public with their advancements. Orchestrating parades and shows of their increasingly ornate work and performance skills. Such things are sure to be translated into some usable skill…hopefully…maybe…
+Imperial City upgrade 4/5
+Celestial IV 7/12
>>51585
With the first proper ships being completed Aul is able to finally immerse himself in the physical ocean of this world. A feeling of nostalgia rises in him when he recalls his past before he had been enlightened. Returning from his voyage he feels refreshed and invigorated, ready to peel away at the layer that would separate him from God. His prime disciples have already disseminated what they have learned to the rest of the populace and now they are also able to assist in the upcoming ritual. Everyone got into position where Aul and his Prime disciples formed the first circle with Bob in the middle acting as the center point for everyone's attention. From that initial circle more had been formed around them continuously with so many layers that it could only be described as an "onion". These layers had been connected by everyone's own living silver allowing all of them to act in sync. Finally in great waves from the outside to the inside power was poured into the center. Contained only by Aul and his favored they hold back Bob's increasingly erratic form as he stats flailing around, unable to cope with the energies being poured into him. Eventually each of his sudden spikes punctures the veil around him and each slash renders it to shreds. Giving Aul a momentary glimpse to the other side where he sees God! No…wait, it is not God, but certainly aligned with him. That glimpse has also told him that this being has been waiting for him, wanting to help, but unable to do so due to his own mortal failings. Unexpectedly it had quickly possessed Bob! All of the quicksilver quickly converged unto him before he quickly exploded outwards in innumerable tentacles with Bob acting as the core. Everyone was slashed apart ruthlessly and had fainted in agony despite no physical marring as they felt something cutting deep into their souls. When everyone awoke there was no sign of the Celestial being along with a feeling that they are strangely naked. One thing is certain however and that is that this Angel is still waiting…
+Ships I
+Ships II 1/6
+Memfis(Outpost)
+Teleportation V
+Unlocked Summoning Specialization
+Summoning Opportunity
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36c156 No.51704
>>51608
Your people begin expanding north so that they can reach this strange swamp where everything is infected with these pustules. The circle of druids finally arrive and begin to examine the alien environment that surrounds them. Attempting to commune with the land they are metaphorically struck deaf as the sounds of life overpower them. One cheeky druid tries to shape the pustule on a tree and it suddenly explodes outward in an almost gory fashion. Leaving behind a strange foreign branch on its trunk with fruit never seen before. Similar results are found when repeated on any living entity where new limbs, organs, and in one case a new species will spring forth when disturbed with their nature magic. While they are not able to fully comprehend how this strange substance fits in the cycle they do know that much power awaits if they discover how.
+Nature V
+Unlocked Mutation Specialization
+Mutation Opportunity
+5 Tiles
>>51631
Elves are proud creatures with a long and respectable history and are totally not lewd. This is what goes through your mind as you see your new wife to be. The daughter of the Jarl of the giants is a beautiful woman with ice-blue skin, snow white hair, and tits that would put even her kin to shame. A feeling of dread passes through you as you wonder if you will die tonight being suffocated in her embrace. Regardless as you both swear your oaths a familiar chill from the north punctuates each vow. At the conclusion a single word is uttered "Unity", Immediately a chill descends upon the earth and sea that kills many things that are not blessed by the Frost Father. But everyone has taken this as the ultimate sign of his approval and many more marriages follow in the aftermath effectively becoming one people.
+Annexed Giants
+Giant-Home(outpost) (feel free to rename)
+Hunting Lodge (Food Production) (need to research hunting to make operational)
+Communion Circle (Sanctuary)
+Hvild Brodur now usable
+Frost V
-14 Food
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83c2bc No.51707
| Rolled 98, 2, 66 = 166 (3d100) |
>>51703
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 39 +5/turn
Food: 45 +6/turn
-Resources:
[Materials: 19] +6/turn (-10 this turn for those outposts)
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
6 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Mine (Cophis, +3 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)
+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)
Magic: Teleportation V
+Unlocked Summoning Specialization
Technology: Agriculture I, Shaping III, Ships I
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
+Teleportation V 11/14
+Ships II 1/6
1 Ships II 1/6.
2 Summoning.
3 Teleportation Array in Cophis.
The Art was his to control AT LAST. The ritual had shown him everything he needed to know. Now he would build the doors that would connect his civilization. This Empire would not simply be a gathering of settlements, for he could connect them all into a grand city beyond compare. One united city, one united people, within God's Dream.
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04e5ca No.51709
Nation Name: Kin-Ova
Race: Samurai Elves
Background: The Kin-Ova are a proud elven people, who carry themselves with extreme dignity and pride themselves on cleanliness, orderliness, and precision. They were born when the Noble celestial goddess of order and clarity decided to produce a race of elves with the…less than noble elf god of the world. In the aftermath they produced the Kin-Ova, who have always dedicated themselves to the concepts they embody, though the concepts are as different as day and night. They are never seen in public without overlapping skin-tight garb that covers their entire body from head to toe, and whatever ornate weapon they so choose to use. They act politely, calmly, and dignified. In private the elves reveal their true selves, but none have yet to speak of what they truly possess under the garments.
Location: Grasslands between mountains and forests, central continent
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:
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36c156 No.51710
>>51709
Nation Name: Kin-Ova
Race: Samurai Elves
Background: The Kin-Ova are a proud elven people, who carry themselves with extreme dignity and pride themselves on cleanliness, orderliness, and precision. They were born when the Noble celestial goddess of order and clarity decided to produce a race of elves with the…less than noble elf god of the world. In the aftermath they produced the Kin-Ova, who have always dedicated themselves to the concepts they embody, though the concepts are as different as day and night. They are never seen in public without overlapping skin-tight garb that covers their entire body from head to toe, and whatever ornate weapon they so choose to use. They act politely, calmly, and dignified. In private the elves reveal their true selves, but none have yet to speak of what they truly possess under the garments.
Pop: 10 +3/turn
Food: 10 +8/turn
Resources:
[Materials: 10]+4/turn
Settlements:
[Pipon](Village)
-Infrastructure:
Shrouded Duality Temple (Pipon, Sanctuary)
Geisha House (Pipon, Materials)
Farm (Pipon, Food)
Hunting Lodge (Pipon, Food)
-Defenses:
Base Defenses [1] (Pipon)
Military:
Magic: Eromancy III
Technology: Agriculture/Husbandry III, Hunting III, Swords III, Service III
Bonus: The First Elf was L҉̀͞҉̖̳̝̮̰̦̤̟̟̖͎͈͓̼̰̰̰-̥͉̤̥̬͇̞͙̪̻͔͝e̷̶̢̳̩͖͡w̶҉͘͏̼͙̳͔͍̤̱͓͞d̺̜̦͙̣͕͕̜̤̼̰̣̙͓̫̗̗̜͈͘͡!̴̟͓͚͘ͅ +5 to battle rolls and diplo-annexation actions for npc races (including dead elf nations) and gain a bigger bonus for backstab attacks.
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04e5ca No.51711
| Rolled 1 + 5 (1d100) |
>>51710
Nation Name: Kin-Ova
Race: Samurai Elves
Background: The Kin-Ova are a proud elven people, who carry themselves with extreme dignity and pride themselves on cleanliness, orderliness, and precision. They were born when the Noble celestial goddess of order and clarity decided to produce a race of elves with the…less than noble elf god of the world. In the aftermath they produced the Kin-Ova, who have always dedicated themselves to the concepts they embody, though the concepts are as different as day and night. They are never seen in public without overlapping skin-tight garb that covers their entire body from head to toe, and whatever ornate weapon they so choose to use. They act politely, calmly, and dignified. In private the elves reveal their true selves, but none have yet to speak of what they truly possess under the garments.
Pop: 10 +3/turn
Food: 10 +8/turn
Resources:
[Materials: 10]+4/turn
Settlements:
[Pipon](Village)
-Infrastructure:
Shrouded Duality Temple (Pipon, Sanctuary)
Geisha House (Pipon, Materials)
Farm (Pipon, Food)
Hunting Lodge (Pipon, Food)
-Defenses:
Base Defenses [1] (Pipon)
Military:
Magic: Eromancy III
Technology: Agriculture/Husbandry III, Hunting III, Swords III, Service III
Bonus: The First Elf was L҉̀͞҉̖̳̝̮̰̦̤̟̟̖͎͈͓̼̰̰̰-̥͉̤̥̬͇̞͙̪̻͔͝e̷̶̢̳̩͖͡w̶҉͘͏̼͙̳͔͍̤̱͓͞d̺̜̦͙̣͕͕̜̤̼̰̣̙͓̫̗̗̜͈͘͡!̴̟͓͚͘ͅ +5 to battle rolls and diplo-annexation actions for npc races (including dead elf nations) and gain a bigger bonus for backstab attacks.
1. The once beautiful land is tainted. Tainted by false believers and savages. The Kin-Ova, bound by honor, refuse to stand idle while the world falls into chaos and ruin. Firstly we shall try to negotiate with and tame the savages of the Myriad werewolf tribes. May the earth father and sky mother put reason unto their hearts, so that they may join the purest empire
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04e5ca No.51712
| Rolled 9, 43, 1 + 5 = 58 (3d100) |
>>51711
Nation Name: Kin-Ova
Race: Samurai Elves
Background: The Kin-Ova are a proud elven people, who carry themselves with extreme dignity and pride themselves on cleanliness, orderliness, and precision. They were born when the Noble celestial goddess of order and clarity decided to produce a race of elves with the…less than noble elf god of the world. In the aftermath they produced the Kin-Ova, who have always dedicated themselves to the concepts they embody, though the concepts are as different as day and night. They are never seen in public without overlapping skin-tight garb that covers their entire body from head to toe, and whatever ornate weapon they so choose to use. They act politely, calmly, and dignified. In private the elves reveal their true selves, but none have yet to speak of what they truly possess under the garments.
Pop: 10 +3/turn
Food: 10 +8/turn
Resources:
[Materials: 10]+4/turn
Settlements:
[Pipon](Village)
-Infrastructure:
Shrouded Duality Temple (Pipon, Sanctuary)
Geisha House (Pipon, Materials)
Farm (Pipon, Food)
Hunting Lodge (Pipon, Food)
-Defenses:
Base Defenses [1] (Pipon)
Military:
Magic: Eromancy III
Technology: Agriculture/Husbandry III, Hunting III, Swords III, Service III
Bonus: The First Elf was L͜͏̡-͟ę̢͘w̸d̸̢͞!̶ +5 to battle rolls and diplo-annexation actions for npc races (including dead elf nations) and gain a bigger bonus for backstab attacks.
1. *Cough* as I was saying, Diplomacy with the wolf savages(2 dice
2. Research Eromancy 4(1 dice)
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dfbb59 No.51713
| Rolled 65, 78, 92 = 235 (3d100) |
>>51703
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: 30 +3/turn
Food: 34 +3/turn
Resources:
[Materials:10] +6 turn
13 Lunar Marble +2 turn
2 Solar Glass +1/turn
Settlements:
[Imperial City](Village) 4/5 to 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)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
Magic: Celestial III, IV 7/12
Technology: Agriculture I, Construction III, Stewardship I, Swords II, +Swords II 2/8
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 Imperial city is almost a city in truth once more. Still it is not yet done, and so the queen's decree on it's improvements still stand. 4/5
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
2.The swords need to be READY before a parade is held. Alianna understand the enthusiasm of her smiths, but results before celebration let we end up as the degenerate Kin-ova. Pursuant to this the queen makes a decree that measurable improvement must be made before another parade is held. 2/8
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
3.The celestial magic decree also stands, as it is progressing, and progressing well, but until the solid mastery of it is ensured it is not enough. 7/12
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
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267278 No.51714
| Rolled 93, 77, 67 = 237 (3d100) |
>>51703
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary. Also the Frost Giants have been absorbed, forming one people wholly united under the Frost Father.
Location: Northern plains
Pop: 22 +2/turn
Food: 34 +4/turn
- Resources:
[Materials:2] +3/turn
- Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost)
Köldu vinir (Outpost)
- Infrastructure:
Communion Circle (Sanctuary)
Fishing Wharf (+2 food) [Tyr-Ceolan]
Ice Carver (+2 material) [Tyr-Ceolan]
Hunting Lodge (+1 food) [Hvíld bróður]
Giant’s forge (+1 material) [Hvíld bróður]
Hunting Lodge (+1 food) [Köldu vinir]
Defenses:
Base Defenses [1]
Military:
Magic: Frost V
Technology: Fishing I, Ships II, Swords II
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
- Village upgrade 2/5
- Ships III 4/8
- Hunting lodges are inoperable
The eastern giant village will be renamed fo “Köldu vinir”
1. Learn the ways of hunting so we might make use of the lodges.
2. Research winter specialization
3. Improve/research ships.
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2fd33a No.51722
| Rolled 21, 97, 50 = 168 (3d100) |
>>51704
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: 26 +2/turn
Food: 26 +2/turn
Resources:
[Materials: 22] +2/turn (-1 upkeep)
[Fossilized Amber: 5] +2/turn (-1 upkeep)
[Pustules: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
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)
Magic: Nature V
Technology: Hunting I, Armor II
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 begin to study the pustules, their effects on creatures, and their purpose in the cycle of life and death. Something to do with change?
2. Druids, beast tamers, and supporters begin to build a town at the edge of the swamp to aid in collection and study of this new find. The normal trees around the swamp are shaped into living homes for the elves. +Nature V
3. The hunters, envious of all the attention the druids are getting, begin to practice their art and attempt to improve the abilities in the hunt and in combat.
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2fd33a No.51723
>>51722
Materials is 23
Fossilized Amber is 6
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03ca01 No.51871
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 24 +2/turn
Food: 44 +4/turn (+2 Base, +2 Farm)
Resources:
Materials: 16 +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:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
+Military Clockwork I
+Military Clockwork II 1/6
+Military Wands I
+Military Wands II 3/6
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis III
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Gluco-Synthesis IV 2/12
STAT POST
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03ca01 No.51872
| Rolled 51, 81, 81 = 213 (3d100) |
>Notes to self:
>[Military]
>All military units are limited to 3 tags, tags are given from technologies at both level 3 and 5.
>Max units = Population/5
>Unit power = Tech/Magic Levels/5 +1
>Construction Cost = 1 material per 1 power level
>Upkeep = 1 relevant resources x power level
1. Build one unit of RED Militia
2. Build another unit of RED Militia
In times of desperation the people must arm themselves in their own defense!
3. Keep advancing Gluco-Synthesis IV 2/12. We need resources for our new army, resources which we must manufacture
+28
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis III
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36c156 No.52080
>>51707
There is much activity in Cophis and many have gathered from the outlying outposts in order to attend. This has prompted the construction of bigger ships so that they may transport the teeming masses. Others use their newfound mastery to start constructing a massive array that if properly done could ensure instant travel to wherever its future mirror may lay. As for why so many are interested in arriving the answer is plain to see. Today is the day where Aul himself shall summon the angel of God and bring him into this world. Perhaps they may even see a glimpse of the beyond. Sadly, things take a tragic turn. When Aul summons his power to open the void the portal suddenly snapped shut while the Angel was exiting. It's many tentacles sever and begin to flail around wildly and instead of a spiritual evisceration, it is instead a very physical and bloody one.
+Ships II
+Ships III 2/8
-9 pop
+Teleportation Array 4/5
>>51712
Negotiations were not going well. They were too attached to their old barbaric ways and had viewed you as weak and pathetic. Seeing as nothing was getting done, your diplomats decided to "enhance" their words. The reaction was far more powerful than anything they could anticipate. While went on afterword is never spoken in polite conversation the reality is that the entire envoy has been wiped out and now the wulven tribes are now crazed beasts razing the countryside.
-Hostile Wulven
-Enemy army attacks in two turns
-3 pop
>>51713
Under her enlightened rule the city is experiencing quite the boom. Many ruins are restored to their former glory, The Swordsmiths are close to recreating an old alloy that was used by the original elves who descended from the sky, and the mages have unlocked secrets long forgotten inside their tower. Not all is well however, as signs of the city's continued prosperity has spurred the rebels to quickly build up their army for a siege! While they are still preparing, spies have reported great siegeworks being made in order to breach our walls. It is only a matter of time until they attack.
+Small City
+Swords III 6/8
+Celestial Magic IV
-Enemy is launching an attack in 3 turns
>>51714
With the integration of the giants they begin to teach their new kinsmen the way of the mountain. Learning how to live off of the land rather than relying on the bounty of the sea. Speaking of, The ships are now capable of transporting large amounts of people rather than just a few fishermen and their bounty. Perhaps now they can expand to new lands or even raid the false elves for great plunder. In the meantime, The Ice mages have begun to study deeply into the breath of the frost father, seeing how it is able to shape the land.
+Hunting I
+Winter I 4/8
+Ships III
>>51722
The druids are not able to make much more progress in understanding the strange pustules beyond getting more consistent results when trying to do the same thing over and over again. Frustrated, they decide to make a permanent outpost so that they may be better attuned to the local land and to have better facilities to study this strange phenomena. The druids are not the only ones who are better understanding the land however, as the hunters who have felt that they have been long sidelined by the druid's spiritual doings have begun to master the more mundane aspects of the forest. Utilizing their increased hunting range.
+Mutation 1/8
+Outpost(name)
+Hunting II 3/6
>>51872
With the Slavers almost upon you all freedom loving elves quickly rally to join the RED Militia to repel the fat and jolly menace. This proved to be good timing as they had already found some families on the outskirts to drag back into their camp. The quick response was enough to drive back these slaving parties and rescue the families, but now they are aware of the main settlement and are massing for an immediate attack! The engineers are working overtime to ensure that the Gluco-Synthesis process may be improved so that they may have the supplies needed to reply such an attack.
+5 RED Militia (1.0 Strength, 0.5 Materials [Expendable])
-5 Materials
+Gluco-Synthesis IV 10/12
-Discovered your location and will attack next turn
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83c2bc No.52081
| Rolled 57, 43, 27 = 127 (3d100) |
>>52080
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 35 +5/turn
Food: 51 +6/turn
-Resources:
[Materials: 25] +6/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
7 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Mine (Cophis, +3 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)
+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)
Magic: Teleportation V
+Unlocked Summoning Specialization
Technology: Agriculture I, Shaping III, Ships I
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 2/8
1 Upgrade Cophis to Small City
2 Teleportation Array 4/5, Cophis
3 Ships III 2/8
Cophis would become the beating heart of an enlightened empire. Never before has any nation had a leader that could connect a people so totally. It would be less of a collection of city states and more of a City Empire, its district cities separated only by mirror thin doors…All cities bound together by the Teleportation Arrays, able to draw upon each others resources and specialties without the logistic and security burdens of travel. How could other nations compare to the enlightened leadership of Aul? Communication would be nearly instantaneous. Commerce would be nearly instantaneous. Mobilization would be nearly instantaneous. It would be the birth of a heavenly super city.
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dfbb59 No.52082
| Rolled 99, 39, 57 = 195 (3d100) |
>>52080
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: 34 +4/turn
Food: 38 +4/turn
Resources:
[Materials:18] +8 turn
15 Lunar Marble +2 turn
3 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)
-Wonder
+Phoenix Pyre (Settlement is immune to crypt king bonus and is resistant to necromantic rituals)
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
Magic: Celestial IV,
Technology: Agriculture I, Construction III, Stewardship I, Swords II, +Swords II 6/8
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
-Enemy is launching an attack in 3 turns
1. The rebels are attacking the city. The gall, The arrogance! And yet, this is likely their best chance to do so, as once the swords have reached an acceptable level they will not be able to much of anything against her armies. The smiths have made great strides and with some reluctance The Queen orders them to redouble their effort to make even better blades.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
2. But Material weapons alone will not be enough to Crush these rebel scum. Magic the life blood of her people would be needed too. SO Aliana approaches the wizards who have already done so much to help the City and Asks them to redouble their efforts once more.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
3. Finally her city would need better defenses to weather the tide of the Rebel advance. So she approaches her lead architect and asks him for aid. A great deal of materials would be needed and quickly to build as quickly and as steadily as possible. Stone in particular would be needed.
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
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03ca01 No.52117
| Rolled 83, 14, 17 = 114 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 26 +2/turn
Food: 48 +4/turn (+2 Base, +2 Farm)
Resources:
Materials: 13 -0.5/turn (+2 Candy Alloy Foundry) (-2.5 Materials; military)
Settlements:
[Elvenvostok](Hamlet)
Resource Buildings:
[Candy Farm] (+2 Food)
[Candy Alloy Foundry] (+2 Materials)
[EMPTY] (+2 _)
[EMPTY] (+2 _)
-Infrastructure:
Farm, Farm
-Defenses:
Base Defenses [1]
Military:
+5 RED Militia (1.0 Strength, 0.5 Materials [Expendable])
+Military Clockwork I
+Military Clockwork II 1/6
+Military Wands I
+Military Wands II 3/6
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis III
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Gluco-Synthesis IV 10/12
STAT POST
1. We need supplies for our army! We must finish this technology before the enemy is upon us
Gluco-Synthesis IV 10/12
+28
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis III
2-3. We must build defensive structures to bolster our forces. Militia they may be, but we can multiply their force. Dig trenches, and lay down barbed wire. Construct firing towers in elevated positions! We will use the clockwork machinery to speed things along.
+28
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis III
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55889b No.52159
| Rolled 61, 27, 62 = 150 (3d100) |
>>52080
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: 28 +2/turn
Food: 28 +2/turn
Resources:
[Materials: 24] +2/turn (-1 upkeep)
[Fossilized Amber: 7] +2/turn (-1 upkeep)
[Pustules: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
[Intals-solas] (Outpost)
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)
Magic: Nature V
Technology: Hunting I, Armor II
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
I'm a lazy bastard:
1. Mutation magic 1/8
2. Hunting II 3/6
3. Mutant creature opportunity.
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267278 No.52163
| Rolled 21, 96, 27 = 144 (3d100) |
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary. Also the Frost Giants have been absorbed, forming one people wholly united under the Frost Father.
Location: Northern plains
Pop: 24 +2/turn
Food: 38 +4/turn
- Resources:
[Materials:5] +3/turn
- Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost)
Köldu vinir (Outpost)
- Infrastructure:
Communion Circle (Sanctuary)
Fishing Wharf (+2 food) [Tyr-Ceolan]
Ice Carver (+2 material) [Tyr-Ceolan]
Hunting Lodge (+1 food) [Hvíld bróður]
Giant’s forge (+1 material) [Hvíld bróður]
Hunting Lodge (+1 food) [Köldu vinir]
Defenses:
Base Defenses [1]
Military:
Magic: Frost V
Technology: Fishing I, Ships III, Swords II, Hunting I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
- Village upgrade 2/5
- Winter I 4/8
1. The Kingdom requires more materials for expansion. Construct another forge to serve this purpose in Koldö vinir
2-3. Continue researching winter magic,
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25da70 No.52166
| Rolled 45 + 5 (1d100) |
>>52080
Nation Name: Kin-Ova
Race: Samurai Elves
Background: The Kin-Ova are a proud elven people, who carry themselves with extreme dignity and pride themselves on cleanliness, orderliness, and precision. They were born when the Noble celestial goddess of order and clarity decided to produce a race of elves with the…less than noble elf god of the world. In the aftermath they produced the Kin-Ova, who have always dedicated themselves to the concepts they embody, though the concepts are as different as day and night. They are never seen in public without overlapping skin-tight garb that covers their entire body from head to toe, and whatever ornate weapon they so choose to use. They act politely, calmly, and dignified. In private the elves reveal their true selves, but none have yet to speak of what they truly possess under the garments.
Pop: 10 +3/turn
Food: 18 +8/turn
Resources:
[Materials: 14]+4/turn
Settlements:
[Pipon](Village)
-Infrastructure:
Shrouded Duality Temple (Pipon, Sanctuary)
Geisha House (Pipon, Materials)
Farm (Pipon, Food)
Hunting Lodge (Pipon, Food)
-Defenses:
Base Defenses [1] (Pipon)
Military:
Magic: Eromancy III
Technology: Agriculture/Husbandry III, Hunting III, Swords III, Service III
Bonus: The First Elf was L͜͏̡-͟ę̢͘w̸d̸̢͞!̶ +5 to battle rolls and diplo-annexation actions for npc races (including dead elf nations) and gain a bigger bonus for backstab attacks.
1. The foul beasts attempt to attack us! Overcome them via a knife to the back, for it is the only thing such creatures deserve
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25da70 No.52167
| Rolled 99, 49 + 5 = 153 (2d100) |
>>52166
Build a force known as the "Staff Sages" to defend ourselves from the foe. They shall be equipped with sword-staves and our greatest eromancy arts, so that no foe can overcome them directly or indirectly
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03ca01 No.52244
| Rolled 4, 3, 2, 1, 3 = 13 (5d4) |
>>52117
Rolling for militia!
https://www.youtube.com/watch?v=ix5im36Is6w
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36c156 No.52245
| Rolled 4, 3, 3 = 10 (3d4) |
rolling for slavers
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36c156 No.52567
UPDATE TO UNIT MAINTENANCE INSTEAD OF FRACTIONAL UPKEEP PER UNIT ITS JUST THE NUMBER LEFT TO THE DECIMAL SO STUFF LIKE 1.4 IS JUST 1 NOW! ADJUST SHEETS ACCORDINGLY!
HERE IS THE UPDATES RULES IF YOU HAVE ANY CONCERNS OR SUGGESTIONS TELL ME!
https://docs.google.com/document/d/15Dm5AqYEpzcnKVn71kJHBfywp5-6XRpzU0Wpcs8ArLo/edit?usp=sharing
>>52081
With the completion of the first teleportation array the dream of the heavenly super city is no longer a fantasy, but now an inevitability. With Cophis acting the central administration district everyone will be able to listen to Aul's wise teachings no matter where they are. In order to fulfill this role the elves begin to expand the city even more increasing its splendor. They also begin to make better ships as even with the breakthrough in teleportation they still must expand to new lands in the conventional way.
+Small City 3/5
+Teleportation Array (Cophis)
+Ships III 3/8
>>52082
With news of the upcoming attack Aliana quickly begins rallying her people to prepare. Forseeing the great quantities of stone that would be needed to build up their defenses she authorizes the construction of a new quarry to supply the new wave of construction. The wizards continue to perform their research although like many occassions they seem to be going their own if adequate pace, perhaps they have grown cynical with the constant demand for immediate results. The ones who have truly seem to have taken to the queen's decree was in fact the swordsmiths who have finally managed to replicate the alloys of old. Their representative had performed a great show in the courtroom demonstrating the sharpness of their blades with increasingly improbable stunts and targets. You swear that you saw him wink at you while he had bowed after finishing his grand dispay.
+Swords III
+Swords IV 5/10
+Celestial V 3/14
+Stone Quarry (Material Building)
>>52117
The Scientists have made another breakthrough and are now close to perfecting the Gluco-Synthesis process. Which when completed will make your nation a industrial and agricultural powerhouse without compare. Defenses are also constructed all across the land to ensure the fat bastards will never make one step in the city. Once completed all there was to do was wait. When the slavers finally arrived it was apparent that they had brought all their old tools of terror hoping to cow the elves without a challenge. What they got was a hail of magic in return. Non-plussed they had sent their infamous flesh eating reindeer to activate all the traps laid out and to absorb fire as they advanced. when near the trenches they began throwing their great bags of asphyxiating glitter. Choking many elves inside. Believing them defeated they were unprepared for the furious counterattack of the shimmering elves who were hacking up their lungs. Believing them to be undead the not so jolly giants fled back to their outpost only to be overrun by the elves in their last dying breath. None survived, but their sacrifice saved the people and defeated their old oppressors.
+Gluco-Synthesis IV
+Gluco-Synthesis V 5/14
-10 Materials
+Base Defenses [2]
-5 RED militia
+2 Tiles
+Slaver Camp (Outpost)
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36c156 No.52568
>>52159
Having only used small amounts of the strange pus in their experiments the once student felt this was boring and getting no where, so he made a great pool of pus by extracting it from the pustules and then preceeded to dump an assortment of things inside to see what happened. leading to the creation of what can only be called an abomination. The hunters meanwhile have been exploring the forests for new game to eat.
+Mutation Magic 5/8
+Hunting II 4/6
+give me a description of what abomination of nature you are trying to create first then I will stat a unit out
>>52163
With the unification of their people the giants have taken to teaching the little ones their forging techniques. Although there is some difficulty due to the massive size difference. However the mages have made great strides in understanding the breath of the frost father. Getting a better understanding of the natural cycle of exhalation. To the point where they can direct this exhale to an area to bless it with his influence.
+1/4 Forge
+Winter I
+Winter II 2/10
>>52166
With the encrouching lycan hordes about to attack the Staff Sages are rallied including the much whispered enlightened ones. Realizing how much of a "blessing" they could receive if they were to deliever true masterworks to these sages. The smiths began frantically making even better weapons so that they may have the honor of being chosen. When all was said and done the Kin-Ova felt satisified in their defense efforts.
(You cant just do an action to harm an enemy army unless you have some ritual or tech that has some specific effect I just put it into sword research instead)
+Swords IV
+1 Enlightened Staff Sages (2.4 Strength, 2 Material, [Slashing] [Sway])
+1 Staff Sages (1.8 Strength, 1 Material, [Slashing]
-3 Materials
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dfbb59 No.52577
| Rolled 29, 14, 5 = 48 (3d100) |
>>52567
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: 38 +4/turn
Food: 42 +4/turn
Resources:
[Materials:30] +12 turn
17 Lunar Marble +2 turn
4 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 [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
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
-Enemy is launching an attack in 2 turns
1. Alianna is greatly impressed with the improvements of the blades her smiths have made, and sees that they have ideas for even greater works. She mandates the creation of a unit of Swordsmen to be the physical backbone of her army much as the Phoenix Lords are the mystical backbone. This will also allow the smiths to have feedback on what works best for sword creation and what is unfeasible for the standard blade.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
+Swords III
2. As a second action Alianna begins a draft to help put down the traitorous rebels. A Militia will be formed, and will be allowed to return to their original occupations once the threat has been subdued.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
3. Alianna looks out at the walls, and while they are splendid, they have not had enough attention paid to them for a long time. She contacts Elidur, as she knows this is a passion of his, and asks him to improve the walls so the rebel army would shatter against them.
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
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03ca01 No.52580
| Rolled 5, 46, 48 = 99 (3d100) |
Nation Name: The Republics of Elven Democracies [RED]
Subrace: Fairy Tale Elves (short elves, strongest in magic)
Pop: 28 +2/turn
Food: 52 +4/turn (+2 Base, +2 Farm)
Resources:
Materials: 5 +2/turn (+2 Candy Alloy Foundry)
Settlements:
[Elvenvostok](Hamlet)
+Base Defenses [2]
Resource Buildings:
[Candy Farm] (+2 Food)
[Candy Alloy Foundry] (+2 Materials)
[EMPTY] (+2 _)
[EMPTY] (+2 _)
-Infrastructure:
Farm, Farm
-Defenses:
Base Defenses [2]
+Slaver Camp (Outpost)
[EMPTY]
Military:
+Military Clockwork I
+Military Clockwork II 1/6
+Military Wands I
+Military Wands II 3/6
Magic: Creation II
Technology: Agriculture I, Clockwork I, +Sucro-Alloys V, Wands I, Wands II, Gluco-Synthesis IV
Gluco-Synthesis unlocked (Starts at a 3:1 ratio for converting food into materials when needed)
Race Bonus: [Workers United!]- The first elf was oppressed! +5 to building wonders and their magical tags are more effective.
+Terraforming I 5/6
+Gluco-Synthesis V 5/14
1+3. https://www.youtube.com/watch?v=YX_U4a0WvDg
"PEACE. LAND. GINGERBREAD!"
The promise of Vladimelf Elvin was repeated by all at this great victory against the slavers of the people. Now the great work may continue!
The symbol of R.E.D. shall be the great Sickle and the great Hammer. Representing the ultimate triumph of farmer and worker! This will be achieved by the ability to directly translate the crops of the field into material resources, and soon the lowly farmer shall be the most important person in all the land. He shall control the ultimate share of good and resources. We shall place the means of production in his hands! Complete Gluco-Synthesis V!
+Gluco-Synthesis V 5/14
+30
+Clockwork I
+Creation II
+Sucro-Alloys V
+Wands II
+Gluco-Synthesis IV
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83c2bc No.52582
| Rolled 23, 54, 10 = 87 (3d100) |
>>52567
Nation Name: Covfefe fhtagn
Subrace: Third Eye Elves
Background: 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: 40 +5/turn
Food: 57 +6/turn
-Resources:
[Materials: 11] +6/turn
Living Mercury Fountain (+2 Living Mercury a turn)(-1 for Maintenance)
7 Living Mercury
Settlements:
[Cophis](Village, +3 Pop)
-Infrastructure:
Farm (Cophis, +3 Food)
Farm (Cophis, +3 Food)
Clay Pit (Cophis, +3 Material a turn)
Mine (Cophis, +3 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)
Magic: Teleportation V
+Unlocked Summoning Specialization
Technology: Agriculture I, Shaping III, Ships I
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
+Small City 3/5
1 Small City 3/5 +5
2 SUMMONING! +5
3 Ships III 3/8 +5
We must gather the resources of our God's Dream. Form a seat worthy of our angel, and prepare the vessels to carry him abroad to spread the message. It is all moving according to divine keikaku.
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267278 No.52594
| Rolled 72, 36, 61 = 169 (3d100) |
Nation Name: Ceolanheim
Subrace: Snow Elves
Background: Long ago the ancestors of Snow Elves left the greater Elf nation to go to the far north of the known world, led by the profit Ceolan. Ceolan had received visions from great Frost-Father Thule who showed that the other Elves would fall by their own doings. Thus began the great voyage north. The journey was long and harsh, however those that did survive would find themselves gifted. The Frost-Father would bless these Elves who endured, enhancing their forms to better live in the rigid environment and bestowing knowledge of this icy land. Now the Prince of Snow Carnarel, heir of Ceolan, seeks to ensure the continuation of the Snow Elf people by any means necessary. Also the Frost Giants have been absorbed, forming one people wholly united under the Frost Father.
Location: Northern plains
Pop: 26 +2/turn
Food: 42 +4/turn
- Resources:
[Materials:8] +3/turn
- Settlements:
Tyr-Ceolan (Hamlet)
Hvíld bróður (Outpost)
Köldu vinir (Outpost)
- Infrastructure:
Communion Circle (Sanctuary)
Fishing Wharf (+2 food) [Tyr-Ceolan]
Ice Carver (+2 material) [Tyr-Ceolan]
Hunting Lodge (+1 food) [Hvíld bróður]
Giant’s forge (+1 material) [Hvíld bróður]
Hunting Lodge (+1 food) [Köldu vinir]
Defenses:
Base Defenses [1]
Military:
Magic: Frost V, Winter I
Technology: Fishing I, Ships III, Swords II, Hunting I
Race Bonus: [Cold-Hearted]- The First Elf felt really cold! +5 to expanding on snow tiles and can build cities adjacent to one another, however you gain no benefit from tiles including settlements if not on a snow tile.
Ongoing:
- 1/4 Forge
- Village upgrade 2/5
- Winter 2/10
1. Finish the forge
2-3. Convert western forest tiles to habitable snow ones using winter magic. It’ll be based and epic. (If this isn’t possible then resume expanding Tyr Ceolan)
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55889b No.52704
| Rolled 43, 27, 22 = 92 (3d100) |
>>52568
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: 28 +2/turn
Food: 28 +2/turn
Resources:
[Materials: 25] +2/turn (-1 upkeep)
[Fossilized Amber: 8] +2/turn (-1 upkeep)
[Pustules: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
[Intals-solas] (Outpost)
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 Ironhound Chimera
Magic: Nature V
Technology: Hunting I, Armor II
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 take inspiration and begin working with great pools of the pustules to work their magic. Mutation Magic 5/8
2. The hunters continue their practice. Hunting II 4/6
3. Seeing the need to keep up a steady supply of the pustules the druids begin to create a grove to farm them. +Nature V
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36c156 No.52742
>>52577
While you should have expected this at this point, it does not make it any less irritating. The swordsmiths seeing that they got their first real order took the opportunity to make overly intricate swords that while perfectly functional are certainly overly designed and labor intensive. Slowing down how many soldiers you can equip. The militia also fails to gain traction as currently all the peasants are working to supply the city with needed goods to prepare. It will take some time in order to organize a proper draft without compromising production. Elidur has also come with grave news. Apparently with the city expansion much of the current population has expanded outside of city walls. Requiring much more materials and planning in order to adequately defend them as well. Finally spies have reported that the rebels are about to make their move and they bring siege engines to tear down what little wall still defends. They also dont know the full extent of their training or numbers only that they seem to have more units then we do.
-1 Materials
+1 Swordsmen (1.6 Strength, 1 Material, [Slashing])
-10 penalty to next fortification action
-Enemy attacks next turn
>>52580
At last the dream of Vladimelf Elvin has finally been realized. With the breaking of the capitalist dogs and the completion of the Gluco-Synthesis project all production has become interchangeable with one another. No other nation could claim such adaptability when it comes to resources and better still it is all used for the greater good. Of course while this interchangeabilility is a great boon, the actual production of these goods can still be quite higher if given proper investment. Regardless with the hammer and sickle representing our union and no other threats on this island we can safely grow in prosperity for now.
+Gluco-Synthesis V (You know can perfectly convert food and materials back and forth without loss in a single action that cannot fail.)
>>52582
It is finally time. After being hampered with constant setbacks and humbling failures now is the moment where it shall all pay off. Once again the ritual is carried out and once again the angel begins to crawl out of the wound of reality, however this time it is different. its tentacles once numerous has become uncountable and each seems to find a elf that is chanting. strangely after being touched the elves begin walking away from the ritual as if in a stupor and begin doing construction work. Puppeted by some unknown force and creating designs never conceived of by any elf. By the end only that initial circle of Aul and his disciples remained while everyone else was acting under some sort of spell. It was worth it in the end though as the city had developed an erry beauty to it while the angel had finally managed to fully crossover. Once done it had slinked away inside the city, its core hidden and tendrils spread out all across the mercury network.
+1 Small City
+1 Angel (5 Strength, 5 Materials, [Alien] [Teleport] [Eviscerating] [Slashing])
>>52594
With the elves finally trained in the forge's use an interesting partnership has developed. Where both giant and elf will help forge equipment for one another using their size difference to complete certain tasks easier. The mages meanwhile test their theory of the Frost Father's powerful breath by spreading its influence into a section of forest just passed the mountains. Resulting in a pleasantly icy evergreen forest suitable for habitation. We are now no longer limited to the frosty planes and can now theoretically turn the entire world into a megacity.
+Giant's Forge (Material Production)
+2 tiles(Need to own the tile first for conversion, currently each action converts one tile. turned extra conversion into expansion action)
>>52704
The Ironhide Chimera is a thing of absolute terror capable of rending entire armies to shreds alone if need be. However its greatest strength is also its greatest weakness as its form is much to unstable to leave unattended for long. In order to keep it functional out of hibernation a great amount of pustules is needed to feed its growth in order to sustain itself. Which the circle quickly begins taking care of. In the meantime the hunters further improve their craft while the druids perform their acts against nature.
+Ironhide Chimera (5 Strength, 5 Pustules, [National] [Armored] [Verdant] [Slashing] [Evolve])
+Hunting II
+Pustule Nursery 1/4 (Amber Production)
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dfbb59 No.52743
| Rolled 54, 32, 52 = 138 (3d100) |
>>52742
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: 42 +4/turn
Food: 46 +4/turn
Resources:
[Materials:41] +12 turn -1/turn
19 Lunar Marble +2 turn
5 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 [1]
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
-Enemy is launching an attack next turn
-10 penalty to next fortification action
1. Alianna is annoyed. Not with Elidur, no, He's been a godsend, no she's annoyed that the city's prosperousness will now be used against it. She Gives ELidur a large chunk of the city's stockpiled supplies, and order him to do his best. After all if the city fall they're all dead anyways.
Spend 20 materials and 10 Lunar Marble on fortifications
-10 penalty to next fortification action
+Stewardship I
+construction III
+Imperialists
+- Secret Society who worships the queen
+-Society gains influence
2. Next the Queen looks over her military. The phoenixlords would be more than a match for anything that the rebels brought one on oen, but her army was out massed rather badly. More trained troops would be needed. She ordered the creation of more Swordsmen units to bolster her forces.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
+Swords III
3. Finally the Draft was called, every able bodied citizen was mandated to join the fight, if only to prevent the City from being destroyed.
+Stewardship I
+- Secret Society who worships the queen
+-Society gains influence
+Overly enthusiastic sword mystery cult
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55889b No.52745
| Rolled 93, 38, 81 = 212 (3d100) |
>>52742
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: 30 +2/turn
Food: 30 +2/turn
Resources:
[Materials: 26] +2/turn (-1 upkeep)
[Fossilized Amber: 9] +2/turn (-1 upkeep)
[Pustules: 1]
Settlements:
[Intals-Nol](Hamlet)
+Hunting Lodge
+Ironwood Nursery
+Sanctuary
+Funerary Orchard.
[Intals-solas] (Outpost)
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
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. Continue working on the Pustule Nursery. 1/4 +Nature V, Mutation I
2. Begin working on creating stronger Ironwood trees. We shall call them Steelwoods. Use a combination of mutating saplings, rapidly growing them, and crossbreeding the results. If we get anything interesting set them aside too. +Nature V, Mutation I
3. As well begin creating a farmland of crops raised to work together in forest clearings. Our population must grow if we wish to become great. Mutate wild crops to rapidly domesticate them if needed. +Nature V, Mutation I
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dfbb59 No.52746
| Rolled 3, 1, 3, 1, 4, 1, 4 = 17 (7d4) |
>>52743
-Defenses:
Base Defenses [1]
Military:
+Phoenix Lords (2.8 Strength, 1 Solar Glass, [Aligned] [Inferno] [Purgation]) (all of tech is considered level III)
+3 Swordsmen (1.6 Strength, 1 Material, [Slashing])
+3 Militia (1 Strength)
Rolling for my battle at oneman's behest
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36c156 No.52747
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 1 (1d4) |
>>52993
1. Infernal Ironguard (4.0 Strength [Ranged] [Armored] [Drilled])
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83c2bc No.52995
| Rolled 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
| Rolled 2 (1d4) |
>>52995
1. Lunar Emissary (3.0 Strength [Shooting] [Siege])
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36c156 No.53042
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
| Rolled 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
| Rolled 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
| Rolled 2 (1d4) |
>>53044
1. Staff Sage [5.0 Strength, [Sway] [Slashing] [Shooting])
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dfbb59 No.53046
| Rolled 1 (1d4) |
>>53044
last roll cause my dumbass miscounted
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55889b No.53047
| Rolled 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
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03ca01 No.53049
| Rolled 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
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
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
| Rolled 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
| Rolled 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
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36c156 No.53269
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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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