176484 No.51553
You stand before your people. For all your life the power of the world, mana, has been chaotic and shifting in powerful storms. You have seen lands shift before your eyes and the flesh of your brothers warp into something horrifying to behold. Your people have been transported far from your homes and back an uncountable number of times. The storms grew weaker, however, and your people were able to settle, rediscover lost knowledge, and rebuild their lives. Your sages say that this may be a sign that the storms have settled for good. You decree to your people a new age, an age of wonder an possibility. What will you make of it?
Please see the google docs for the full rules:
https://docs.google.com/document/d/1KrceiHrugDhV9b3E8dsxsCEEcQ1s5x0RnrGGj52Q4fc/edit
Nation Sheet: If it is between {} that means you name it.
Name -
Fluff - (Feel out whatever you feel you need to. The more you give the more I have to work with.)
Color - (What color do you want to be on the map? Check to be sure it is different from the other players please.)
Snowflake - (What snowflake options are you taking?)
Techs - Farming, Herding, Stoneworking (Please put Iron, bronze, copper, or nothing and how many techs you start with.)
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Guards} [Free Upkeep] <In Capital>
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: Where do you want to be on the map?
You start with 3 resource villages. Please decide where they are and what you want them to produce. Mines and Quarries will be counted as the same thing where if an area has no ores it will produce stone. Mines and quarries must be put on hills or mountains unless you are an underground or underwater race.
Overall rules:
The rules will likely be bent or broken in some cases, and that is fine. I’m not perfect and I enjoy rule of cool scenarios.
While I will try to keep everything balanced I make no promises. I will do my best to give everything you try to do, within reason, to do something.
Use some logic. Bad decisions will not be saved by good rolls, unless they are crit successes, then the dice gods love you and hate me (as always). So giving your kids to the creepy guy in return for vague promises of something good will probably not work for you.
I am autistic about tech. This will not be avoided. To be able to research some things you will need to have another prerequisite tech, resource, or other such prerequisite. Such as for gunpowder you will need saltpeter, charcoal, and sulphur.
Bitching solves nothing.
Have fun. It is a game.
____________________________
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79d25f No.51554
>>51553
Start me off somewhere remote
Nation Sheet:
Name - Companions
Fluff - Companions are spirits made from light. They believe to once have been servants of the gods and as such they know no negative emotions, feel no pain and do no harm. Companions aid all who they come across, grow food even though they do not need it, just to feed the strangers they come across. There is no vengeance or anger in Companion culture, they will never resort to violence and will perish when attacked. While willing to aid all those injured a companion would not intervene if a man were to be mauled by a wolf until the latter had done its work, watching in silence.
Color - Any
Snowflake - Energy Being: (2 points) + Gimme Fluff Bonus for 1 Chief
Techs - Farming, Herding, Stoneworking (5 Base + 3 for Stone)
Research -
Spells -
Units -
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources -
Bonus -
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276975 No.51556
Name - The Grand Duchy of Getalia
Fluff - Before the Spell Storm, Getalia was called Annecy, known for its flowering art and culture. To stubborn to be done in by such thing as the Spell Storm, the Grand Duke ordered the Great Bell of Vicenza to be rung, this action saved much of the Duchy due to the bell's magical dampening capabilities (though no one knows where exactly it came from. From that day forwards, the Duchy has turned towards a more militaristic approach, though that has not stopped some monsters from getting into the city. To this day, there are rumors of a Vampire Coven operating in the slums of Vicenza, under the very noses of the feared Tricorn Guard.
Color - Bright Blue
Snowflake - Ancient Artifact for 1 point (La Cloche du Salut), other than that nothing, because Snowflake bonuses are for PUSSIES
Techs - Farming, Herding, Stoneworking (Please put Iron, bronze, copper, or nothing and how many techs you start with.)
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Tricorn Guard} [Free Upkeep] <In Capital>
Settlements - {Vicenza} [{Government Building}] (S: 5),
- La Cloche du Salut (Dampens Magic within 1 tile of the Capital)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: Marked in image
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6aa63b No.51557
>>51553
gonna be writing for a while so claiming my spot
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549fff No.51558
Name - The Simurgh of Varizul
Fluff - The Spell Storm disturbed more than this world, but many others as well. From a separate plane, Varizul, the Simurgh were summoned. Titanic avian humanoids, the Simurgh could pick up an elephant in their talons. Their home plane was a vast desert that stretched as far as the eye could see, and the Simurgh had become extremely adept at living in it. While they hunted wild game for sport, they had long since become adept at raising the animals of the desert for their food needs, driving herds in the hundreds of thousands. Their elaborate cities carved from the earth were a sight to behold, carrying the plane's scarce water from its remote sources to where it was needed by way of aqueducts. In their greatness, they had made fantastic advances in the arts, painting murals and weaving tapestries the size of which would leave any smaller being speechless. Torn from their ancestral home, a group of Simurgh finds themselves in a strange new world, the terrain familiar yet alien. They must do what they can to survive, and to thrive. For while this is a trial to be sure, it is also somewhat exciting as the first challenge the Simurgh have faced in their centuries of unapproachable power. In this new realm, the Simurgh find that the heat of the sun's rays is less intense than those of their home, which should make it easier for them to withstand it for longer periods of time.
Color - Purple
Snowflake - Giant: 1 point, Flying: 1 point, Summoned: 1 point
Techs - Farming, Herding, Stoneworking, Ironworking (5 techs/spells based on fluff)
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x Sky Guardians [Free Upkeep] <In Capital>
Settlements - Azard [Palace] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Put me in the desert, on the left oasis
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849a34 No.51559
Nation Sheet: If it is between {} that means you name it.
Name - The Warp-Born of Theadevas
Fluff - Before the Cataclysm the humans of Theadevas were content and always held to strong principles that they believed governed the world. Then its first subtle signs begun to manifest. Beasts began attacking the outer villages bearing strange mutations and eldritch powers, Fertile soil started to become parched sand, and many started to disappear never to be found again. Such events brought much unrest, but it was ultimately manageable until the Cataclysm continued to increase in intensity. Ancient monsters from myth appeared sacking cities whole, Great changes across the continent as the sea flooded and receded, Great droughts and Floods, The earth cracking apart to form new mountains and chasms to the abyss. The constant catastrophe ensured that the survivors could never stay in one place for long unless they wished to perish. Great migrations took place in order to keep ahead of the constant storm of mana and yet it persisted wherever they went. Soon the great hordes of the desperate, became a slow trickle of the hardened who became increasingly attuned to the changing tides of magic. Much like the environment around them however they too were changed by the storms. While many had becoming inhuman monstrosities that had to be put down by their families, their constant exposure throughout their generations had increased the ambient magic contained in their bodies to an absurd degree. Those who managed to keep their minds and bodies intact found that they were able to channel magics that rivaled the arch mages of old just from instinct and that the natural Chi points in their bodies had begun to manifest physically as small crystals on their bodies due to their internal leylines being so suffused in power. After this development the survivor's forms finally stabilized as their body was now able to handle the excess energy and use it to expand the growth of their crystals. Much can be told about a warpborn from the color and size of each of his chi points. With this new self-identity of being born from the warping tides of magic, the Warpborn were able to start turning their attention outward to the world at large and start claiming it as theirs. But just as they have indulged in the warp, the warp has also indulged in them. Making them into a permanent conduit for the thing that destroyed their old nation. The Warpborn are able to manifest their powers in two ways commonly. One is casting a raw bolt of mana to act as self defense and the other is the ability to bind and contain magic phenomena, especially that of creatures and that which is still of primordial magic.
Color - Lilac
Snowflake - Sorcery, Corruption, Nomads
Techs - Farming, Herding, Stoneworking
Research -
Spells -
Units - 3x {Guards} [Free Upkeep] <In Capital>
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: Marked on Map
You start with 3 resource villages. Please decide where they are and what you want them to produce. Mines and Quarries will be counted as the same thing where if an area has no ores it will produce stone. Mines and quarries must be put on hills or mountains unless you are an underground or underwater race.
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6aa63b No.51560
>>51557
>>51553
Nation Sheet: If it is between {} that means you name it.
Name - Ralotha, The Tower of Magic
Fluff - 1st Age; Heroes of the Maelstrom. Only Magi who have warded themselves against the corrupting influence of the storm, using familiars to scout the land, could lead people to a relatively safe place. Only the mages who could ward themselves maintained their humanity. Only these magi could do battle with the demons of the mist. It was they, who in legend, brought together a fabled gathering of Magi and survivors of the storm, forming a Magocracy of representatives from Mage Houses and a Tribune of the Plebs. The power that allowed the core members to survive as a group and organize is a powerful ritual to pull the spirits of legendary heroes from the void under contract to serve in forms manifested of mana in return for new life/fulfillment of heart’s desire. This worked well for a time as the heroes were powerful beyond imagining and the ambient magic levels of the maelstrom meant they could fight with overwhelming force until the enemy dead and its comrades fled back to the forest of the north where massive beasts did reside.
Sadly, it became apparent that only heroes who had met a tragic end or had failed to accomplish their goals in life were interested in rebirth; it was these charismatic and powerful figures who would threaten the fragile stability that was built to draw the people into bids for world conquest amid the storm, or to try and take people across the seas to right wrongs in distant lands. Their many ambitions were seductively glorious, and extremely dangerous. The ancestors, unwilling to part with a powerful key to survival, realized that as long the heroes kept each other in check that neither could usurp the other and devote precious resources to their ambitions. So it was that 7 heroes were summoned in this age and no more than 7 kept. A stalemate only interrupted when the Capital City itself was in danger, or in the presence of a Dragon level threat where all heroes would be deployed so that no single hero among them could win achievements head and shoulders above the rest.
2nd Age; Knights of the Storm. As the storm rages on, the leadership of the houses continues the knife’s edge balance of managing the heroes and society against the monsters. It is apparent that relying on them too much will eventually lead to the usurpation and collapse of everything they have struggled to build. This situation could not be tolerated any longer. The Mage Houses came together, combining every magic art they could muster to attempt the creation of a force that could rival the heroes. It would be their counterweight against the growing support and power of the heroes. Magic Knights; enchanted suits of armor, much bigger then a normal man could wear, powered by mana crystals, and piloted by skilled mages. They had to be warded against outside influences of the storm that could corrupt, or interrupt, the complex enchantments carved into the armor lest such a large investment of resources fall to ruin. Massive blades, shields, staffs, among other arcane weapons, allowed them to combat monsters without relying on the heroes. This invention gave the Mage Houses the momentum to take back the hearts and trust of the people. The Knight Corps became the aspiration of many young men and women. Hard won peace and stability was theirs.
3rd Age; The Present. With the end of the storm the magic in the air has become thinner, it has likely settled itself into the earth to become magic stones. The 7 Heroes who were practical because of the dense ambient magic levels were sealed away, until they were needed again, at the top of the Capital’s government building, the Tower of Magic. The Knights enjoy an unopposed supremacy as the people’s greatest standing champions. Magic stones are more abundant these days, and can be found flowing down river from the mountains by eager prospectors. Some of their more special Knight weapons require stones of their own to function in the modern environment. Without the corrupting influence of the Storm they can devote less magic to their wards, enabling them to operate longer and fight harder. Their home is called Ralotha, The Tower of Magic. They are ready to spread civilization.
Color - Dark Red, Purple
Snowflake - Sorcery-1 point, The rest to make it all work whatever that may be, or bonuses
Techs - Farming, Herding, Stoneworking, Iron working, Summon Ritual. Tomes. Magic Knights. Enchantment. Wards.
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x Knight Guards [Free Upkeep] <In Ralotha>
Settlements - Ralotha [Tower of Magic] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
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6aa63b No.51561
>>51560
resource villages will be on the forest tile north of me producing lumber, and two mountain tiles upriver that will send down rough stones and iron ore
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a5f528 No.51563
>>51553
Nation Sheet:
Name - Forgotten Orael
Fluff - https://pastebin.com/HfY3auEQ
Color - Black
Snowflake - Sorcery, Undead, Lost Knowledge
Techs - Farming, Herding, Stoneworking (5 base + 3 from stone)
Research -
Spells - 3
Units - 3x Undead Legions [Free Upkeep] <In Capital>
Settlements - Aeon [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
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a5f528 No.51564
>>51563
Place my city in the small oasis surrounded by mountains, with resource villages all producing stone or ore if possible in the mountains
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6aa63b No.51566
>>51560
>>51561
Change one mountain village to a lower mountain village as pictured.
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6aa63b No.51567
>>51560
PS. The most common ranged attack spell is a fireball. Whether fired personally from magi, or channeled through the Knight and its armaments, it is the clearly a favorite among those who wish to purge the monster and mutant body and soul.
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38bd51 No.51577
>>51553
Name – Tian Shai
Fluff - https://pastebin.com/G9BcvJZN
Color – White/Grey
Snowflake – Major altered terrain (2), Corruption (spreads magical mists)
Techs - Farming, Herding, Stoneworking, Ironworking + 5 others
Research -
Spells -
Units - 3x Imperial Guards [Free Upkeep] <In Capital>
Settlements – City of Tian Shai [Palace of the Mist Empress] (S: 5)
Wealth - 3
Influence - 3
Resources -
Bonus -
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38bd51 No.51578
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549fff No.51582
>>51558
Mine on the mountain, quarry on the desert hills, farm on the oasis that our capital's not on
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a52a6e No.51607
>>51553
Nation Sheet:
Name - The Tribes of Yukatan
Fluff - A horde of tribal goblins in the terrible Blightmor Swamps united under the insidious command of Yukatan the Elder Brain. Yukatan is hidden deep within the swamps controlling his false prophets and priests forcing the goblins to advance at a breakneck pace to spread his domination across the world. With little care other then following the demands of their false god they have focused on the creation of new seaworthy vessels and horrible instruments of war inspired by their swampy home.
Color - Sickly Green
Snowflake - Overmind, Lost Knowledge, Small
Techs - Farming, Herding, Stoneworking, Iron + 8 techs
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Guards} [Free Upkeep] <In Capital>
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Location: Swampy Island
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d1a87f No.51611
>>51553
Name - Sszalas'zkin Tribes
Fluff - Native to the northernmost isle of the west, the Sszalas'zkin are what a paper to be incredibly tall Lizardmen, with full grown adults ranging from 12' tall to over 24' Their huge growth attributed to the odd plants grown on the island in addition to them being semi-aquatic, able to swim for long durations with ease as well as walk on land. They lay eggs, and from those eggs are small hatchlings born, said hatchling growing quickly over the years to adult size. The leaders of the lizardfolk, the shaman attempt to improve the eggs by having the mothers of the eggs eat certain herbs or fish, as what they eat has been shown to affect how the hatchlings form in the eggs.
The lizard folk recognize this quirk in their biology and much more because while other empires crumbled on land, in the sea they were safe. They had not built as high as other nations, so their fall was commensurately much less. through the storm they held onto their breeding, aquaculture, and herbalism expertise, and in this new world, it has served them well. They have had little shortage in the way of food despite their immense appetite, and few creatures willingly hunt them, due to their size, their weapons and the noxious and deadly poisons they coat them in, a developed skill they use to hunt whales and other suitably large beast that could even given them trouble.
They have a mastery of iron working, and stone shaping, as their villages and city are made of stone, which lasts far longer than wood, and their weapons are iron tipped spears and arrowheads for their immense bows (overland only) specially mixed to avoid rust when upkept. This allows them to hit harder and faster than peers who lack intellect and allows them to hunt even more dangerous fare.
Color - Yellow
Snowflake - Giant, Underwater Race, Lost Knowledge
Techs - Farming, Herding, Stoneworking Iron working +8 techs
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Stone Nest Guardians} [Free Upkeep] <In Capital>
Settlements - {Stone Home} [{Nesting Hall}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
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4f5d51 No.51643
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c28110 No.51646
>>51553
Name - The Kingdom Of The Tolltaker
Fluff - For thousands of years the fertile grasslands of the coast and the tumultuous sands of the desert have been kept apart by mountains and hills– but also through the presence of many great and powerful giants. For much of their history these giants were broken into disparate warring tribes, fighting one another for riches and territory in great battles that shook the earth. Giant slew giant indiscriminately until one individual of modest size and ferocious strength revealed himself. Known only as King Tolltaker, he travelled from tribe to tribe and bested all of the greatest giants in hand-to-hand combat using only his fists. Once he had defeated all comers, he gathered the giants together in a great basin surrounded by foothills and proclaimed that, henceforth, he would rule over them, and they would work with him to forge a lasting kingdom: an era of stability and peace in the midst of endless change and magical catastrophe.
The Tolltaker died several centuries ago but his son, who is a similar prodigy in the martial arts, rules in his place. He has organized the giants into a loose, feudal kingdom, entertaining them with yearly contests of strength and athleticism. The Tolltakers spend much of their time honing their skills at bare-handed combat and searching for great and monstrous foes to defeat; they have been known to travel extraordinary lengths for the purposes of seeking and defeating massive beasts with only their hands and whatever impromptu tools they can rip from the environment. In addition to such ventures, the Tolltakers regularly extract exhorbitant fees from those travelling to and from the southern desert, measuring their wealth with strange devices and sciences now lost to the smaller races and trading their riches only sparingly. They hoard their magical secrets as well as they do their riches and their more mundane knowledge: their magical focus lies in enhancing the body, providing their warriors with greatly increased strength, regenerative powers, impenetrable skin or supernatural lightness, allowing them to move much faster than their size would otherwise allow. The recession of magic has cost them much of their arcane knowledge, however, for they were, in the past, reliant upon the fickle winds of mana to pour energy into their titanic forms.
This magical winnowing is the primary impetus for the Kingdom's new age of expansion and discovery. The King has decided that he will no longer be content with languishing in his temple and idly collecting tolls: the world will change, and the giants will change with it. They will meet the future fist-first.
Color - Gold
Snowflake - Giant, Sorcery, Lost Knowledge
Techs - Farming, Herding, Stoneworking, Ironworking + 8 Techs
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Goldsworn Brawlers} [Free Upkeep] <In Capital>
Settlements - {Gullvetvangur} [{Temple Of The Tolls}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Start me in the hilly pass between the southern desert and the plains.
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849a34 No.51648
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a52a6e No.51650
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834ed4 No.51651
Nation Sheet:
Name - The UnderKingdom of Calfours
Fluff - The UnderKingdom of Calfours is a largely isolationist nation of simple dwarves who live underground. They are relentless in their pursuit of lost Knowledge, and are great Shipwrights. Their entire nation and history is a great enigma, largely because they can't even seem to remember their own history. The One thing they do remember is their technology… And their isolationism.
Color - Whatever color isn't taken.
Snowflake - Small, Lost Knowledge, Underground Races
Techs - Farming, Herding, Stoneworking, Iron (Lost Knowledge), Shipbuilding (Lost Knowledge), Mining
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x {Guards} [Free Upkeep] <In Capital>
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: Where do you want to be on the map?
See images for starting location and resource locations
You start with 3 resource villages. Please decide where they are and what you want them to produce. Mines and Quarries will be counted as the same thing where if an area has no ores it will produce stone. Mines and quarries must be put on hills or mountains unless you are an underground or underwater race.
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751583 No.51652
>>51553
>>51553
Name - Republic of Tolenia
Fluff - As states fell, cities were destroyed and people died rapidly during the chaos of the Storm, many people naturally sought refuge and banded together. Under the leadership of a hero named Tolenus, said to have been the son of the great Sun Goddess Vestia, the desperate people would eventually settle along the shores of the Gulf of Lento.
While the city of Tolenia has dealt with conflict, it’s old city walls and the Tolenian Guard being reminders of it, the city has adapted a more peaceful character. Now the people, even many among the patrician Senate, have exchanged a legacy of war for times of peace. High culture is celebrated, the arts heartily supported and lucrative trade taking root for this coastal city.
Color - Orange
Snowflake - (What snowflake options are you taking?)
Techs - Farming, Herding, Stoneworking, Ironworking + 5 others
Research - (What is your current research)
Spells - (If you take the snowflake option please put how many spells you wish to start with.)
Units - 3x Tolenian Guard [Free Upkeep] <In Capital>
Settlements - Tolenia [Senate Hall] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: Right in the center of the circle.
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586f15 No.51661
Name - The Hartlands
Fluff - https://pastebin.com/381b6vLv
Color - Yellow-Orange. Amber? You get the idea. Failing that: Green.
Snowflake - Sorcery. They're Elves, after all.
Techs - Farming, Herding, Stoneworking, Ironworking, plus the 5 standard extra techs
Research -
Spells -
Units - 3x Hartland Rangers [Free Upkeep] <In Capital>
Settlements - Greybrook [Hart's Heart] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
As for the resource villages: The one in the mountains is a quarry, or a mine if there's ore, while the forest-mountain village closest to the capital is an orchard. Makes food. Assuming that's a thing in this system. The furthest out forest-mountain one produces lumber.
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deebde No.51678
>>51553
Name - The Abolethic Hegemony
Fluff - The Aboleths are an ancient aquatic race with significant psychic and magical abilities. As their bodies are not well adapted for tool use, they instead alter the biology of other lifeforms to perform physical labor for them. In response to the devastating magical storms scouring the world, the eldest among the Aboleths have emerged from their deep-sea lairs to organize their race into a new state, the Abolethic Hegemony.
Color - Teal
Snowflake - Underwater, Sorcery, Lost Knowledge
Techs - Farming, Herding, Stoneworking (Please put Iron, bronze, copper, or nothing and how many techs you start with.)
Research - (What is your current research)
Spells - 3
Units - 3x Guard Thralls [Free Upkeep] <In Capital>
Settlements - Soorn [Cavern of the Eldest] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting Location: Anywhere underwater.
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176484 No.51800
Whitedeath-
The Companions. A peaceful and self sacrificing creature. Born from the purest light of the sun; they shine brightly in a dark and turbulent world. Will they be a beacon of hope in the dark, or a glowing target for beasts who stalk the night?
Color- Pink
Resources: 9 Food
Techs: Environmentally friendly farming (Can build farms in forests), Fallowing (double food from farms), Enchanting
Spells: Light [Glass], Daylight [Clear Glass], Invisibility [Glass], Color Spray [Prism], Mark [Colored Glass]
Bonus:
Energy Being (Light) - You are beings created of light from all over the spectrum, though mostly pure white. You are immune to attacks from non-magical weapons and to light and shadow based spells. Darkness based magic deals double damage to you, magic that blocks light magic also blocks your form, and anything that destroys light can also destroy you on a max die roll, or deal double damage otherwise. Without a source of light your units do not heal.
On the spectrum - Your people are made of light and have become good at weaving magic that deals with light or colors. You gain double progress on light and color based magic and a +10 to study actions related to light or color magic. You also have a 10% chance to cause damage to your nation when researching darkness based magic, rolled in secret.
Warlord Ghandi - Your people are pacifistic to the extreme. Any instance of making a unit gives all settlements a -1 happiness. You also get +20 to negotiating with NPCs that don’t automatically hate you for some reason. This bonus may change if your style of play changes.
Morgoth -
Ralotha, the Tower of Magic. An ancient power of magic and mystery with a track record of creating temporary solutions that go out of control. While rumors of mana gems being found in the river was false there were, however, sapphires in the river which brought a great boon to the economy and enchanting services. What more could be out there, shifted and untapped? Are there still mana gems on the continent?
Resources: 1 Iron, 1 Sapphires, 2 Stone, 1 Wood, 1 Food
Tech: Spell Tomes (1 more spell per equipment slot), Enchanting [Runes, Mana Batteries]
Spells: Summon Hero of Old [Item of the hero in question][R], Shield [Carved Stone], Enhance Strength [Pinch of Iron], Enhance Agility [Branch tied into a knot]
Bonus: Ancient Knowledge - 3 tech/spells
The Seven Reborn - Deep within the treasury of the tower you have several artifacts of ancient and powerful heroes. You know these heroes will answer the call of the Summon Hero of Old ritual and be extremely powerful. They will also have their own desires and regrets; and may seek to accomplish their own goals over whatever you may wish of them. If you can reign them in they are extremely powerful heroes. While the names of the heroes have been lost so for now they are known as: Sabre, Lancer, Rider, Assassin, Berserker, Caster, Archer. The deaths of these heroes can be undone if their catalyst is recovered.
Magocracy - The study of magic is exemplified within Ralotha and as such there are many people willing and hopeful to learn the secrets of sorcery and joins the upper echelons of Ralotha. You get a +10 to recruiting units that can cast spells and a +10 to building magic related buildings.
Abdala -
Oh ye forgotten. Desperate and lost in the storm you turned to dark magic to save your ‘lives’ and in turn damned the nation of Orael to the curse of undeath. The wounds of the rebellion and the lowering of the great ward never recovered. The majority of the population turned into mindless undead, a few into intelligent undead, and fewer still enslaved to be breeding stock to create more undead. Will the council collapse under the guilt of what they have done, or will they fully embrace what they have become?
Resources: 1 Iron, 3 Stone
Tech: Enchanting [Runes], Architecture, Medicine
Spells: Raise Undead [Fresh Corpses, burnt stone][R], Create Greater Undead [Corpse, various][R], Shield [Carved Stone] <Enlarge>, Drain Life [Bone Needle] <Twinned>, Corpse Explosion [Fresh Corpse, rust]
Bonus: Undead - Most of your nation is undead of various kinds and ruled by a council of liches that eat souls. You get a -10 to interacting with non-undead NPCs and -10 to creating new research slots due to the majority of your undead being mindless types. However, your militia units do not incur happiness penalties, are [Fearless] and [Mindless], and don’t have a time limit but can’t be healed.
Old Decadence - Now that the spell storm has ended many of the sentient undead wish to return to an age of decadence and magic. You get an extra happiness from luxury resources and no happiness penalty from decadence actions because most of your population are mindless or scared shitless due to being enslaved by undead.
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176484 No.51801
Brain -
Tian Shai, the empire in the mists. While the mists were once an impenetrable wall that kept the lands isolated now the mists are the magical protector of the land. The mist also seems to infuse those that the Empress deems to be her governors, protecting and empowering them. Can this once curse become a new power to sefuse the land?
Resources: 2 Stone, 1 Wood
Tech: Bureaucracy, Boats, Formations
Spells: Concealing Mist [A bottle of pure water], Confusion [Quartz],
Bonus: Corruption (Mist) - Enemy units must roll a d10 against the mist. If the mist wins the unit is lost and will reappear outside the mist after a turn. If the unit loses by more than 8 the unit is lost forever.
Imperial Will - The mists infuse and infuse from the governors of settlements chosen by the Empress. Every settlement has a defensive unit that you may create when the settlement is first attacked, or after the defensive unit of that settlement dies. They must be casters of some kind and lose their powers if they leave the settlement. The capital has the Empress which knows all spells you have researched but has no other equipment.
Plane -
Conjured from a plane of endless and harsh deserts the Simurgh find the lands they have been forced to quite cozy. While others find the deserts of this world harsh and hard to travel through or live in the Simurgh are used to far worse. Now with a new world open to them will they hold dominion over this world as well, or will they find their nation on this world lost to the sands of time?
Resources: 1 Tin, 2 Iron, 2 Stone, 1 Food
Tech: Scouting, Herding (+1 food from ranches), Taming
Spells: Summon Simurgh [Sand] (Ritual), Summon Varizul Beast [Sand] (Ritual), Firebolt [Rust]
Bonus: Summoned (Simurgh) - The Simurgh are from another plane similar to the material plane, but covered by near endless desert and far hotter than the material plane. The plane has beasts and monsters not native to this world and a variety of Simurgh subspecies. Units native to Varizul have [Fire Resist 1] and [Desert Survival] tags which block 1 fire damage and allows them to move full speed in desert tiles, and partially or wholly ignore desert weather effects.
Desert Masters - The deserts of Varizul are far worse than what you have seen in this world. You can create villages in open desert as long as they are within 3 tiles of a source of water. Magical desert terrain has lesser effects on creatures native to Varizul.
Oneman -
The Warp-born, wandering conduits of wild magic. A small force that mirrors the chaos of the spell storm. Some argue whether they are still human or a new species entirely with the chi crystals growing on centers of the mana threads in the body. Will the storm fade forever with them or will it spread to encompass the world once more?
Resources: 1 Copper, 1 Stone, 2 Wood, 1 Food
Tech: Chi-Crystal harvesting, Medicine [Anatomy],
Spells: Mana Blast [Carved stone] <Absorb Element, Pierce>, Bind Phenomenon [Gemstone] [R], Bind Energy Being [Gemstone] [R]
Bonus: Corruption (Wild Magic) - The crystals that grow within the Warp-Born causes localized wild magic. Individually this isn’t much but in enough numbers, such as settlements, cause much wider effects of wild magic. 1s and 10s for casting rolls cause unstable effects in combat. Rolling a 2-10 and a 90-99 causes unstable effects for out of combat cast spells. You may ignore the out of combat effects but not the in combat ones.
Tides of Chaos - Warp-Born spellcasters are masters of chaotic and primal magic. Spellcaster units may decide to create a storm of uncontrolled magic instead of casting a spell or attacking. This produces a semi-random affect based on the d10 roll and environment. This can also be done as a ritual in an area affected by the wild magic corruption.
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176484 No.51802
Tsar -
Long before anyone remembers there have always been creatures of the dark, and men who fight them. The men of Getalia continue a fight as old as time. A fight against the dark, and a fight for their own survival. Now with the storm at an end it is time to reach back into the world and find allies and enemies new and old.
Resources: 1 Iron, 1 Stone, 2 Food
Tech: Formations, Monster Lore [Vampires, Lycanthropes], Herbalism
Bonuses: Stand Defiant - Your people have a culture where defiance against odds is exemplified. All human or piloted units gain a +1 when outnumbered, or when fighting a monsterous unit, and a +2 when outnumbered when at least outnumbered 2 to 1. The bonuses for being outnumbered and fighting monstrous units do stack and human heroes from your nation do benifit.
Deal with the Devil - Not all monsters are unreasonable, and some are even willing to make deals. You can attempt to hire monstrous units as mercenaires from your settlements. The cost will depend on the monster and may incur happiness penalties if it becomes public knowledge.
Old Art - Many of your citizens still hold a love of the arts that has not diminished throughout the course of the storm. Arts projects and festivals give double influence and happiness.
CW -
The goblins. Stupid and violent creatures; so easily controlled by a superior mind such as yourself. So few think for themselves to begin with and those that do can easily have their will subsumed. They are now yours, but will they be the only ones?
Resources: 2 Food, 1 Stone
Tech: Boats [Flat bottom boats], Camouflage [Swamp Specialty]
Spells: Dominate Person [Copper Chain], Dominate Monster [Silver Chain], Dominate Energy Being [Gold Chain], Mind Spike [Quartz]
Bonuses: Will of the Master - You are used to subverting the will of the smarter and more charismatic individuals in order to take control of the masses. Influence and espionage actions in order to cause chaos or subvert control of a settlement are twice as effective.
Curious -
The Sszalas'zkin Tribes. Giant aquatic lizardmen that prey on whatever they can reach. Ferocious and cunning their tribal society has survived through the might of the storm. Will their natural abilities to adapt lead to their ascendance or will these calm times herald their stagnation?
Resources: 1 Food (Fish), 1 Stone, 1 Diamonds, 1 Wood
Tech: Steel [Stainless], Poisons [Sticky mix, waterproof mix], Camouflage [Coastal specialty]
Spells: Poison Weapons [Poison gland and iron dust]
Bonuses: You are what you eat - Females eating different food will lead to massive variations in the child that is born from their egg. Food will be specified for what it is and units of your race get different tags based on the food used for their upkeep. The tags are only introduced when the unit is made so changing the food does not give them different tags.
Jaundice-
While tolls are more the domain of trolls those pedophiles mainly keep to themselves under rarely travelled bridges. You are different, you have claimed a pass between the desert and the northern coast of the land. Legends hold that it was once a prosperous trade route, but if it will be again is yet to be seen.
Resources: 1 Food, 2 Stone, 2 Iron, 2 Tin
Tech: Hand to Hand [Grappling, Improvised weapon],
Spells: Magic Weapon [An intricately carved whetstone] <Unarmed>, Enhance Strength [Pinch of Iron], Spell Armor [Carved stone], Regenerate [Crushed ruby soaked with herbs]
Bonuses: You didn’t pay the toll! - Your keen scouts usually search for people trying to sneak through the pass without paying the toll. They are equally as good for spotting enemy scouts and spies. You get a +2 to spy and stealth defense.
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176484 No.51803
Oldfag -
Ah, the dwarves of Calfours. A hardy and industrious people found under the roots of the great evergreen forests. Isolated in their holds they dig deep into the rock of the continent searching for resources. Some also seek the lost histories of the Calfours, long lost due to the storm. Will their ancient histories ever be found or will they be lost to the past? Will they just move on, looking forward instead of back?
Resources: 1 Food, 4 Stone
Tech: Boats [Deep sea vessels], Mining Infrastructure, Steel [Stainless], Star Navigation, Brass, Prospecting
Bonuses: Lost Histories - Your people have lost the history of where they come from and some eagerly seek this lost past no matter the official stance. You get a +10 to searching ruins.
Kroeger -
The city state of Tolenia, founded through the struggle against the storm and other people that has turned towards peace and culture. Now the storm has come to an end and the enemies are long gone. Will this be a golden age for Tolenia or will new enemies and struggles consume it.
Resources: 1 Food, 1 Wood, 1 Stone, 1 Mana Gems
Techs: Created Land (Can build villages in shallow water) [Mining Platforms], Boats [Deep Sea vessels, Increase capacity]
Bonuses: Merchants of Tolenia - 1 more Wealth from all spare resources as internal trade is taxed.
Patron of the arts - You gain twice as much influence from culture and decadence actions.
Dreams of the sea - You get +1 progress on sea based tech research.
Praise the sun! - You get a +1 progress to light, sun, or life based magic and get 1 wealth for all foreign settlements that follow your religion.
Valleyguy-
Noble Democratic elves, of a kind. Some would call it closer to anarchy. It is what you have now so it doesn’t matter now what you call it. Will it all burn down in old struggles and strife, will you find a system that works, or will you become a kingdom once again?
Resources: 1 Food, 1 Stone, 1 Wood
Techs: Camouflage [Forrest Specialty], Tracking
Spells: Shape Wood [Birch Wood branch twisted] <Expanded>
Bonuses: ELVES - You are elves, long lived assholes of the world. You gain a +10 to actions to study ancient artifacts since someone probably remembers it.
Get out of my forest, reeee - All units get a +2 when defending a settlement or defending from an attack in a forest.
Elven craft - When elves learn a craft they dedicate themselves to it. You get a +1 progress to research for metallurgy or crafting based techs.
Jagreen-
Your aboleths, it’s running late, go fuck yourself here is your stats.
Resources: 2 Food, 1 Stone, 1 Quartz
Tech: Infuse magic [Infuse spell ability, Imbue being], Medicine [Anatomy, Genetics], Slavery [Slave soldiers]
Spells: Crossbreed [Two subjects, red quartz], Mutate [subject, Red quartz] <Guided mutation>
Bonuses: Will of the Ancients - The ancients of the aboleths are powerful and intelligent, but few in number. To compensate they have a large number of slaves bound to their will through genetic encoding and conditioning. Decadence actions cost less happiness.
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849a34 No.51805
| Rolled 93, 15 = 108 (2d100) |
>>51803
Name - The Warp-Born of Theadevas
Color - Lilac
Snowflake - Sorcery, Corruption, Nomads
Techs - Farming, Herding, Stoneworking, Chi-Crystal harvesting, Medicine [Anatomy],
Spells - Mana Blast [Carved stone] <Absorb Element, Pierce>, Bind Phenomenon [Gemstone] [R], Bind Energy Being [Gemstone] [R]
Research -
Units - 1x {Guards} [Free Upkeep] <In Capital>, 2x {Guards} [Free Upkeep] <In resource village>
Settlements - {Rashimi} [{Court of Devas}] (S: 5)
Wealth - 3
Influence - 3
Resources: 1 Copper, 1 Stone, 2 Wood, 1 Food
Bonus: Corruption (Wild Magic) - The crystals that grow within the Warp-Born causes localized wild magic. Individually this isn’t much but in enough numbers, such as settlements, cause much wider effects of wild magic. 1s and 10s for casting rolls cause unstable effects in combat. Rolling a 2-10 and a 90-99 causes unstable effects for out of combat cast spells. You may ignore the out of combat effects but not the in combat ones.
Tides of Chaos - Warp-Born spellcasters are masters of chaotic and primal magic. Spellcaster units may decide to create a storm of uncontrolled magic instead of casting a spell or attacking. This produces a semi-random affect based on the d10 roll and environment. This can also be done as a ritual in an area affected by the wild magic corruption.
Research. Scouting
Nomad. Move the free settlement and Rashimi NW one tile.
1. build a resource village in the orchard tile of the deep forest.
2. build a research facility in the capital. for restrictions it can only study crystals and how to strengthen their related effects. It will be called the Communion Chamber.
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647a73 No.51806
Name - Ciropteran Xanthra
Fluff - The mana storms were not at all kond to most, even more unforgiving to the once noble nation of Xanthra, twisted corrupted and reformed again and again into foul eldritch forms, growing more and more strange with each storm. The eventual result was a nation and rave that was a cruel hollow shell of its former glory, the Ciropterans were driven mad by their new forms a madness that refused to leave, much like the strange mana induced corruption that coursed through their bodies, the corruption spread wherever they went tainting the lands and making them nigh uninhabitable for anyone that isn't like them, a foul slimy and poisonous blackness making farming impossible, but bringing strange new life in the form of twisted plants, everything from entrail like fruits hanging on trees seemingly made of blood to fungus shaped like skulls the corruption spit out its twisted visions of life, but the most harrowing change for the Ciropterans was not the corruption or their new forms, but the madness, it drove them deep underground filling their heads with dark thoughts and twisted insights, giving horrible visions of the future to come
Color - Obsidian purple
Snowflake - Underground Race, Corruption,sorcery
Techs - Farming, Herding, Stoneworking, Bronze Working
(Give 3 tech based on fluff please)
Research - (What is your current research)
Spells - (give me 3 spells please)
Units - 3x {Guards} [Free Upkeep] <In Capital>
Settlements - {Captial} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources - (Depends on starting location)
Bonus - (Given based on fluff and snowflake options)
Starting location: put me in that little cave surrounded by mountains at the very bottom of the map
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6aa63b No.51807
| Rolled 31, 70 = 101 (2d100) |
>>51800
Name - Ralotha, The Tower of Magic
Color - Dark Red
Snowflake - Sorcery, Ancient Knowledge,
Techs - Farming, Herding, Stoneworking, Iron working, Spell Tomes (1 more spell per equipment slot), Enchanting [Runes, Mana Batteries]
Research - (Ruin Archaeology)
Spells - Summon Hero of Old [Item of the hero in question][R], Shield [Carved Stone], Enhance Strength [Pinch of Iron], Enhance Agility [Branch tied into a knot]
Units - 3x Squire Guards [Free Upkeep] <In Ralotha>
Settlements - Ralotha [Tower of Magic] (S: 5)
Wealth - 3
Influence - 3
Resources: 1 Iron, 1 Sapphires, 2 Stone, 1 Wood, 1 Food
Bonus: Ancient Knowledge - 3 tech/spells
The Seven Reborn - Deep within the treasury of the tower you have several artifacts of ancient and powerful heroes. You know these heroes will answer the call of the Summon Hero of Old ritual and be extremely powerful. They will also have their own desires and regrets; and may seek to accomplish their own goals over whatever you may wish of them. If you can reign them in they are extremely powerful heroes. While the names of the heroes have been lost so for now they are known as: Sabre, Lancer, Rider, Assassin, Berserker, Caster, Archer. The deaths of these heroes can be undone if their catalyst is recovered.
Magocracy - The study of magic is exemplified within Ralotha and as such there are many people willing and hopeful to learn the secrets of sorcery and joins the upper echelons of Ralotha. You get a +10 to recruiting units that can cast spells and a +10 to building magic related buildings.
Research Ruin Archaeology
1 Build a Civic University, Research Facility. Ralotha is work of many generations. The civic minded, political, etc. have all made contributions over the ages. They always strive to make the very best, enhancing tools to the very limit of its conceptualized purpose. A rope they make will become a very good rope, seemingly adapting to will at times. To truly achieve this is not only the work of the civic minded, but of the magically gifted, whether they realize it or not. In order to increase the success of these achievements we will create a place where those gifted in magic and the, seemingly, mundane can learn, interact, and create new and better tools for society. +10
2 Build an Enchanter Hall. To further the study of enchanting and its products. +10
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d1a87f No.51808
| Rolled 48, 44 = 92 (2d100) |
>>51802
Name - Sszalas'zkin Tribes
Fluff - Native to the northernmost isle of the west, the Sszalas'zkin are what a paper to be incredibly tall Lizardmen, with full grown adults ranging from 12' tall to over 24' Their huge growth attributed to the odd plants grown on the island in addition to them being semi-aquatic, able to swim for long durations with ease as well as walk on land. They lay eggs, and from those eggs are small hatchlings born, said hatchling growing quickly over the years to adult size. The leaders of the lizardfolk, the shaman attempt to improve the eggs by having the mothers of the eggs eat certain herbs or fish, as what they eat has been shown to affect how the hatchlings form in the eggs.
The lizard folk recognize this quirk in their biology and much more because while other empires crumbled on land, in the sea they were safe. They had not built as high as other nations, so their fall was commensurately much less. through the storm they held onto their breeding, aquaculture, and herbalism expertise, and in this new world, it has served them well. They have had little shortage in the way of food despite their immense appetite, and few creatures willingly hunt them, due to their size, their weapons and the noxious and deadly poisons they coat them in, a developed skill they use to hunt whales and other suitably large beast that could even given them trouble.
They have a mastery of iron working, and stone shaping, as their villages and city are made of stone, which lasts far longer than wood, and their weapons are iron tipped spears and arrowheads for their immense bows (overland only) specially mixed to avoid rust when upkept. This allows them to hit harder and faster than peers who lack intellect and allows them to hunt even more dangerous fare.
Color - Yellow
Snowflake - Giant, Underwater Race, Lost Knowledge
Techs - Farming, Herding, Stoneworking, Iron working, Steel [Stainless], Poisons [Sticky mix, waterproof mix], Camouflage [Coastal specialty]
Research - Bows
Spells - Poison Weapons [Poison gland and iron dust]
Units - 3x {Stone Nest Guardians} [Free Upkeep] <In Stone Home>
Settlements - {Stone Home} [{Nesting Hall}] (S: 5)
Wealth - 3
Influence - 3
Resources - 1 Food (Fish), 1 Stone, 1 Diamonds, 1 Wood
Bonus - You are what you eat - Females eating different food will lead to massive variations in the child that is born from their egg. Food will be specified for what it is and units of your race get different tags based on the food used for their upkeep. The tags are only introduced when the unit is made so changing the food does not give them different tags.
Research appropriately sized bows we can sue both in water on in air (naturally longer range in air, but some times a ranged weapon in water is good for catching fleeing prey.)
1. Go searching for other deposits on iron on lands and sea. Our current vein of ore is played out, and we will need more.
2. Now that the Great storm had ended? WE must see what is around us. Send hunters to explore the coasts of other isles and the waters around them. Stealthily. Great beasts still swim the waters though rarely this shallow, and the weak land dwellers scurry to stay out of our reach and the waters when we are seen.
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a52a6e No.51809
| Rolled 11, 5 = 16 (2d100) |
>>51800
Nation Sheet:
Name - The Tribes of Yukatan
Fluff - A horde of tribal goblins in the terrible Blightmor Swamps united under the insidious command of Yukatan the Elder Brain. Yukatan is hidden deep within the swamps controlling his false prophets and priests forcing the goblins to advance at a breakneck pace to spread his domination across the world. With little care other then following the demands of their false god they have focused on the creation of new seaworthy vessels and horrible instruments of war inspired by their swampy home.
Color - Sickly Green
Snowflake - Overmind, Lost Knowledge, Small
Techs - Farming, Herding, Stoneworking, Iron Boats [Flat bottom boats], Camouflage [Swamp Specialty]
Research - Mining
Spells: Dominate Person [Copper Chain], Dominate Monster [Silver Chain], Dominate Energy Being [Gold Chain], Mind Spike [Quartz]
Units - 3x {Goblin Horde} [Free Upkeep] <In Capital>
Settlements - {The Gathering Place} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources: 2 Food, 1 Stone
Bonuses: Will of the Master - You are used to subverting the will of the smarter and more charismatic individuals in order to take control of the masses. Influence and espionage actions in order to cause chaos or subvert control of a settlement are twice as effective.
—–
Research Mining, we must plunder the earth for regents for our spells
1-2. Send the Goblins to search the ruins on our island, lost artifacts and ancient knowledge is sure to be found there.
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38bd51 No.51810
| Rolled 98, 82 = 180 (2d100) |
>>51801
Name – Tian Shai
Fluff - https://pastebin.com/G9BcvJZN
Color – White/Grey
Snowflake – Major altered terrain, Corruption
Techs - Farming, Herding, Stoneworking, Ironworking, Bureaucracy, Boats, Formations
Research – Fishing
Spells - Concealing Mist [A bottle of pure water], Confusion [Quartz]
Units - 3x Imperial Guards [Free Upkeep] <In Capital>
Settlements – Great City of Tian Shai [Palace of the Mist Empress] (S: 5)
Wealth - 3
Influence - 3
Resources – 2 stone, 1 wood
Bonus -
-Corruption (Mist) - Enemy units must roll a d10 against the mist. If the mist wins the unit is lost and will reappear outside the mist after a turn. If the unit loses by more than 8 the unit is lost forever.
-Imperial Will - The mists infuse and defuse from the governors of settlements chosen by the Empress. Every settlement has a defensive unit that you may create when the settlement is first attacked, or after the defensive unit of that settlement dies. They must be casters of some kind and lose their powers if they leave the settlement. The capital has the Empress which knows all spells you have researched but has no other equipment.
>Research
Fishing
The ocean was almost forgotten by our people, a legendary thing that seemed impossible. How could water stretch for so far? The lake beside our city seemed huge, but now it is but a raindrop. Long has the lake provided food, but the ocean outside our land could provide so much more, and we must learn to best exploit it.
>Action 1
Build a resource collection settlement.
In the closed world of Tian Shai, overpopulation has always been a danger, but through bureaucracy it has been controlled. With the wider world once again within our grasp, we can allow our population to grow. To do this, however, we will require more food. We will build farms on the plains to the south of the city, and farm the rice and other foods which our people will need.
>Action 2
Explore the archipelago.
Brave Tian explorers will set out to explore the islands around us, in search of resources, people or any other features of interest. We have been separate from the world for centuries, so we must quickly try to discover how it has changed.
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764fb6 No.51824
| Rolled 78, 22 = 100 (2d100) |
>>51800
Name - Companions
Fluff - Companions are spirits made from light. They believe to once have been servants of the gods and as such they know no negative emotions, feel no pain and do no harm. Companions aid all who they come across, grow food even though they do not need it, just to feed the strangers they come across. There is no vengeance or anger in Companion culture, they will never resort to violence and will perish when attacked. While willing to aid all those injured a companion would not intervene if a man were to be mauled by a wolf until the latter had done its work, watching in silence.
Color – Pink
Techs – Farming, Environmentally friendly farming (Can farm in forests), Fallowing (Double food from farms), Enchanting, Herding, Stoneworking
Research -
Spells – Light [Glass], Daylight [Clear Glass], Invisibility [Glass] Color Spray [Prism], Mark [Colored Glass]
Units -
Settlements - {Captial} [{Solar Pillar}] (S: 5)
Wealth - 3
Influence - 3
Resources - 9 Food
Bonus –
+ Energy Being (Light) - You are beings created of light from all over the spectrum, though mostly pure white. You are immune to attacks from non-magical weapons and to light and shadow based spells. Darkness based magic deals double damage to you, magic that blocks light magic also blocks your form, and anything that destroys light can also destroy you on a max die roll, or deal double damage otherwise. Without a source of light your units do not heal.
+ On the spectrum - Your people are made of light and have become good at weaving magic that deals with light or colors. You gain double progress on light and color based magic and a +10 to study actions related to light or color magic. You also have a 10% chance to cause damage to your nation when researching darkness based magic, rolled in secret.
+ Warlord Ghandi - Your people are pacifistic to the extreme. Any instance of making a unit gives all settlements a -1 happiness. You also get +20 to negotiating with NPCs that don’t automatically hate you for some reason. This bonus may change if your style of play changes.
1. Most of the Companions magic relied on the use of glass and prisms. To create workshops to craft these prisms from would be the Companions priority.
2. The Companions would prospect the surrounding areas for resources or other things of interest to interact with and shape their future desires to form and create.
Research: Try to develop a spell which clears their mind through the power of light and dissolves any sort of magical control.
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44158c No.51832
| Rolled 8, 42 = 50 (2d100) |
>>51800
Nation Sheet:
Name - Forgotten Orael
Fluff - https://pastebin.com/HfY3auEQ
Color - Black
Snowflake - Sorcery, Undead, Lost Knowledge
Techs - Farming, Herding, Stoneworking, Enchanting [Runes], Architecture, Medicine
Research -
Spells: Raise Undead [Fresh Corpses, burnt stone][R], Create Greater Undead [Corpse, various][R], Shield [Carved Stone] <Enlarge>, Drain Life [Bone Needle] <Twinned>, Corpse Explosion [Fresh Corpse, rust]
Units - 3x Undead Legions [Free Upkeep] <In Capital>
Settlements - Aeon [Seventh Sanctum] (S: 5)
Wealth - 3
Influence - 3
Resources: 1 Iron, 3 Stone
Bonus:
Undead - Most of your nation is undead of various kinds and ruled by a council of liches that eat souls. You get a -10 to interacting with non-undead NPCs and -10 to creating new research slots due to the majority of your undead being mindless types. However, your militia units do not incur happiness penalties, are [Fearless] and [Mindless], and don’t have a time limit but can’t be healed.
Old Decadence - Now that the spell storm has ended many of the sentient undead wish to return to an age of decadence and magic. You get an extra happiness from luxury resources and no happiness penalty from decadence actions because most of your population are mindless or scared shitless due to being enslaved by undead.
Research: Some form of building to continually produce undead.
1: Send out one of the undead legions to explore the ruins almost directly to our south. If dangers lie within we must make sure that it is eradicated so that we may be safe in our isolated space.
2: To overcome the curse of undeath, we must turn our weakness into strength. Try to create an undead with a high capacity for intelligent action, preferably one with magical aptitude.
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751583 No.51833
| Rolled 69, 81 = 150 (2d100) |
>>51803
Color - Red
Snowflake - None
Techs - Farming, Herding, Stoneworking, Ironworking, Created Land (Can build villages in shallow water) [Mining Platforms], Boats [Deep Sea vessels, Increase capacity]
Research -
Spells -
Units - 3x Tolenian Guard [Free Upkeep] <In Tolenia>
Settlements - Tolenia [Senate Hall] (S: 5)
Wealth - 3
Influence - 3
Resources - 1 Food, 1 Wood, 1 Stone, 1 Mana Gems
Bonuses:
Merchants of Tolenia - 1 more Wealth from all spare resources as internal trade is taxed.
Patron of the arts - You gain twice as much influence from culture and decadence actions.
Dreams of the sea - You get +1 progress on sea based tech research.
Praise the sun! - You get a +1 progress to light, sun, or life based magic and get 1 wealth for all foreign settlements that follow your religion.
Research: Fishing
Action 1: Use boats to explore west along the coast
Action 2: Build a grand temple to Vestia. Praise the Sun!
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549fff No.51834
| Rolled 16, 53 = 69 (2d100) |
>>51801
Name - The Simurgh of Varizul
Color - Purple
Snowflake - Giant, Flying, Summoned
Techs - Scouting, Herding (+1 food from ranches), Taming, Farming, Stoneworking, Ironworking
Spells - Summon Simurgh [Sand] (Ritual), Summon Varizul Beast [Sand] (Ritual), Firebolt [Rust]
Units - 3x Sky Guardians [Free Upkeep] <In Capital>
Settlements - Azard [Palace] (S:5)
Wealth - 3
Influence - 3
Resources - 1 Tin, 2 Iron, 2 Stone, 1 Food
Bonus - Summoned (Simurgh) - The Simurgh are from another plane similar to the material plane, but covered by near endless desert and far hotter than the material plane. The plane has beasts and monsters not native to this world and a variety of Simurgh subspecies. Units native to Varizul have [Fire Resist 1] and [Desert Survival] tags which block 1 fire damage and allows them to move full speed in desert tiles, and partially or wholly ignore desert weather effects.
Desert Masters - The deserts of Varizul are far worse than what you have seen in this world. You can create villages in open desert as long as they are within 3 tiles of a source of water. Magical desert terrain has lesser effects on creatures native to Varizul.
Research: Irrigation. It shouldn't take us long to figure out how to recreate the great life-giving aqueducts of our home world
Action 1: Scout the surrounding desert for useful resources, be them animal, mineral, or otherwise
Action 2: Prepare a ritual to summon some Great Camelephants from Varizul. This species is just as suited as the Simurgh for desert life, if not more. They typically grow over twenty feet tall, with exceptionally large specimens meeting a Simurgh at chest height. For their prodigious size, they are very low maintenance, able to store sustenance from food and water inside their bodies for months on end. Both their fur and the leathery skin beneath is useful as crafting material, as well as their ivory tusks. They can also be milked, and butchered for a massive haul of meat. On Varizul the Simurgh would herd camelephants by the thousands, and they were the single most important animal in their society. If the Simurgh are to succeed in this world, they are absolutely necessary
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c28110 No.51835
| Rolled 75, 13 = 88 (2d100) |
>>51800
KINGDOM OF THE TOLLTAKERS
Color - Gold
Snowflake - Giant, Sorcery, Lost Knowledge
Techs - Farming, Herding, Stoneworking, Ironworking, Hand to Hand (Grappling, Improvised Weapon)
Research - (What is your current research)
Spells - Magic Weapon [An intricately carved whetstone] <Unarmed>, Enhance Strength [Pinch of Iron], Spell Armor [Carved Stone], Regenerate [Crushed ruby soaked with herbs]
Units - 3x {Goldsworn Brawlers} [Free Upkeep] <In Capital>
Settlements - {Gullvetvangur} [{Temple Of The Tolls}] (S: 5)
Wealth - 3
Influence - 3
Resources - 1 Food, 2 Stone, 2 Iron, 2 Tin
Bonus - You didn’t pay the toll! - Your keen scouts usually search for people trying to sneak through the pass without paying the toll. They are equally as good for spotting enemy scouts and spies. You get a +2 to spy and stealth defense.
1. Construct a [Gymnasium] where our warriors and athletes may compete in full view of everyone. Not only will it help strengthen our people for the trials ahead, it will serve as an excellent pastime!
2 - Pry open the ancient stone tablets of yore. Begin dredging the hidden lores of money-making, money-minding and money-keeping. Research [Economics].
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176484 No.51837
>>51806
The pain speaks to you again. It is time to awake, and take your place in the world. At the precipice of the network of caves and madness that is the underdark the Xanthra seek to spread their own form of madness.
Resources: 4 Food, 2 Iron, 2 Stone
Capital: +2 Mine buildings
Tech: Tunneling, Corruption Cohabitation [Corpse Farms],
Spells: Clairvoyance [Obsidian mirror]
Bonuses:
Corruption (eldritch) - A corrupt magic flows and infects creatures and lands into new and horrible forms. Units that enter the corruption roll a d10 as if in combat vs the corruption. If the unit loses they take damage. They get no combat bonuses vs the corruption unless specifically noted. Corrupted creatures are immune.
Visions - You may use an action to choose the type of event, location of the event, or change the luck event roll with the dice rolled for the action.
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9383da No.51847
| Rolled 78, 30 = 108 (2d100) |
>>51837
Name - Ciropteran Xanthra
Fluff - The mana storms were not at all kind to most, even more unforgiving to the once noble nation of Xanthra, twisted corrupted and reformed again and again into foul eldritch forms, growing more and more strange with each storm. The eventual result was a nation and race that was a cruel hollow shell of its former glory, the Ciropterans were driven mad by their new forms a madness that refused to leave, much like the strange mana induced corruption that coursed through their bodies, the corruption spread wherever they went tainting the lands and making them nigh uninhabitable for anyone that isn't like them, a foul slimy and poisonous blackness making farming impossible, but bringing strange new life in the form of twisted plants, everything from entrail like fruits hanging on trees seemingly made of blood to fungus shaped like skulls the corruption spit out its twisted visions of life, but the most harrowing change for the Ciropterans was not the corruption or their new forms, but the madness, it drove them deep underground filling their heads with dark thoughts and twisted insights, giving horrible visions of the future to come
Color - Obsidian purple
Snowflake - Underground Race, Corruption,Sorcery
Techs - Farming, Herding, Stoneworking, Bronze Working,Tunneling, Corruption Cohabitation [Corpse Farms],
Research -
Spells - Clairvoyance [Obsidian mirror]
Units - 3x {Ciropteran Screamers} [Free Upkeep] <In Capital>
Settlements - {Xanthra} [The Palace that should not be] (S: 5)
Wealth - 3
Influence - 3
Resources: 4 Food, 2 Iron, 2 Stone
Bonuses:
Corruption (eldritch) - A corrupt magic flows and infects creatures and lands into new and horrible forms. Units that enter the corruption roll a d10 as if in combat vs the corruption. If the unit loses they take damage. They get no combat bonuses vs the corruption unless specifically noted. Corrupted creatures are immune.
Visions - You may use an action to choose the type of event, location of the event, or change the luck event roll with the dice rolled for the action.
1.Explore the surrounding caverns perhaps we can find something of use.
2,Construct a place where we can train soldiers for the inevitability that we are discovered. [Barracks]
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11752a No.51848
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11752a No.51849
>>51553
Name - The Entomantic Conclave
Fluff - In Talza, The City of Chitin, resides a group of so called Entomancers. These men use magics to shape and create insectoid life to use as they please. Even their city itself resides on the back of a giant, legless beetle created with a ring of chitin that would regenerate itself if harmed. From labor to medicine, everything is gathered, produced by, or made from insects. Their human population is content, with most manual labor done by servant bugs, and Human War Leaders having living armor and weapons grown in or on them with the help of mages skilled in grafting Human flesh and Insect Chitin.
Color - Pale Green
Snowflake - Ancient artifact, Sorcery, Lost Knowledge
Techs - Farming, Herding, Stoneworking, Iron, 5
Research -
Spells - 3
Units - 3x {Hatchery Guards} [Free Upkeep] <In Capital>
Settlements - {Talza} [The Entomantic Senate] (S: 5)
Wealth - 3
Influence - 3
Resources -
Bonus -
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ae8d86 No.51850
Name - Phalites
Fluff - Wandering and wandering as long as they can remember, the Phalites had no place to call home but the harsh, barren lands they passed through. Searching for a promised land, the Phalites endure. Their strong faith in their god allowed them to. Stories and traditions passed down from mouth by mouth and parent to child. they are a very superstitious people who follow many traditions. Many unfriendly and deceitful encounters have shaped their stories and caused them to be very suspicious, even paranoid. In their minds the only one who can they trust is themselves, and everyone else is against them. And so they had learned themselves in the arts of trickery and manipulation, and became the kinds of people they so feared. Despite this, any deceit of their own is strongly frowned upon, their xenophobia has only served to strengthen their own bond.
The Phalites live in groups of clans each led by a leader, of which one is recognized the supreme leader who will settle any disputes and decisions should they arise. Religious authorities don't exist, and so every family has their slightly different version of the faith. They are not very hard workers, and their technology is somewhat primitive, often misunderstood through beliefs. They are a very stagnant people, prefering to sit in the comfort of their tents or sandstone houses instead of being productive, they work only as much as they need to live.
But this attitude of 'sitting inside' has sparked quite a lot of thinkers to sink into their own mental world, either imaging whole new tales or making magical discoveries; or an unconcious mixture of both. Somewhere along the line, the use of magic has become very widespread amongst the Phalites, usually as traditions or daily rites. Some Phalites go even further beyond, and learn from the elders how their complex magic system works and how to cast the advanced rituals, eventually becoming elders themselves. Commoners will cast a spell to increase their crop yield or to attract luck, whilst Mages go through extensive procedures to activate a ritual that causes every marked Sheep to birth three lambs, or enter a deep meditation to scry the future.
The Phalites use very few direct or spontanious spells, almost all their spells are based on rituals or enchantments. The ordinary Phalites might not look like it, but those who make it to be elders or leaders are good long-term thinkers. Their time in the deserts and wastelands has forced them to be.
But those times are over. Whilst the great storm has brought disorder and death to many others, it has favored the Phalites. Whilst they too have struggled through many trials, at the end of it all they had arrived in a place much kinder than what their ancestors had to deal with. It seems the stars are signaling to settle down.
Color - Mild Red
Snowflake - Sorcerer, Nomad, Fluff
Techs - Farming, Herding, Stoneworking, Copperworking (5+2 extra tech / spells)
Research -
Spells -
Units - 3x {Riders} [Free Upkeep] <In Capital>
Settlements - {Capital} [{Government Building}] (S: 5)
Wealth - 3
Influence - 3
Resources -
Bonus -
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deebde No.51855
>>51803
Name - The Abolethic Hegemony
Fluff - The Aboleths are an ancient aquatic race with significant psychic and magical abilities. As their bodies are not well adapted for tool use, they instead alter the biology of other lifeforms to perform physical labor for them. In response to the devastating magical storms scouring the world, the eldest among the Aboleths have emerged from their deep-sea lairs to organize their race into a new state, the Abolethic Hegemony.
Color - Teal
Snowflake - Underwater, Sorcery, Lost Knowledge
Techs - Farming, Herding, Stoneworking,Tech: Infuse magic [Infuse spell ability, Imbue being], Medicine [Anatomy, Genetics], Slavery [Slave soldiers]
Research - (What is your current research)
Spells - Crossbreed [Two subjects, red quartz], Mutate [subject, Red quartz] <Guided mutation>
Units - 3x Guard Thralls [Free Upkeep] <In Capital>
Settlements - Soorn [Cavern of the Eldest] (S: 5)
Wealth - 3
Influence - 3
Resources - 2 Food, 1 Stone, 1 Quartz
Bonus - Will of the Ancients - The ancients of the aboleths are powerful and intelligent, but few in number. To compensate they have a large number of slaves bound to their will through genetic encoding and conditioning. Decadence actions cost less happiness.
Starting Location: Anywhere underwater.
1: Organize a scouting party of thralls under a pair of Aboleth controllers to search the shallow seas to the south.
2: Begin expanding our quartz mine to the east.
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deebde No.51856
I put my rolls in the wrong field
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deebde No.51857
>>51856
lol I messed it up again
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4951f0 No.52214
This game is going to be on hold for a little bit. The computer I had the maps on for this game broke, and this game is too reliant on the maps for me to update without them.
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