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/builders/ - Hero and Nation Builders!

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

File: d9a0364881e6565⋯.png (325.88 KB,1897x1361,1897:1361,Generic.png)

508081 No.53293

It is the first age. Your people are united and are at the peak of their power. Expansion, resources, and innovations continue to pour forth as you walk the path towards greatness. You are not the only ones ascendant however, Other nations have risen and they threaten your future and rightful mandate. Extinguishing your ambitions and making you forgotten in history. This cannot stand! Gather your armies and crush the barbarians so that the world may know only your legacy!

Here are the Rules: https://docs.google.com/document/d/1nPgjVZArF_6GG0dPzxdgqYqEPIe4m5-s8_LZsPquYRM/edit?usp=sharing

As a newly formed nation of a people with a vaguely defined past. You do not possess much of a history as much as a shared legend. This legend is undoubtedly true however and you will fight to the last to ensure its authenticity remains unchallenged. Suffer not the xeno or heretic to live!

Nation Name: [Name]

Background: [Decides bonus]

Color:

Location: [Give a description or a picture, remove this after being placed]

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Settlement Name)

Infrastructure:

[Food Building Name] (Settlement Name)

Defenses:

[Defenses Name (2)] (Settlement Name)

Military:

2 [Unit Name] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic:

Technology:

Bonus:

____________________________
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442e77 No.53294

File: 972de4c1805d265⋯.png (382.34 KB,431x757,431:757,Sky_Warrior.png)

>>53293

Nation Name: Phoengyl

Background: A race of winged humanoids, the Phoengyl tell legends that they were molded from the clouds by their creator god Phoenicus, who then departed this world to live inside the sun and shine down on them forever. The Phoengyl have in turn made it their business to watch over this world from their vantage point in the skies. While they make a point of enforcing peace and harmony when they can, they also have a knack for trading via their skyfaring ways. They tend to do what they can to gather precious materials in order to construct magnificent shrines in honor of their creator god. Their faith is also tied to their magic, which they use to control aspects of nature in his name.

Color: Blue

Location: Top right quadrant, the first forest tile on the edge of the inland sea as it leads out to a 1-tile river into the abyss

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet]Pheogenes

Infrastructure:

[Food Building Name] (Settlement Name)

Defenses:

[Defenses Name (2)] (Settlement Name)

Military:

2 [Unit Name] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic:

Technology:

Bonus:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

5fd76e No.53295

>>53293

Nation Name: The Ascendant Pact

Background: It is said that when you stare into the void the void stares back. The humans of the ascendant learned just how true that statement is the hard way. The stories say that the gods were born in a clashing birth of the wellsprings of elements and they used the wellsprings up to craft the world. The Ascendant were a devout people once and believed their gods benevolent and their stories true. Then they reached they reached the edge of the world and wished to meet the gods, to give thanks and praise, but instead saw something that scarred their minds deep. Fear overtook them their faith shattered. Those that starred into the abyss decided to discard the trappings of this imperfect world and ascend past it into the realm of gods themselves. All who disagreed were cast out or enslaved.

The Ascendant Pact is run by a council of magic users and can be considered a mageocracy. These council members are voted in by citizens; however one must know magic to become a citizen. Those that do not are considered second class citizens equal to slaves. A slave. Citizens are taught to disdain the use of normal tools as something of the lowborn and focus on replacing it with a form of magic.

Color: Blue

Location: South western edge, south of the mountain range.

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Abyss Watch)

Infrastructure:

[Farm] (Abyss Watch)

Defenses:

[Walls (2)] (Abyss Watch)

Military:

2 [Slave Enforcer] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Abyss Watch)

Magic:

Technology:

Bonus:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e30157 No.53296

>>53293

Nation Name: Green Valley

Background:

The Halflings from the Green Valley are a jolly bunch who enjoy little more than good food and drink. They smoke the various herbs they grow every day and live a blissful and sheltered life.

Color:

Location: Some fertile valley

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Greendale)

Infrastructure:

[Food Building Name] (Greendale Mill)

Defenses:

[Palisade (2)] (Greendale Palisade)

Military:

2 [Greendale Guard] (1 Strength, 0 Materials, [Expendable])

Military Deployment:

2 Greendale Guard (Greendale)

Magic:

Technology:

Bonus:

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0f8eb8 No.53297

File: bac930f03046118⋯.png (312.1 KB,2404x1700,601:425,Spot.png)

>>53293

Nation Name: Kingdom of Mann

Background: A tribe of men with a legend of kingship that led them out of tribalism. Their king is one with the land and wields a magic sword. They have faith in the Spirit of Chivalry, Aglarond, who they found in a glittering cave of a nearby mountain.

Color: Yellow

Location: pic

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Mann)

Infrastructure:

[Granary] (Mann)

Defenses:

[Palisade (2)] (Mann)

Military:

2 [Watchmen] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic:

Technology:

Bonus:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

0f8eb8 No.53298

>>53297

this is me

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3bbce3 No.53299

File: 58422638c8434d0⋯.jpg (27.62 KB,480x480,1:1,Vog-Mesda.jpg)

>>53293

Nation Name: The Vog-Mesda Commandery

Background: The War-bred, or Vog-Mesda in their own tongue, are a relic of their creators. Their lands had never known conflict in those times, but their creators grew paranoid over those years of peace. They had also previously created another race, the Low-bred to do their manual labor for them, and they feared that they would eventually revolt., and thus they created the Vog-Mesda. Some time in the past, the creators left, died out, or for whatever reason vanished, leaving the Low-bred and War-bred to their own fate.

After countless years, the region stabilized, the great city their creators wasted away until only a small hamlet's worth of buildings were left. Now the Vog-Mesda seek to expand, raid, and conquer the other people's of the world.

Color: Steel Gray

Location: Central Plains, near the mountains.

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Commandery Eda)

Infrastructure:

[Uld-Mesda Farms] (Commandery Eda)

Defenses:

[Commandery Fortifications (2)] (Commandery Eda)

Military:

2 [Ned-Vog Fledglings] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Commandery Eda)

Magic:

Technology:

Bonus:

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508081 No.53300

Posting for Seeker

Nation Name: The Shattered Collective

Background: Once there was a world made by two gods. Twin creators, they made a world of perfect balance. Until one day one god betrayed the other, and the betrayer was cast down to earth. From his rage came life, vibrancy, energy, and all impulses that drove existence. For eons the betrayer and the betrayed fought, and so for eons life bloomed…until the betrayed one forgave the betrayer. The resulting lack of rage drained the world of all motion, locking all things into a crystalline stasis until they shattered harmoniously. Known as The Great Calming, the peoples of the world fled to whatever universes they could break into, no matter the cost.

This is the legend of The Shattered Collective, a nation made up of dozens of races and guilds that fled The Great Calming onboard a mobile city known as The Fractal Bastion. The trip was so brutal though that the Bastion began to break and change course, and a massive chunk of it fell through the edge of the universe they now inhabit. Now the many races and guilds of The Shattered Collective aim to make their way through a hostile world, bound to one another by naut but common tongues, rules, and a single legend.

Color: Black

Location: Way to the left at the edge where that forest has two mountains near it

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](The Fractal Shard)

Infrastructure:

[Old World Grainery] (The Fractal Shard)

Defenses:

[Covered Trench System (2)] (The Fractal Shard)

Military:

2 [0-1 Null Soldiers] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (The Fractal Shard)

Magic:

Technology:

Bonus:

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28ae05 No.53301

Nation Name: [The Dwarven Kingdom of Thal Mgkumz]

Background: [Long have the Dwarven people existed. Short of stature, stalwart of body, nimble of finger and stubborn of mind. Yet they have never been a mighty kingdom. There are reasons for this, they've predations of beasts ranging from miniscule to mighty, they've had to endure the raging rumbling of the mountains, their homelands who can crush a city with but an errant movement, and they have had to endure the internecine conflicts between clans over resources, prestige and skill.

So the dwarves being the sensible beings they are, moved to address to foibles of dwarf, nature and monsters. They grew insular, suspicious and distrusting of other non dwarven kin. They learned to make weapons, and make them WELL, so that any monster would be met with superior Dwarven Steel. They learned how to not only build well and strong, but how to read the mountain and make it so even if they earth moved, the city, the buildings and it's occupants would survive, if not thrive. They learned how to coordinate between calns, how one would build, another farm, another smith and aforuth to coordinate. Thus Thal Mgkumz, City of the Council, was built. Thus was the heart of a new Dwarven Nation was created, From thus a the body of a dwarven Nation set out, and from thus a New world would be cut, forged and molded. ]

Color:

Location: [One of the Larger mountain ranges, either central, southern or southeastern.]

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

Food: 10 +2/turn

Materials: 10

S. Resources: 0/0

Settlements:

[Hamlet](Thal Mgkumz)

Infrastructure:

[Food Building Name] (Thal Mgkumz)

Defenses:

[Dwarven Walls(2)] (Thal Mgkumz)

Military:

2 [Dwarven Milita] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Dwarven Militia)

Magic:

Technology:

Bonus:

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508081 No.53302

File: 16f793482368107⋯.png (383.37 KB,1897x1361,1897:1361,Generic.png)

>>53294

>Trading is a material boost for buildings, Architecture assists with building, and harmony for expansion.

Nation Name: Phoengyl

Background: A race of winged humanoids, the Phoengyl tell legends that they were molded from the clouds by their creator god Phoenicus, who then departed this world to live inside the sun and shine down on them forever. The Phoengyl have in turn made it their business to watch over this world from their vantage point in the skies. While they make a point of enforcing peace and harmony when they can, they also have a knack for trading via their skyfaring ways. They tend to do what they can to gather precious materials in order to construct magnificent shrines in honor of their creator god. Their faith is also tied to their magic, which they use to control aspects of nature in his name.

Color: Teal

Location: Top right quadrant, the first forest tile on the edge of the inland sea as it leads out to a 1-tile river into the abyss

Pop: 10 +2/turn

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet] (Pheogenes)

Infrastructure:

[Food Building Name] (Settlement Name)

[Material Building Name] (Settlement Name)

Defenses:

[Defenses Name (2)] (Settlement Name)

Military:

2 [Unit Name] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic: Air 10/15

Technology: Trade 5/10, Architecture 5/10, Harmony 5/10

Bonus: [Sky Children]: The Phoengyl have been gifted the power of flight since their inception. All units gain the [Flight] tag including expendables, but without any strength increase. If flight is properly researched then the strength increase can be applied even to expendable units.

>>53295

>Slavery assists with building

Nation Name: The Ascendant Pact

Background: It is said that when you stare into the void the void stares back. The humans of the ascendant learned just how true that statement is the hard way. The stories say that the gods were born in a clashing birth of the wellsprings of elements and they used the wellsprings up to craft the world. The Ascendant were a devout people once and believed their gods benevolent and their stories true. Then they reached they reached the edge of the world and wished to meet the gods, to give thanks and praise, but instead saw something that scarred their minds deep. Fear overtook them their faith shattered. Those that starred into the abyss decided to discard the trappings of this imperfect world and ascend past it into the realm of gods themselves. All who disagreed were cast out or enslaved.

The Ascendant Pact is run by a council of magic users and can be considered a mageocracy. These council members are voted in by citizens; however one must know magic to become a citizen. Those that do not are considered second class citizens equal to slaves. A slave. Citizens are taught to disdain the use of normal tools as something of the lowborn and focus on replacing it with a form of magic.

Color: Navy

Location: South western edge, south of the mountain range.

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Abyss Watch)

Infrastructure:

[Farm] (Abyss Watch)

[Material Building Name] (Settlement Name)

Defenses:

[Walls (2)] (Abyss Watch)

Military:

2 [Slave Enforcer] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Abyss Watch)

Magic: Earth

Technology: Slavery 5/10

Bonus: [The Wyrd]: The pact has seen the truth of things and their mission grows ever desperate. This makes everything they do some sort of experiment or has unintentionally interacted with an experiment. Every time you roll a 100 on an action you will gain an alien unit that is based on a magic you know as they are unintentionally summoned to this world and somehow binded. Your nat 1s are more dangerous for everyone around you including yourself however.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

508081 No.53303

>>53296

>Farming boosts food buildings and Herbalism gives a unit tag.

Nation Name: Green Valley

Background:

The Halflings from the Green Valley are a jolly bunch who enjoy little more than good food and drink. They smoke the various herbs they grow every day and live a blissful and sheltered life.

Color: Green

Location: Some fertile valley

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

Food: 10 +3/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Greendale)

Infrastructure:

[Food Building Name] (Greendale Mill)

[Material Building Name] (Settlement Name)

Defenses:

[Palisade (2)] (Greendale Palisade)

Military:

2 [Greendale Guard] (1 Strength, 0 Materials, [Expendable])

Military Deployment:

2 Greendale Guard (Greendale)

Magic:

Technology: Farming, Herbalism

Bonus: [Idyllic Homestead]: While your people are constantly underestimated there is one thing that is always apparent. How perfect and comfortable the land you inhabit always turns out to be. Whenever you gain a special resource your settlement counts as one higher for resource exploitation even if the settlement is maxed out.

>>53297

>All 3 techs are unit tags.

Nation Name: Kingdom of Mann

Background: A tribe of men with a legend of kingship that led them out of tribalism. Their king is one with the land and wields a magic sword. They have faith in the Spirit of Chivalry, Aglarond, who they found in a glittering cave of a nearby mountain.

Color: Yellow

Location: pic

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Mann)

Infrastructure:

[Granary] (Mann)

[Blacksmith] (Mann)

Defenses:

[Palisade (2)] (Mann)

Military:

2 [Watchmen] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Settlement Name)

Magic: Nature 10/15

Technology: Sword 5/10, Armor 5/10, Chivalry 5/10

Bonus: [Spirit of the Land]: You gain access to a special national unit named Aglarond. When a unit rolls a 4 for combat strength, you are fighting in your lands, and it seems like the battle is lost then the spirit of Aglarond will appear and assist you.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

508081 No.53304

>>53299

>Cleavers and armor are unit techs

Nation Name: The Vog-Mesda Commandery

Background: The War-bred, or Vog-Mesda in their own tongue, are a relic of their creators. Their lands had never known conflict in those times, but their creators grew paranoid over those years of peace. They had also previously created another race, the Low-bred to do their manual labor for them, and they feared that they would eventually revolt., and thus they created the Vog-Mesda. Some time in the past, the creators left, died out, or for whatever reason vanished, leaving the Low-bred and War-bred to their own fate.

After countless years, the region stabilized, the great city their creators wasted away until only a small hamlet's worth of buildings were left. Now the Vog-Mesda seek to expand, raid, and conquer the other people's of the world.

Color: Steel Gray

Location: Central Plains, near the mountains.

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Commandery Eda)

Infrastructure:

[Uld-Mesda Farms] (Commandery Eda)

[Material Building Name] (Settlement Name)

Defenses:

[Commandery Fortifications (2)] (Commandery Eda)

Military:

2 [Ned-Vog Fledglings] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Commandery Eda)

Magic:

Technology: Cleavers, Armor

Bonus: [Despoilers]: When you capture a settlement you may as a free action begin ransacking it in its entirety to boost an existing settlement you own. The degredatation lowers its level by 1 every turn and boost the receiving settlement by 1 in return even a hamlet boosting a small city into a proper city!

>>53300

>Guilds boost material production

Nation Name: The Shattered Collective

Background: Once there was a world made by two gods. Twin creators, they made a world of perfect balance. Until one day one god betrayed the other, and the betrayer was cast down to earth. From his rage came life, vibrancy, energy, and all impulses that drove existence. For eons the betrayer and the betrayed fought, and so for eons life bloomed…until the betrayed one forgave the betrayer. The resulting lack of rage drained the world of all motion, locking all things into a crystalline stasis until they shattered harmoniously. Known as The Great Calming, the peoples of the world fled to whatever universes they could break into, no matter the cost.

This is the legend of The Shattered Collective, a nation made up of dozens of races and guilds that fled The Great Calming onboard a mobile city known as The Fractal Bastion. The trip was so brutal though that the Bastion began to break and change course, and a massive chunk of it fell through the edge of the universe they now inhabit. Now the many races and guilds of The Shattered Collective aim to make their way through a hostile world, bound to one another by naut but common tongues, rules, and a single legend.

Color: Black

Location: Way to the left at the edge where that forest has two mountains near it

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

Food: 10 +2/turn

Materials: 10 +3/turn

S. Resources: 0/0

Settlements:

[Hamlet](The Fractal Shard)

Infrastructure:

[Old World Grainery] (The Fractal Shard)

[Material Building Name] (Settlement Name)

Defenses:

[Covered Trench System (2)] (The Fractal Shard)

Military:

2 [0-1 Null Soldiers] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (The Fractal Shard)

Magic: Teleportation 10/15

Technology: Guilds

Bonus: [Calamitious Unity]: Your people are united by trauma and there is no reason why this not need apply to those in this world as well. Whenever a player rolls a nat 1 you gain some of their population lost and learn some of their secrets for yourself.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

508081 No.53305

>>53301

>Clans assist with expansion, Smithing with material buildings, Farming with Food buildings, and armor and hammers are unit tags

Nation Name: [The Dwarven Kingdom of Thal Mgkumz]

Background: [Long have the Dwarven people existed. Short of stature, stalwart of body, nimble of finger and stubborn of mind. Yet they have never been a mighty kingdom. There are reasons for this, they've predations of beasts ranging from miniscule to mighty, they've had to endure the raging rumbling of the mountains, their homelands who can crush a city with but an errant movement, and they have had to endure the internecine conflicts between clans over resources, prestige and skill.

So the dwarves being the sensible beings they are, moved to address to foibles of dwarf, nature and monsters. They grew insular, suspicious and distrusting of other non dwarven kin. They learned to make weapons, and make them WELL, so that any monster would be met with superior Dwarven Steel. They learned how to not only build well and strong, but how to read the mountain and make it so even if they earth moved, the city, the buildings and it's occupants would survive, if not thrive. They learned how to coordinate between clans, how one would build, another farm, another smith and aforuth to coordinate. Thus Thal Mgkumz, City of the Council, was built. Thus was the heart of a new Dwarven Nation was created, From thus a the body of a dwarven Nation set out, and from thus a New world would be cut, forged and molded. ]

Color: Purple

Location: [One of the Larger mountain ranges, either central, southern or southeastern.]

Pop: 10 +2/turn

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Thal Mgkumz)

Infrastructure:

[Food Building Name] (Thal Mgkumz)

[Material Building Name] (Settlement Name)

Defenses:

[Dwarven Walls(2)] (Thal Mgkumz)

Military:

2 [Dwarven Milita] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Dwarven Militia)

Magic:

Technology: Clans 5/10, Smithing 5/10, Farming 5/10, Hammers 5/10, Armor 5/10,

Bonus: [Strike the Earth]: Your people are kin to the earth and are masters at manipulating it. Whenever you make a new settlement in the mountains you automatically have 1 level of defenses built for free. You are also better able to research technology with a +5 to such attempts at the cost of -5 to researching magic as your minds are focused solely on the physical.

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5fd76e No.53306

Dice rollRolled 75, 11, 61 = 147 (3d100)

>>53302

Nation Name: The Ascendant Pact

Background: It is said that when you stare into the void the void stares back. The humans of the ascendant learned just how true that statement is the hard way. The stories say that the gods were born in a clashing birth of the wellsprings of elements and they used the wellsprings up to craft the world. The Ascendant were a devout people once and believed their gods benevolent and their stories true. Then they reached they reached the edge of the world and wished to meet the gods, to give thanks and praise, but instead saw something that scarred their minds deep. Fear overtook them their faith shattered. Those that starred into the abyss decided to discard the trappings of this imperfect world and ascend past it into the realm of gods themselves. All who disagreed were cast out or enslaved.

The Ascendant Pact is run by a council of magic users and can be considered a mageocracy. These council members are voted in by citizens; however one must know magic to become a citizen. Those that do not are considered second class citizens equal to slaves. A slave. Citizens are taught to disdain the use of normal tools as something of the lowborn and focus on replacing it with a form of magic.

Color: Navy

Location: South western edge, south of the mountain range.

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Abyss Watch)

Infrastructure:

[Farm] (Abyss Watch)

[Material Building Name] (Settlement Name)

Defenses:

[Walls (2)] (Abyss Watch)

Military:

2 [Slave Enforcer] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Abyss Watch)

Magic: Earth

Technology: Slavery 5/10

Bonus: [The Wyrd]: The pact has seen the truth of things and their mission grows ever desperate. This makes everything they do some sort of experiment or has unintentionally interacted with an experiment. Every time you roll a 100 on an action you will gain an alien unit that is based on a magic you know as they are unintentionally summoned to this world and somehow binded. Your nat 1s are more dangerous for everyone around you including yourself however.

1. Expand our dominion to the northern mountain range! We require resources.

2. Use earth magic to prepare the land for another set of farms outside the city and put the slaves to work manning them. +Earth Magic.

3. The wizards they don't have an efficient way to change things that arn't stone, and even then are limited to only normal stone! As such the wizards research a magic to change that, literally! (Transmutation Magic)

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5fd76e No.53307

Dice rollRolled 44 (1d100)

>>53306

New Action 2: The wizards expand their research to better manage the slave population. 5/10

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442e77 No.53308

Dice rollRolled 11, 98, 46 = 155 (3d100)

>>53302

Nation Name: Phoengyl

Background: A race of winged humanoids, the Phoengyl tell legends that they were molded from the clouds by their creator god Phoenicus, who then departed this world to live inside the sun and shine down on them forever. The Phoengyl have in turn made it their business to watch over this world from their vantage point in the skies. While they make a point of enforcing peace and harmony when they can, they also have a knack for trading via their skyfaring ways. They tend to do what they can to gather precious materials in order to construct magnificent shrines in honor of their creator god. Their faith is also tied to their magic, which they use to control aspects of nature in his name.

Color: Teal

Location: Top right quadrant, the first forest tile on the edge of the inland sea as it leads out to a 1-tile river into the abyss

Pop: 10 +2/turn

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet] (Phoegenes)

Infrastructure:

[Orchard] (Phoegenes)

[Quarry] (Phoegenes)

Defenses:

[Pallisades (2)] (Phoegenes)

Military:

2 [Sky Guard] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Phoegenes)

Magic: Air 10/15

Technology: Trade 5/10, Architecture 5/10, Harmony 5/10

Bonus: [Sky Children]: The Phoengyl have been gifted the power of flight since their inception. All units gain the [Flight] tag including expendables, but without any strength increase. If flight is properly researched then the strength increase can be applied even to expendable units.

1. The Phoengyl attempt to expand their reach West

2. Those that stay in Phoegenes work on intellectual pursuits. In particular, those skilled in magic try to perfect their power over the winds

3. Otherwise, the rest of the Phoengyl put their minds towards the application of harmony. It is the basis of their entire society after all, and a harmonious realm is a prosperous realm

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0f8eb8 No.53309

>>53303

Nation Name: Kingdom of Mann

Background: A tribe of men with a legend of kingship that led them out of tribalism. Their king is one with the land and wields a magic sword. They have faith in the Spirit of Chivalry, Aglarond, who they found in a glittering cave of a nearby mountain.

Color: Yellow

Location: pic

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Mann)

Infrastructure:

[Granary] (Mann)

[Blacksmith] (Mann)

Defenses:

[Palisade (2)] (Mann)

Military:

2 [Watchmen] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 [Watchmen] (Mann)

Magic: Nature 10/15

Technology: Sword 5/10, Armor 5/10, Chivalry 5/10

Bonus: [Spirit of the Land]: You gain access to a special national unit named Aglarond. When a unit rolls a 4 for combat strength, you are fighting in your lands, and it seems like the battle is lost then the spirit of Aglarond will appear and assist you.

1 Research Armor 5/10.

2 Expand along the Forested Coast.

3 Research Sword 5/10

Stoke the forge, gather up the iron of your fathers, and prepare to hear the words of the King. Offer wood and iron to Aglarond, King and Country. Those who are ready with arms and armor will have a chance to take up the new order. Aglardon's bounty in our hands and over our hearts.

(Doesnt seem to wanna expand the post options, roll for me whenever and hopefully it will work later.)

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0f8eb8 No.53310

Nation Name: Kingdom of Mann

Background: A tribe of men with a legend of kingship that led them out of tribalism. Their king is one with the land and wields a magic sword. They have faith in the Spirit of Chivalry, Aglarond, who they found in a glittering cave of a nearby mountain.

Color: Yellow

Location: pic

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Mann)

Infrastructure:

[Granary] (Mann)

[Blacksmith] (Mann)

Defenses:

[Palisade (2)] (Mann)

Military:

2 [Watchmen] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 [Watchmen] (Mann)

Magic: Nature 10/15

Technology: Sword 5/10, Armor 5/10, Chivalry 5/10

Bonus: [Spirit of the Land]: You gain access to a special national unit named Aglarond. When a unit rolls a 4 for combat strength, you are fighting in your lands, and it seems like the battle is lost then the spirit of Aglarond will appear and assist you.

1 Research Armor 5/10.

2 Expand along the Forested Coast.

3 Research Sword 5/10

Stoke the forge, gather up the iron of your fathers, and prepare to hear the words of the King. Offer wood and iron to Aglarond, King and Country. Those who are ready with arms and armor will have a chance to take up the new order. Aglarond's bounty in our hands and over our hearts.

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901b19 No.53311

Dice rollRolled 17, 64, 48 = 129 (3d100)

>>53303

>Farming boosts food buildings and Herbalism gives a unit tag.

Nation Name: Green Valley

Background:

The Halflings from the Green Valley are a jolly bunch who enjoy little more than good food and drink. They smoke the various herbs they grow every day and live a blissful and sheltered life.

Color: Green

Location: Some fertile valley

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

Food: 10 +3/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Greendale)

Infrastructure:

[Greendale Mill] (Greendale)

[Greendale Sawmill] (Greendale)

Defenses:

[Palisade (2)] (Greendale Palisade)

Military:

2 [Greendale Guard] (1 Strength, 0 Materials, [Expendable])

Military Deployment:

2 Greendale Guard (Greendale)

Magic:

Technology: Farming, Herbalism

Bonus: [Idyllic Homestead]: While your people are constantly underestimated there is one thing that is always apparent. How perfect and comfortable the land you inhabit always turns out to be. Whenever you gain a special resource your settlement counts as one higher for resource exploitation even if the settlement is maxed out.

1. Greendale was famous for its various herbs, or at least so the halflings of Greendale would like to believe. Their herbal plantations expanded with every year as a herbal farmer's profession was not only lucrative and well respected but also a very relaxed and comfortable one. (Build Herbal Plantations)

2. As was to be expected halflings which had consumed too many herbs would eventually lose track of their own location, while this was not a particularly good thing overall this did present many of them with the opportunity to find things within Greendale that they would have otherwise never gotten to see. (Survey area for points of interest / resources)

3. As many sought to farm as it was one of the few professions the halfings dabbled in eventually Greendale grew a little larger as more and more farmers concentrated in the South. The most hardy of them going so far as to begin their plantations in the inhospitable mountains that most halflings avoided as well as they could. (Expand South)

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0f8eb8 No.53312

Dice rollRolled 27, 57, 3 = 87 (3d100)

>>53310

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28ae05 No.53313

Dice rollRolled 57, 21, 42 = 120 (3d100)

>>53305

Nation Name: [The Dwarven Kingdom of Thal Mgkumz]

Background: [Long have the Dwarven people existed. Short of stature, stalwart of body, nimble of finger and stubborn of mind. Yet they have never been a mighty kingdom. There are reasons for this, they've predations of beasts ranging from miniscule to mighty, they've had to endure the raging rumbling of the mountains, their homelands who can crush a city with but an errant movement, and they have had to endure the internecine conflicts between clans over resources, prestige and skill.

So the dwarves being the sensible beings they are, moved to address to foibles of dwarf, nature and monsters. They grew insular, suspicious and distrusting of other non dwarven kin. They learned to make weapons, and make them WELL, so that any monster would be met with superior Dwarven Steel. They learned how to not only build well and strong, but how to read the mountain and make it so even if they earth moved, the city, the buildings and it's occupants would survive, if not thrive. They learned how to coordinate between clans, how one would build, another farm, another smith and aforuth to coordinate. Thus Thal Mgkumz, City of the Council, was built. Thus was the heart of a new Dwarven Nation was created, From thus a the body of a dwarven Nation set out, and from thus a New world would be cut, forged and molded. ]

Color: Purple

Pop: 10 +2/turn

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Thal Mgkumz)

Infrastructure:

[Mushroom Farm] (Thal Mgkumz)

[Dwarven Mine] (Thal Mgkumz)

Defenses:

[Dwarven Walls(2)] (Thal Mgkumz)

Military:

2 [Dwarven Milita] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Dwarven Militia)

Magic:

Technology: Clans 5/10, Smithing 5/10, Farming 5/10, Hammers 5/10, Armor 5/10,

Bonus: [Strike the Earth]: Your people are kin to the earth and are masters at manipulating it. Whenever you make a new settlement in the mountains you automatically have 1 level of defenses built for free. You are also better able to research technology with a +5 to such attempts at the cost of -5 to researching magic as your minds are focused solely on the physical.

1. With the formal Establishment of Thal Mgkumz, the clan leaders needed to formalize the rules of the Clans. Because this would be necessary sooner or later, and getting it done now would be a boon to all of them.

+Strike the Earth

2.With Thal Mgkumz establishment, a proper army for it is necessary. Thus they hammers that dwarves carried for smithing and metalcraft, and even mining at times was looked to again, to be wrought into a truly dwarven weapon to defend the dwarven people.

+Strike the Earth

3.The art of smithing was also looked at, to be refined into something truly marvelous. No nation could smith like a dwarf, now to show the world how truly outclassed they are.

+Strike the Earth

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508081 No.53314

Dice rollRolled 11, 30, 7 = 48 (3d100)

Nation Name: The Shattered Collective

Color: Black

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

Food: 10 +2/turn

Materials: 10 +3/turn

S. Resources: 0/0

Settlements:

[Hamlet](The Fractal Shard)

Infrastructure:

[Old World Grainery] (The Fractal Shard)

[Shard Mine] (The Fractal Shard)

Defenses:

[Covered Trench System (2)] (The Fractal Shard)

Military:

2 [0-1 Null Soldiers] (1 Strength, 0 Materials, [Expendable])

Military Deployment: 2 Units (The Fractal Shard)

Magic: Teleportation 10/15

Technology: Guilds

Bonus: [Calamitious Unity]: Your people are united by trauma and there is no reason why this not need apply to those in this world as well. Whenever a player rolls a nat 1 you gain some of their population lost and learn some of their secrets for yourself.

1. Research Teleportation Magic(10/15)

2. Expand into the mountains north to claim them

3. Research living standards, so our people can live like they did in the old world

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3bbce3 No.53315

Dice rollRolled 52, 21, 88 = 161 (3d100)

Nation Name: The Vog-Mesda Commandery

Background: The War-bred, or Vog-Mesda in their own tongue, are a relic of their creators. Their lands had never known conflict in those times, but their creators grew paranoid over those years of peace. They had also previously created another race, the Low-bred to do their manual labor for them, and they feared that they would eventually revolt., and thus they created the Vog-Mesda. Some time in the past, the creators left, died out, or for whatever reason vanished, leaving the Low-bred and War-bred to their own fate.

After countless years, the region stabilized, the great city their creators wasted away until only a small hamlet's worth of buildings were left. Now the Vog-Mesda seek to expand, raid, and conquer the other people's of the world.

Color: Steel Gray

Location: Central Plains, near the mountains.

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

Food: 10 +2/turn

Materials: 10 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Commandery Eda)

Infrastructure:

[Uld-Mesda Farms] (Commandery Eda)

[Material Building Name] (Settlement Name)

Defenses:

[Commandery Fortifications (2)] (Commandery Eda)

Military:

2 [Ned-Vog Fledglings] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Commandery Eda)

Magic:

Technology: Cleavers, Armor

Bonus: [Despoilers]: When you capture a settlement you may as a free action begin ransacking it in its entirety to boost an existing settlement you own. The degredatation lowers its level by 1 every turn and boost the receiving settlement by 1 in return even a hamlet boosting a small city into a proper city!

Actions:

1/2. Expand our realm.

3. Train up some proper shock infantry.

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508081 No.53378

File: 9eac7be99b0f637⋯.png (416.05 KB,1897x1361,1897:1361,mymap.png)

>>53306

Expansion to the mountains goes smoothly as the slaves begin work to exploit its resources. Things are less productive in the city however as the slavemasters seem more interested in redirecting slave efforts whenever the mood strikes them rather than what is truly efficient. Still they have become quite adept at crushing dissent against uppity slaves who complain that this is accomplishing nothing.

+4 tiles

+8/10 Slavery

(dont have enough space to build a new building or enough materials to upgrade settlement)

>>53308

A token effort is made to expand west, but it is apparent that the people's focus is turned inwards for now. Those on the highest mountaintops work hard to increase their connection to their racial element and in astonishingly quick time they have done so. A great wind blowing from the peaks and down to the village has given people a strengthened sense of purpose and unity as piety increases.

+Air

+8/10 Harmony

>>53309

Not all is well in the kingdom of mann. The blacksmiths have taken the king's decree very seriously and have been hard at work trying to prove themselves. While this dedication is good it has led to intense rivalries that have resulted in many duels of honor being performed leading to the death of important artisans. Keeping their secrets to the grave. Those that have survived were quite smug about the protection their armor gave against their peers' blows.

+6/10 Armor

+3 tiles

-4/10 Sword

>>53311

Greendale is known for its fields and produce. Unfortunately that means that there is not much space left for them to plant anything more as it is. They would need to clear out more of the area and expand to have the needed space to plant more fields. Because of this Halflings began leaving their idyllic home to expand across the coastline of the lake and a brave few even settled in the forest, but it was the edge of the lake that got the most attention. MAGIC DIRT! This dirt seems like it can be used for anything and the halflings sure put that to the test. Time will tell what will develop out of this miraculous resource.

+7 tiles

+2 special resources

(There is no need to scout for resources since I will just openly list them on the map, so I made it an expansion action)

>>53313

Codifying the rights and obligations of the clans goes smoothly. Much of it was simply informal and so it was merely stating what was always so. All that is left is to celebrate and put into practice this system with its first meeting. Smithing also goes well as the clan who has devoted themselves to the practice has managed to get support from the others to help fund this improvement. Part of this improvement is the refinement of their hammers which while not seeing much development outside of smithing does promise something impressive in store for the future.

+9/10 Clans

+6/10 Hammers

+8/10 Smithing

>>53314

It has not been an easy transition for the shattered collective. This world seems to operate on different principles hindering magic development and the cityseed has barely taken root. Tensions rise as many grow frustrated with current conditions and it is only when news of gold in do people quickly set off into the mountains in order to make their fortune. Many have died in the rush either from each other or natural dangers, but at least the surrounding countryside is being steadily inhabited.

+2 Tiles

-1 pop

>>53315

The Vog-Mesda are eager for war and have gotten themselves into a frenzy. They know that the halflings to the east are weak and ripe for pillaging and so they set out. Immediately the realities of the campaign hits them and they are forced to set a war camp in the swamp. At least they have established a forward base and claimed new territory and its only a matter of time before they finally have their prey…

+4 Tiles

-5 Materials

+1 outpost

(You do not have enough pop to support a third unit. Under normal circumstances I would just have you waste your action since you would need to disband the warrior anyways since you wouldn't be able to afford upkeep, but I will be nice and use the 88 to finish an outpost. remember to increase your pop per turn by one and to build a food building to compensate for pop growth.)

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508081 No.53379

add 4/15 for transmutation magic random

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28ae05 No.53380

Dice rollRolled 26, 11, 74 = 111 (3d100)

>>53378

Nation Name: [The Dwarven Kingdom of Thal Mgkumz]

Background: [Long have the Dwarven people existed. Short of stature, stalwart of body, nimble of finger and stubborn of mind. Yet they have never been a mighty kingdom. There are reasons for this, they've predations of beasts ranging from miniscule to mighty, they've had to endure the raging rumbling of the mountains, their homelands who can crush a city with but an errant movement, and they have had to endure the internecine conflicts between clans over resources, prestige and skill.

So the dwarves being the sensible beings they are, moved to address to foibles of dwarf, nature and monsters. They grew insular, suspicious and distrusting of other non dwarven kin. They learned to make weapons, and make them WELL, so that any monster would be met with superior Dwarven Steel. They learned how to not only build well and strong, but how to read the mountain and make it so even if they earth moved, the city, the buildings and it's occupants would survive, if not thrive. They learned how to coordinate between clans, how one would build, another farm, another smith and aforuth to coordinate. Thus Thal Mgkumz, City of the Council, was built. Thus was the heart of a new Dwarven Nation was created, From thus a the body of a dwarven Nation set out, and from thus a New world would be cut, forged and molded. ]

Color: Purple

Pop: 12 +2/turn

Food: 12 +2/turn

Materials: 12 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Thal Mgkumz)

Infrastructure:

[Mushroom Farm] (Thal Mgkumz)

[Dwarven Mine] (Thal Mgkumz)

Defenses:

[Dwarven Walls(2)] (Thal Mgkumz)

Military:

2 [Dwarven Milita] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Dwarven Militia)

Magic:

Technology: Clans 9/10, Smithing 8/10, Farming 5/10, Hammers 6/10, Armor 5/10,

Bonus: [Strike the Earth]: Your people are kin to the earth and are masters at manipulating it. Whenever you make a new settlement in the mountains you automatically have 1 level of defenses built for free. You are also better able to research technology with a +5 to such attempts at the cost of -5 to researching magic as your minds are focused solely on the physical.

1. The rule of the Clans, Soon everything will be codified and written down in stone, setting our descendents on thier path for centuries to come. Let us finish this! 9/10 +strike the Earth

2.Smithing has made great strides, and is central to all things in our nation. Let us take smithing to new heights and show all the world our might in metal. 8/10+Strike the Earth

3.Finally we will need hammer, hammers for smithing, hammers for stonework, hammers for war. We shall improve our hammers until none can gainsay their ability, or our might. +Strike the Earth

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442e77 No.53384

Dice rollRolled 81, 97, 69 = 247 (3d100)

>>53378

Nation Name: Phoengyl

Background: A race of winged humanoids, the Phoengyl tell legends that they were molded from the clouds by their creator god Phoenicus, who then departed this world to live inside the sun and shine down on them forever. The Phoengyl have in turn made it their business to watch over this world from their vantage point in the skies. While they make a point of enforcing peace and harmony when they can, they also have a knack for trading via their skyfaring ways. They tend to do what they can to gather precious materials in order to construct magnificent shrines in honor of their creator god. Their faith is also tied to their magic, which they use to control aspects of nature in his name.

Color: Teal

Location: Top right quadrant, the first forest tile on the edge of the inland sea as it leads out to a 1-tile river into the abyss

Pop: 12 +2/turn

Food: 12 +2/turn

Materials: 12 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet] (Phoegenes)

Infrastructure:

[Orchard] (Phoegenes)

[Quarry] (Phoegenes)

Defenses:

[Pallisades (2)] (Phoegenes)

Military:

2 [Sky Guard] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Phoegenes)

Magic: Air

Technology: Trade 5/10, Stewardship 5/10, Harmony 8/10

Bonus: [Sky Children]: The Phoengyl have been gifted the power of flight since their inception. All units gain the [Flight] tag including expendables, but without any strength increase. If flight is properly researched then the strength increase can be applied even to expendable units.

1. Attempts are made once more to expand to the West

2. With the Air magic mastered, the mages of Phoegenes begin devising a ritual to make use of it. Were they perhaps able to establish perpetual highways of winds, their travels across the whole of the world could one day be trivial

3. The rest of the population has kept at their reflections on Harmony. Their piety has risen from the acclimation to the winds, proving the natural justness in their direction

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5fd76e No.53391

Dice rollRolled 62, 95, 7 = 164 (3d100)

>>53378

Nation Name: The Ascendant Pact

Background: It is said that when you stare into the void the void stares back. The humans of the ascendant learned just how true that statement is the hard way. The stories say that the gods were born in a clashing birth of the wellsprings of elements and they used the wellsprings up to craft the world. The Ascendant were a devout people once and believed their gods benevolent and their stories true. Then they reached they reached the edge of the world and wished to meet the gods, to give thanks and praise, but instead saw something that scarred their minds deep. Fear overtook them their faith shattered. Those that starred into the abyss decided to discard the trappings of this imperfect world and ascend past it into the realm of gods themselves. All who disagreed were cast out or enslaved.

The Ascendant Pact is run by a council of magic users and can be considered a mageocracy. These council members are voted in by citizens; however one must know magic to become a citizen. Those that do not are considered second class citizens equal to slaves. A slave. Citizens are taught to disdain the use of normal tools as something of the lowborn and focus on replacing it with a form of magic.

Color: Navy

Location: South western edge, south of the mountain range.

Pop: 12 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 +2/turn

Materials: 12 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Abyss Watch)

Infrastructure:

[Farm] (Abyss Watch)

[Material Building Name] (Settlement Name)

Defenses:

[Walls (2)] (Abyss Watch)

Military:

2 [Slave Enforcer] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (Abyss Watch)

Magic: Earth, Transmutation (4/15)

Technology: Slavery 8/10

1. Our territory now reaches the mountains. Now it must reach the sea! Begin expanding our domain to the east!

2. Research continues on how to 'motivate' the slave populace (Slavery 8.10)

3. Research also continues on transmutation magic. 4/15

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0f8eb8 No.53392

Dice rollRolled 27, 8, 87 = 122 (3d100)

>>53378

Nation Name: Kingdom of Mann

Background: A tribe of men with a legend of kingship that led them out of tribalism. Their king is one with the land and wields a magic sword. They have faith in the Spirit of Chivalry, Aglarond, who they found in a glittering cave of a nearby mountain.

Color: Yellow

Pop: 12 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 +2/turn

Materials: 12 +2/turn

S. Resources: 0/0

Settlements:

[Hamlet](Mann)

Infrastructure:

[Granary] (Mann)

[Blacksmith] (Mann)

Defenses:

[Palisade (2)] (Mann)

Military:

2 [Watchmen] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 [Watchmen] (Mann)

Magic: Nature 10/15

Technology: Sword 4/10, Armor 6/10, Chivalry 5/10

Bonus: [Spirit of the Land]: You gain access to a special national unit named Aglarond. When a unit rolls a 4 for combat strength, you are fighting in your lands, and it seems like the battle is lost then the spirit of Aglarond will appear and assist you.

1 Armor 6/10

2 Sword 4/10

3 Chivalry 5/10

Those lives should not be spent, save for Aglarond, King, and Country. Duels will be done in front of an official, usually to the first blood lest the matter is considerably weighty. Having swords and armor is not what makes a knight, its knowing how to use it. Go around teaching how to use the pommel and guard of the sword to overcome armor.

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421eb5 No.53417

Dice rollRolled 43, 81, 32 = 156 (3d100)

Pop: 11 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]

Food: 12 +2/turn

Materials: 13 +3/turn

S. Resources: 0/0

Settlements:

[Hamlet](The Fractal Shard)

Infrastructure:

[Old World Grainery] (The Fractal Shard)

[The Ancient Hold] (The Fractal Shard)

Defenses:

[Covered Trench System (2)] (The Fractal Shard)

Military:

2 [0-1 Null Soldiers] (1 Strength, 0 Materials, [Expendable])

Military Deployment: (determines how many units are present in a settlement)

2 Units (The Fractal Shard)

Magic: Teleportation 10/15

Technology: Guilds

Bonus: [Calamitious Unity]: Your people are united by trauma and there is no reason why this not need apply to those in this world as well. Whenever a player rolls a nat 1 you gain some of their population lost and learn some of their secrets for yourself.

1. Exploit the gold of the mountains, build a mine such that we may have riches.

2. A trifling victory is the gold rush, but we require yet still the reaching of our teleportation magics to their fruition in this world. Continue adapating the magic that we may enjoy again the capabilities we once had(Teleportation 10/15)

3. The more militant guilds have been loud and clear about the need for better weapons of war, and so let us design a Grand Forge where the tools of steel and iron can be made.

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