4d8ca6 No.5517 [Last50 Posts]
A little paper was given to you as you wait in front of the Emperor's throne room.
"Welcome, Lord/Lady of …..
>Lord's Name:
>Fluff:
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
, the summoning will start momentarily."
This is a very odd event, Emperor Bello called in all Lords and Ladies to be present for a summoning today.
You can see all the other Lords and Lady are present around you.
You may use this time too mingle or get to know them if you wish, until the Emperor announces his reason why you all are here.
____________________________
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4d8ca6 No.5519
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4d8ca6 No.5520
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4d8ca6 No.5521
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4d8ca6 No.5522
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4d8ca6 No.5523
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4d8ca6 No.5525
>>5517
19 is being claimed.
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4d8ca6 No.5526
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4d8ca6 No.5528
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4d8ca6 No.5529
>>5517
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5530
>>5517
>>5525
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill:
>Heir/Heiress: Andol, age 1.
>Bonus:
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5531
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4d8ca6 No.5532
>>5517
>Lord's Name: Edward Ast Zephos XVII
>Fluff: The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff: Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5533
>>5532
Daniel is 11 years old.
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4d8ca6 No.5534
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once Sohneins was an ambitious youngling, a knight in shining armor taught how to fight and how to rule he proclaimed to the great Emperor Bello that in his name he would bring the three warring families of Salvynia to heel. Little did he know that the families were indeed far more ancient than his own, vampires, some old and powerful others young and proud, ruling over their obedient humans in a constant bid trying to be on top.
For now the families have bent the knee to Sohneins and for his success Emperor Bello has bestowed upon Sohneins the right to rule Salvynia from now on and that his children should hold the same lands after him. But Sohneins is no fool. He knows all too well that the roots of the three families reach far within the cold mud of Salvynia and many who have believed themselves superior lie buried within.
Merely a member of a minor noble house which has been subject to accusations of demonic heritage every now and again (no doubt a lie fabricated by envious schemers), Sohneins must seek to make allies quickly in his newly awarded lands as the power struggle of the families continues within the shadows.
With no wife or magic abilities to call his own Sohneins will have to rely on the few skills he posesses to ensure that his family will continue to hold the lands he has worked so hard to acquire. This summoning presents itself as an opportunity to forge new alliances amongst the lords as well as a potential chance to find out something about the three families within the capital's archives.
>Skill:
>Heir/Heiress: None
>Bonus:
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
With withered trees, cold wet mud and an always grey sky Salvynia is best compared not to a province but to a graveyard. It's people are often dull and look tired, happiness washed away from their faces. Farming is miserable and only few resources can be found within the vast dead forests, one of the many reasons Salvynia has never been fought over much in history.
Traditionally Salvynia used to be where most of the dead from the capital and across the kingdoms were buried, especially whenever plague struck and people wanted to get their dead as far away from home as they could Salvynia was the place to go. Today countless skeletons lie buried within the uncomfortable dirt and as many suspect the reason the three families of Salvynia took these lands to their about three centuries ago.
The three great families in question as they existed back then and do now continued their little power struggle over the centuries, vampires all of them some lasted all three centuries through the countless bloody wars they fought for supremacy. Every now and again a family ended up on top, only for the other two to band together and topple it once more. And thus continued their power struggle in an ever unbroken cycle of raising the dead to fight for their masters only to bury them alongside more dead once more.
Though many of the families are represented within the region's capital they continue to hold their own family houses, some of them would even seem abandoned to the unwatchful eye as they are lonely houses left within the deep dark forests of the region, Werewolves like guard dogs used to keep away outsiders.
Besides continuous internal struggle Salvynia is furthermore famed for it's many harsh winters. Countless peasents have perished at the hands of old father frost and passing armies been grinded to a halt only to freeze to death in the night. With infertile lands and little resources to go by the Salvynians are an industrious and thrifty people, wasting as little as they can. Families often only have few children whom they care for well and with very strict guidelines, keeping them as far away from their vampire overlords as they can.
Within the heart of the Salvynian forest lies the city of Nachtstein, with a gothic looking large castle cast out of black rock in it's center, towering over the surrounding lands like the doom that lingers over Salvynia. Much blood has been spilled both within and without its walls and many say that it is cursed ancient evil lingering deep beneath, but then again, what isn't in Salvynia?
>Population:
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4d8ca6 No.5535
>>5517
>>5523
> Vestas Illaren
> The Illaren family, to put things plainly, are upstarts. Only a hundred years ago, they were simple fishermen, just eking out a living on their barren island home, selling their catch to the inland provinces of the empire. Events transpired, and the founder of the Illaren dynasty paid off a large mercenary force, taking control from the previous family. the young Vestas is the latest lord to rule over the island of Thrutos, and uses his family's massive wealth, and his family's connections to the underground of the empire, to get what he wants.
>Skill: blackmail/extortion
>Heir/Heiress: Ivera (daughter)
>Bonus:?
>Kingdom's name: Thrutos
>black (20)
> The tiny island of Thrutos is rich in two things: fish and sea slugs. Poisonous sea slugs. The latter being how the Illaren's took control, with the founder of the dynasty paying people to smear the toxic slime on other the other fish merchant's catches, ruining them. With their competition gone, the Illaren Fishing Company became the main fish supplier of the empire. The family never left their criminal roots after that, and their tiny island is a haven for unsavory types of all sorts, from pickpockets to hitmen and assasins, and everything in between.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5538
>>5517
>Lord's Name:
Lord Steffen Tremulo of Effus-by-River
>Fluff:
Lord Steffen is an amiable fellow, though now getting on in years. He seeks to find good matches for his many daughters, who he dotes upon after the passing of his beloved wife.
Kind and caring, he tries to ensure his common folk are well fed and cared for, and much prefers peaceful diplomacy to aggravated words and war.
Being the ruler of a fertile seaside region fed by a great, bountiful river, he knows a great deal about agriculture and is always seeking to learn more so as to rule justly when a case is brought before him. His heir and eldest daughter is a pretty girl - but adventurous - and her stubborn nature and high standards make it more difficult than one might expect for her father to find her a match - especially since he wants her to be happy when he is gone.
>Skill:
???Good manager???Just Ruler???Agriculturalist???
>Heiress:
His eldest daughter; Amelie
>Bonus:
-
>Kingdom's Name:
Effus-by-River
>Color:
Pink, 17
>Fluff:
Effus-by-River is a fertile river valley, composed largely of the moderately-hilly plains that run alongside the river Effus, down from the mountains in the north. Its people are a pleasant mixture of elves, dwarves and halflings, with a large human majority.
These diffuse races are united in faith by a religion of love and fertility that venerates the river Effus as a living goddess. She feeds the fields, fuels the mills, and her cult spreads good feeling wherever they go.
The populace live out lives of pastoral farming bliss, tolerant and even appreciative of the contributions every other race makes to the land. The dwarves in the north fashion fine goods and ship them downriver to the towns and villages, many of their ornate crafts even reaching the seaside capital city where the river meets the sea.
The elves provide fine wines and expertly dressed game, luxuries that many appreciate - and the halflings are widely regarded to be the best farmers, often called in when crops fail to grow, their knowledge of plants being almost magical in nature.
The humans are the most industrious of the bunch, helping trade to flourish and building wonders of engineering like water mills, providing anything and everything a rich valley kingdom would expect to make.
Effus-by-River is thus held by many to be a shining jewel of peace and prosperity, and it's rumoured that the emperor himself described it as the "Rich Breadbasket of the Empire" after its fertile plains saved its neighbouring provinces from a famine, years ago. It would likely be a fiercely contested territory if not for the peace the empire has enjoyed for so long.
Long may peace continue to reign.
>Population:
-
>Military:
-
>Buildings:
-
>Technology:
-
>Magic:
-
>Bonus:
-
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4d8ca6 No.5540
>>5517
>Background Info for Magic.
Magic is rare for someone to use. People can only use a branch of magic if he/she is gifted by a God.
EX: The Water God can gift someone to use Water magic.
Multiple Gods can gift one person, leading to different type of magic.
There seems to be no limit of Gods/Goddess and no events of ever seeing a God/Goddess.
There might be no Gods at all, but the populace believes magic is by God's work.
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4d8ca6 No.5544
>>5531
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5547
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
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4d8ca6 No.5549
>>5517
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skill:
>Heir/Heiress: Ruber Hexxus
>Bonus:
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population:
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4d8ca6 No.5554
>>5517
>>Lord's Name: Lord Thundering Hoof
>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>Skill:
>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>Bonus:
>>Kingdom's Name:Broken Mane
>>Color: Tan 9
>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>Population:
>>Military:
>>Buildings:
>>Technology:
>>Magic:
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4d8ca6 No.5557
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4d8ca6 No.5560
>>5559
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill:
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4d8ca6 No.5574
>>5517
>Lord's Name: Caius Serviluis
>Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveller but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the moutnains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot tall minotaur, you aren't afraid of much else.
>Population:
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4d8ca6 No.5577
>Lord's Name: Quin Shiwan
>Fluff:
>Skill:
>Heir/Heiress: Ksheng Shiwan
>Bonus:
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5582
These are the ones that are taken.
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4d8ca6 No.5583
>>5582
Pretty sure Annria said 10, not 14 >>5531
If that's the case, then move me over to 13
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4d8ca6 No.5584
>>5583
>most populous nation next to cancer mc epidemic
Calling it now.
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4d8ca6 No.5585
>>5584
wow did NOT realize that everyone was on that side of the map lol
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4d8ca6 No.5586
>>5585
I can still shove around but this map isn't official anyway.
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4d8ca6 No.5587
>>5584
>>5585
If anniria is okay with it, I'd like to move back to spot 8 (and she to spot 10)
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4d8ca6 No.5588
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4d8ca6 No.5589
>>5517
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5590
>Lord's Name: Daveth Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5593
Blerp, new open spots thingy.
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4d8ca6 No.5594
>>5574
*>Heir/Heiress:
Augustus: Age 6
Magnus: Age 2
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4d8ca6 No.5598
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4d8ca6 No.5599
>>5529
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Bonus:
Granted Magic by one God (Choose one type of Magic)
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Population: 400,000 Elves
>Military: 8,000 Infantry
>Buildings:
_ Church Level 3
_ Church Level 2
_ Temple Level 3
_ Temple Level 2
Farm Level 4
(Fill in the blanks with a God. Fire/Nature/Light/ Etc)
>Magic: (Given after filling out Church/Temple)
>Bonus: Favored by Gods
>>5530
>Skill:
Leadership Level 1
IB-Leadership Level 4
Charisma (In A Terrifying Sense) Level 3
Combat Level 4
Wisdom Level 1
Intelligence Level 1
>Bonus:
While leading a raid, the attack gets +20 roll value
Lord Bonus - Military's actionby sea gets +15 Roll value and never fails besides by 1.
>Population: 80,000 Humans 10,000 Dwarves, 7,000 Elves, 3,000 Merfolks
>Military: 5,000 Raiders
100 Boat-Carriers (1 carries up to 100 Units)
5 Warships (Carries up to 300 Units)
1 Capital Warship (Carries up to 500 Units)
>Buildings:
Fishing Port Level 1
Docks (Trade) Level 1
Docks (Military) Level 2
>Technology
Ship Crafting Level 3
Weapon Crafting Level 2
>Bonus:
Naval Power
>>5532
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value.
>Population: 10,000 Humans
>Military: 2000 Infantry
>Buildings:
Fishing Port Level 1
Docks (Trade) Level 2
____ Ruins (Tourist Attraction)
____ Ancient Temple
(Fill in the blanks)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
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4d8ca6 No.5600
>Lord's Name: Keenan Malik
>Fluff: The Head of the Malik clan, King of the Freelands (or Bandits if you want to be a derisive snob), Keenan, his Family, and his Shamans led a brutal conquest of the Freelands, appearing right from the heart of that chaos. Rumors abound of who or what they were before. Many say bandits, but others say they were a clan of Hunters themselves who sought to tame the Freelands once and for all. Still more whisper of darker things, of demons and angels and possession, of things that cannot be yet want to. Of course, many of these rumors are just that, but if everyone gives a different guess someone'll guess right.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: The Dalterran Freelands
>Color: (Also write the number of your location)
>Fluff: The Dalterran Mountains have long been a haven of curious bandits and odd magics, tribal groups living in disparity with hoards and hideaways kept by some of the more savage, cunning creatures. If you were to look at all of them, you'd likely find someone from every walk of life, from a minor noble hiding from his family to simple smiths to the famed Hunters who prowl the valleys and peaks in search of those that might prove true threats, be they man or beast. In recent years, however, one tribe, the Maliks, have been on a warpath, conquering bandit tribes, hamlets, outposts, fortresses all, their leaders using magic that pulls at the very threads of space, their shamans purported to truly hear the voices of the Gods. During their two-year conquest, the Mountains were all but impassable, more deadly than they'd ever been as roving man and monster preyed upon any foolish enough to stay. Yet, when the peace came…there was truly peace. Actual towns began to appear, the Hunters became more welcome persons as their diligence in defending the realms from that which might rise out of the chaos, and the Malik clan has styled itself royalty. At first, not all were satisfied by their rule, but their mixture of fairness and heavy-handedness, coupled by the wounds of their war that have not quite healed, none of the brigands of before dare challenge them. The mountains are now safe for travel, and the prospect of mining into the mountains is finally considered a real possibility.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5614
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5616
>>5517
>Lord's Name: Princess Ashikaga Azura
>Fluff:
Born an only child and raised by older parents, Azura was isolated from the rest of her people in their shrine atop a hill overlooking the capital city. A caring girl, she wanted to escape into the city to see the land and people she would eventually lead. On the way down, crossing the bridge into the city she noticed a cat being chased by a big wild dog. Still young and naive, she went to try and calm the dog down and stop him from hurting the cat and any other animals when they dog jumped at her and started biting her arm. She had never experienced this before, something attacking her, the pain was unbelievable to her, her whole body was burning up it was like she was on fire.. and then when she went to scream. fire shot out of her mouth and burned the dog alive to a crisp. She was unharmed, but the trauma she went through was intense and when she ran back home and told her parents what happened, she was forbidden from ever leaving the household again and was punished for leaving. Apparently the reincarnation of an ancient bloodline of dragon emperors long thought extinguished, Azura had it hard. Becoming a much more quiet and reserved person; in order to vent her bubbling rage beneath the surface, she focused on Katana training in her spare time between Yumi and Naginata practice, liking the swift and focused strikes it gave. Her mother died when she was a teenager and her father named her ruler at 18, much too old to rule himself. She has ruled for a year now, being only 19, but she knows her duty and responsibility to her people and her emperor. Since the incident, she has grown very small bumps on the top of her skull, bumps on her back, and very, very light scales along her side, the robe she always wears in public covering up all of the growths.
>Skill:
>Heir/Heiress: W-wah~!? Don't say things like that, baka!
>Bonus:
>Kingdom's Name: Ponnpi
>Color: Light Pink 18
>Fluff: Mostly a marshland, the cities are built on the securest positions they can be in a place like that. People live a happy life, most of them farmers or tailors, though there are some blacksmiths for the youth who like to explore before settling down. There is, however, a small population of beastfolk who live in villages hidden in the leaf near the borders. They don't harm anybody and they're given support like any other citizen during rough times. Mostly a peaceful land, the rough terrain and natural know how of her people ward off any bad people or ruffians.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5618
>>5600
Oh, Green and/or blue 16
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4d8ca6 No.5624
Sadly this is not a real update.
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4d8ca6 No.5634
>>5534
>Skill
Leadership 3
IB-Leadership 2
Charisma 2
Combat 3
Wisdom 2
Intelligence 2
>Bonus:
When leading vampires, Leadership and IB-Leadership are dropped immensely.
Royal Favor - Then Emperor given you [1] favor to use the Royal Army
Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Population: 50,000 Vampires 80,000 Humans
>Buildings:
Farm Level 1
Castle Level 4
__ Family's House Level 3
__ Family's House Level 3
__ Family's House Level 3
Fill in the blanks. Family's House is not under your control and will only level up automatically from current events.
>Military:
1,000 Vampire Soldiers
>Magic:
Blood Magic [ 6 Vampires ]
>Bonus:
Poor
Wasteland
Cursed
>>5535
>Skill
Leadership Level 2
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 3
>Bonus:
Dirty Connections - Contact the underground of the Empire
Lord's Bonus - The Nation remains wealthy through your family's wealth.
>Population: 120,000 Humans 10,000 Dwarves, 5,000 Halflings, 3,000 Elves, 200 Vampires, 300 Werewolves
>Military:
2,000 Infantry
30 Carrier-Boats (1 carries up to 100 units)
>Buildings:
Fishing Port Level 3
Docks (Trade) Level 3
Docks (Military) Level 1
>Technology:
Ship crafting Level 2
>Bonus:
Thieves and Hoes
Criminal Activity
Escapees
>>5538
>Skill:
Leadership Level 3
IB-Leadership Level 1
Charisma Level 2
Combat Level 1
Wisdom Level 3
Intelligence Level 3
>Bonus:
Lord's Bonus - All Internal Work's gives +5 roll value, while External Combat gives -8 roll value.
Lord's Bonus - Food production is 1.5x
>Population: 400,000 Humans, 90,000 Elves, 60,000 Dwarves, 50,000 Halfings
>Military:
10,000 Infantry
>Buildings:
Farm Level 4
Market Level 2
>Technology:
Agriculture Level 3
>Bonus
[WONDERS] River Effus - Grants bonus food production
Peace and Unity
>>5544
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
>Population: 350,000 Humans
>Military:
5,000 Infantry
300 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Bonus:
Masks
Information Trade
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4d8ca6 No.5635
>>5547
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Population:
200,000 Weremonsters
>Military:
3,500 Weremonsters Monster Slayers
3,000 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
>>5549
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Population: 400,000 Humans
>Military:
6,000 Soldiers
>Buildings:
Farm Level 4
Cotton Planation Level 3
Market Level 1
_ Industry Level 1
Fill out the blank
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
>>5554
>Skill
Leadership Level 1
IB-Leadership Level 4
Combat Level 4
Charisma Level 2
Wisdom Level 1
Intelligence Level 1
>Bonus:
While riding a horse, IB-Leadership and Combat turns into 5.
Lord's Bonus - Horse's speed is greatly increased for travel purposes.
Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
[First Strike] - Kills off some enemies first before battle calculations.
>Population: 300,000 Humans
>Military:
1,000 Horse-Riders
500 Horse-Archers
2000 Archers
>Buildings: [NOMADIC]
Hunting Field Level 4
Stables Level 2
Barracks Level 2
>Technology:
Horse-Riding Level 3
Utility Crafting Level 2
-Horse Equipment
Weapon Crafting Level 2
-Bows and Arrows
>Bonus
Nomadic
Land contains smaller tribes [NPC controled]
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4d8ca6 No.5637
>>5560
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Population: 950,000 Humans
>Military:
20,000 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
>Bonus:
Breeding
>>5574
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
Lord's Bonus [Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Population: 200,000 Humans
>Military:
1,000 Aruile Defenders [UNIQUE]
5,000 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
>Technology
Weapon Crafting Level 2
-Infantry Gear
>Bonus:
Spartan Style
Large amount of Beastmen
>>5589
>Skill
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop] - LOCKED FOR TWO TURN
Lord's Bonus - Increased Technology action by +5 roll value.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,000 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
>Bonus:
Magicless
Inventors!
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4d8ca6 No.5638
>>5589
The Lord of the East, Quin Shiwan, approaches the Lord of Machines, Assuran.
"You must be the Elric Assuran. I have heard of you, and notice the moving round time keeper upon your wrist that you and your people are known for.
When learning about the history of our island as a student, I have always been fascinated by your technology.
I have heard that food is valued in your lands, and I may say technology is valued in ours. Would that our peoples might learn to work together, for the benefit of both."
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4d8ca6 No.5639
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4d8ca6 No.5640
>>5638
Indeed Working together may be of some value, Lord Quin Shiwan. Although I doubt your people's farming technique will yield a much improved result over our own. The land is poor and magic to heal it will not take. Although if a trade could be arranged…. well we could reach an accord, provided Lord Thundering Hoof does not take much offense at our trading through his lands. May I ask what most about our technology interests you?
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4d8ca6 No.5641
>>5640
"A practical man would say that which benefits his people the most.
An enlightened man would say that which is of cultural value and significance.
A military man would say weaponry.
I believe I have elements of all three. Nonetheless, I believe that, if you can provide us with supplemental farming tools and machines, we can provide you with a supplmenetal source of food, which, if I may hope, opens paths for additional trading options."
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4d8ca6 No.5642
>>5641
Elric Extends his hand to the Lord of the East,
"Seems we have an accord then, providing the good Emperor does not shake the lands to badly with his no doubt important pending proclamation. We can hammer out the specifics later"
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4d8ca6 No.5643
Thundering Hoof sits out of place at the meeting of nobles. He patiently awaits his friend and his emperor to appear so that he may find out why he has been summoned from his home.
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4d8ca6 No.5645
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4d8ca6 No.5646
>>5590
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
300 Local Knights
>[UNIQUE] Heroes
N/A
>Buildings:
Farm Level 3
Barracks Level 1
The Winter Knights Society Castle Level 1
(Fill in the blank)
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
>>5600
>Skill
Leadership Level ?
IB-Leadership Level ?
Combat Level ?
Charisma Level ?
Wisdom ?
Intelligence ?
>Bonus:
?
Lord's Bonus [Rumors] - Information dealing with you and your land CAN either be hidden, false, or fabricated.
>Population: 200,000
>Military: ?
>Buildings:
Farm Level 2
?
>Technology: ?
>Magic: ?
>Bonus: ?
>>5614
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
>Bonus:
Hostile Terrain - Defense is greatly improved
>>5616
>Skill
Leadership Level 1
IB-Leadership Level 1
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 3
>Bonus:
[Dragon Form] - LOCKED
Lord's Bonus [Ancient Bloodline] - LOCKED
>Population: 110,000 Humans , 10,000 Beastfolks
>Military:
2,000 Infantry
>Buildings:
Farm Level 1
Fishing Port Level 1
Blacksmith Level 1
Tailors Level 1
>Magic:
Dragon Magic ( ? )
>Bonus:
Dragon God Vigilance
Weeb
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4d8ca6 No.5647
>>5642
Quin takes the hand in a firm grip.
"True to the Emperor, Lord Assurance"
>>5643
The Shiwan Lord next approaches the great Horse Lord.
The Broken Manes have shared an intertwined history with the Shiwan and the Karasuba. The nomadic lords of the steep shared little with the farming and city dwelling shiwan. Both Enemies and Allies on numerous occasions long before the Emperor, at the worst stages a great Wall was pondered to keep out the horse raiders.
But in the last war, they fought on the same side, and shed the same blood for the Same emperor, against the same foe, the Grey Wolves, forging in crimson and steel a camaraderie in the same empire and setting it over a thousand years of shared history.
Quin Shiwan approaches Thundering Hoof.
"Thundering Hoof, ride forever." Quin spoke in the tongue and custom of the Broken Mane, a natural skill for those who lived on their borders and often mingled the bloodlines, but to him a learned and necessary skill.
"It is good that we meet, in person at last. I am Quin of the Shiwan.
My Father fought alongside you for the Emperor, and saw how you proved yourselves against the Grey Wolves. He told me you are a proud and warrior peoples, and your cavalry are to be respected and feared. I have no reason not to believe it.
I come extending that same feeling of respect my father had for you and yours, and harken to the many times our peoples have fought alongside each other against common invader. Even against each other, we have made our mark upon our lands with shared blood."
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4d8ca6 No.5648
Lord Kellingstag strode among the many lords, only having just arrived to the meeting, still almost completely in his armor.
"Right horror of a ride," He explained, taking a seat, "Hope I haven't missed the festivities."
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4d8ca6 No.5649
>>5648
"Hardly Steffan, we're all still mingling and awaiting the Emperor. So What happened to delay you so?"
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4d8ca6 No.5650
>>5644
>Skills
Leadership Level 3
IB-Leadership Level 0
Combat Level 0
Charisma Level 4
Wisdom Level 4
Intelligence Level 3
>Bonus:
[Title of Having a Long Title] - When dealing with believers, Charisma turns to EX.
MUST CHOOSE ONE
Lord's Bonus [Knees for the God] - 100s are only 50% Godlike. All 90+ are considered as 100s.
Lord's Bonus [Hands for the People] - 1s are only 75% Devil-Terrible. Instead of 25-, roll value failures are only 15-.
>Population:
350,000 Humans, 100,000 Elves, 50,000 Halfings
>Military:
3,000 Infantry
>Buildings:
Farm Level 5
[WONDER] Church of __ Level 5
>Magic:
____ Magic ( ? )
>Bonus:
God-Beloved
(Fill in the Blanks)
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4d8ca6 No.5651
>>5649
Kellingstag waved his hand dismissively, "Nothing to worry about, some fiend or another. My riders and I dispatched the creature and left it lying in the forest."
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4d8ca6 No.5652
>>5651
"Best to make sure it didn't get back up then on your way back. Desolace has issues with Stone trolls who will do that if you don't burn the body. Thankfully they're rare."
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4d8ca6 No.5654
The Door has opened.
Finally, the summoning shall now start!
All the Lords and Ladies walk into the throne, ready to see their Emperor.
…
Yet, the throne seat was empty.
The Emperor was not here.
While the Lord's and Ladies were dazed in confusion, the Emperor's Adviser walks to the front of his guests and begins to speak.
"Emperor Bello has recently passed away, while we all mourn his death so, we are in need of a quick replacement. Emperor Bello has commanded the only Empire in the world that managed to keep kingdoms of all different race and customs to be intact. For this, we hope to quickly stop any future conflicts, by filling his seat. Emperor Bello's final wishes were that to let all Lords and Ladies have a majority vote to elect the next Emperor. That is all."
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4d8ca6 No.5655
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4d8ca6 No.5656
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4d8ca6 No.5657
>>5647
"You speak my tongue as a child would and you speak to me for your own gains. I am not here for you or your politics I am here for Emperor Bello and him alone."
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4d8ca6 No.5658
Lord Sohneins had already slumped into his seat, the sword he had forgotten to take off hanging loosely on his side. He was wearing a rather roughly made tunic in the color of Salvynia with a cloak that bore the sigil of his house which was crumpled behind him on the seat. While his gaze wandered across the room looking for people he recalled his thoughts were with the many uncomfortable facts he had learned about his County to be.
On the outside he must have looked horrible. Untidy short black hair, deep dark rings under his eyes and a gaze that looked as if somebody had just told him his mother had passed away. Then again how was he supposed to look? The sheer amount of Vampires within his County way beyond any expectation, his entire army was infested and only the three families knew where the soldiers' loyalty was lying.
Of course he still had a favor to call in from his Emperor and he tried to act genuinely interested as best as he could, however any attempts to sound like he cared for what people had to tell him sounded like sarcasm. If he was honest with himself for once Sohneins was simply hoping this would be over soon and he could go back to being miserable and despairing over the tasks at hand.
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4d8ca6 No.5659
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4d8ca6 No.5661
>>5658
>>5654
For once Sohneins actually listened up. Well shit.
"Did Emperor Bello not have a son?!", he simply yelled into the room, "I'd vote for that bugger.".
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4d8ca6 No.5662
>>5657
Quin retracts his hand.
"I-"
>>5654
"Oh no"
>>5661
"Indeed, who is next in line of succession? Has this not been accounted for?"
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4d8ca6 No.5663
>>5654
Thundering Hooves mutters an ancient chant of his people to honor the dead spirit but does not speak a suggestion for elections.
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4d8ca6 No.5664
>>5661
"Sonheins speaks true, you cannot expect us to believe the Emperor went to his grave without fathering SOMEONE!"
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4d8ca6 No.5665
>>5662
>>5661
"I have never heard of the Emperor having an heir, but if he had hidden one away then, Adviser, please inform us."
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4d8ca6 No.5667
>>5654
Aric readjusts the eyepatch over his left eye and frowns sharply at the sight of the empty throne. His other eye glances around at those assembled as he reclines in his seat, buzzcut head resting against the wooden back. He says nothing, yet.
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4d8ca6 No.5668
>>5654
Two separate timeline going to happen right now. Let me explain. To keep this game actually going, yet also keep the importance of diplomacy, you can still give out actions while in the throne room.
For the next couple of action phases, the time setting will begin before the summoning, meaning you're still in your kingdom and don't know that Emperor Bello died.
You can also still talk with any of the Lords and Ladies in the throne room for diplomacy and such.
—-
>Having Over Charisma 2+
You can begin a conversation with any of the Lords and Ladies.
>Having Wisdom 2+
Realize the Emperor's Adviser does not seem that shaken up about the Emperor's death.
>Wisdom 3+
Realize that Emperor Bello was not old enough to die of old age.
>Wisdom 4+
Realize Emperor's Bello "final wish" will most likely lead to bloodshed and war.
>Wisdom 5+
Will PM you.
>Int 2+
Know only some information for some of the other kingdoms.
>Int 3+
Know most information of most kingdoms.
Also know that Emperor's Bello had a son.
>Int 4+
Know most information of most kingdoms and some information of those leaders.
>Int 5+
Know most information of most kingdoms and most information of those leaders.
Will PM more info.
—-
The Adviser once again spoke.
"Also, for those with [Royal Favor], you may still be able to use them. I have finished here, my Lords and Ladies. Please excuse me."
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4d8ca6 No.5669
>>5654
"If an Heir was not kept in secret and no kin can be found to continue his dynasty…Then the election of a house will suffice.
Yet…We will trust in the wisdom of the Late Emperor, glory to him in the afterlife, and may his spirit rest in peace.
"Show us the late Emperor Adviser, that we can pay our last respects. THEN and only then will Epidemica cast its vote"
In his robes of and mask Bob Hexxus movements flowed as the sublime cotton covered every inch of his body
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4d8ca6 No.5670
>>5658
>>5654
Lord Kulendros walks over to his fellow lord, strange weapons at his side as he looks into the eyes of an equal. But something felt.. off
"Hello Sonheins. It is good to see you again old friend."
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4d8ca6 No.5671
Lord Zephos is quite for a short while before he speaks up again. "None of this made any sense. Emperor Bello was an insightful man. In the event of his death he would not leave behind such a hole in his kingdom." Zephos thinks to himself, why go through the trouble of hiding his son if he was going to pull a card like this… "Everyone please calm yourselves and examine the situation." Zephos looks towards the Adviser. "Tell me, Adviser. Does the death of the emperor not unnerve you? How is it that you can keep such composer while the lords and ladys of the realm lose themselves like this?"
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4d8ca6 No.5672
>>5654
>>5661
>>5662
"The Baron of Aruile Seconds this notion, otherwise the empire will rest in the hands of the strongest!"
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4d8ca6 No.5673
>>5669
"What this rotter says, show us the body," Kellingstag looks skeptical.
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4d8ca6 No.5674
>>5668
Thundering Hooves bows his head respectively and finishes his prayer to the spirits and the late Emperors ancestors. He then quietly leaves the chamber and towards the stable to grab his horse.
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4d8ca6 No.5675
Actions are 4d100
Again you can post your first actions, but these actions will happen before the Summoning.
>>About the Son Issue
"Emperor Bello did have a son, but he does not wish him to be his heir. He believes through the judgement of his fellow Lords and Ladies, that they will find a loyal candidate for his seat."
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4d8ca6 No.5676
>>5667
>>5666
>>5664
>>5663
>>5662
>>5661
The people of Epidemica respected their dead tremendously, traveling miles to bring their dead to the sacred burial grounds of the land. Respect to the dead is dear to them.
"I hope my fellow lords, I hope you will join me in this final courtesy to our late Emperor"
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4d8ca6 No.5677
>>5669
>>5676
"This motion, I can fully agree on.
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4d8ca6 No.5678
>>5654
Something was off, Elric could feel it, Wait Bello was too young to die, he had a son. Observe and watch. Specifically the "advisors"
>Bonus:
When observing, Wisdom turns into EX.
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4d8ca6 No.5679
>>5676
Thundering hooves stops his discharge to pay the king his final rights as seen here >>5674
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4d8ca6 No.5681
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
20,000 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
>Technology:
>Magic:
>Bonus:
Breeding
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4d8ca6 No.5683
>>5680
>>5676
"I request permission to sprinkle the body with monster deterrent my fellow lord."
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4d8ca6 No.5684
>>5675
>>5676
>>5677
>>5678
>>5679
>>5680
>>5672
Lord Sohneins banged his hand onto the desk, a little louder than intended perhaps, holding his hand onto his head as if he had a headache, which was, sort of true.
"For one I appreciate Lord Hexxus speaking truth. The Emperor's body should be buried in Salvynia's ancient burial grounds as is only customary. Of course only after the venerable Lord Epiphotous has compelted the rites.".
His gaze wandered around looking at all the others who had made other suggestions of leadership, "For the other issue at hand. I believe that it is best for both the stability and tradition of our realm that Emperor Bello's son will succeed to the throne. Every Lord in this room is their own to decide, but my loyalties lie with the Emperor and his Dynasty. He wished for us to choose and I have made my decision.".
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4d8ca6 No.5685
>>5669
"Very well. We will move to the Chapel momentarily."
>Skipping all the details so I can answer questions faster.
You have seen it yourself that Emperor Bello has died.
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4d8ca6 No.5686
| Rolled 54, 65, 65, 100 = 284 (4d100) |
>>5675
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 1
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 80000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 5000 Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Bonus: Naval Power
1. Build a shipyard. Gotta make more ships.
2. Fish to build up a stockpile of food and trade goods.
3. Peruse the libraries of Orris' capital, Roa. Aric must be a learned man, and his Intelligence should get a boost from some READING.
4. Aric's former quartermaster, Siegel, is sent to whip the Raiders into shape. Train them.
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4d8ca6 No.5687
>>5671
"Oh yes, I have mourned, my Lord. But the Emperor has given me a job that I must complete, for that is where my loyalty stands."
>Wisdom 3+
Realize that the Adviser seems to be telling the truth about this statement.
>Wisdom 5+
Will PM
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4d8ca6 No.5688
| Rolled 5, 37, 14, 20 = 76 (4d100) |
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop] - LOCKED FOR TWO TURN
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,000 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
>Bonus:
Magicless
Inventors!
1. Improve the workshop
2. Begin clockwork men production for general use
3.Improve the blacksmith
4.Begin reading a primer on strategic theory in battle
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4d8ca6 No.5689
| Rolled 21, 30, 69, 31 = 151 (4d100) |
>>5685
"Very well, and going against the Emperor's wishes would be wholly against my creed. Let us vote then."
—-
Action:
1-4: I told my men-at-arms to train my son Jory in the ways of the sword and horse.
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4d8ca6 No.5690
| Rolled 82, 55, 62, 3 = 202 (4d100) |
>>5681
Before he left, and in thinking of the Future, Quin Shiwan decided on a number of projects.
1. Start work on a [Wonder] - The Great Rice Terraces of Shiwan, to be built along her mountains, which will feed our nation thricefold.
2. Upgrade the roadworks for the mass movement of supplies and food and armies across our large province
3. Construct Barracks around all towns and provinces, so that even in peace farmers spend their free time learning the art of the spear and shield, and can be conscripted in moments
4. Build a great School of War to teach Officers and Generals of the nobility in leadership and war, and to develop new war techniques.
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4d8ca6 No.5691
| Rolled 88, 44, 5, 96 = 233 (4d100) |
>>5635
>>Lord's Name: Lord Thundering Hoof
>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>Skill:
>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>Bonus:
>>Kingdom's Name:Broken Mane
>>Color: Tan 9
>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>Population:
>>Military:
>>Buildings:
>>Technology:
>>Magic:
>>Skill
>Leadership Level 1
>IB-Leadership Level 4
>Combat Level 4
>Charisma Level 2
>Wisdom Level 1
>Intelligence Level 1
>>Bonus:
>While riding a horse, IB-Leadership and Combat turns into 5.
>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>[First Strike] - Kills off some enemies first before battle calculations.
>>Population: 300,000 Humans
>>Military:
>1,000 Horse-Riders
>500 Horse-Archers
>2000 Archers
>>Buildings: [NOMADIC]
>Hunting Field Level 4
>Stables Level 2
>Barracks Level 2
>>Technology:
>Horse-Riding Level 3
>Utility Crafting Level 2
>-Horse Equipment
>Weapon Crafting Level 2
>-Bows and Arrows
>>Bonus
>Nomadic
>Land contains smaller tribes [NPC controled]
1-2:Thundering Hooves had his scouts head out to keep an eye on the other tribes while he's away. Find who is friend and who is foe.
3:Send men to go to the woods and capture birds of prey alive. My wife Cawing Sperrow says that her tribe used such creatures as scouts and messengers.
4:Have our chief shamans learn the art of taming non horse animals.
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4d8ca6 No.5692
>>5684
"And how can we trust one who parties with vampires and monsters?" Lord Judrin looks at his fellow lord quite suspiciously, while speaking outloud. "This could be a play for the throne, or a chance to overrun the empire with vampires for all we know."
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4d8ca6 No.5693
>>5678
>>5685
We need to have a word Advisor. Once they were in a private place.
"What really killed the Emperor? It was not old age, and his son is nowhere to be seen. Was it patricide?"
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4d8ca6 No.5694
| Rolled 23, 44, 37, 3 = 107 (4d100) |
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value.
>Population: 10,000 Humans
>Military: 2000 Infantry
>Buildings:
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Babylonian Ancient Temple
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
Lord Zephos is observing his regions capitol from hos balcony and admiring the view, he truly loved his people and his lands if he could he would just stay here and watch his kingdom for the entire day… But Lords never rest, as they say. Work needed to be done before he left for the summons.
1-2. We have too few schools in our lands, the people are ready for some education. Let us try and produce a skilled populous.
3-4. The blessings of the gods are so poorly understood. And our attempts to research into the subject has been met with failure. But the ancient Babylonians are said to have had quite the advanced understanding of magic. It is time that we learned the secrets buried in their tombs. Draft an expedition. Gather our best archeologist and a hundred men. Start with the Ruins, they are safe and likely have much to tell. The Temple is far too dangerous and we know far too little about it.
And with the last of his orders sent out Lord Zephos departs to answer the summons.
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4d8ca6 No.5696
| Rolled 39, 97, 73, 2, 86 = 297 (5d100) |
>>5668
Before summoning actions
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
Lord's Bonus [Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
Kingdom's Name: Aruile
Color: Orange - 7
Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveller but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the moutnains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot tall minotaur, you aren't afraid of much else.
Population: 200,000 Humans
Military:
1,000 Aruile Defenders [UNIQUE]
5,000 Infantry
Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
Bonus:
Spartan Style
Large amount of Beastmen
1. It is time we exploited the wealth locked in the stone around us, send some men and armed guard to prospect for valuable ores so when can begin mining the mountain.
2. I want redoubts constructed on the edges of the settlement, so we can have a barrier and advanced warning against the beastmen attacks
3. The coming winter will be a hard one, I want storehouses constructed so that we will have food stored safely for winter
4. I will personally train some of the men in the art of combat, taking them from regular scrubs… I mean infantry, to the Aruile Defenders that make up the vanguard of our army
5. Free Action - Recruit some more men
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4d8ca6 No.5697
>>5693
The Adviser seems absolutely horrified of the thought.
"W-W-Wha- , excuse me my Lord, but the Emperor has just happen to fallen ill and the son did not do such thing. You may have guarantee in this.
>Wisdom 3+
Does not seem to be lying.
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4d8ca6 No.5698
>>5692
Lord Sohneins had no intention of responding to such a comment.
Pic very much related.
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4d8ca6 No.5699
>>5654
Yuros bows his head at the news and offers a quick prayer to the god of death for the late emperor's soul, then begins listening to his fellow lords.
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4d8ca6 No.5700
| Rolled 87, 68, 66, 42 = 263 (4d100) |
>>5692
"We do not have the time for accusations and grudges, Lord Jundri. We must ensure that we keep the peace of the empire and the empire itself whole."
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4d8ca6 No.5701
>>5690
"Then where is his heir, a what sort of sickness? Do you really expect me to believe the Emperor was so naïve as to not believe this would result war? he knows the various lords and ladies would not agree. Much is a miss here, you would do well to give me answer before I make this public"
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4d8ca6 No.5702
>>5695
Emperor Bello's seems intact. No wounds of the sort. The preservation makes it a little harder, but his corpse seem to have lasted for a couple of weeks now. Could be old age or an illness.
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4d8ca6 No.5703
| Rolled 28, 46, 92, 25 = 191 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,500 Weremonsters Monster Slayers
3,000 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1. Lord Jundri had a number of important decisions made, for one increasing the number of slayers and infantry in the country.
2. He gave orders for the domestication of other monsters, to be used as beast to use and ride.
3,4. Last but not least he ordered a statue built to his late mother and father.
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4d8ca6 No.5704
>>5702
"Did the Emperor have a written will and testament concerning this vote? I would like to see it in writing with his official seal."
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4d8ca6 No.5705
| Rolled 99, 95, 96, 42 = 332 (4d100) |
>>5599
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,000 Elves
>Military: 8,000 Infantry
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Farm Level 4
>Technology:
>Magic:
>Bonus:
+Favored by Gods
1&2. It seems I lost the sheet describing the natural resources in the kingdom. Strange, I am usually so organized. No matter, that sheet was hundreds of years old. Send out the explorers, see what the god of earth and nature have in store for us.
3&4. Speaking of the god of earth, the worshipers of the god of earth have been quite adamant about getting a temple within the city at some point. I believe it is time. Begin construction of a temple for the god of earth, as well as an accompanying earth garden within the garden district for them.
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4d8ca6 No.5706
| Rolled 77, 92, 50, 96 = 315 (4d100) |
>>5698
>>5700
Judrin does not look at his fellow lord, instead focusing on the one he is talking to as he narrows his inhuman eyes.
"And how can the empire be at peace when an outbreak is occuring and nothing is being done to curb it? My fellow lord does not seem to find a monster infestation a problem, and refuses help. All the signs of one corrupted or even turned if you ask me."
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4d8ca6 No.5707
>>5701
>>5699
>>5698
>>5696
>>5695
"My fellow Lords and Ladies of the empire. I must wholeheartedly oppose us making such rash decisions the hour we have learned about this turn of events. I purpose that we decide the next Emperor in one years time. We will then be able to decide on a worthy candidate and make our individual cases.
In the mean time we should form a council makeup of ourselves to oversee the Empire until a years time has passed. Do not let the empire fall into chaos."
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4d8ca6 No.5708
>>MORE IMPORTANT INFO I CLEARLY DID NOT FORGET
"Now I shall explain the voting. We shall vote now, if nobody is clearly chosen, then in one cycle (every 10 posts), we shall begin another voting session here in this throne room. At this period, the Royal Army will be sent to escort all representatives to the Vote. I urge all of the Lord and Ladies that in this period, peace time is to be ensured for all Kingdoms. If once again, there is no chooser, we will begin another cycle."
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4d8ca6 No.5709
>>5704
"My friend I suggest we both leave before the night comes, Sohneins and Caius seem to wish to start inevitable war here while we're all here and easy to snuff out. After this vote flee!"
>>5708
Myself
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4d8ca6 No.5710
>>5707
"FUCK YOU, you indecisive shitheel!" shouts a minor lord.
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4d8ca6 No.5711
| Rolled 43, 5, 44, 43 = 135 (4d100) |
>>5710
Ash pls
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4d8ca6 No.5712
| Rolled 1, 44, 55, 15 = 115 (4d100) |
>>5708
[Without looking away]
"I vote for myself."
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4d8ca6 No.5713
>>5708
Thundering Hoof has already left the castle and is on his way back to his territory.
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4d8ca6 No.5714
| Rolled 14, 77, 48, 90 = 229 (4d100) |
>>5635
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,000 Soldiers
>Buildings:
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill_ Industry Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
>>5685
"Fare thee well my good Emperor. We will take on your wisdom and achievements and pass them onto the worthy candidate among your lords. Your august servant Bob Hexxus will endure your absence. So let the Empire continue and the glory of you achievements live on in the memory of every subject." Bob bows with both his arms out and on one knee, his lord has passed.
1 The future could be filled with turmoil that could threaten our cities. So as not to deprive the families of strong young men we will form Guards that can garrison the city and then the people can support their cotton uniformed defenders with their entire being as a family. Recruit Guards
2 If we want to bring metal to the people we will need mines. Mines
3 Support education by building Schools. Families will support a smart son or daughter who can gain the skills to achieve great things in the Kingdom.
4 Build a Memorial to the Emperor
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4d8ca6 No.5716
>>5709
"I am loathed to so hastily leave the presence of our Emperor so soon, but if there will be danger I would be glad to back your sword with my own" Quin replies, quietly.
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4d8ca6 No.5717
| Rolled 90, 77, 38, 24 = 229 (4d100) |
>>5634
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
1. Lord Sohneins had barely spent a day in Nachtstein when he was already called upon by the Emperor's letter. Barely having gotten to inspect the old walls he had been introduced to the countries various dark secrets. Disturbed by the incredibly number of Vampires to say the least the first thing he would do was pick up regular training sessions again. Who knew how strong Vampires were? He would need to be even quicker and just gain the upper hand by proper fighting style. He did not intend on challenging the leading families to a duel, but he sort of expected at least an assassin or two.
2. Then again as much as he would try to avoid them the number of Vampires in Sohneins county was vast. He would need to find out about them. Strengths, weaknesses, sleeping habits. He needed to know what part of the stories were smoke and mirrors and which were actually true.
3. The families probably hated him though he only got to meet them once when he demanded them to bend the knee to Emperor Bello. In an attempt to appease them he would allow each family to send him an advisor. Lord knew he could sure use the assistance even if he was certain they would try to abuse him for their own goals. He would simply have to be smarter. Probably easier said than done.
4. As for the last thing of preparation, before leaving he would order a part of the harvest to be relocated to the castle in order to stock up on supplies. Of course this was not to prepare for a siege and the small amounts of food trinkling into the storage would be tiny, but Sohneins had heard a lot of things about the famed Salvynian winter. When it would eventually come around and he was lord of these lands he would not see his people freeze to death by the fire. He would have them turn to the capital. It was to be a safe haven for the people in need when the winter was coldest.
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4d8ca6 No.5718
>>5716
>>5709
Knowing only that he has heard tales of the Zephos families loyalty to the Emperor, Quin hastily puts in a vote to Lord Edward Ast Zephos XVII, and then departs in the company of Elric Assuranc until they reach their respective personal guards.
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4d8ca6 No.5719
>>5716
The horse lord has already left as well it seems. Let us begone! Before our fellows spit upon Bello's grave.
>>5718
Elric leaves
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4d8ca6 No.5720
>>5708
"BAH, Beastmen could be pillaging my cities at this very moment! I give my vote to lord Sohneins, now I must see my men to get a status report on my kingdom."
>>5717
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4d8ca6 No.5721
>>5697
"It seems there will be no emperor at this time, adviser. Such is a shame."
Yuros then adresses the remaining lords and ladies.
"It seems we will be meeting in a short period for voting. I wish you all good travels." Then leaves.
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4d8ca6 No.5722
| Rolled 39, 67, 15, 25 = 146 (4d100) |
>>5708
"I abstain. No good decision was ever made rashly." Lord Zephos Regards most of the other lords and cannot help himself speak harshly before leaving. "It has not even been an hour since we learned of our lieges death and already they seek to succeed him."
Zephos returns with his escort to his own lands. Trying to think of how he can keep his beloved empire from ruin and who, if anyone, he should cast his vote for.
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4d8ca6 No.5723
>>5708
"I shall vote for the Emperor's son and for Epiphotous to be his proper warden and mentor, his dutyful protector and regent until he comes of age. Should Epiphotous not wish to be the regent, of course I would support this wise man's choice. In times of peril and disunity it has always been the faith which has been our most solid defense against the paranoia which has already gotten to some >>5706 ."
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4d8ca6 No.5724
| Rolled 23, 70, 2, 31 = 126 (4d100) |
>>5708
Kellingstag shakes his head.
"I too abstain, I need to think on which of us would truly lead us fairly. Fare thee well, and I believe it goes without saying that we should fear the machinations of the Horse Lord."
Kellingstag departs.
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4d8ca6 No.5725
>>5708
Aric raises his chin and speaks out, a bit quietly.
"The emperor's son should take the throne, common sense tells us that much. We have lines of succession for a reason."
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4d8ca6 No.5726
>>5708
>>5718
>>5719
>>5720
>>5715
>>5721
>>5722
>>5723
"I submit, that the First Duty of the new Emperor would be quell rebellion and squash upstart, the Second Duty to encourage good will between the subjects of the Empire and the Third Duty to inspire the lords of the realm with gifts of sophistication, beauty and hunger the things that all men appreciate. The Hexxus family has the will to provide these things and more in respect to the late Emperor Bello. Epidemica has the will to oppose rebels, the spirit to endeavor hardships and empathize with those that come upon hard times and knowing that I may have lost some of my external beauty I appreciate the desires of humanity well. Will you proclaim me your Emperor?"
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4d8ca6 No.5727
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4d8ca6 No.5728
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4d8ca6 No.5729
>>5705
>>5702
(I kind of need the magic I get after choosing the temples and churches.)
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4d8ca6 No.5730
| Rolled 53, 61, 16, 49 = 179 (4d100) |
>>5726
"No."
>>5723
"Fine then, dont answer me. But I shall request to heal your domain of its…plague."
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4d8ca6 No.5731
| Rolled 8, 7, 19 = 34 (3d100) |
>>5646
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1. Build mines and forges for a steady metal supply in preparation for the coming war effort.
2. Order stake-hedges built around villages and towns to give the citizenry defense against cavalry charges.
3. begin training militia bands in each town to execute basic infantry maneuvers and tactics with the pike and bow.
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4d8ca6 No.5732
>>Some More INFO Before I Forget
This voting session was very informal because, obviously there was no way anyone was going to get it.
Once the next cycle (next 10 posts) begins, we will begin the next vote.
You will have to send a representative or yourself to the throne. The Royal Army will pick them up before the cycle starts. Free Action.
The voting needs 50% of the total number of current Kingdoms/Lords. Not votes.
—
Skills
As you can see, the skills gives a sort of a bonus in a way.
You might now even try to level up the skills. But, there's a very wide difference between each rank. It will be very difficult to rank up once.
1 -> 2 will be the easiest, however it's most likely you won't be able to reach 4 or 5.
Any more questions go to the chatroom and PM me. PM ME.
PRIVATE MESSAGE ME.
I don't read chat messages all the time.
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4d8ca6 No.5733
>>5723
"Lord Sohneins, to vote for the son when the Emperor's wishes were that he would not take the throne is disrespectful" >>5675
"If the Late Emperor in his wisdom has chosen this path for the Empire then we should respect his wishes"
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4d8ca6 No.5734
| Rolled 99 (1d100) |
>>5731
4. damage control efforts to prevent the other turn's failures from causing too much damage.
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4d8ca6 No.5735
>>5708
"I cast my vote for Lord Aric Bryne, or Orris".
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4d8ca6 No.5736
| Rolled 69, 88, 44, 37 = 238 (4d100) |
>>5646
Stuff:
http://pastebin.com/rWgAkDsT
1-2; Improve our farms, rice is important for us!
3-4; Search for a wise scholar or such that can train me in leadership skills
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4d8ca6 No.5737
>>5733
"And what of the other options Lord Hexxus? Left and right the lords scatter abstaining their votes. They know full well that no united cause will be reached. They all abstain claiming they wish to wait for the right choice to be made. If any of us were truly great enough to take up Emperor Bello's cloak, we'd have known already. Instead we have a man who smells like a dog proposing his own inauguration. Certainly they will linger on their pretty little green fields, count their soldiers and hope that all the others will come to admire them.
And how long will it take until we have made a choice? How long can the Empire linger without a ruler until it splits apart? As we speak the Horselord has made his decision. He had departed this realm the moment he knew Emperor Bello was dead. More will follow with every passing year we sit idly and wait for the others to make their decision.
And what of the people? Who will rule the Capital with no man to hold the lands? Will the newly proclaimed Emperor lay claim to the ancient seat of House Bello as well? I support a choice that does not leave us headless, if even I have to admit that it is merely a figurehead. I support a choice that will allow the peasentry to sleep tight and keep calm.
Alas I hold no power and there is nothing I can do but cast my vote.".
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4d8ca6 No.5738
>>5737
>>5733
"Before you believe I tried to insult you, I was not referring to you when I talked about the Lord that smelled like a dog.", he looked to Lord Judrin, "I meant the one that actually smells like a dog.".
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4d8ca6 No.5739
>>5735
"I'm flattered, but I wholeheartedly decline, neighbor."
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4d8ca6 No.5740
>>5739
"Goats, Moors, Lightning and the Sacrament of the Cross! I already cast my vote you thrice-damned little titnugget, now, God's Teeth! Get out of my face before I decide that your flesh would make a good dinner for my dogs tonight."
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4d8ca6 No.5741
>>5738
>>5738
"Your vote IS your power. Were the son take the thrones he would be at the mercy of minister lords and warlords, and if he is weak like we fear which caused the Emperor to pass on without naming his son his heir then we would ruled by whoever garnered enough power and position at the Imperial Court to control the Empire. At the least we can agree that the wishes of our Late Emperor should be respected, vote for a lord to take the throne and fulfill the last order of your lord so that the others can follow suit.
The longer we wait, every second that goes by word will spread faster then the horselord faster then the wind. My neighbor I would not proclaim myself equal to the Late Emperor but is there a lord among us you can trust to honor the word and spirit our of late Lord Bello?"
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4d8ca6 No.5742
>>5741
"To protect and educate our passed Emperor's son, to make him a great ruler of all men was an honor I had intended for Lord Epiphotous a pious man who inspires his people and rules justly. Certainly there may be other men more capable in the arts of governing but I trust that his motives are the purest.
As for the lords who would oppose his rule, well. It has been our sworn duty as vassals to defend our liege from the day we swore our fealty. The call for arms would be sent to all of his bannermen. Perhaps I have overestimated the loyalty of our fellow lords but I'd imagine they would flock to the call to defend our infant king.
Now if the same was to happen with some upstart nobleman? I could not see myself marching my men into death for a man who has gained the throne for his showmanship and cloak and daggering. Hell, I could not even see myself swearing allegiance to him."
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4d8ca6 No.5743
>>5740
Aric throws his hands out to the side, pursing his lips in clear amusement. "My sincere apologies. I wasn't aware that you'd fallen off of your horse and lodged a branch up your rear."
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4d8ca6 No.5744
>>5743
"If you were a man, I'd challenge you to a duel and break every bone in your body!"
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4d8ca6 No.5746
| Rolled 55, 76, 22, 2, 32 = 187 (5d100) |
>>5634
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population: 350,000 Humans
>Military:
5,000 Infantry
300 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Magic:
>Bonus:
Masks
Information Trade
5th action/roll is spy roll
1.2.3.5. Gather information about the current lords and ladies and those in line for the emperor's throne
4. Increase the effectiveness of the Clan's espionage network.
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4d8ca6 No.5747
>>5746
Sitting in the shadows, merely observing, Karasuba listens to the other lords bicker and argue, filing away the information she was hearing, planning her method of 'attack' Her brother Shiba standing behind her, ever faithful and ever watchful of those who may attempt to attack his sister and Liege Lady.
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4d8ca6 No.5748
>>5742
"Your loyalty is admirable and you are courageous to stand against the last words of the Emperor which you served. Yet I will not waver in my loyalty to his wish that his son not become Emperor. He must have believed his son to have a fault of character or spirit that not even enlightened education could cure and so even if other lords will pursue this election with lesser creeds guiding them I hope that an Empire we can respect will continue even if the royal dynasty might change"
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4d8ca6 No.5750
>>5732
http://pastebin.com/rWgAkDsT
Being a new ruler, Azura simply sits quietly, absorbing all sides and information before waiting for everybody to leave to pay respects and then head back to her home.
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4d8ca6 No.5752
>>5748
"One last thing and forgive me for asking, but do you know the name and age of Emperor Bello's child? I must admit I was shocked to realize my own ignorance, however somehow the birth of the royal child must have slipped past me.".
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4d8ca6 No.5753
>>5752
"Mmmmm I am afraid I do not know his name or age either usually a notice or feast would have been thrown for his birth but I can not recall such a celebration but that Adviser aught to know."
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4d8ca6 No.5754
>>5682
After hearing the new Tax Code Reformation, the peasants immediately began to start a fishing port.
+Building: Fishing Port Level 1
+500 Humans
+200 Elves
+100 Halfings
Fishing Port Level 2 (2/4)
You began to feel some sort of power coursing through you…
>Magic:
Holy Magic ( 1 [You] )
-Healing
>>5686
Shipyard 1/4
1 Stockpile of Fish (+1,000 Pop)
You need a storehouse to hold any more objects!
INT Training 1/5
Well who knew, Siegal is friken gifted.
[NEWTAB]
>Heroes:
Siegal, The QuarterMaster : Increases Training Rate, Combat 4, IB-Leadership 3
-5,000 Raiders
+2,500 Raiders+
+2,000 Elite Raiders+
+500 Lesser Hero Raiders
>>5688
The Workshop got Damaged by accident!
( 1 Action for repair)
Clockwork Men 1 / 6
[Dream Workshop] LOCKED FOR ONE TURN
>>5689
Jory has begun his training.
>>5690
[Wonder] - The Great Rice Terraces of Shiwan 2/12
Roadwork 1/3
Barracks 1/4
School of War 1 / 4
>>5691
There are 5 other tribes.
3 seem friendly.
2 Are not.
One of the not-friendlies is the biggest tribe, besides you, in the land. The other tribes are fairly small and all the same size.
Some of the men went to the woods and never came back. After inspecting the woods, it looks like a battle happened here
-10 Horse Riders
+Technology
Taming Animals Level 1
>>5694
School 1/4
As the team were about to be send out, there was some sort of accident to stop any progress.
>>5696
Mining 1/4
Walls 2/4
Storehouse 1/2
No training today, some beast made a surprise attack which made a immediately call in arms.
-5 Aruille Defenders
-20 Infantry
+100 Infantry [Free Action gives a lot less troops]
>>5703
+100 Slayers
+100 Infantry
+Technology:
Taming Level 1
(Level 2 is needed for Monster Taming)
+Buildings:
(Very Weak) [Wonder] - Mother and Father Statue
>>5705
+Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
You have a forest, fertile land, a good place to mine, and a nice fishing place. This will make things easier to build.
Mine 1/4
Fish Port 1/4
However, the explorers said they found a [Lost] Temple too!
Earth Temple 3/4
>>5714
+400 Guards
School 1/4
>>5717
Combat Training 2/15
WIsdom 2 Int 2
You learned that vampires don't die or glitter in the sun, but just merely get weakened.
They rarely sleep. They're much stronger than normal human beings.
The family heard the request and will send an adviser later.
>>5731
You quickly fixed all the damage! Phew, that would have been bad.
>>5746
>Choose 4 and will PM
Some spies decided to run off!
-20 Spies
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4d8ca6 No.5755
>>5736
>>5754
Missed me here
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4d8ca6 No.5757
>>5736
Farm Level 2 (3/ 4)
You have found a tutor, Rouy A Beew, to guide you in your studies.
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4d8ca6 No.5758
| Rolled 14, 35, 2, 90 = 141 (4d100) |
>>5754
1. Keep the masses working on the Terraces
[Wonder] - The Great Rice Terraces of Shiwan 2/12
2. The Roads will be completed, and help deliver supplies to the Terraces
Roadwork 1/3
3. Continue the military training centers
Barracks 1/4
4. And the Schools of War
School of War 1 / 4
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4d8ca6 No.5760
| Rolled 77, 31, 51, 100 = 259 (4d100) |
>>5754
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value.
>Population: 10,000 Humans
>Military: 2000 Infantry
>Buildings:
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Babylonian Ancient Temple
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
The Emperor… Dead. The Lords are divided and war seems to be on the horizon. Lord Zephos’s eyes turn to the reports of the expedition. “I’ll need to prepare, for the Empire. I must not succumb to the chaos.”
1. Continue to build the schools. We cannot let such basic needs fall behind. My son will need a good education to weather the coming storms.
Clearly the problem with the expedition was that it was rushed.
2-3. First we will train Archeologist from our local “experts” on the Babylonian ruins, many of our citizens are even descended from the Babylonians. Let us train so Archeologist to lead the expedition.
4. Meanwhile select 400 of our soldiers, they will undergo training for the expedition. We will hire treasure hunters and those who have frequented and survived the ruins to help teach the soldiers what they will need to successfully explore the ruins.
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4d8ca6 No.5761
| Rolled 33, 74, 51, 93 = 251 (4d100) |
>>5754
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,000 Elves
>Military: 8,000 Infantry
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Farm Level 4
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
1. Work on the mine 1/4
2. Work on the fishing port 1/4
3. Repair the earth temple 3/4
4. Construct a temple to the God of shadows. The worshipers of such a god may come in handy soon.
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4d8ca6 No.5762
| Rolled 87, 97, 28, 10, 94 = 316 (5d100) |
>>5754
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population: 350,000 Humans
>Military:
5,000 Infantry
280 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Magic:
>Bonus:
Masks
Information Trade
5th action/roll is the bonus action
1.2. Hunt down the traitor spies and execute them immediately
3. Spread Scorpion influence and increase the espionage network
4. Create hidden Assassin schools to train Scorpion Assassin's
5. Use the network and learn more about the Emperor's Death and the suspicious circumstances behind it
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4d8ca6 No.5763
| Rolled 98, 26, 87, 52, 91 = 354 (5d100) |
>>5754
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
Lord's Bonus [Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
Kingdom's Name: Aruile
Color: Orange - 7
Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveller but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the moutnains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot tall minotaur, you aren't afraid of much else.
Population: 200,000 Humans
Military:
995 Aruile Defenders [UNIQUE]
5,080 Infantry
Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
Bonus:
Spartan Style
Large amount of Beastmen
Mining 1/4
Walls 2/4
Storehouse 1/2
1. Continue work on the mines, idle hands are fit only for a beastman's gullet
2. These attacks should only serve to stiffen our resolve in the construction of the walls, double time!
3. The store houses are nearly finished, so let's finish them.
4. The beastmen grow ever bolder, so we must too strengthen ourselves against them, Train more defenders of Aruile.
5. Free action - More men
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4d8ca6 No.5765
| Rolled 72, 59, 19, 34 = 184 (4d100) |
>>5738
With a scowl judrin takes out his weapons. "Fight me then you vampire laying scum, or leave my sight!"
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4d8ca6 No.5766
| Rolled 61, 32, 50, 37 = 180 (4d100) |
>>5754
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop] - LOCKED FOR ONE TURN
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,000 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1 (Damaged)
Blacksmith Level 1
Mine Level 3
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 1/6
>Bonus:
Magicless
Inventors!
1.Hmmph Can't have the workshop damaged, repair it, we need it for our new automata.
2. Continue work on clockwork men we'll have need of them, one way another. 1/6
+Clockwork blueprints + Lord Bonus
3. Start Recruiting more Soldiers, in this time of Uncertainty we will need them.
4. Start repaving and renovating the road systems here. They have languished for too long. Not only do they help trade but they will allow my troops to move easier should I be attacked.
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4d8ca6 No.5767
| Rolled 13, 51, 77, 2 = 143 (4d100) |
>>5753
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
+ Combat Training 2/15
1. For the first time Lord Sohneins had returned to Salvynia. He had barely been sleeping on the way back, still struggling as how to manage the countries many problems, now with the empire crumbling in his back things seemed even worse, if there was any way they could have. The first thing he would do was get to know his Castle Guard. Of course Sohneins wasn't the most charming of people and he knew that, but in an entire country of people who hated him he could at least try and give his guards the feeling that he appreciated them.
2-3. An heir of flesh and blood. That's all he needed to prevent his lineage from dying and all he needed to secure his own family's position in Salvynia. Of course he would require a proper wife but Salvynia was as stripped of good wives as a whorehouse. Instead of going wife catching he would have to work on his swordarm, after all as long as he was the only surviving member of his family extinction was only a swordstroke away. He would train with his Castle Guard. After all they could start to warm up as well. Or they would try to murder him. One of either would happen eventually.
+ Combat Training 2/15
4. How to fix Salvynia? Lord Sohneins could not tell. The ground was infertile, the wood dead. It was as if death was oozing from every alley, every road, every man even. He should probably fill out a letter requesting the Emperor's body. He would receive a proper burial. Certainly the Vampires would be overjoyed at the news. Another one of Sohneins' protectors biting the dust. With a sigh Sohneins pulled forth a piece of paper. He'd write the request and head to bed. A good nights sleep would serve him better than anything else.
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4d8ca6 No.5768
>>5765
Karasuba frowns as behind her her brother tenses and she deigns to speak, "If I am not mistaken, the Emperor's wish was for peace until such a time as a new Emperor could be voted in. I do not think many of us would appreciate weapons being drawn within this council hall, as it would destroy the spirit of the Emperor's last wish."
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4d8ca6 No.5769
| Rolled 66, 97, 12, 23 = 198 (4d100) |
>>5754
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
>Technology:
Weapon Crafting Level 2
Taming Level 1
-Monster Slayer Equipment
+Buildings:
(Very Weak) [Wonder] - Mother and Father Statue
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. The taming must continue! We must use the feral beast as our weapons and steeds of war!
3.Domesticate monsters for food like slime, meat, eggs, milk, and more.
4. Train monster archers and ranged hunters
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4d8ca6 No.5770
>>5765
With a resigned sigh Sohneins looked at the oddly smelling man. It was impossible to tell if he could actually stand up to the man in a duel. Sure didn't feel like it, but either way this had to have an end now.
Sohneins drew his blade, hardly an imposing figure his tired eyes fixated on his opponents, "Come then.", he said with a soft voice.
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4d8ca6 No.5771
| Rolled 83, 97, 61, 90 = 331 (4d100) |
>>5754
>>>Lord's Name: Lord Thundering Hoof
>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>Skill:
>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>Bonus:
>>>Kingdom's Name:Broken Mane
>>>Color: Tan 9
>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>Population:
>>>Military:
>>>Buildings:
>>>Technology:
>>>Magic:
>>>Skill
>>Leadership Level 1
>>IB-Leadership Level 4
>>Combat Level 4
>>Charisma Level 2
>>Wisdom Level 1
>>Intelligence Level 1
>>>Bonus:
>>While riding a horse, IB-Leadership and Combat turns into 5.
>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>[First Strike] - Kills off some enemies first before battle calculations.
>>>Population: 300,000 Humans
>>>Military:
>>1,000 Horse-Riders
>>500 Horse-Archers
>>2000 Archers
>>>Buildings: [NOMADIC]
>>Hunting Field Level 4
>>Stables Level 2
>>Barracks Level 2
>>>Technology:
>>Horse-Riding Level 3
>>Utility Crafting Level 2
>>-Horse Equipment
>>Weapon Crafting Level 2
>taming animals 1
>>-Bows and Arrows
>>>Bonus
>>Nomadic
>>Land contains smaller tribes [NPC controled]
1-4:Thundering Hooves arrives home in a noticeably sour mood. He gathers his tribe at the meeting grounds and begin his speech.
"Brothers and sisters I come as messenger of evil, Emperor Bello has passed far before his prime. He was a true warrior that you rarely see outside of our lands. He fought with honor and with loyalty that made me proud to stand with him, and his death is a true loss to us all. This is not a time for mourning though, for tonight we shall feast and party in the name of a great name. LONG LIVE BROTHER BELLO! LET THE FESTIVITIES BEGIN!"
And with that the festival for the dead emperor begins.
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4d8ca6 No.5772
>>5770
>>5765
Caius comes between the two men, attempting to keep the peace "Stop this you laggards, or the royal garrison will have you hanging from gibbets by dusk!"
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4d8ca6 No.5773
| Rolled 82, 22, 25, 91 = 220 (4d100) |
>>5754
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1. Build mines and forges for a steady metal supply in preparation for the coming war effort.
2. Order stake-hedges built around villages and towns to give the citizenry defense against cavalry charges.
3. begin training militia bands in each town to execute basic infantry maneuvers and tactics with the pike and bow.
4. construct fortifications around coastal towns, such as submerged stakes and fire-arrow supplies, to defend against maritime threats.
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4d8ca6 No.5774
| Rolled 67, 83, 42, 52 = 244 (4d100) |
>>5754
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,000 Soldiers
400 Guards
>Buildings:
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Schools 1/4
1 Schools for educating skills, centers for learning, a way to identify the talented individuals of our country
2 Survey the land, what kind of mineral wealth do we have in Epidemica?
3 Build a Barracks to help us recruit our Guards and Soldiers
4 Send Ruber out to recruit some able Soldiers
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4d8ca6 No.5775
>>5770
>>5765
"I do not think the two of you should so casually draw weapons in the Imperial Court…but luck be with you Sohneins I do not want this Empire to lose a loyal lord."
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4d8ca6 No.5776
| Rolled 30, 14, 28, 51 = 123 (4d100) |
>>5770
[Attack roll]
Judril attacks with his Axe, going on the offensive from the start.
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4d8ca6 No.5777
>>5770
>>5765
>>5754
Ugh, men, hot headed and more willing to whip out their dicks to see how much farther they can piss than the others that they don't bother paying attention to anything else. Karasuba sighed as she sent a servant to go fetch the royal guard standing outside, better to break this fight up now before anyone else decides to whip out their sword.
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4d8ca6 No.5778
| Rolled 12, 38, 94, 32 = 176 (4d100) |
>>5776
Pls no 1? Oh god no.
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4d8ca6 No.5779
| Rolled 41, 50, 94, 78 = 263 (4d100) |
>>5754
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 1
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,500 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stockpile of Fish.
INT Training 1/5
Shipyard 1/4
1. Build the shipyard.
2 and 3. Build the storehouse.
4. Keep reading. Intelligence training.
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4d8ca6 No.5780
| Rolled 42, 72, 70, 86 = 270 (4d100) |
>>5776
>>5778
Caius Attempts to parry and disarm both men with his Zweihander
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4d8ca6 No.5781
| Rolled 76, 20, 5, 86 = 187 (4d100) |
>>5757
Stuff:
http://pastebin.com/rWgAkDsT
1-2; Improve the farms!
3; Begin training in Leadership with Rouy A Beew
4; Do a tour of the city with a small entourage of soldiers to inspect the mood of the land and hear the peoples plights.
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4d8ca6 No.5782
>>5776
>>5778
Azura turns to watch the fight with apt attention, hoping to gain an insight in foreign fighting styles and create a counter to it.
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4d8ca6 No.5783
| Rolled 79, 50, 71, 68, 20, 52, 52, 66 = 458 (8d100) |
Rollan
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4d8ca6 No.5785
>>5760
Lord Zephos sits in his study, the day’s work had ended and he was finally getting some respite. Suddenly there is a knock at his door, and he cannot help a groan begin to escape him before he hears a small voice. “Father?” Edwards looks up to see his young son Daniel at the door looking concerned and mildly upset. Edward immediately puts on his best face and goes to greet his beloved son. “Daniel, what are you waiting for boy? Come on in and spend some time with your father.” Edward picks his son up and gives him a strong hug. Daniel cries in surprise “Father let me down please, this is humiliating!” to which Edward responds. “Nonsense my boy, what kind of father can’t show affection for his beloved son? How are you doing my boy?” Suddenly Daniel grows rather quiet before responding. “You didn’t greet me when you returned home… I was worried” Daniel pauses with a sad look before continuing. “And Miss Elize would not let me see you until you had finished your work.” He finishes with a pout. Edward cannot help the smile that appears on his face before it slowly vanishes into a frown. He puts his son and the ground and returns to his seat. Looking at his son he begins to speak. “The Emperor has died and I fear that the Empire will soon turn upon itself.” He examines his sons face and sees a few different emotions. Fear, confusion, anger. Daniel Speaks “How can the other lords do that!? Their Lords! Don’t they love the Empire like you do?” Edward cannot help the small smile appear on his face as he pats his sons head. “Most do, but some have other things that they love or hold dear to them. Sometimes our differences will drive us apart, but we must do our best to remain united. The Emperor would have wanted that.” His son quiets down and seems to go into deep thought before Edward speaks up again. “I assume that you have heard I am constructing schools within Zephos. I want you to attend them alongside our citizens, become and upstanding Lord for you father, will you?” His son looks determined and nods his head saying “Yes, father! Of course!” With that he excuses himself and practically runs out of the room determination on his face. Edward cannot help but chuckle at his son’s antics as he reaffirms his determination to protect not only his son and his lands, but the entire Empire.
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4d8ca6 No.5786
"Oh lovely. And hear I thought I'd gotten enough war…oh well. Lords gonna Lord, I guess." A man wearing seemingly simple robes of what's actually fine, comfortable cloth steps forwards to watch the fight, his face hidden unnaturally in the shadow of his wide-brimmed hat. "At least they are fighting it themselves. I often find a bit of noble blood spilt can save a far sight more of common. Much less messy when proud Lords and Ladies fight things out themselves, instead of letting armies do it."
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4d8ca6 No.5789
>Lord's Name: Lord Richard Fuilcú
>Fluff: A younger man who had just taken his father's place as lord. His father had felt him ready to lead since he was a young boy, opportunistic and keenly intelligent many of the court-goers thought his looks and mind were wasted on his love for hunting. He would rarely leave the family hunting grounds often staying in their for weeks on end only to emerge with a elk hoisted over his shoulder and a grin on his face. This behavior would however need to come to an end, with the death of his Father the young hunter was now a young Lord…
>Skill:
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: The Population of Velek was for the most part human, however a few dwarves made their homes in the Mountain West of the Capital. The Mountain was home to a large temple to the Dwarven Goddess of Water, Ashia, from the mountain flow the great river of Vele on which the Capital was built. The humans of velek had long ago adopted the Dwarven gods, years under a dwarven ruler had lead to this but with their dwindling population with the last king died the reigns were held to the Fuilcú family. The Hills had provided wealth to the Veleks, drawing from it some of the largest deposits of ore in the world, two days southeast of the Capital was Vashnu, a gold mine so deep it was decommissioned from the frequency at which magma broke the surface. The Last of the great wonders of Velek was the Garden of the Gods, the Fuilcú's claim to the Velek throne and had allowed them to sit atop it for nearly twelve generations. The Garden covered most of the Northern hills eventually merging with the Kelthas glades, was home to some of the most expensive herbs and furs on the market today. The fur of a Dahjor, a small red squirrel whose fur was flame resistant, could by a man a farm, two of them a Inn.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.5790
| Rolled 81, 15, 85, 52 = 233 (4d100) |
>Lord's Name: Daveth Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
300 Local Knights
>[UNIQUE] Heroes
N/A
>Buildings:
Farm Level 3
Barracks Level 1
The Winter Knights Society Castle Level 1
(Fill in the blank)
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
1. Oversee Jory's sword lessons myself.
2. Put out a call for all Winter Knights to take up an apprentice to mold into another of their order post haste. Uncertain times are coming and all would be needed.
3. Construct watchtowers on our borders to make sure our neighbors can't get the drop on us.
4. Work on upgrading the barracks.
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4d8ca6 No.5791
>>5758
Split that 90 into the military training centers
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4d8ca6 No.5792
>>5791
I don't tihnk you should be able to do that.
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4d8ca6 No.5794
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4d8ca6 No.5798
>>5792
>>5794
>Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
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4d8ca6 No.5799
>>5773
A scroll arrives, encased in black ebony, and written both in Shiwanese and translated on the otherside in High Tongue.
"My Lady Hiemalis Von Der Nacht,
The Shiwan Dynasty extends a hand of goodwill to the great state of Puszczagóra.
Shiwan is of the firm belief that our kingdoms might cooperate together on matters of trade, military, and culture, and so strengthen both our peoples with a mighty bond, and support each other in times of good and ill.
We would like to propose the opening of borders and the construction of road networks betwixt our nations, as well as to our neighbors, so as to bring great benefit to both. Puszczagóra can gain income and tarrif from both incoming and outgoing trade, and imbibe upon what we and our neighbors have to offer.
We look forward to your just decision on such matters, having already heard tales of your wise judgement upon your ascent to your throne."
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4d8ca6 No.5800
>>5799
"What the tit-shitting hell is thi–oh, it's on the other side. hmmm… Iversson, take a letter to these weebs. Ahem
"To the honerable Ching Chang Chong,
An alliance of this nature would be sweet as balls.." Iversson, you're going to edit this, right? Anyway, "and would most assuredly keep our respective anuses intact through the great buttfucking that is ahead. While a military alliance is as clear as that pisswater you faggots call beer, open borders is not quite possible, due to our lack of mutual borders. If we were to bring the Scorpion Clan into our little ménage à trois, then open land travel would be possible. As for sea travel, the goatfuckers off our coast are making warlike noises, and so we would pay generously for naval support and convoy protection along sea trade lanes, as well as for construction of ships for us to use in the potential rapefest to come.
Sincerely,
Lady Tittymonster" There, let him chew on that."
Of course, what was actually enclosed was the following:
"To the honerable Quin Shiwan,
An alliance of this nature would be a sweet balm in these troubling times, and would most assuredly give our kingdoms hope for survival in the next few decades. While a military alliance is as clear as crystal, open borders are not quite possible, due to our lack of mutual borders. If we were to bring the Scorpion Clan into a mutual alliance, then open land travel would be possible. As for sea travel, our adversaries off our coast are making warlike noises, and so we would pay generously for naval support and convoy protection along sea trade lanes, as well as for construction of ships for us to use in the coming war.
Sincerely,
Lady Van Der Nacht"
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4d8ca6 No.5825
>>5800
The message is recieved, and with it, the last loose end accounted for, and true negotiations can begin.
>>5800
>>5766
>>5777
Consecutive letters were sent out to Puszczagóra, the Scorpion Clan, and Desolace.
Each bearing the same message.
"Lords and Ladies.
It has come to the attention of Shiwan, that all four of us, stands to gain great profit, security, and benevolence from the cooperation of our four adjoined states.
Each of us has something valuable to contribute to the other, be it Desolace's steel and Technology, the Manpower and Food of Shiwan, the Military Prowess and Strength of Puszczagóra, and the Intelligence and Reconaissance of the Scorpion's.
I would like to propose that between the four of us, we each open our borders for the purpose of trade and military defense of all member parties of this tetrad.
More than that, I would propose that, in the times to come, we all contribute to the greatest wonder this Island has ever seen. A roadwork, stretching from the capital central, to the southern coast, to the farthest east. Built, defended, and used by all member parties for the benefit of all.
This. . .Corner of Steel, that will ensure the full protection and voluntary cooperation against any greater threat between our peoples. To open up new avenues for trade.
Wood from the deep forests of Shiwan, to build ships for Puszczagóra, and Food for Desolace's needing people. Automatons to help construct the road from Desolace, and even implement new forms of mechanized transport. The military expertise and defense of our southern coast by both the mighty Puszczagóra, and the infallible eyes of the Scorpion, to watch us all from the dangers without, and to imbibe upon trade and tarrifs between our nations.
This, I firmly believe will be an accordance not only preferable to all of us, but in light of the great dangers ahead of the death of the Emperor, necessary for all our continued prosperity."
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4d8ca6 No.5827
>>5826
It's an old map, sorry
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4d8ca6 No.5828
>>5825
A reply is sent via Crow to Lord Shiwan,
"Lord Shiwan,
I have received your message, and admit that your proposal intrigues me. I believe that this alliance would indeed be in the best interests of my Clan and accept. I would also like to invite you and the other members that join this alliance of yours to a formal meeting within my home to finalize the paperwork and possibly a small feast to celebrate both the alliance and to bring the Kami's blessings for good fortune on our lands. If you could please send out the invitations to those of our alliance that accept, I believe that they would be far more willing to accept such a summons from one of your honor and honesty than if I was to attempt to send such an invite. Their Families, and yours, are welcome to attend as well and I promise that the Hospitality of the Scorpion Clan will be most accommodating.
With regards,
Karasuba Bayushi"
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4d8ca6 No.5829
>>5776
>>5780
>>5778
>>5777
>>Pointless work for a pointless duel for a pointless ending
Jundri arcs his axe down at Sohneins.
>Combat 3
Sohneins swings his sword to parry.
>Combat 3
Which Caius also tries to parry with his Zweihander.
>Combat 4
At the same time, Bayushi calls in the guards.
>Wisdom 4
All three weapons remained parried and no one got injured.
The guards arrived and immediately called for the Lords to end their fight in the throne room.
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4d8ca6 No.5831
>>5825
"Lord Quin,
Your proposal is acceptable, although time will be needed to work on the finer details. I will consider it. Once the needs of my land have been seen to we can meet. I would prefer my own lands however anywhere is fine, as long as my honor guard is permitted to accompany me.
Sincerely,
Lord Elric Assuran"
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4d8ca6 No.5832
>>5828
"We are greatful that you have accepted our proposal, being the state between us and our neighbors, you are the lynchpin in this grand operation"
>>5831
"This is joyous news, we look forward to seeing the mighty clockwork men in action, and perhaps even the rumors of this. . .mechanized wagons on roads of metal, may even come to fruition, if such tales are to be believed.
The sooner this great road is completed, the sooner we can begin food shipments."
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4d8ca6 No.5833
>>5758
Roads 2/3
Barracks 2/4
School of War 2/4
>>5760
School 2/4
+50 Archaeologist
Your soldiers learned in quick haste!
-400 Infantry
+400 Treasure Hunters Soldiers
So quick, in fact, they already started the expedition and came back with a strange artifact.
[NEW TAB]
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
>>5761
Mine 2/4
Fish Port 2/4
+Building: Earth Temple Level 1
Shadow Temple 2/4
>>5762
Not even spies can run away from your spy network.
+Lord's Bonus [Fear of Abandoning] - Less chance of military running away
Spy Network 1/5
Assassin School 1/4
Tell me when to PM you
Mine 3/4
Walls 3/4
+Building: Storehouse Level 1
[NEW TAB]
>Inventory:
Inventory size became much larger!
>IB-Leadership 3
+120 Aruile Defenders
+100 Infantry
>>5764
+Building: Fishing Port Level 1
However, some of the fish went bad!
+100 Humans
+50 Elves
+20 Halfings
>Wisdom 4
Draft of a Missionary Work Completed!
>>5766
Workshop Repaired!
Clockwork 2/6
>IB-Leadership 1
+180 Infantry
Roads 1/3
One night, you woke up from a sudden dream. Yes, a dream. A dream of the PERFECT workshop.
With this workshop, it'll completely revolutionize technology…
[Dream Workshop] - Have the option to create the [EX.WONDER] - __ Workshop
(Feel free to fill the blank)
>>5767
Combat Training 4/15
The letter was sent.
You have received words that 3 advisers from each family arrived in front of your castle.
(Free action to talk)
>>5769
Taming 3/5
>>5771
The festival began!
Some of other tribes came in hopes to participate. Even they had respect for the Emperor.
(Do you let them in? Free Action. Determines which bonus to give)
The only tribe that did not arrive was the bigger unfriendly one.
>>5773
Mines 2/4
Stake-Hedges 1/4
>Leadership 3
>IB-Leadership 2
Militia Training 1/5
Coastal Fortifications 2/4
>>5774
A memorial is set for the Emperor!
+Building:
Small [Wonder] Emperor Memorial
School 2/4
A steady supplies of Iron and Bronze.
The explorers found a great place for a mining spot!
Barracks 1/4
Your son managed to get a small number of soldiers to join. But, he did get them.
Ruber gained [IB-Leadership] points.
+100 Soldiers
>>5779
Shipyard 2/4
Storehouse Level 2 (1/2)
+Building:
Storehouse Level 1
>Holdings (20% Filled) :
INT Training 2/5
+Building: Farm Level 3
+500 Humans
+150 Beastfolk
>Charisma 2
You began to procrastinate a little so the tutor does not appear to like you.
>Leadership 1
>Charisma 2
They appear to be the happy folks. However, the people does not respect you as a leader nor do they show great loyalty towards you. They almost treat you as a kid.
>>5783
Tahah, my notes got lost. Just post it here if I'm not in the chat.
>>5789
>Skills
Leadership 1
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Bonus
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Population : 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
[WONDER] Garden of the Gods
>Bonus:
Fur of Dahjor
>>5790
>IB-Leadership 3
>Combat Level 3
You have trained Jory in [Combat].
+Buildings: Watchtower Level 1
Barracks 1/5
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4d8ca6 No.5834
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4d8ca6 No.5835
| Rolled 11, 7, 68, 49 = 135 (4d100) |
>>5833
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
+ Combat Training 4/15
1-2. More combat training would be required. After all training alongside his guard would also give Sohneins a feeling of their capabilities. What better opportunity to fight a vampire in training, then again he needed to be very careful. Enemies lurked everywhere.
3. Food was a rarity in these lands and there was practically nothing they could grow in an attempt to earn the money to buy food. One thing that seemed pretty popular amongst Salvynian's however was the rather characteristic wine even the humans sometimes referred to as "blood". Certainly not for every taste the vines grew in the otherwise inhospitable wasteland. Perhaps if Sohneins was to extend the production he could make some coin selling it off to foreign merchants?
4. There were reportedly six vampires at Sohneins court that were able to perform blood magic. He would have to check in with them, pay each of them a visit in order to determine what their powers were and where their limits reached. It would be an opportunity to enhance his intellect a little.
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4d8ca6 No.5836
>>5833
Let all of the tribes into the festival. This is not a time to hold grudges at one another. This is to respect the dead as he would have wanted it.
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4d8ca6 No.5837
>>5833
He had received three Advisers and Sohneins would make the best use of them as he could. Who were the three families that had ruled Salvynia for so long. Who were their heads? Perhaps this time they would inquire further on the heritage and tradition of the vampires and with a bit of luck even illuminate more about their questionable powers as well as interest in Salvynia.
Also some information on the Adviser's themselves would be most welcome.
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4d8ca6 No.5838
| Rolled 83, 14, 90, 63 = 250 (4d100) |
>>5833
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 1
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,500 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stockpile of Fish, 20% Filled
Shipyard 2/4
Storehouse Level 2 (1/2)
INT Training 2/5
1. Build the shipyard.
2. Build the expanded storehouse.
3. Build up the stockpile of fish through fishing.
4. INT training.
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4d8ca6 No.5839
>>5836
The tribes made their way inside for the festival.
A great bonfire was lit in the middle.
+Bonus (For Nation) - Respect from other Tribes
>Charisma 2
You have got to met one of the other leaders of a friendly tribe.
His name is Falling Spear of the Sharpen Point Tribe.
He's an old man and his tribe is a small amount of warrior specialized in blades.
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4d8ca6 No.5840
| Rolled 86, 67, 52, 85 = 290 (4d100) |
>>5833
>>>>Lord's Name: Lord Thundering Hoof
>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>Skill:
>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>Bonus:
>>>>Kingdom's Name:Broken Mane
>>>>Color: Tan 9
>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>Population:
>>>>Military:
>>>>Buildings:
>>>>Technology:
>>>>Magic:
>>>>Skill
>>>Leadership Level 1
>>>IB-Leadership Level 4
>>>Combat Level 4
>>>Charisma Level 2
>>>Wisdom Level 1
>>>Intelligence Level 1
>>>>Bonus:
>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>Population: 300,000 Humans
>>>>Military:
>>>1,000 Horse-Riders
>>>500 Horse-Archers
>>>2000 Archers
>>>>Buildings: [NOMADIC]
>>>Hunting Field Level 4
>>>Stables Level 2
>>>Barracks Level 2
>>>>Technology:
>>>Horse-Riding Level 3
>>>Utility Crafting Level 2
>>>-Horse Equipment
>>>Weapon Crafting Level 2
>>taming animals 1
>>>-Bows and Arrows
>>>>Bonus
>>>Nomadic
>>>Land contains smaller tribes [NPC controled]
1:Send a scouting party out to either retrieve our missing soldiers or to at least find their bodies.
2:Send more scouts out to find the hawks or other birds of prey
3:Thundering Hooves heads out early in the morning. His old trusted horse carrying him across his land. He makes way to the home of the rival tribe. He moves alone and only armed with the essentials. He approaches their territory and asks for a meeting with their chief.
4:Ask the spirits of our ancestors for guidance on what must be done at this time of change.
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4d8ca6 No.5841
| Rolled 88, 73, 60, 40 = 261 (4d100) |
>>5833
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
>Buildings:
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Schools 2/4
Barracks 1/4
1 Offer a prayer at my [Wonder] Emperor Memorial for the Wisdom to lead my nation
2 Continue to build up the Schools, if we can teach men how to properly bandage their brothers in arms then we can reduce casualties
3 Continue to construct the Barracks
4 Let us build a mine on the great place the explorers have found
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4d8ca6 No.5842
| Rolled 86, 41, 29, 19 = 175 (4d100) |
>>5833
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,000 Elves
>Military: 8,000 Infantry
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Farm Level 4
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
1. Continue work on the mine 2/4
2. Continue work on the fish port 2/4
3. Continue work on the shadow temple 2/4
4. The priests of the god of knowledge and the worshipers of the same god have always been good teachers and researches. It is because of them, or so story goes, that we have paper and architecture. Begin construction on a church-school to the god of knowledge, as the one of the priests tenets is to spread knowledge through teaching.
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4d8ca6 No.5843
| Rolled 83, 2, 58, 37 = 180 (4d100) |
>>5833
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
Roads 1/3
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 2/6
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
In my dreams I see it Something to revolutionize everything clockwork designs, not just what I've made but better larger, stronger, faster. Better in every. I see the workshop from where it will all start, perfect in every way. I have it made and from there nothing is impossible.
1. Keep working on roads WE need them up and running for trade and movement
2. I see it now I see it so clearly my workshop and what I make inside it will change the world! The first will be clockwork men, from the who knows!
+Grand Clockwork Workshop + Clockwork plans + Automata plans + lord's tech bonus +Inventors!
3. Lecture and teach Marcus and train him in the arts of observation. It is an invaluable skill and will serve him will when he is Lord. +Wisdom +Intelligence
4. Improve the smithy, if our designs and armor are to improve we need to be able to access higher quality metals and alloys en masse. +Inventors!
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4d8ca6 No.5844
| Rolled 85, 39, 41, 65 = 230 (4d100) |
>>5833
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,500 Weremonsters Monster Slayers
3,000 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. Taming
3. Have a festival of mourning for the emperor
4. Train vampire slayers…for reasons.
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4d8ca6 No.5845
>>5843
>>5828
>>5800
Whenever possible, I'd appreciate if you guys could contribute at least one action to our Road Project per turn. We should consolidate our Road Network Actions that way.
Actually, we can do that right now. Is this fine? Telling Bello that we consolidate our road actions into the thing?
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4d8ca6 No.5846
>>5837
>Charisma 2
The vampires' appearance are exactly what you expected them to be with a little bit on the intellect side. One of them, from the Bleichhaut Family, even knew how to use blood magic. Blood magic vampires are known to be very high-ranked in Salvynia.
The Bliechhaut's adviser seems indifferent towards you.
Blaublut's tries to look formal as possible around you.
And Rotfang's clearly doesn't seem to like you.
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4d8ca6 No.5847
>>5763
Mine 3/4
Walls 3/4
+Building: Storehouse Level 1
[NEW TAB]
>Inventory:
Inventory size became much larger!
>IB-Leadership 3
+120 Aruile Defenders
+100 Infantry
Didn't tag you in the update
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4d8ca6 No.5848
>>5781
>>5833
You missed me here
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4d8ca6 No.5849
| Rolled 84, 76, 78, 21 = 259 (4d100) |
>>5833
1. Keep working on the Terraces
[Wonder] - The Great Rice Terraces of Shiwan 2/12
2. Continue the military training centers
Barracks 2/4
3. And the Schools of War
School of War 2 / 4
4. Consolidate our existing Road Progress into an [Allied Wonder]
[The Corner of Iron] >>5825
A road network binding the four states of Shiwan, Scorpion Clan, Desolace, and Puszczagóra
>Start work on the [Allied Wonder], consolidating existing Road Networks
>Current Progress Roadwork 2/3
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4d8ca6 No.5850
>>5849
>Split the 84 into the [Corner of Iron]
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4d8ca6 No.5851
| Rolled 24, 87, 88, 35, 27 = 261 (5d100) |
>>5833
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
+Lord's Bonus [Fear of Abandoning] - Less chance of military running away
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population: 350,000 Humans
>Military:
5,000 Infantry
280 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Magic:
>Bonus:
Masks
Information Trade
5th action/roll is the bonus action
1. Work on this Road Network Project
2. continue to expand the spy network 1/5
3. Continue building the Assassin school 1/4
4.5. Begin gaining information about the members of this alliance, the Kingdom of Desolace and Puszczagora specifically
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4d8ca6 No.5852
>>5846
Perhaps the Blaublut's adviser is trying to prove something? Sohneins decided to inquire about his person, close family and of course name. He would do the same for the other two advisers as well. Though the Rotfang didn't seem to like him it was hardly any worse than his relation to just about any vampire in the realm.
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4d8ca6 No.5853
>>5781
+Building: Farm Level 3
+500 Humans
+150 Beastfolk
>Charisma 2
You began to procrastinate a little so the tutor does not appear to like you.
>Leadership 1
>Charisma 2
They appear to be the happy folks. However, the people does not respect you as a leader nor do they show great loyalty towards you. They almost treat you as a kid.
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4d8ca6 No.5854
| Rolled 68, 22, 30, 63 = 183 (4d100) |
>>5853
My stuff:
http://pastebin.com/rWgAkDsT
1-2; Continue my studies with him, I am new to this and I need his help..
3; Continue my Combat training with my instructors
4; Call for a reformation of the blacksmiths into more skilled work. The times are changing and we have to change with it
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4d8ca6 No.5855
>>5783
??? ? / ?
+ ??? ??????
?????????
The bandits has made a deal with the Dragon King.
???
Freeland's spies are now expanding.
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4d8ca6 No.5856
| Rolled 44, 9, 6, 14 = 73 (4d100) |
>>5855
Bueno.
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4d8ca6 No.5857
| Rolled 91, 98, 86, 40 = 315 (4d100) |
>>5833
Stats: http://pastebin.com/r03Kjg6b
Zephos is in his office fulfilling the various duties of a Lord, meaning paperwork. Lots of it. He had just approved a request for more workers on the schools when his door bursts open and a woman rushes inside. Lord Zephos raises his head in a start as the woman, whom he now recognizes to his head servant Elize, begins to speak. “Pardon the intrusion Lord Zephos but the expedition had returned and they bring good news!” Lord Zephos cannot help the look of surprise on his face. “Already? But we just started training them.” Elize chuckles to herself as she responds. “I inspected the expedition myself, Lord Zephos. You will be quite happy to see what they bring.” Zephos takes one last glance at his paperwork, stamps it and them gets up to follow Arthos.
They walk to the Castle’s Courtyard where the 400 men of the expedition are jovially celebrating their good fortune. The expedition shapes up when they notice their lord has arrived. Zephos examines the men before addressing them. They looked quite different from when they were soldiers, they wore mismatched outfits and equipment like adventurers but they still seemed to have that hint of discipline and attitude as when they were soldiers. Pleased by his appraisal he goes on to address the leader of the expedition who had approached him. “Arthos, I’ve heard that you have found me something.” The man smiles and responds, “Yes, Lord Zephos. We have actually found four artifacts within the various ruins around the Island, and we have also discovered that the Ancient temple was called Akkadian by the Babylonians.” Zephos is quite pleased with these results. Sixteen generations before him have tried and failed to uncover the secrets of the Babylonians and he had already made more progress that all of them combined. “This is wonderful news, Arthos. I was wise to place my faith in you and these men. Come, show me the artifacts!”
The four Artifacts are carefully laid out before Lord Zephos. A curved sword, a wooden bow, a long spear and a metal shield. They are all obviously in the design of the ancient Babylonians but they are also quite unremarkable. But still Lord Zephos is quite pleased. “Excellent work, Arthos. Next I want you and your men to uncover the names of these artifacts if they had any. And find out if they held any significance to the ancient Babylonians beyond being simple weaponry.” They were found in hidden rooms and gambits in various ruins so they have to hold some special meaning.
1. The construction of the schools continues. 2/4
2-3. With new funding the expedition sets off to uncover the secrets of their recently discovered artifacts and if they hold any connections to the Babylonians or to Akkadian.
4. Meanwhile we should start the construction of a proper port on the island. So that we can produce and support greater ships to safeguard Zephos, just in case.
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4d8ca6 No.5858
>>5855
>spies are expanding
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4d8ca6 No.5864
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4d8ca6 No.5865
| Rolled 32, 36, 27, 82 = 177 (4d102) |
>>5833
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 1
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
1/2. I lead a unified and rich land, yet I do not know how to lead. My youthful days are over, it is time for me to prepare for my countries future. (train leadership)
3. Commision Dwarven craftsmen to create a Cloak of the Dahjor Fur. The practical use of this cloak would rarely be seen, but the polictal implications behind it would help him rule his people. (Create a Grand Cloak, one to symbolize my rule, from the fur of the dahjor)
4. Look Among the Nobles of the Hills and search for a person to stand by my side and assist me in the trails of tomorrow (look for an adviser)
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4d8ca6 No.5866
| Rolled 13, 32, 15, 58 = 118 (4d100) |
>Lord's Name: Daveth Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag - 12 [Trained in: Combat]
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
300 Local Knights
>[UNIQUE] Heroes
N/A
>Buildings:
Farm Level 3
Barracks Level 1 [1/5]
Watchtower Level 1
The Winter Knights Society Castle Level 1
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
1. Begin working on expanding our knowledge of Holy Magic, need to be prepared if the unholy rise up against us.
2. Work on expanding the castle of the Winter Knights.
3. Have Jory trained in proper stewardship of our lands.
4. Search among the ranks of the Winter Knights for a proper commander of men. Hold a tournament maybe.
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4d8ca6 No.5868
| Rolled 84, 64, 91, 48, 54 = 341 (5d100) |
>>5847
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,000 Humans
>Military:
1,115 Aruile Defenders [UNIQUE]
5,180 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Storehouse Level 1
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Mining 3/4
>Walls 3/4
1/2 Let's finish those walls, before another horde makes way for the city
3. The mines shall be finished as well, it'll be good to have a source of ore close to home
4. I'd like a tutor to instruct me in the ways of mathematics and science ( Raise Intelligence)
5. Free action - More men
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4d8ca6 No.5871
| Rolled 56, 4, 39, 74 = 173 (4d100) |
>>5833
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1. Continue digging the mines
2. Continue building the stake-hedges
3. Continue training the militas
4. Continue fortifying the coasts
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4d8ca6 No.5888
>>5884
They don't seem to.
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4d8ca6 No.5890
>>5852
>Charisma 2
You only managed to only get a name and age out of the advisers.
Blaublut - Cassius (Male. 278 Years Old)
Bliechhaut - Evangeline (Female. 120 Years Old)
Rotfang - Marcus (Male. 387 Years Old)
>Int 2
You don't know a lot of information about these vampires. You only tidbits of Evangeline about how she's the youngest vampire that knows Blood Magic.
>Wis 2
Cassius just seems to be the type that want to serve or something.
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4d8ca6 No.5892
>>5835
You were injured by one of the training session. You won't be able to do combat training or any serious activity for the next turn.
Wine Vine 1/2
You managed to only meet 2 blood magic vampires.
One of them being Evageline.
Another one was the head of the Blaublut's family, Octavian.
>Charisma 2
(Free Action: 2 Questions each)
>>5838
+Building: Shipyard Level 1
+2 Stockpile of Fish
INT Training 3/5
>>5840
(Your Stat Sheet makes me cry)
It's been a while since the soldiers were missing, so finding bodies were a bit difficult. They did managed to find 3 bodies. All were deeply wounded but what seems to be bite marks.
Your scouts only found 15 Hawks.
The guards approaches you cautiously, they know full well of your combat abilities. After a period of time, they finally let you in to meet with the chief.
(Free Action to Talk)
"… Unity …" as you listen to a small whisper through the winds.
>>5841
You feel a clearer mind after your prayer.
Temp Bonus: +1 Wisdom Only for one occasion
Schools 3/4
Barracks 2/4
The mine moved in great progress!
Mine 3/4
>>5842
+Building: Mine Level 1
Fish Port 3/4
Shadow Temple 3/4
>>5843
(Read the bonus clearly. You have to option to CREATE the [EX.WONDER])
+Building: Roads Level 1
The dream is becoming foggier… 1/4
You have trained Marcus in [Wisdom].
Blacksmith Level 2 (1/5)
>>5844
(Include the amount of progress made for each project already)
+Technology:
Taming Level 2
-Monsters
The festival did lighten everyone's spirit.
+Nation's Bonus: Slightly Happy
Vampire Slayers Research 1/3
>>5849
[Wonder] TGRTS 3/12
Barracks 3/4
School of War 3/4
+Building: Road Level 1
[Wonder] The Corner of Iron -
>>5851
Spy Network 3/5
Assassin School 3/4
Tell when to PM
>>5854
The tutor began his leadership teachings.
Leadership 3/5
Combat 1/15
Blacksmith 1/5
>>5857
+Building: School Level 1
The expedition was sent out. They will arrive the next turn.
Shipyard 1/4
>>5865
Leadership 1/5
There is a need for more Dahjor Fur!
>Charisma 2
>Leadership 1
You have found only one adviser that will work for you.
His name is Michael Stemins.
>Charisma 2
(Free Action: 2 Questions to Michael.)
>>5856
The mine broke apart and the accident made a big scene!
(Reveal)+Building: Mine Level 1 (Damaged)
>>5866
TWKSC 1/5
Tournament 1/3
>>5867
Preservation 1 / 2
Some of the food became soiled!
-100 Humans
-20 Elves
Final Draft 2/3
>>5868
+Building: Walls Level 1
The walls do well to protect the people!
+500 Humans
Walls Level 2 (2/5)
+Building: Mine Level 1
Mine Level 2 (1/5)
After a search, you have realized there is no tutors in your nation that is smart enough to teach you.
You could, however, issue a tutor from a neighboring nation or from the Capital.
+50 Infantry
>>5871
(Include the progress made for each progress, make my job much much eaisesr)
Mines 3/4
You have lost some of the materials to build!
There is a need to gather before you're completely out.
Militia Training 2/5
Coastal Fortifcations 3/4
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4d8ca6 No.5893
>>The Road Project
Two Nations have completed their road system.
Two have not.
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4d8ca6 No.5894
>>5857
>>5841
Dressed poorly a messanger courier arrived, one for both the noble Lord Edward of Zephos, another for the most durable Lord Bob of Epidemica.
Lord Sohneins of Salvynia believed both of his fellow lords to be men of wisdom and understanding and while they may have had their differences seeking a solution to the Empire's so evident problems Sohneins remained firm in his belief that both Lord Edward and Lord Bob had remained ever loyal to the realm and it's people.
In an effort to strengthen the stability in the West he would offer both of the lords the right of passage through his lands whenever they required it, as well as both moral and material support should hardship overcome their nations.
Furthermore Lord Sohneins would renounce any and all claims that he or any of his people may have had on the lands of Epidemica or Zephos.
While it should not be necessary to state Lord Sohneins would obviously come to the aid of any members of the league should they come under attack from any of the other vassals, or beware, even from one of the other members.
To prevent such events any and all provocations amongst the members such as clandestine actions or outright insults were of course unacceptable.
Should further Lords wish to join this coalition Lord Sohneins would suggest a vote of the current members, whether to choose by majority, 2/3rd majority or unanimous vote was up for discussion.
Lastly Lord Sohneins suggested the name of the group to be "The Loyalist League", however should either of the Lords have a better suggestion it would certainly be welcomed.
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4d8ca6 No.5895
| Rolled 26, 42, 82, 51 = 201 (4d100) |
>>5892
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,000 Elves
>Military: 8,000 Infantry
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Farm Level 4
Mine Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
1. Fishing Port 3/4
2. Shadow Temple 3/4
3&4. Temple school to the god of knowledge. 0/?
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4d8ca6 No.5897
| Rolled 98, 38, 20, 41 = 197 (4d100) |
>>5892
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Advisers:
+ Cassius Blaublut (Male, 278)
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
+ Combat Training 4/15
1. Slowly but steadily the Wine Vine's were growing, despite miserable weather and dead earth. Or perhaps more disturbingly, because of it.
+ Wine Vine 1/2
2-3. Well well well. Cut by the own guards? Then again he asked for it, training tirelessly. But perhaps this was a sign. A sign that the sword was not what Sohneins needed right now. He had been talking to people all day, most of them vampires and most of them didn't seem to stand him one bit. Of course they could be there enemies, but at least he could be affably evil to them. Perhaps it was time he tried to be a bit more charming? A crazy idea, but worth an attempt.
4. He had gotten in contact with the great families of Salvynia, spoken to their advisers and his mages, fought with his guards. He had socialized quite a bit but all of the people he had interacted with were vampires. There was an even bigger silent group within his lands and it were the humans. Humans like himself. Perhaps if he went down to the villages and had a chat with some of them he could find one way or another to improve their lives. Hopefully this wouldn't stretch his cut all too much.
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4d8ca6 No.5898
| Rolled 21, 39, 28, 19 = 107 (4d100) |
>>5892
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value.
>Population: 10,000 Humans
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 50 Archeologists.
>Buildings:
+Building: School Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos looks approvingly at his reports. “Excellent the schools have been completed. It has been too long since the old ones were burned down during the great fire a generation ago.” Zephos recalls his father telling him stories of the great infrastructure the land of Zephos used to have. Lord Zephos decides that he will not be satisfied with just this, he will continue to improve the educational value of his lands until other parts of the empire send their children here to learn. But first he will need to recruit architects specifically for constructing schools and universities.
1-2. Hire a great many architects for what we will call the Horizon Project. We will build a city of education in Zephos. The city will be designed to allow all forms of study, research and education from politics to history to war tactics to swordplay. The Architects hired for this endeavor will all be paid handsomely for their work.
3. It has been too long since we have held a rally. It is time to boost the loyalty of the people.
4. Continue working on that shipyard. 1/4
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4d8ca6 No.5899
| Rolled 75, 68, 33, 64 = 240 (4d100) |
>>5892
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 1
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,500 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1, Shipyard Level 1, Storehouse Level 1
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stockpiles of Fish, 60% Filled
Storehouse Level 2 (1/2)
INT Training 3/5
1. Finish the Storehouse.
2. Intelligence Training
3. Begin building Warships
4. Upgrade the Military Docks.
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4d8ca6 No.5900
| Rolled 48, 94, 84, 39 = 265 (4d100) |
>>5892
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
>Buildings:
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Schools 3/4
Barracks 2/4
Mine 3/4
1 Finish the Schools "I ask you my subjects to support your brightest children and give them the skills to support Epidemica by enrolling them in our new Schools"
2 Finish the Mine "I congratulate you explorers. I hope to find the explorers guild will be on hand for me as I have need of you and yours as we look to expand upon our nation's natural reserves of mineral and agricultural wealth"
3 Retain the Explorers Guild of Epidemica to help us expand the resources of Epidemica
4 Have Ruber try his hand at directing the construction of the Barracks, artist views on what will inspire our Soldier and Guard recruits could improve morale.
>>5894
A rider comes with the message with a green arm bandage with the white mask of Bob Hexxus emblazoned on it
The idea of a Loyalist League is agreeable and your concessions noble, Lord Sohneinsand, we will join you in support of our mutual intentions to honor the spirit of our Late Emperor Bello.
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4d8ca6 No.5901
| Rolled 96, 73, 79, 74 = 322 (4d100) |
>Lord's Name: Daveth Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag - 12 [Trained in: Combat]
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
300 Local Knights
>[UNIQUE] Heroes
N/A
>Buildings:
Farm Level 3
Barracks Level 1 [1/5]
Watchtower Level 1
The Winter Knights Society Castle Level 1 [1/5]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
>Project:
Tournament [1/3]
1: Keep holding that tournament.
2: Keep up the work on the improvements to the Winter Knights Castle
3: Research on Holy Magic.
4: Keep training Jory in stewardship.
Free Action: Lord Kellingstag sends envoys to Thuclyd, hoping that the Patriarchate would be interested in joining in alliance should worst come to worst and the unrest from the Emperor's passing boils over to open warfare between his vassals. Lord Kellingstag is a pious man and sees an alliance with the church as a good step towards ensuring that a proper candidate is seated upon the throne…wait, no that sounds evil. He wants to ensure that the empire isn't ruled by a tyrant and thinks the clergy doesn't want that either.
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4d8ca6 No.5902
>>5892
Thundering Hooves approaches the chieftains tent with a stride of pride and strength in his step. "Grand Chief Howling Coyote of clan Clever Snout, change is coming to our land." The Clever Snouts and the Broken Mane have had a strenuous history in the past. Territory disputes and ancient tribal grudges carry deep between the two. "The outsiders face change at the death of their emperor, whether you respected the man or not he allowed us our freedom while he held our land under his power. His successor may not be so kind. The outsiders find strength in the unification of others, as kin of these plains we must do so to. If we do we can not only protect our land but also claim others for ourselves.
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4d8ca6 No.5903
| Rolled 29, 98, 54, 99, 50 = 330 (5d100) |
>>5892
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,115 Aruile Defenders [UNIQUE]
5,230 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 1
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Mine Level 2 (1/5)
1. I'm going to capital on royal summons form the emperor himself anyway, arrange for a tutor to meet me their
2. Dig deeper, we don't know what untold wealth these mountains hold
3. The farms shall be expanded upon as well, so that we can feed more people, and have more people
4. Search the empire for a blackpowder Engineer, I want an Iron company for Aruile, so that we won't lose so many good men when the beastmen come at our door, to fill them lead and shot would be a much more preferable option!
5. Free action, recruit more infantry
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4d8ca6 No.5904
>>5892
>>>>Lord's Name: Lord Thundering Hoof
>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>Skill:
>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>Bonus:
>>>>Kingdom's Name:Broken Mane
>>>>Color: Tan 9
>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>Population:
>>>>Military:
>>>>Buildings:
>>>>Technology:
>>>>Magic:
>>>>Skill
>>>Leadership Level 1
>>>IB-Leadership Level 4
>>>Combat Level 4
>>>Charisma Level 2
>>>Wisdom Level 1
>>>Intelligence Level 1
>>>>Bonus:
>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>Population: 300,000 Humans
>>>>Military:
>>>1,000 Horse-Riders
>>>500 Horse-Archers
>>>2000 Archers
>>>>Buildings: [NOMADIC]
>>>Hunting Field Level 4
>>>Stables Level 2
>>>Barracks Level 2
>>>>Technology:
>>>Horse-Riding Level 3
>>>Utility Crafting Level 2
>>>-Horse Equipment
>>>Weapon Crafting Level 2
>>taming animals 1
>>>-Bows and Arrows
>>>>Bonus
>>>Nomadic
>>>Land contains smaller tribes [NPC controled]
>15 hawks
1:Train a select few individuals of the tribe to become great beast masters. They will be trained in everything from dog taming, horse training, to falconry
2:Find whatever killed those men and capture them.
3-4:"Unity." The chief shaman said.
"Unity." The general says.
"UNITY!" The crowd roars.
And with that the flaming arrows are fired and council is called. The Council of Plains will now soon be under way.
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4d8ca6 No.5905
| Rolled 34, 81, 60, 25 = 200 (4d100) |
>>5904
rolls
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4d8ca6 No.5908
| Rolled 64, 20, 25, 14, 97 = 220 (5d100) |
>>5853
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
+Lord's Bonus [Fear of Abandoning] - Less chance of military running away
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population: 350,000 Humans
>Military:
5,000 Infantry
280 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Magic:
>Bonus:
Masks
Information Trade
5th action/roll is the bonus action
1. Work on the Allied Road Project
2. Continue expanding the spy network 3/5
3. Continue building the assassin school 3/4
4.5. Find out information on the Dalterran Freelands and it's leader
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4d8ca6 No.5909
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
20,000 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
>Magic:
>Bonus:
Breeding
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4d8ca6 No.5910
>>5906
A return message is sent by raven, the baron having lost to many footmen already sending them through the tall, dark woods that surround his barony.
"His Holiness, Patriarch Epiphotous I, The Baron Lord Caius accepts your proposal of an Alliance, and welcomes any assistance from the great land of Thucyld, and in return we offer the same as what your treaty entails, and an offer of trade between our realms."
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4d8ca6 No.5911
| Rolled 2, 89, 66, 71 = 228 (4d100) |
>>5909
1. Our allies to the south require Lumber, for ships, wooden stakes, and defenses. We also require ourselves.
Set up large lumber mill industries around our forests. When it's finished we should be able to export would to our allies along the Iron Corner. The extra would should help us build the Terraces as well.
2. Terrace construction shall continue
[Wonder] TGRTS 3/12
3. As will our Barracks in every town and province.
Barracks 3/4
4. The School of War shall be completed as well.
School of War 3/4
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4d8ca6 No.5912
>>5911
Split the 89 into the Lumber Mills
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4d8ca6 No.5913
>>5896
Sometime in the night a lone man wearing a set of simple, ornate robes and a wide-brimmed hat arrives in Jarrow. While simple in appearance at a glance, a more thorough look by the guard shows a number of abnormalities. Raiment of fine and foreign make, a blade the sings faintly when it is drawn from its scabbard, and a mask over his face. Still, with his blade tied to its scabbard, he is let in all the same, claiming to be a messenger.
On he rides to the Chapel of the Monolith, paying in a foreign coin for the stable, and walks in, asking to see the Patriarchatus. When, finally, he gains audience, "My name is Keenan Malik, the Self-Proclaimed King of the Deltaaran Freelands. I extend greetings to you, Epiphotous I, Patriarchatus of the Church of the Sacred and Divine Monolith, Guardian of the Holy Stone, and Vicar of Many Divines." He'd been very careful in this message.
"The Deltaaran Freelands have oft been called such because of the lack of rule there. Mountain holes home to all manner of bandits, creatures, and those rare individuals with the strength and dedication to cull them when necessary. This, after my intervention, and yes, that of the whole clan, is no longer the case. All the residents have finally been united under one banner, the banner of Clan Malik. The only hitch in this is…well, we have no Emperor to validate my rule to the Empire at large. Which is why I'm here. In the chaos to come, I cannot be sure that the neighboring nations will not come down to take advantage of my people, claiming my hard work to bring order as their own. I need recognition. If not in the eyes of the Empire, then in the eyes of the Church.
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4d8ca6 No.5914
| Rolled 52, 29, 55, 16 = 152 (4d100) |
>>5892
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 2/6
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop 1/4
1-2. Build the perfect workshop! A Clockwork workshop!
3-4 Work on Clockwork men! +5 tech rolls +Blueprints +Inventors
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4d8ca6 No.5916
>>5892
Two questions for Octavian:
1. How long does it take for a person with the potential to learn blood magic?
2. How to detect blood magic?
Two questions for Evangeline:
1. How to tell if someone has the potential to become a blood mage?
2. What can one do with blood magic?
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4d8ca6 No.5917
| Rolled 77, 17, 48, 44 = 186 (4d100) |
>>5892
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 1
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
1/2. Continue training in the ability to lead my people to prosperity.
3. The Cloak would have to wait, instead a different show of my passion and ability. A pilgrimage to the Dwarven temple and then a tour of the Country to boost approval and happiness sounded like a good idea. Bring this adviser along with us, we have a few questions.
4. The Garden had always been a mysterious place, and it would be best not to tamper with it, try and make a facility outside of it were we can house and breed the dahjor.
Free Talk 1: Why did you agree to stand by me, or at least attempt to make this country a greater place?
Free Talk 2: What do you want of me personally, and do you think those feelings are reflected by the common folk?
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4d8ca6 No.5918
| Rolled 49, 28, 34, 69 = 180 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,500 Weremonsters Monster Slayers
3,000 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
-Taming Lvl 2
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
Slightly Happy
>Vampire Slayers 1/3
1,2. Continue training slayers.
3,4. Create a special blessed place for my slayers and warriors to be trained, where every dark art of our kind shall be practiced and trained. [Create Wonder: The Dark Core]
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4d8ca6 No.5920
| Rolled 73, 80, 64, 46 = 263 (4d100) |
>>5892
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1. Finish the mines (3/4)
2. Gather timber for the stake-hedges
3. Continue training the militia (2/5)
4. Finish the coastal fortifications (3/4)
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4d8ca6 No.5922
>>5920
Psst, if you worked on the road, I could give you the Timber and you can focus on the stakes. Regardless, if you're not able to, I'll send in workers next turn to help.
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4d8ca6 No.5923
>>5902
>Charisma 2
"So you wish for us to go to war? Why should we trust you? Even though, my ancestor wishes to see you burn."
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4d8ca6 No.5924
>>5916
Octavian
1. "Ahh yes. To learn blood magic. We, vampires, have a great affinity for such magic, yes. However, I believe blood magic is not something learnt. No, I believe that it's a gift for the people to lead. Yes."
2. Yes, it is not a feeling I can describe. No, you'll feel a chill and you'll know. Yes, you'll just know, when blood magic is in the midst.
Eva
1. There's no sure method. If I have to say anything, it just happens.
2. All sort of styles really. One vampire can transform blood into a solid shape. I, for instance, can use it too detect lifeforms that contains blood.
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4d8ca6 No.5925
>>5921
"Of course." Keenan gives Epiphotous a bow, "Pleasant dreams, Patriarchatus." He lets himself be escorted away to a fine enough chamber for the evening. The materials might be rare enough out in the Freelands, but here they are plentiful enough for him to sleep soundly till morn.
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4d8ca6 No.5926
| Rolled 13, 38, 6, 31 = 88 (4d100) |
rolls
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4d8ca6 No.5927
| Rolled 95 (1d100) |
>>5895
>>5924
d100 for magic at bello's request
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4d8ca6 No.5928
>>5914
>>5909
>>5908
A rider in the livery of the "royal" house of Puszczagóra rides up to the respective residences of Elric Assuran, Ksheng Shiwan, and Bayushi Karasuba. Reigning in, the riders throw a small package at each of the guards, with some variation of "FOR YOUR BOSS, NERD".
Inside the package is a note, which says:
"Hey, listen guys, sorry I'm not pulling my weight on the road right now, but I want to get these projects finished up. As soon as they are, I'll throw all the men and gold I can get [ITT: all four rolls] into it until it's done. Thanks for understanding.
-Himalia"
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4d8ca6 No.5929
>>5895
+Building: Fish Port Level 1
+800 Elves
+Building: Shadow Temple Level 1
(Unique) Temple of Knowledge School 3/4
>>5896
+Technology: Preservation Level 1
Preservation Level 2 (1/3)
+Technology:
Final Draft: "Emissi Popularo"
>>5897
+Building: Wine Vine Level 1
Wine Vine Level 2 (1/3)
Charisma 1/15
>Charisma 2
>Leadership 3
You began to ride down to the commonfolks.
While, still groveling in your appearance, they also look at you with disdain.
>Wisdom 2
You have no idea, why.
(Free Action: 1 Question)
>>5898
Horizon Project 1/12
The rally was not so bad.
Loyalty 1 / 2
The expedition arrived! They received notes of what appears to be explanation of the artifacts. Some of the words were lost in translation but it appears to go something like this.
"Weapons... for good or worse.... hands of a chosen... never wielded... "
>>5899
+Building: Storage Level 2
Holdings ( 12 % )
INT Training 4/5
Warship 1 / 2
Military Docks 1/4
>>5900
+Buildings: School Level 1
+Building: Mine Level 1
Mine Level 2 (1/5)
Explorers Guild Hall 2/4
Ruber leaded the builders in what to do! Though, he wasnt that capable, of course.
But he also did get to meet some of the soldiers.
Barracks 0.5 / 4
Ruber - +[IB-Leadership] +[Leadership]
>>5901
The Tournament is held!
(Free Action. Choose one.)
Host tournament for...
[1 Turn]
[2 Turn]
[3 Turn]
(Does not take up an action.)
One of knights proved himself to be quite remarkable!
-1 Local Knights
+Heroes:
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
WK Castle 3/5
There is said to be a temple at Thuclyd where a the Holy God guides over and the Patriarchate is a wielder of such magic. Maybe, over there will have more information about Holy Magic.
>>5903
You have gained a Tutor by the name of Michele Racliffe.
Mine Level 2 3/5
Farm Level 3 (1/6)
>INT 1
Blackpowder 2 / ?
There have been test models of gunpowder guns, but none of them are truly effective or efficient as of yet.
+50 Infantry
>>5904
Heroes Training 1 / 5
After following the tracks, your men reported of a large herd of beastdogs in the woods.
They appear to be very, very hostile.
Council of Plains _ 1/4
(Fill in the blank in what type of building should represent the council)
>>5908
Roads 1/3
Tell when to PM
>>5911
Lumber Mills 1/4
TGRTS 4/12
+Building: Barracks Level 1
+Building: School of War Level 1
>>5914
( The 1/4 was meant for something else entirely, not on the workshop.)
Grand Clockwork Workshop 2 / 10
Clockwork Men 3 / 6
>>5917
(Include the progress of your project please)
Leadership 2/5
>Leadership 1
>Charisma 2
The people only look at you with less interest.
>Wisdom 3
It was probably because, the common-folks do not seem to look up to you as one that can leader, whatsoever.
Dahjor Breeding House 1/3
The Adviser responds with...
1. My lord, I have seen that no one else would try to be on your side. However, your father made me promise to at least look out for you.
2. My lord, I only wish for you to go as far as your wishes commands you to. And your wish is what embodies what the good-folks wish too.
>>5918
+Technology:
Vampire Slayers
+50 Vampire Slayers
The Dark Core 2 / 8
>>5920
+Building : Mine Level 1
You have found timber and immediately began to work again.
Stack-hedges 2/4
Militia Training 3/5
+Building: Coastal Fortifications
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4d8ca6 No.5930
>>5929
>For the people still doing the pre-summoning timeline
Congratulations, you followed the rules!
But now, it's back to after the summoning.
>Voting
The second vote will still happen in [Turn 10].
Exactly, right after [Turn 10] will be updated.
>Afkers and open slots
For now, we pretend those places don't exist. However, at the end of [Turn 8]. These slots will become NPC's. These slots will still be open to players. New players can either run the same nation the afkers/npc built or fluff it that they tookover the new kingdom.
>The Map
I hope to include all wonders in the map (through Whitedeath) . But sometimes, I don't feel like it ( by asking Whitedeath).
If you wish to include your own [Wonder] yourself in the map, feel free to do so. Just get the most updated map in the thread, add it in (try to use the same style for the other [Wonders] ) , and I'll start using that map, instead.
>People that missed a turn
So I'm trying to get everyone updated the same amount as everybody else.
So if you miss one or two turns, pm me or make a post saying so.
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4d8ca6 No.5931
| Rolled 79, 10, 82, 93 = 264 (4d100) |
>>5929
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 1
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,500 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stockpiles of Fish, 12% Filled
Military Docks 1/4
Warship 1/2
INT Training 4/5
1. Intelligence Training
2. Finish the Warships
3. Build the Military Docks
4. Add on and upgrade the Fishing Port.
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4d8ca6 No.5932
>>5927
Nature Magic
-Nature Channeling : Changes an object into a random material of nature.
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4d8ca6 No.5933
| Rolled 31, 71, 57, 12 = 171 (4d100) |
>>5923
"I am not asking for us to go to war. I am asking for the thing that has crippled the strength of our tribes for generation. I am asking for unity."
>>5929
>>>>Lord's Name: Lord Thundering Hoof
>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>Skill:
>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>Bonus:
>>>>Kingdom's Name:Broken Mane
>>>>Color: Tan 9
>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>Population:
>>>>Military:
>>>>Buildings:
>>>>Technology:
>>>>Magic:
>>>>Skill
>>>Leadership Level 1
>>>IB-Leadership Level 4
>>>Combat Level 4
>>>Charisma Level 2
>>>Wisdom Level 1
>>>Intelligence Level 1
>>>>Bonus:
>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>Population: 300,000 Humans
>>>>Military:
>>>1,000 Horse-Riders
>>>500 Horse-Archers
>>>2000 Archers
>>>>Buildings: [NOMADIC]
>>>Hunting Field Level 4
>>>Stables Level 2
>>>Barracks Level 2
>>>>Technology:
>>>Horse-Riding Level 3
>>>Utility Crafting Level 2
>>>-Horse Equipment
>>>Weapon Crafting Level 2
>>taming animals 1
>>>-Bows and Arrows
>>>>Bonus
>>>Nomadic
>>>Land contains smaller tribes [NPC controled]
>15 hawks
1:Continue training the elite beast trainers. 1/5
2:Send out our most well trained hunters and warriors to go kill the hell dogs.
3-4: The Council of Plains is an event that only happens during times of great change between the tribes. When it is called delegates of each tribe are called together to meet and discus the event which has caused the calling of the meeting. For this a large hall is created made of wood from the territories of each of the tribes, making it stand out from the normal tents made of animal hides normally used.
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4d8ca6 No.5935
| Rolled 86, 62, 45, 64 = 257 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
The Dark Core 2/8
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
Slightly Happy
1,2,3. Jundri oversees the newly trained Vampire slayers, over 50 men and women equipped with the best weapons and armor Iloden could offer…and was dissapointed. The neighboring country was teeming with vampires due to one supremely incompetent lord Sohnhein, and he would need both skilled slayers and better weaponry. But the first thing he was going to focus on is there skill, which would be able to best any weapon the enemy had. Dismissing the troops and their trainers he walked down the tall spire and then out of the building into the everlasting night air. He smelt incense in the air, and followed it to the construction zone of The Dark Core. Once the bleak church like building was finished it would hold everything the nation needed to rid the empire of its plagues…[continue The Dark Core]
4. Meanwhile there was something else he needed, heavier and stronger infantry. Nigh on everyone in Iloden was that when in their beast form, but he needed something stronger…which meant permanent werebeast. Mainly those of the draconic subtype, due to their strong scales and muscle, and those of superb height. [Train Draconian Heavy Infantry]
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4d8ca6 No.5936
| Rolled 59, 23, 24, 59, 71 = 236 (5d100) |
>>5929
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,115 Aruile Defenders [UNIQUE]
5,280 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 1
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Mine Level 2 (3/5)
Farm Level 3 (1/6)
>Research and Skills:
Blackpowder 2/?
1/2. Pour over every available means possible to construct a working viable black-powder arm, safely away from the city, of course
3. Finish those mines, if we are to continue arming our troops for the…. something, we'll need Iron to do it, and gold to pay for it.
4. Begin lessons under Michele Racliffe
5. Free action - again more infantry
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4d8ca6 No.5939
| Rolled 5, 28, 1, 56 = 90 (4d100) |
>>5929
1. Train our Generals and our Military and Population in our primary modus operandi, the Shiwan's unique Pike-Shield Formation.
Masses of men are trained in the usage of Long Pikes, longer than any spear or sword and to march in tightit formations including wedges, squares, lines, and Phalanxes.
The elongated Pikes are stacked behind each other just as the men are, making an impenetrable wall of pikes that is impossible to approach without being impaled.
The Pikes are often tipped with hooked ends, making them effective at ensaring the legs of any cavalry who attempt to get close.
In defense against Arrows, Spears, and Javelines, the pikemen are also trained to carry and hold a tall tower shield, and create shield formations such as the Turtle, or the Shield Wall.
It is a highly organized and disciplined style of fighting, requiring an understanding of the concept by both soldier and General, as such we will need to simultaneously ensure both are well versed in it.
Barracks Level 1
School of War Level 1
2. Start collecting Black Powder for ranged weaponry, our nation is already familiar with them, having been the first to discover it. During the winter seasons locals even use them in fireworks.
But I believe that an investment in existing firearms is important.
The development of Powder Weapons will complete the missing key to our Pike Square in a future formation already being developed by our wise Zun Zu, in what he calls a "Tershio"
>Collect Black Powder
3. Instill (Loyalty) among our people through the barracks by creating a [Military Society], espousing the ancient values of Shiwan soldiery, where even the lowly farmer can become a hero.
Days of training with spears and learning the martial arts will install a sense of martial pride among our populace.
https://www.youtube.com/watch?v=ZSS5dEeMX64
Barracks Level 1
School of War Level 1
4. TGRTS 4/12
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4d8ca6 No.5940
>>5939
>5
>1
Oh yeah. . .we really do have a long way to go.
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4d8ca6 No.5941
| Rolled 64, 39, 10, 51 = 164 (4d100) |
>>5929
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Building: Coastal Fortifications
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1&2. Finish the hedges around the towns
3&4. finish the miltia training.
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4d8ca6 No.5944
>>5908
>>5941
>>5914
A formal letter is written by Quin Shiwan to all member parties of the Corner of Steel, as well as to Aruile
>>5936
"My dearest friends and closest of allies, it has come to my attention that the state of Aruile, led by the honorable Caius Serviluis, share many of the same noble goals and ideals my people do, and being neighbors, would be profitable to ensure cooperation among our two peoples. The Aruile espouse many of the same ideals on heroism, martial pride, honor and glory that the Shiwan look up to, and I believe, many others ought to as well.
If it pleases the members of the Iron Corner, I would like to extend a formal invitation to our great pact that provides us with the security and bond that transcends boundaries, held together by a road like chain that cannot be broken.
Let it be known that Shiwan intends to cooperate with Aruile, our northernly neighbor, and would like to open up the chance for it to cooperate with us all."
>This is me asking if scruffy can join our awesome club, he has much to offer and I think we can help him achieve a lot of what he wants to do
>Winters, Anniria, Curious PM me when you can, we need to talk
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4d8ca6 No.5945
| Rolled 80, 52, 83, 54 = 269 (4d100) |
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Advisers:
+ Cassius Blaublut (Male, 278)
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
+ Combat Training 4/15
1. No matter how much Sohneins tried the situation in Salvynia seemed beyond him. His skills in leadership did him no good, he wasn't wise enough to understand the issue nor was he smart enough to solve them, he wasn't even charismatic enough to gather help from others.
He had to improve, however improving was a long and ardeous process, the time it would take him to gain better standin with the people on charisma alone would require more time than build a set of barracks and a castle to go with it. He needed some way to speed up the learning process, perhaps some silence would do him good?
+ [Wonder] Silent Gardens (speed up character training)
2. Sohneins felt like shit, but there was one person even more incapable of handling their lands themselves. The Lord of Iloden a both shortsighted and small minded man rules over a dangerous powder keg of a county. It was no doubt only a matter of time until ravaging weremonsters were to cross the border looking to spill blood. A new form of soldier was required, Weremonster Hunters.
3. Spies and assassins loomed anywhere, while the Scorpion Clan had certainly perfected the art Lord Sohneins had nothing close to the capabilities. He did however have a nation full of night creatures with to him questionable abilities that could serve the purpose of spies and assassins all too well. A new addition for the Castle of Nachstein was to be constructed.
+ [Wonder] Tower of Shrouds (A tower to train assassins and spies in)
4. Last but not least the County of Sylvania had fallen behind in terms of technology decades, potentially centuries ago. They hadn't come up with any great inventions in terms of anything, though that was potentialy a result of years of famine and desperation. A new weapon needed to be introduced to the arsenals of the army, a weapon that could punch through shields and armor like it was nothing and which was of course ranged. Some smart mind should get to work on that.
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4d8ca6 No.5946
| Rolled 2, 86, 37, 48 = 173 (4d100) |
>>5929
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,800 Elves
>Military: 8,000 Infantry
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
1. Finish up the temple of knowledge school 3/4
2&3. Start setting up a spy network throughout the kingdoms and in the capitol. The capitol especially, I want to see what is so bad about the heir. The worshipers of the shadow god should come in handy for this. Glad I had their temple built before I left.
4. When the temple school is done I will go learn myself. Train intelligence.
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4d8ca6 No.5950
| Rolled 49, 59, 97, 86 = 291 (4d100) |
>>5929
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
>Buildings:
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Explorers Guild Hall 2/4
Barracks 0.5 / 4
12 Continue to build up the Barracks, Some valuable lessons are learned here for those that attend and those that watch over the progress.
34 Continue to patron the Explorers Guild to gather explorers and organize themselves into a body that can lend their skills ably to the people and bring in the Guild-master of Explorers who I hear has traveled through every kingdom in our Empire and is quite the font of obscure knowledge.
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4d8ca6 No.5951
>>5944
AS per standard for all messages that travel out of Aruile, a raven arrives at the palace of Quin Shiwan bearing the seal of the Barony of Aruile.
"Most Gracious neighbor, I thank you for your letter and praise your hospitality, and have every intention of joining the Iron corner, and will begin construction of a joining route to the Road network you have already established. Our future will be as bright as the morning sun."
The Baron von Servilius
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4d8ca6 No.5962
| Rolled 78, 39, 35, 39 = 191 (4d100) |
>>5929
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value.
>Population: 10,000 Humans
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 50 Archeologists.
>Buildings:
+Building:
School Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos goes over the few scattered reports, he doesn’t see a direct connection to Akkadian but that doesn’t mean that there isn’t one. For now they might as well attempt to see if some of these “chosen” are amongst his soldiers. Apparently the weapons have never been wielded but that could mean many things. Someone worthy was never found, they were too dangerous to wield or… Something else. Regardless we might as well find out.
1. Continue to work on the Horizon project, we will become a treasure of the empire. Horizon Project 1/12
2. Continue trying to inspire loyalty in the Populace. Lord Zephos will make personal appearances and appease the populace. Loyalty 1/2
3. We will try to have the soldiers and the Treasure Hunter Soldiers wield the various weapons, see if anything extraordinary happens.
4. Meanwhile progress on the Shipyard continues. 1/4
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4d8ca6 No.5965
| Rolled 58, 66, 98, 47 = 269 (4d100) |
Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag - 12 [Trained in: Combat]
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
>Buildings:
Farm Level 3
Barracks Level 1 [1/5]
Watchtower Level 1
The Winter Knights Society Castle Level 1 [3/5]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
>Project:
Tournament [Complete-In Progress]
Free Action 1: The Grand Tournament proceeds for a span of [THREE TURNS], with all knights of Stagfeld showing their mettle in combat.
Free Action 2: Lord Kellingstad graciously accepts the terms of the alliance with Thuclyd. In addition to this, Kellingstag offers his son up as a ward of the Partriachate to be taught the importance of serving the church in all things.
1. Keep working on the Winter Knights Castle.
2. Continue barracks construction.
3. Teach Jory military strategy.
4. Work on improving my intelligence, maybe study some history.
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4d8ca6 No.5967
>>5933
"…And why should we believe you?"
>Roll1d100
>Enemy Leader (-10 value)
>Charisma 2
(Need a roll value over 60 to be successful)
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4d8ca6 No.5968
| Rolled 30, 3, 53, 11, 5 = 102 (5d100) |
>>5929
>Lord's Name: Bayushi Karasuba
>Fluff: Highly skilled in the subtle art of politics, Karasuba was delighted when she learned that she was to be her father's Heir to the clan. It was truly such a tragedy when her father was found dead a week later, his own blade thrust through his heart. With a great sense of duty Karasuba took the seat of power within her lands and proceeded to rule as any Scorpion Leader should, with ruthless efficiency and subtle grace. Her brother at her side as her sworn protector, Karasuba does not feel the need to fear those of her clan that would see her family removed from their ancestral seat of power. Now the Emperor has called a meeting of the lords, and as any dutiful servant Karasuba has come. A sense of delight races down her spine as she prepares to enter what may be an exciting political battlefield, perhaps she may find someone who catches her eye here, but beware any who would attempt to double-cross the Lady of the Scorpion Clan, for her vengeance is swift and merciless.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Charisma Level 4
Combat Level 1
Wisdom Level 4
Intelligence Level 4
>Heir/Heiress: Bayushi Shiba (younger brother)
>Bonus:
Polictics and Deciet (Spy/Assasins/Etc) Actions are given +15 role value
Lord's Bonus - Grants an extra turn dedicated only to nation's Spy Network. -50 Roll value
+Lord's Bonus [Fear of Abandoning] - Less chance of military running away
>Kingdom's Name: Scorpion Clan
>Color: Red 14
>Fluff: Within the lands of the scorpion, information is both open to everybody, and a closely guarded secret. The villages and forests surrounded by mountains embody this to a great degree, for while it is foreboding to some and others dare not enter the lands, those that do are welcomed with open arms. Celebrations are a huge thing within the Lands of the Scorpion Clan, after all, everyone lets their guards down during festivals and parties. the Scorpion is often referred to as the Underhand of the Emperor by those outside it. It is a land of spies, manipulators, and assassins who valued loyalty and duty and for whom the ends justified the means. The samurai of the Scorpion clan understood that by dirtying their hands, they ensured that no others need do so. Embodying this openly quiet aspect every Scorpion citizen wears a mask, the mask type and design is up to personal preference and is taken very seriously by the citizens of this land. A Scorpion would no sooner be parted with their mask than they would their name, the removal of a mask a very personal sign of trust to whoever they deem worthy of seeing what lies beneath, a symbolic gesture of opening themselves to those they trust. As such any walking the lands of the Scorpion, foreign or no, unmasked is seen as either a fool, so willing to trust those they do not know, or an exile, to be ignored at best, the worst punishment and also the worst crime is to be forcefully unmasked, especially in public.
>Population: 350,000 Humans
>Military:
5,000 Infantry
280 Spies
10 Assassins
>Buildings:
Farm Level 4
[UNIQUE] Spy Network Level 1
Scholar House Level 2
>Technology:
Espionage Level 2
Weapon Crafting Level 2
-Deciet Tools
>Magic:
>Bonus:
Masks
Information Trade
5th action/roll is the bonus action
1. Work on the Allied Road Project 1/3
2. Continue expanding the spy network 3/5
3. Continue building the assassin school 3/4
4. Train more spies.
5. Find information on the Broken Mane tribes.
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4d8ca6 No.5969
| Rolled 23, 12, 92, 47 = 174 (4d100) |
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 3/6
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop 2/10
Dream fading 1/4
1-4. Before I lose my dream and it fades into obscurity I will finish it. Continue the construction!
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4d8ca6 No.5971
| Rolled 88, 52, 50, 30, 67, 50, 100, 58 = 495 (8d100) |
>>5892
My Stuff:
http://pastebin.com/rWgAkDsT
1-3; Continue my studies with Tutor
4-5; Continue Combat training
6-8; Call for better blacksmiths!
Leadership 3/5
Combat 1/5
Blacksmith 1/5
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4d8ca6 No.5972
| Rolled 73 (1d100) |
>>5967
"The spirits whispered unity. And so unity it will be. I come with the branch of peace it is your choice on what you do with it."
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4d8ca6 No.5973
>>5945
A messenger arrives to Slavynia late one day with a letter for Lord Sohneins bearing the seal of Zephos. It is made from a fine paper and reads as follows.
“To Lord Sohneins of House Nation. I apologize if these congratulations on your recent rise to lordship is overdue but given recent circumstances I hope that you can forgive me.
The warring families of Salvynia have long been a concern of my family and the discovery that you had brought them to heel was a present surprise. You have certainly earned your lordship, Lord Sohneins.
I am writing this letter to not only give you a belated congratulations but to offer my aid and make a proposal. Should you find that the families of Salvynia are becoming too bold, I would be more than happy to offer my aid in quelling them.
Moving on to more pleasant business, I would like to propose a trade agreement between us. To share in the wealth of each other’s kingdoms and become stronger for it. If you are interested please, visit me in Zephos or send a representative and we can work out the finer details.
I look forward to your reply and once again. Thank you for the services you have provided for this empire. – Lord Edward Ast Zephos XVII”
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4d8ca6 No.5974
>>5973
Trade? Well there wasn't a lot of things to trade for. Of course Lord Sohneins had only just ordered an expansion of the Vines that were now coming along nicely, but despite that there was hardly anything else he could offer to Lord Edward.
Of course there were some waters on the Salvynian coast, but he knew of no fishermen and honestly Sohneins wouldn't have been surprised if the fish were cow sized with razor sharp teeth and a hunger for human flesh.
Either way an offer was an offer and an invitation at that. While life in Salvynia would continue miserable as always Sohneins would travel to the island of Zephos to speak about whatever it was Lord Edward wished to address.
Since there wasn't any fleet to talk about Sohneins had to make his crossing in an unstable old fishing boat he had managed to conscript for some food.
When Sohneins finally arrived in Zephos he was glad to have left behind the dark grey waters of Salvynia, still he felt a little uncomfortable. He had never been to Zephos before, what would await him?
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4d8ca6 No.5976
>>5974
It is a bright and sunny day in Zephos, the fishing port was as busy as it always was when suddenly the dock foreman spots a strange boat on the horizon. He eyes it for a good while until it docks and the man aboard it disembarks. The Foreman is quite stunned to find that the Lord of Slvynia had answered his Lord’s initiation and arrived by an old fishing boat. The Foreman welcomes Lord Sohneins to Zephos and has some of the dock’s guardsmen escort him to the Capitol of Zephos, an old city built from one of the Babylonian ruins.
Upon his arrival in the regions Capitol city he is introduced to the Lord’s chief of staff, an older woman named Elize. She welcomes Lord Sohneins to Zephos and gives him his due respect. She also insists quite adamantly that he retire to his room and freshen up before having an audience with her lord. After that is out of the way Lord Sohneins is directed to the dining hall to meet with Lord Zephos.
At the dinner table sits Lord Zephos and his young son Daniel, who looks like he is trying very hard to remain polite and quite for their meeting. “Lord Sohneins, I’m pleased that you could join me here in Zephos. I hope that you do not mind my son joining us for our meeting, I felt that this would be a good opportunity for him to learn a few things. Please, have a seat.” Upon sitting down to the dinner that seems to mostly involve various seafood’s Lord Zephos continues the conversation. “I’m quite sorry that you traveled all the way here only for me to keep you waiting so long for out meeting. You arrived quite suddenly and I still had much work to attend to managing the region. I hope that no offense was taken.” Lord Zephos smiles kindly as he finishes his sentence and waits for Lord Sohneins response.
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4d8ca6 No.5977
>>5976
Certainly cleaner, if not any less tired than before Sohneins had become a bit more presentable.
"Of course not.", Sohneins said, forcing a smile onto his face, "Formalities are in some cases simply not necessary.". For a moment the Western Lord eyed the various seafoods, certainly he had heard of some of them, but many remained unknown to him still.
"As for your son it is only natural that he learns the tools of the trade.", Lord Sohneins turned his look towards Daniel, "I am Lord Sohneins of Nation, Count of Salvynia or whatever title that would make me. I am an upstart knight if you will. Now best listen to your father or one day you will end up like just like me.".
Turning back to Lord Edward he presented a bottle of black glass, "As you are hosting a dinner for me I believe it is only customary I brought you something of our own. It's a Salvynian wine, one fo the few things to grow in our rather.. unfertile lands. I would ask of you to drink it on your own some other time. I do not wish for you to be compelled to like it merely because it would be polite to do so.
The peasents call it 'Blood' and it has a very.. distinct taste to it.".
For a moment he fell silent, "What I wanted to say is that it's not for everyone.". Shaking his head Sohneins leaned forward, "Well then Lord Edward, you wished to discuss something.".
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4d8ca6 No.5978
>>5945
A letter arrives, a wax seal with a symbol of Iloden nobility upon it. Inside of it is a paper filled with gothic black script. It reads:
"Dear Lord Sohneins. I, Judrin von Kulendros, dearly wish to meet you in person so as to have a noble discussion of very important matters regarding both of our nations. The date I wish to meet you is XX/XX/XXXX inside of your kingdom and at your palace.
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4d8ca6 No.5979
>>5977
Lord Zephos examines the bottle of wine for a short time before putting it to the side. “Yes, I suppose we should get right down to business, but still thank you for this gift.” Lord Zephos takes out some paper outlining his deal. “Essential I would like us to enter into a trade agreement, to my understanding we both don’t have much of value in the means of exporting but I can see great potential in us both to expand into that field. I suppose what I bring to the table for this trade at the present is fish and perhaps boats. If we do go into business and wish to meet here again I cannot have myself forcing you to make the trip in an old fishing boat again.”
Lord Zephos chuckles as he looks through the papers in front of him, he stops at one in particular and hands it to Lord Sohneins. “I have started building a new city in my lands, built solely for the sake of education. Whether it is medicine, diplomacy, history or even swordplay, tactics and possibly magic. It will be a city of teachers and students to help educate the empire and if I’m being totally honest, I find myself lacking enough wood to finish the project. To my understanding Salvynia has many forest and that is what I am most looking forward to the most out of our possible arrangement. In short, I wish to build a new treasure of the Empire using the wood from your lands.” Lord Zephos stops talking and gives Lord Sohneins a chance to read over the plans for the new city and his response.
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4d8ca6 No.5980
>>5950
A letter arrives by royal messenger from Kelthas Glade. If opened it reads:
Dear Lord Hexxus,
In these troubling times I believe it is important to create a closer bond between our kingdoms as neighbors. As such, I would like it to be known that if you need any assistance do not hesitate to ask.
Signed
Lord Haleer of Kelthas Glade
>>5917
A letter arrives by royal messenger from Kelthas Glade. If opened it reads:
Dear Lord Fuilcú,
In these troubling times I believe it is important to create a closer bond between our kingdoms as neighbors. As such, I would like it to be known that if you need any assistance do not hesitate to ask.
Signed
Lord Haleer of Kelthas Glade
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4d8ca6 No.5981
>>5979
Count Sohneins inspected the plans, though not all too thoroughly. He trusted Lord Edward's words. It was an ambitious and unorthodox project to be certain. To educate the peasentry.. However these were Lord Edward's lands and as such he could do whatever he wished, as long as it did not interfere with the Imperial Law.
"I understand.", Sohneins merely said as he looked at another one of the constructions. Yes they could certainly supply the wood for this, though the question was what type of wood? With a sigh the Western Lord lay down the plans and looked at Lord Edward.
"Certainly I would love to supply you the wood and should you want it I will commence with the construction of a lumber mill at once. Salvynias woods are vast and even though they may not look like it the trees continue to grow plentiful. However I must warn you that all things Salvynian have a certain something to them. The peasant's call it "Hauch", it's as if a touch of death contiues to linger. I do not know if it will be equally strong for you, however all Salvynians are instinctively able to tell any materials that originate from their lands.".
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4d8ca6 No.5982
>>5978
"Dear Lord Judrim, your crude insults and barbaric mannerism have been far from forgotten. To invite yourself into my home after such behavior I must believe this letter to either be a threat or a joke.
You are unwelcome in the Land of Salvynia, but have this as a token of good faith, that perhaps one day you may reflect upon your words and I may reflect upon mine." - Lord Sohneins of Nation, Ruler over Salvynia
The letter comes with a black bottle filled with a deep red liquid.
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4d8ca6 No.5983
>>5981
“I wouldn’t want to endanger the faculty or students but I’m certain that we can work something out.” Lord Zephos raises his glass. “Let’s have a toast then! The finer details still need to be finalized but it is my hope that this will be the beginning of a wonderful friendship between us. To the empire!” After the toast Lord Zephos sits back down and has a pleasant meal with Lord Sohneins, his son Daniel even chimes in every now and then since the meeting was over. “And of course, once you depart for your own lands I’ll arrange for an escort and for one of our ships to take you, if you’d like. I do however insist that you stay for the night, I’m sure that you must be exhausted after having traveled so far.”
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4d8ca6 No.5986
>>5983
After a truly excellent meal Sohneins complimented Lord Zephos on his cooks. "I am pleased to see that you turn out to be such a caring host Lord Edward.", after a short pause he continued, "Of course at first I was a little surprised when I received no reply of yours concerning the Loyalist League, however it would seem though you have chosen to tread a different path you remain faithful to the idea.".
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4d8ca6 No.5987
>>5986
Lord Zephos pauses. "I'm sorry but, Loyalist league? I haven't yet heard of such a thing." The look of confusion is apparent on his face.
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4d8ca6 No.5988
>>5987
"The Loyalist League.", Lord Sohneins blinked once and then quickly explained >>5894 . "I sent a messanger to both you and Lord Hexxus of Epidemica. He has already confirmed his membership in the league.".
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4d8ca6 No.5989
>>5980
A rider wearing the green cotton band emblazoned with a white mask delivers a message that reads:
Lord Haleer of Kelthas Glade,
Your words are a blessed rain that will bring a harvest of peace in the Empire. Epidemica will look forward to a friendly dialogue with Kelthas Glade. My son Ruber expressed an interest in natural magic and this letter of yours is the perfect opportunity to inquire as to the possibility. Will await your response and further pleasant news
Yours Truly, Bob Hexxus of Epidemica
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4d8ca6 No.5990
>>5988
Lord Zephos pauses awkwardly for a moment before responding. "I never received my invitation. The messenger must have been lost at sea or during the journey." Lord Zephos pauses again as if in thought. " I can however say that given the times we live in such an alliance between the three of us would be quite welcomed. If you do not mind, before you leave could you create another one of the treaties for the league? I'll go over it with you before your departure but given our dealings I will most likely be joining."
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4d8ca6 No.5991
>>5990
"Very well then.", after requesting paper, feather and ink Lord Sohneins would write another formal offer of membership to the Loyalist League.
Every Member of the League is required to:
§1. Renounce any claims it may hold upon the lands of fellow members.
§2. Keep the Peace with all other members of the league or be immediately expelled
2.1 Refrain from any provocative actions towards fellow members
2.2 This includes clandestine actions and insults as well as other provocations
§3. Protect the other members of the League against outside aggression
3.1 This especially applies to former members who have been expelled due to said aggressions
While expected however not mandatory Members are encouraged to:
§4. Offer material and moral support in times of hardship.
§5. Suggest further suitable members for the Loyalist League
5.1 Every member may offer Loyalist League membership
5.2 If an offer to join the Loyalist League is accepted said individual will become a member of the League
5.2.1 Membership offers may be questioned by other members and will be put on hold until the issue is
resolved
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4d8ca6 No.5992
>>5991
Lord Zephos looks over the document and cannot help the approving grin from coming onto his face. "This seems like a most agreeable treaty. I would be honored to join your league." Lord Zephos writes his personal signature onto the document and hands it back to Lord Sohneins. "This has been a most fruitful night, thank you for bringing this to my attention and offering the membership, Lord Sohneins."
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4d8ca6 No.5993
>>5959
A letter for Lord Epiphotous the First arrived, bearing the Seal of Lord Sohneins of Nation, Lord of Salvynia.
"My dear Lord Epiphotous.
In these times of struggle I believe that it is most important that we remind ourselves of our duties to our people and our fellow Lords, but most importantly of our duty to the Empire.
As of a few weeks past I have been playing a part in the formation of a coalition titled the "Loyalist League". While it merely upholds the values we have all sword to the Empire beforehand I believe it is necessary to remind our fellow Lords of the vows many have taken so long ago.
As I am merely a minor Lord, not powerful in lands or armies, I ask of you to endorse this undertaking should you consider it worthy. Of course I understand that as a member of the Clergy your obligations and duties lie with things beyond material and should you choose to refuse furthering this worldy objective know that I will hold no grudge.
Yours Humbly,
Sohneins of Nation "
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4d8ca6 No.5994
>>5961
Keenan listened patiently, his posture showing his lack of cultured upbringing. That did not, however, take away from the intensity with which he listened.
"Understood," he said simply when it was done. "Now, I understand in politics, everything is a deal. Is this true for the church as well?"
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4d8ca6 No.5995
>>5980
A letter arrives a few weeks later. Inside you find the words of the young Lord Fuilcú:
Dear Lord Haleer,
It is good to hear from one of my nieghbors, I have been so busy trying to ready myself to being a leader I had nearly forgotten about the turmoil the death of the emperor had brought. You words do however put me at ease, knowing that I should have help in my time of doubt will surely help me forward.
Signed,
Lord Richard of The Hills
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4d8ca6 No.5996
>>5992
"It was my honor Lord Edward.", with a tired smile on his face Sohneins extended his hand, "However I fear I must take my leave now. I fear my subjects are in dire need of my attention, you must know they are very susceptible to feelings of neglect.", he said with a wink.
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4d8ca6 No.5997
>>5996
"Of course, Lord Sohneins. You are free to stay that night but if you wish I can make arrangements for your departure tonight." And with that their business had ended and the lords enjoyed idle chatter and a pleasant meal.
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4d8ca6 No.5999
>>5982
The vial of obvious blood is taken, and another letter is sent.
"Very well then. Take this token of good faith for the time being." Inside of the letter is a book…all about vampires.
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4d8ca6 No.6006
| Rolled 38, 77, 46, 73 = 234 (4d100) |
rolls for things
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4d8ca6 No.6008
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4d8ca6 No.6009
>Lord's Name: Roku Yatsumitsu Gedo
>Fluff: Master assassin and saboteur. Roku has taken control of the nation by eliminating the previous Emperor. He led his Elite unit of assassins In the coup and Now rules from the Shadow.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Cloudility
>Color: 4, pure black
>Fluff: The people of Cloudility have long lived hidden from sight. They were a peaceful nation, however the Rich were corrupt and would treat the commoners are filth. Catching them and keeping them as slaves and whores. The land is surrounded by a dense fog and the people are mysterious and practice an art form known as Ninjitsu. The Assassination unit has recently performed a purge, Slaughtering all Corrupt Officials and criminals.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.6011
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: The Royal Draconic Domain
>Color: (14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.6012
>>5931
Aha! Now you know!
>Int : 2
Military Docks 3/4
Fishing Port 2/5
>>5933
>>5972
"...Very well. Unity it shall be!"
Elite Beast Trainers 2/5
-25 Horseriders
The helldogs have been eliminated.
Some of the hunters say that beast's fur might be quite valuable.
Council of Plains Hall 2/4
>>5935
The Dark Core 5/8
Draconian Heavy Infantry 1/2
>>5936
Blackpowder 3/?
Mine 4/5
INT 1/5
+50 Infantry
>>5939
You have declared your nation to install a Military Society. However, the people see this action in complete outrage.
They do not wish to fight.
>Bonus: [Unloyal to Military Actions]
A large piece of the military force even decided to run away.
-2,500 Infantry
A riot now stands throughout the cities in hopes to stop war.
>Bonus: Riots
>>5941
(Include Progress)
+Building: Stake-Hedges Level 1
Militia Training 4/5
>>5945
Silent Gardens 2/6
Weremonsters Hunter 1/3
Tower of Shrouds 2/8
??? 1 / ?
(Choose how long you want the research to take)
[3 Turns]
[4 Turns]
[5 Turns]
>>5946
Uh oh! You just realized one crucial error. There is no one in your nation willing to take up as the Priest of knowledge.
You have first assembled some spies.
+30 Spies
INT 1 / 15
>>5950
(I'm assuming Ruber is still in lead with the construction)
Barracks 1.5 / 4
+Building: Explorers Guild Hall Level 1
Recruiting Guild-Master of Explorers 2/3
>>5959
+Building : Basilica of Synods Level 1
Storehouse 1/2
>>5962
Horizon Project 2 / 12
>Charisma 3
>Population: 10,000 Humans (Loyalty Level 1)
Lord's Bonus : +3 To All Rolls
Each soldier try his/her hands using the weapons. Nothing happened at all. In fact, the weapons feel much weaker then any normal, modern weapon.
Shipyard 2/4
>>5965
Winter Knights Castle 4/5
Barracks 2/5
Jorg + [IB-Leadership]x2
INT 1 / 10
>>5968
Road 2 / 3
Some nations have caught word of your spies...
+Building: Assassin School Level 1
>>5969
Grand Clock Workshop 6/10
Dream Fading 2 / 4
>>5971
+Leadership Level 2!
Leadership Level 3 (2 / 10)
Combat 3/5
+Blacksmith Level 3
A great spark of ingenuity with one of your blacksmith made him create a new kind of technology!
[Free Action : Choose one Tech]
>Weapon Crafting
>Armor Crafting
>Utility Crafting
>Siege Crafting
>Jewelry Crafting
>>6009
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Bonus:
While in a stealth combat, IB-Leadership rises to 3.
While in stealth combat and after observing a target, Combat is X. Where X is +1 the target's Combat stat.
Lord's Bonus [Into the Shadow] - Stealth actions are given +10 roll value.
Lord's Bonus [Assassination Purge] - Assassinations do not require a roll (but still require an action). They will only succeed/fail after judging the circumstances.
>Population: 200,000 Humans
>Military:
750 Elite Assassins of _
(Fill in the blank)
>Buildings:
Farm Level 2
Elite Assassin Guild Level 3
Ninjitsu School Level 1
>Bonus:
Dense Fog
>>6011
>Skills:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Population: 120,000 Cutebolds 20,000 Draconian Minions
>Military:
500 Infantry
>Buildings:
Farm Level 2
Mine Level 2
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
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4d8ca6 No.6013
| Rolled 39, 55, 17, 59 = 170 (4d100) |
>>6012
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Building: Coastal Fortifications
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1. finish militia training (4/5)
2, 3 and 4: work on the Iron Highway (road)
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4d8ca6 No.6014
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4d8ca6 No.6015
>>6012
So all nations are now filled.
However, there are still some afk nations.
If a player wants to join, please tell him/her that he/she can either replace the leader or change the nation as the player wish.>>6012
>Map
(Whitedeath) will work on the new players in the map next turn.
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4d8ca6 No.6017
>>6015
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Heir/Heiress:
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Kingdom's Name: The Royal Draconic Domain
>Color: 14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population: 120,000 Cutebolds 20,000 Draconian Minions
>Military:
500 Infantry
>Buildings:
Farm Level 2
Mine Level 2
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
Cuteboldington walked into the chamber, quite majestic despite his size. Following him were his loyal consorts, advisers and guards. He scanned the room with a innocent look, as he pondered whether or not he had come fashionably late
1: Begin figuring out how to make forges and how to metalwork. Surely, it can't be that hard right? We can at least make a Metal Pointy Stick thing, right?
2: Let cutebolds do what cutebolds do best: Make more Cutebolds. I suppose more can make the marry-er
3: Lets start the expansion of Bolderburg, with more castles, dungeons and secret passage ways. Cutebolds adore such things
4: Lets make sure that the cutebolds don't starve by making sure my people are working in the fields.
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4d8ca6 No.6018
>>6012
corrected post
>Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.6019
>>6016
If I'm reading this correctly, this is a ceremony for some sort of alliance right?
Forming alliances are free actions.
But if you're trying to get like a benefit, bonus, or effect out of this ceremony, then it's an action.
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4d8ca6 No.6021
>>5965
>Heroes
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
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4d8ca6 No.6022
| Rolled 75, 76, 46, 6 = 203 (4d100) |
>>6012
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,500 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 100 Carrier Boats (100 Units), 5 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 1, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stockpiles of Fish, 12% Filled
Military Docks 3/4
Warship 1/2
Fishing Port Upgrade 2/5
1. Continue to expand and upgrade the Military Docks.
2. Expand and upgrade the Fishing Port.
3. Continue building the newest warship; the fleet needs to be expanded a little.
4. Send out 13 carrier-boats to carefully observe the shorelines, ports and harbors of neighboring states under the pretenses of hunting down pirates and raiders.
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4d8ca6 No.6024
| Rolled 5, 8, 9, 15 = 37 (4d100) |
>>6012
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,000 Humans
+ 50,000 Vampires
>Advisers:
+ Cassius Blaublut (Male, 278)
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 4/15
+ Silent Gardens 2/6
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 2/8
+ That Mystery ??? Tech 1/?
1. For the mystery tech give me that sweet five turns to complete deluxe secret technology please. After all Sohneins wasn't the smartert but luckily he didn't have to do all the research on his own.
+ ??? 1/?
2. Trade talks with Zephos had been rather successful, it was time for Sohneins to set up a trade connection with his neighbor, faithful that he would do the same.
3. The Silent Gardens were slowly coming along. More and more they formed within the Castle's empty grey courtyard. A place for Sohneins to mediate on things both martial and spiritual. Certainly here he would find the wisdom and calmness every great ruler required as well as the right words to inspire courage and devotion alike.
+ Silent Gardens 2/6
4. For now the Tower of Shrouds would have to rest for a bit longer, after all the Weremonster matter was a little more pressing than Sohneins' own spies and assassins. He was certain that if the three families had wanted him dead he would already be.
While he was at it trianing the various warriors how to handle Weremonsters he would tell his advisers about the various threats the Lord of Iloden had voiced. While not explicitly telling them to relay the information to the heads of their respective families Sohneins was certain that it would happen either way.
+ Weremonster Hunters 1/3
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4d8ca6 No.6025
>>6023
Oh in that case, then it is a free action with no rolls included
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4d8ca6 No.6026
| Rolled 55, 73, 77, 24, 22 = 251 (5d100) |
>>6012
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,115 Aruile Defenders [UNIQUE]
5,330 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 1
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Mine Level 2 (4/5)
Farm Level 3 (1/6)
>Research and Skills:
Blackpowder 3/?
INT 1/5
1. Training and training and training, the realm can never be to prepared, and her defenders can never be allowed to idle, least the hundred-thousands strong hordes of monsters descend and crush the city in a night. Train more Aruile defenders from the Infantry.
2. The hills hold something, we must dig deeper to unlock their secrets.
3. Continue my tutelage under the lady Racliffe , see if she knows anything of the secrets of blackpowder.
4. Caius meets with the team dedicated to researching blackpowder, and speaks this to them;
"There are many who pour scorn on the engineers. They call us mad-men, fools, or worse. We have no honour in the Empire, nor in the lands beyond. And yet i foresee a great change coming. When the sword fails and where the spell miscasts, iron and blackpowder will still retain their merit. Our time has not yet come. But as the days grow slowly darker, it surely will. Only when all the Empire's companies are Iron companies will the future of our race be secured. Then we shall no longer be scorned, but lauded and justly appraised as the mightest and most learned of men." He also orders his hand to send word for the foremost experts on blackpowder weaponry to be brought to Aruile to expedite the research and development process
Free action - More infantry
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4d8ca6 No.6027
>>6024
This is why we can't have nice things.
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4d8ca6 No.6028
| Rolled 62, 34, 57, 18 = 171 (4d100) |
>>6012
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
1. There has got to be somebody in the kingdom willing to be the priest of knowledge. These things arn't perfect, so give another look over.
2. Establish the spy network.
3. Increase INT 1/15
4. Get a list of the magic of all the magic users in the kingdom. I know I had a list around here but I seem to have lost it.
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4d8ca6 No.6029
| Rolled 42, 17, 26 = 85 (3d100) |
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag - 12 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
>Buildings:
Farm Level 3
Barracks Level 1 [2/5]
Watchtower Level 1
The Winter Knights Society Castle Level 1 [4/5]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
>Project:
Tournament [Complete-In Progress-2 Turns Remaining]
1. Keep up with the Winter Knight Castle Upgrade.
2. Same with the barracks.
3. More INT Training
4. Have Jory take Tran and a group of my knights to gain the blessings of Church in Thuclyd just as the Ephiphotus bade them do.
Free Action: Get some more guys.
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4d8ca6 No.6030
| Rolled 95 (1d100) |
>>6029
Missed a die
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4d8ca6 No.6031
| Rolled 19, 32, 62, 93 = 206 (4d100) |
>>6012
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 10,000 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 50 Archeologists.
>Buildings:
+Building:
School Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos is quite pleased with the recent turn of events. He has struck a trade agreement with Salyvania, made ties to Lord Sohneins and joined the Loyalist League, he is quite curious as to why his letter had never arrived, perhaps there is some trouble between his and Lord Sohneins lands, besides the vampires. Perhaps he will look into it after the Shipyard is finished.
For now, he will shelve progress on Project Horizon. It is moving too slowly without skilled architects, he might as well make use of the facilities at his disposal to produce some. He must ensure that the Horizon Project proceeds smoothly.
Horizon Project 2/12
1. We will shelve progress on the Horizon Project for now. We will use our Scholar School Level 3 and our School Level 1 to train a large team of Architects that will be dedicated to project horizon.
2-3. It is time to finalize the deal between Lord Zephos and Lord Sohneins. It will surely be a most profitable venture for both or their kingdoms.
4. And of course the Shipyard continues to be built. Shipyard 2/4
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4d8ca6 No.6032
| Rolled 49, 81, 55, 44 = 229 (4d100) |
>>6012
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 3/6
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop 6/10
Dream fading 2/4
1-4. The dream is fading still, Not acceptable. This workshop Must be completed soon. We can do this!
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4d8ca6 No.6033
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
>Magic:
>Bonus:
Breeding
Stat Post
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4d8ca6 No.6034
>>6018
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 250,000 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
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4d8ca6 No.6035
>>5968
Into the decorated and lavish palaces of the Bayushi, a rider approaches in the dead of night.
A wearing a traditional mask, he beseechs an audience with the Queen of the Scorpions.
Karasuba see's the figure, and the mask, but not who is behind it, until it speaks.
"My Lady Karasuba, I ride from Shiwan in the name of King Quin."
She recognizes that voice instantly. Deeper than the last time they met, but without a doubt it's the same one she's known since they were children.
Ksheng Shiwan.
"I wish we could have met on more peaceful times like before, but my father is in terrible danger.
Conspirators and rebels have made their move against my father, in a mad grab for power.
This is something we need the Scorpions for. Please, help us. If you can reveal these rebel leaders and show the people their crimes and intentions, we know that many of them are paying others to speak out against the king, and bribing more to sway to their banners with promises of land and wealth.
This is something we need your expertise on. In the name of my father, we ask for the assistance of the Scorpions.
…Karasuba, we need your help."
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4d8ca6 No.6036
| Rolled 24, 58, 86, 6 = 174 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
The Dark Core 5/8
Draconian Heavy Infantry 1/2
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
Slightly Happy
1,2. The Dark Core is almost done, a place where all shall learn to control their untamed power. Let it be finished, and soon the monsters driven back into the night!
3,4. Meanwhile, as the Dark Core is worked on, Jundri overlooks the training of the infantry. The draconians are permanently in their feral monster form, having been trained to maintain a semblance of sentience while in it. They are then strengthened constantly through battle and training, their scales becoming harder and their muscles larger as both male and female are shaped into heavy infantry.
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4d8ca6 No.6037
| Rolled 29, 33, 77, 47 = 186 (4d100) |
>>6012
And so it begins.
Not outside the nation, but in the very heart of the heartland itself.
I had never known the tenacity of our enemy to be so until now. They lead away our people against us, intending to sow discord and chaos into our lands.
But so long as I live, I shall not let them wrest away the ancestral home of our forefathers, nor tear down the traditions and pride of our people into the dirt.
Rally the Lords to the King, and let us separate the Wheat from the Chaff, and we shall meet the rebels in open battle and settle the matter through words or swords if need be, but I will not cower in my palace while the kingdom is beset by trouble.
"He who would be a Knight, and follow a King, follow me!"
>Go out and win back the support/loyalty of the people, and defeat the rebels and rioters to restore order
>Make personal efforts to help clean up and restore towns after the riots, giving reparations to families whose homes are destroyed, and making speeches on the need for unity, patriotism to the country, and showing how dangerous sedition and conspiracy can be by these very riots who have led so many astray
>Raise the banners high, and make it known, this is Shiwan, the Kingdom, the King, and the people they stand for
I will show my face, the face of the King, that they need not wonder who it is they must follow, nor feel that their voice is not heard. I will hear them.
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4d8ca6 No.6038
| Rolled 93, 74, 18, 46 = 231 (4d100) |
>>6012
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus [IB-Leadership]+[IB-Leadership] +[Leadership]
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
>Buildings:
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Ruber's Barracks 1.5 / 4
Recruiting Guild-Master of Explorers 2/3
(Yes its very much Ruber's Barracks)
12 Ruber's Barracks. A large presence stands in front of the gate, his spiked red armor and red brick of the Barracks sticking out like a sore thumb in the sea of green cotton flags that is Epidemica Metropolitan. "Step right up and enter quickly, Ill transform the meek and sickly into iron men with hands of steel" his stature and booming voice drawing the attention of everyone in view "Those of you who thrive in war and violence, those who are bored of peace and SILENCE! Leper Knights, to be feared, the nightmares of those that fear an Epidemic Age"
3 The Guild-Master of Explorers. Dark haired and dark of eye with a well kept beard. The bags of books and equipment to be brought into the guild were numerous as well as foreign games like 'Chinese checkers' or Chess. A runner's lithe build and weathered looking from many journeys with little down time.
Bob Hexxus enters the hall in his usual attire of stately robes and white mithril mask " Ive asked you here because in our time change is going to happen, so I need someone who knows about the other countries possessing a learned view on what to expect of the kingdoms and to expand our needs agricultural and mineral. Foremost the Forest of Epidemica has long been a source of fear and wonder for us since our settlement. It is your guild that will go in and seek the rare regents; plants, animals, and what secrets lie within that has gifted Epidemica with its great wealth of life enhancing diseases. Your work is cut out for you I suppose but I wager I am a fair judge of character and believe you can handle it"
4 It takes a big strong family to run a forge. The fire can never go out, hands are always needed to pump air, fresh water brougt and freshened many times a day, a son to watch the master work his craft to one day take over, someone to watch the shop and haggle the wares. Someone with a keen eye and hand for quality ore. The entire extended family lives to keep the forge going and the fire of the family alive. The forge is part of a packed Epidemica family. Forges.
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4d8ca6 No.6039
| Rolled 9, 97, 41, 58 = 205 (4d100) |
rolls
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4d8ca6 No.6040
| Rolled 85, 8, 54, 43 = 190 (4d100) |
>>6034
>>6034
>Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 250,000 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
1: Get my Insects To move into the other nations and setup a spy network through them.
2: Start collecting slaves to sacrifice to our mother.
3/4: Construct a wall around our Borders.
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4d8ca6 No.6041
| Rolled 4, 34, 50, 22 = 110 (4d100) |
>>6012
My Stuff:
http://pastebin.com/rWgAkDsT
1-2; Continue Leadership Tutoring
3; Continue Combat training
4; Recruit more soldiers, these are turbulent times and tensions are brewing, we must be prepared!
I pick Utility Crafting
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4d8ca6 No.6042
| Rolled 35, 64, 99, 17 = 215 (4d100) |
>>6017
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4d8ca6 No.6043
>>6032
A raven arrives at the palace of Desolace, with a small parchment scroll bound to it's leg bearing the seal of the Baron of Aruile, Caius von Servilius
"My most gracious southern neighbor and fellow member of the Corner of Iron, Lord Shiwan of The Shiwan Dynasty has said to me rumors of your technological advancement and pioneerings into the field of Blackpowder weaponry, I am also pursuing research into said matter, and feel that as we share an alliance and common goals, that a shared reaserch venture would be ideal. Unfortunately, the beastmen that fill the surrounding woods of Aruile makes sending any research out far too dangerous, but my army would be able to escort any available engineers or assistance you can provide."
Baron Caius von Servilius
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4d8ca6 No.6044
>>6043
Lord Servilius
I would be happy, to send some inventors and engineers, since you guaranteed their safety via escort. If you could get me your notes I would offer input myself. Of course leaving my lands at this juncture is not happening, especially with construction on certain projects pending. I hope there will be a mutually beneficial breakthrough soon.
Sincerely,
Lord Elric Assuran
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4d8ca6 No.6045
| Rolled 70, 37, 76, 72 = 255 (4d100) |
>>6012
>>>>>Lord's Name: Lord Thundering Hoof
>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>Skill:
>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>Bonus:
>>>>>Kingdom's Name:Broken Mane
>>>>>Color: Tan 9
>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>Population:
>>>>>Military:
>>>>>Buildings:
>>>>>Technology:
>>>>>Magic:
>>>>>Skill
>>>>Leadership Level 1
>>>>IB-Leadership Level 4
>>>>Combat Level 4
>>>>Charisma Level 2
>>>>Wisdom Level 1
>>>>Intelligence Level 1
>>>>>Bonus:
>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>Population: 300,000 Humans
>>>>>Military:
>>>>1,000 Horse-Riders
>>>>500 Horse-Archers
>>>>2000 Archers
>>>>>Buildings: [NOMADIC]
>>>>Hunting Field Level 4
>>>>Stables Level 2
>>>>Barracks Level 2
>>>>>Technology:
>>>>Horse-Riding Level 3
>>>>Utility Crafting Level 2
>>>>-Horse Equipment
>>>>Weapon Crafting Level 2
>>>taming animals 1
>>>>-Bows and Arrows
>>>>>Bonus
>>>>Nomadic
>>>>Land contains smaller tribes [NPC controled]
>>15 hawks
1:Continue our elite Tamers training. They will be of use very soon. 2/5
2:Skin the hell beasts for their fur and fashion it into fine cloaks.
3-4: The council of plains is the most sacred of traditions for the tribes of the plains and thus preparations for it must be perfect. This will decide the unity of the tribes and is essential for Thundering Hooves's plan.
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4d8ca6 No.6048
>>6013
+Technology:
Militia Training Level 1
Now with the common folks armed, your defenses on, you feel as if your kingdom is prepared for anything. Shall it be monsters or soldiers from the north or invasions through the sea.
You will be ready.
Roads 2/3
>>6020
>Charisma EX
[Free Action. What are the principles of your religion?]
+Building: Storehouse Level 1
>>6022
+Building: Military Docks Level 2
Fishing Port 4/5
+1 Warship
In a ironic twist, your raiders were actually attacked by pirates!
While, your troops did well on fending some of the pirates off, you still took some damage.
-50 Raiders+
-1 Carrier Boats
You managed to get some prisoners, however.
(New Rules!)
[Eating food, such as, "Stockpiles of Fish", is a free action that gives a Pop increase. You still can keep the food in your holdings, if you wish. However, food will go bad. A stockpile of fish will currently go bad in "2" turns.]
>>6024
Nothing happened at all today. No progress in any projects or research.
Well, something did happened.
Some of the people that were working on the projects were killed or reported missing.
It's as if someone is purposely sabotaging your operations.
-4 Humans
-1 Vampires
[NEW TAB]
>Trade:
Zephos [Sea] Level 1
+200 Human Population
+50 Vampire Population
(Trade gives benefits to other players when you attain something. Such as more food / better farm / technology)
(It is now a free action to deliver supplies/inventory to this nation. However, they will still take a couple of turns for it too arrive.)
>>6026
-200 Infantry
+200 Aruile Defenders
Racliffe comments about the large quantity of beastmen.
"It's strange, isn't it? That this number of
beastmen are all holed up in the hills. I mean
sure, occasionally, some will leave and attack
your men. However, I feel like there must be a
reason why they stayed there for such a long time."
>Wisdom 2
>Int 1
You do not realize what could possibly be the reason the beastmen are inside the hills.
However, you did send some men to unlock it's secret.
They had encountered some beastmen.
First Push 1 / ?
-100 Infantry
Int 3/5
>Charisma 1
She says she doesn't know of such things.
>Wisdom 2
She looked a little strange when answering the question.
>>6028
You found a candidate, however he doesn't seem to be the best. Your advisers ask you if not just finding someone else in a different nation is a better idea.
[Free Action: To Either use this candidate or find someone else]
Spy Network 1 / 4
INT 2 / 15
>>6029
The Winter Knights Society Castle Level 2
INT 2/10
The journey was made in fast haste. Jory will arrive next turn.
The quick progress was only from the result of Herald Hemmis's skill.
+Hero
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
>>6031
[NEW TAB]
>Trade:
Salvynia [Sea] Level 1
+200 Population
(Trade gives benefits to other players when you attain something. Such as more food / better farm / technology)
(It is now a free action to deliver supplies/inventory to this nation. However, they will still take a couple of turns for it too arrive.)
+Building: Shipyard Level 1
The expedition arrived!
They have found some old archives about the weapons!
However, the news wasn't all that good. The weapons did belong to Babylonians, yes. However, it wasn't created by them. Apparently the weapons was even more ancient then them and was founded in some deep ruins. Also, it appears that they didn't even know what the weapons potential were at all.
>>6036
Dark Core 6/8
+Military: 10 Draconian Slayers
+Technology: Draconian Slayers
The permanent feral monster form seems to be a bit tasking. While still manageable, these type of warriors will be hard to come by.
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4d8ca6 No.6049
>>6037
And so you ride.
You ride and defeated the rioters.
However, the rioters barely had any weapons or defense to fight back. They were just common folks who didn't want to fight or go to war.
And here you are, using your force to violently suppress them.
>IB-Leadership 2
-500 Infantry
-1,000 Population
Yet, the riots are now stopped.
Maybe, you didn't want bloodshed. However, in this scene of raging and angst between both sides, the soldiers and common folks had no choice.
>Leadership 4
The people appreciate your efforts in fixing repairs and some even believe in your unity speech.
>Wisdom 4
However, there is a nagging feeling that this is not over. No, not even by a longshot. While your peace and unity is on for now, something is bound to happen in the future that will break that.
>>6038
Barracks 3/4
Seeing the young lad makes one wonder on how building a barracks can build such character.
Forge 1/4
>>6040
[UNIQUE] Bug Spy Network 2/3
These little critters of yours travels much easier than any other old fashion spies.
Walls 2/4
>>6041
Leadership 3/10
The teacher has gone ill. He will be taking a break for the next turn.
Combat 4 / 15
(It's actually 15, not 5. You kind of missed it at here >>5892)
+Technology:
Utility Crafting Level 2
-Advanced Building Equipment
With these equipment, your builders have a much easier time in building.
>>6045
Elite Training 3/5
(NEW TAB)
+Storage (100% FULL) :
1 Stack of HellBeast's Fur
+Building: Council of Plains
And so the spirits' whispers come once again.
"Unity strives for greater things. Yet, can only discord happen once there is unity."
>>6017
Forge 1/4
The advisers ask that maybe asking help from other nations for such technology could be useful.
You have produced more food!
>Storage (100% Full):
1 Stack of Farm Goods (Expires in 2 turns)
[Population is only increased by consuming a stack of goods. Consuming is a Free Action.]
Castles 3/4
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4d8ca6 No.6050
>>6032
"Good, bad or indifferent, if you are not investing in new technology, you are going to be left behind."
The nation of Desolace created something.
A fancy workshop to most.
However to the trained inventors, builders, creators out there in the world, they know that this workshop is something else.
Here, in this new [WONDER], a new era of technology will surely begin.
And it all depends on what the man, behind this workshop, will build.
+Building:
[EX.WONDER] - The Grand Clockwork Workshop
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4d8ca6 No.6051
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4d8ca6 No.6052
>>6051
Going to try out some new mechanics that can hopefully balance out nations, make other mechanics useful, and give some extra spice to diplomacy.
>Increasing Population
An action dedicated in trying to increase population will now only give a # of food stacks (based on the level of food-producing buildings).
>Food Stacks
These food stacks will be stored in a Storage tab. Eating one stack will increase population by a set number.
It's a Free Action to eat only ONE food stack per tun. (Maintain population growth. So no baby explosions every 3 turns.)
Military actions that involves traveling to other nations will need a number of food stacks to bring along with them. (Determined by number of military units and distance of travel)
>Population
Population always did determine small things, such as military recruitment and such.
But now, bigger population gives more benefits, so having a tripled amount of population to your neighbor actually means something now!
But more downsides as well.
So it's not wise in just only boosting populations every turn now.
>Crafting
Metal Stacks, Wood Stacks, (Material) Stacks can be used to craft better stuff now or improve construction speed
*STACKS ARE NOT REQUIRED TO ACTUALLY BUILD SAID CRAFT*
It is NOT a free action to gather stacks or make crafts.
—
Hopefully this puts more emphasis on trying to correctly maintaining your numbers and resources,
but more importantly, actually gives attacks, spies, trade, and diplomacy more importance.
So goodluck on the resource race by using any methods possible.
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4d8ca6 No.6053
| Rolled 1, 81, 61, 17 = 160 (4d100) |
>>6048
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Cassius Blaublut (Male, 278)
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (1,000 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 4/15
+ Silent Gardens 2/6
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 2/8
+ That Mystery ??? Tech 1/?
1. An both unexpected and unwelcome turn of events. People disappearing was never a good sign and Sohneins very much didn't appreciate them leaving or being taken from their work on these very essential projects. If he ever truly hoped to understand what was wrong with this country he would need to complete the Silent Gardens and that quickly.
As a step of security to ensure the work can continue as planned members of the Black Guard are to oversee the entire operation, every once and again Lord Sohneins would drop in to see how everyone was doing, pendling between the various sites.
+ Silent Gardens 2/6
2. The secret mystery tech required an intelligent man to work on it. An intelligent man that Sohneins sadly wasn't. While some other smart mind would continue to delve into the realms of possibilities Sohneins would just have to do some accounting for thje various population increases and ponder how vampires could expand this fast.
+ ??? 1/?(5?)
3. Salvynian would was dark and strong, certainly it made good material for both houses and furniture, however it tended to burn rather poorly. Sohneins would commence setting up a lumber mill or rather overseeing the procedure.
4. Weremonster Hunters sadly remained a necessity of such close proximity to unchecked savages. Their training would continue as planned.
+ Weremonster Hunters 1/3
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4d8ca6 No.6054
| Rolled 8, 78, 17, 1 = 104 (4d100) |
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 250,000 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network 2/3
These little critters of yours travels much easier than any other old fashion spies.
Walls 2/4
1. Continue with the bug spy Network
2. Start mining in the area
3/4 Continue with the walls
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4d8ca6 No.6055
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4d8ca6 No.6056
| Rolled 44, 28, 77, 4 = 153 (4d100) |
>>6049
>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>Skill:
>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>Bonus:
>>>>>>Kingdom's Name:Broken Mane
>>>>>>Color: Tan 9
>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>Population:
>>>>>>Military:
>>>>>>Buildings:
>>>>>>Technology:
>>>>>>Magic:
>>>>>>Skill
>>>>>Leadership Level 1
>>>>>IB-Leadership Level 4
>>>>>Combat Level 4
>>>>>Charisma Level 2
>>>>>Wisdom Level 1
>>>>>Intelligence Level 1
>>>>>>Bonus:
>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>Population: 300,000 Humans
>>>>>>Military:
>>>>>1,000 Horse-Riders
>>>>>500 Horse-Archers
>>>>>2000 Archers
>>>>>>Buildings: [NOMADIC]
>>>>>Hunting Field Level 4
>>>>>Stables Level 2
>>>>>Barracks Level 2
+Building: Council of Plains
>>>>>>Technology:
>>>>>Horse-Riding Level 3
>>>>>Utility Crafting Level 2
>>>>>-Horse Equipment
>>>>>Weapon Crafting Level 2
>>>>taming animals 1
>>>>>-Bows and Arrows
>>>>>>Bonus
>>>>>Nomadic
>>>>>Land contains smaller tribes [NPC controled]
>>>15 hawks
+Storage (100% FULL) :
1 Stack of HellBeast's Fur
1:Finish beast trainer training 3/5
2-4: The Council of Plains is to be held underway in a weeks time. Messengers of the Broken Mane tribe are sent to the many tribes of the plains each being asked to once again come to our lands for the betterment of the tribes.
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4d8ca6 No.6057
| Rolled 24, 90, 16, 16 = 146 (4d100) |
>>6049
1-4. It is not enough that there is peace, I have not even confirmed that there is unity.
In these times of strife, and in the times to come, the peoples loyalty to their nation and their king is of the utmost importance.
I will rely on my Ally in the Scorpions to deal with the things I do not know, and my enemies in the dark, but for the people I must enlighten them and show them the way.
Ours is a history, and tradition of the warrior.
The way of the Warrior.
To honor our ancestors by defending our nation.
To take up the spear and the shield and the armor is to wear your very ancestors upon you, and to march under their banner is to march under the wind of heaven itself.
Once more I will lead by example, a King who expects his people to fight must show he is willing to fight himself, and I will train myself in the art of war openly.
We must pass inspiring stories, posting legends of the great Warriors and Heroes of old.
I will also requisition of Zun Zu, that great and wise General, who knows of our tradition, to write up proverbs and and inspiring words to rally the people to fight.
—
I shall even meet with the priests of the shrines and temples.
I am the King, I am Shiwan, my line is descendant of Amansura, the Goddess of the Sun, and heaven Mandates my rule.
But more than that, the people must know that their ancestors expect them to defend their nation, to bring pride and honor to all that they gave in its defense.
Honor our ancestors in the way of the Warrior. A code of strict discipline both as a soldier and a man, to be not only good and honest in ones actions but determined and honorable, loyal to a fault.
Inspire our people with zealous loyalty! This is your duty oh priests!
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4d8ca6 No.6058
| Rolled 19, 95, 34, 84, 52 = 284 (5d100) |
>>6048
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 6
Magnus: Age 2
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,315 Aruile Defenders [UNIQUE]
5,130 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 1
>Technology:
Weapon Crafting Level 2
-Infantry Gear
>Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Mine Level 2 (4/5)
Farm Level 3 (1/6)
>Research and Skills:
Blackpowder 3/?
INT 3/5
1. Time to begin work on a road netowrk that will join us to the great one already built by my allies in the Iron Corner
2. Finish the mines and begin exploiting our wealth of stone and ores
3. Continue lessons under madam Radcliffe, but leave the topic of Blackpowder alone for now, another time then.
4.But that doesn't mean we have to stop our research, we've dug up some excess sulfur and saltpeter, and have some excess charcoal from various government stores, lets attempt to find the formula for a stable blasting powder
5. Free action - Recruit more men
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4d8ca6 No.6059
| Rolled 99, 35, 47, 90 = 271 (4d100) |
>>6048
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
Free: Find someone else.
1. Spy network set up continues. 1/4
2. Continue my own studies. This book on the herbs of the empire is fascinating. Int 2/15
3. Document the magic of all the magic users in the kingdom so I may make better use of them.
4. I do believe it is harvest time and about time I looked at the production of that fishing villages. (Produce food stacks)
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4d8ca6 No.6063
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4d8ca6 No.6064
| Rolled 12, 19, 39, 85 = 155 (4d100) |
>>6049
>Lord's Name: Bob Hexxus
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus [IB-Leadership]+[IB-Leadership] +[Leadership]
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
>Buildings:
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Ruber's Barracks 3 / 4
Recruiting Guild-Master of Explorers 2/3
Forge 1/4
1 Ruber's Barracks. "It is a princely art that I have my son work here. He must become familiar with the soldiery and they with him, it is the art of princes to lead young men in war in the chaos that can ensue so it is important to learn what it means to build and be confronted with the hardships of leading early on. It seems he has had a great deal of trouble organizing and acquiring goods to make the Barracks which has made this barracks take twice as long it should take. Yet this will be a good experience for him, he will have to earn and keep the respect of his military and civil officers and weigh them against each other, perhaps shift blame onto an unfortunate officer or worker. Ah the weight of a young commander, I will have to deliver some exceptional cotton to any parties he might have offended but overall I am quite happy to see it almost completed under Ruber's growing authority"
2 That Guild-Master is an energetic fellow, always out and about exploring this and that. Yet I really must have him sit down with me for an afternoon and talk how he plans to explore the forests of Epidemica. His explorers will require some very excellent cotton mouth covering bandanas, clothes and gloves that wont tear easily, and plenty of bandages to close and potential opening in the cloth and flesh to keep the diseases of the forest out.
3 Cotton Weave stacks. Very soon we will have the honor of crafting the Linothorax, with the highest quality cotton available
4 ( https://en.wikipedia.org/wiki/Linothorax) The Schools will teaching and advancing cotton weaving, the initial results of the Linothorax armor was beyond expectation, much lighter then metal armors it breathes and lets a soldier wearing it stay cool in the day and warm at night. Surprisingly resistant to arrows, and if combined with metal scales it can ward off blows from steel with relative ease and with our cotton production already in place we can produce considerable amounts once we get it going
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4d8ca6 No.6065
>>6064
Oh boy I finally get to use my Lord's Bonus
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4d8ca6 No.6067
>>6066
Alright then. You wanna start? Set the scene? (I have no clue what oaths I'm supposed to take.)
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4d8ca6 No.6070
>>6068
There are witnesses already. c:
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4d8ca6 No.6071
| Rolled 90, 93, 46, 56 = 285 (4d100) |
>>6050
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men 3/6
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
1. With the Grand Workshop done innovation can recommence! Work on the clockwork men! They can help in so many way, with heavy labor. +inventors + Grand Clockwork workshop +Lord's bonus
2. Aruile has requested aid with their research. Send them a detachment of inventors to help. Alos see if I cen figure out what their goal is so I may input fro here. +Inventors
3. Create a storehouse for finished materials
4. Improve the blacksmith
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4d8ca6 No.6073
>>6072
>The journey was made in fast haste. Jory will arrive next turn.
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4d8ca6 No.6076
| Rolled 9, 48, 29, 82 = 168 (4d100) |
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag - 12 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,000 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
>Buildings:
Farm Level 3
Barracks Level 1 [2/5]
Watchtower Level 1
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
>Project:
Tournament [Complete-In Progress-1 Turn Remaining]
INT Training - [2/10]
1. Increase our food production outputs by upgrading our farms.
2. Keep working on improving the barracks.
3. Recruit more infantry from our current population.
4. Look for some trusted advisors in the realm. Be they for resource management, theological enlightenment, or perhaps some heretofore unknown military tactic. Stagfeld's best and brightest must serve their liege if we are to weather any storms on the horizon.
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4d8ca6 No.6077
| Rolled 71, 61, 61, 25 = 218 (4d100) |
>>6048
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 10,200 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 50 Archeologists.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos looks over the progress reports for his various projects. They haven’t made much progress towards the architects but the Shipyard is finally finished and can begin preparing some ships to patrol Zephos’s waters and escort our trade ships. Lord Zephos is pleased to see that the trade route to Salvynia has been finalized and immediately the benefits have become apparent. But what is most interesting to Lord Zephos is what the expedition had uncovered about the artifacts. Older than the Babylonians, just what had the expedition uncovered? Lord Zephos had never even heard of a civilization older than the Babylonians besides the empire itself and even then the empire is only slightly older. What’s more despite their pre-historic age these artifacts appeared to be in perfect condition. He had to discover their secrets.
Horizon Project 2/12
1. We will continue to use our Scholar School Level 3 and our School Level 1 to train a large team of Architects that will be dedicated to project horizon.
2. We will finally have an expedition go into Akkadian. Perhaps we can find out more about the ancient civilization these artifacts came from. What was the Babylonians connection to them? Who were they? These were the question the expedition sought to answer.
3. Meanwhile, curiosity had gotten the better of him. Lord Zephos found himself alone in a room with the four artifacts. The prophecy spoke of the hands of the chosen, none of the three-thousand soldiers found anything special about the weapons but some part of Lord Zephos wondered, would he be different? Would he be able to find a hidden power within the mysterious artifacts? There was only one way for him to find out.
4. We will also construct some warships to patrol our waters for pirates and escort our trade ships.
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4d8ca6 No.6079
>>5917
>>5929
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 1
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 2/5
Dahjor Breeding House 1/3
1/2/3. The People did not see me a worthy leader, but still they followed me. It was odd after day contemplating this I decide that it was best to act that to sit idle. (Work on Leadership)
4. No longer was the cloak a simple of my leader ship, but instead a way to increase the economy of my country. (Work on the Breeding house)
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4d8ca6 No.6080
| Rolled 34, 50, 18, 76 = 178 (4d100) |
>>6079
and rolls
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4d8ca6 No.6081
| Rolled 1, 86, 48, 81 = 216 (4d100) |
>>6049
My Stuff:
http://pastebin.com/rWgAkDsT
1-2; Continue combat training 4/15
3; Send a contingent of soldiers guarding scouts and miners to find a good place to mine near the freelands
4; Improve ports for fishing boats
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4d8ca6 No.6082
File: 1436393135604.jpg (263.68 KB,1024x1365,1024:1365,0ea7e6613b475ea5c1024cf9eb….jpg)
| Rolled 6, 69, 53, 54 = 182 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
The Dark Core 5/8
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
Slightly Happy
1,2,3. Dark Core
4. More slayers is good, but now we are going to need quicker transportation. Tame the giant birds for our own uses.
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4d8ca6 No.6083
>>6072
Bowing his head to the Patriarchatus as the first part of the ritual commences, Keenan maintains his position coolly, exuding an air of calm in the face of such a heavy occasion. When he is finally addressed, he kneels as instructed, eyes and head low in reverence. It's not the traditional kneeling, which is done in the courtroom, but one filled with a fluid sort of tension, ready to spring up at a moment's notice, more akin to a hunter's crouch. It's quite possible this is the first time he has ever bent the knee in recognition.
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4d8ca6 No.6084
| Rolled 14, 57, 64, 91 = 226 (4d100) |
>>6048
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,450 Raiders+, 2000 Elite Raiders+, 500 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 6 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 1, Trade Docks 1, Military Docks 2, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stockpiles of Fish, 12% Filled
Fishing Port Upgrade 4/5
Consume the stockpile of fish before it goes bad.
1. Send out a small force to hunt down and destroy more pirates. +15 as a naval military action.
2. Finish the Fishing Port's upgrade.
3. Bring one stockpile of fish to the Humboldt squid-people living offshore, as a gesture of goodwill.
4. Expand the Shipyard.
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4d8ca6 No.6085
| Rolled 100, 38, 85, 97 = 320 (4d100) |
>>6049
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Heir/Heiress:
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Kingdom's Name: The Royal Draconic Domain
>Color: 14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population: 120,000 Cutebolds 20,000 Draconian Minions
>Military:
500 Infantry
>Buildings:
Farm Level 2
Mine Level 2
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
>Storage (100% Full):
1 Stack of Farm Goods (Expires in 2 turns)
"Ah yes, that is a good idea!~ Let us go ask our neighbors for help!" Proclaimed Cuteboldington. "Send the messangers immedietly!
Castles 3/4
Forge 1/4
1) Continue work on the forges
2) Continue work on the Castle!
3) Farm some more food! Look for tastier things to eat!
4) Lets try our hand at building some boats, shall we?
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4d8ca6 No.6088
| Rolled 48, 39, 34, 92 = 213 (4d100) |
>>6080
extra actions
1/2. Train Leadership
3. Dahjor Breedging House
4. With the recent growth of population across the empire our farms were under a lot of stress, with the need to export more product, our farms would need to expand (upgrade to farm level 4, or if this is beyond us begin creation of a second farm)
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4d8ca6 No.6089
| Rolled 13, 45, 73, 14, 69, 46, 95, 28, 46, 11 = 440 (10d100) |
>>6049
Dice are Rolling….
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4d8ca6 No.6090
>>6053
Cassius Blaublut walk towards you.
"Milord, may I have a moment of your time?"
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4d8ca6 No.6091
>>6087
"I agree," he says, his voice filled with conviction and reverberating throughout the hall clearly, "and hold to this oath in the sight of men and gods."
Many in the crowd bearing witness are his agents, and they will make sure word of the newly annointed king spread. Church approval should deter more than one warmonger.
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4d8ca6 No.6092
| Rolled 11, 28, 10, 28 = 77 (4d100) |
rolling for things
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4d8ca6 No.6094
>>6090
"Of course Cassius. What is it?", Lord Sohneins asked without the least bit of suspicion that Cassius may be very fucking evil.
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4d8ca6 No.6095
>>6094
"I-I just wished to have a talk." says Cassius very tiredly. "Why do you lead this nation? You know more than half of the population hates you, yet you try to do your job. I am very curious."
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4d8ca6 No.6096
>>6094
*Approaches silently from behind*
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4d8ca6 No.6097
>>6095
Lord Sohneins let out a mix of a tired laugh and a sigh at the same time. For a moment he merely looked at Cassius then shook his head.
"I wish it were only half of them.", Sohneins almost whispered and his gaze slowly drifting off into the distance, "I was knighted as a joke, did you know that? Perhaps you did, perhaps you didn't. I'm son to a cook and a servant girl, my family didn't even have a last name. Really my entire legacy is a single joke pushed too far.".
Sohneins gaze returned to Cassius, "I will turn Salvynia into the Jewel of the Empire and if a lifetime is not enough my sons and their sons will. My family will receive the place in the history books it was never meant to have. I will built this House Cassius. I will built it from dust and bones, my own if need be.".
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4d8ca6 No.6098
>>6053
Finish dialogue
>>6054
It was a very tragic incident.
Maybe someone purposely damaged it, an error in construction, or even a simple mistake in forgeting one block.
Whatever it was, the effect is a something certain.
A great collapse.
-250 Population
-Walls 2/4
+Bonus: Rubbles [3 Turns to clean up]
>>6056
+Technology:
Beast Trainer
[NEW TAB]
>Heroes:
Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
The messengers are sent.
...
Finally after some time, the chiefs and some of their soldiers all arive.
[Free Action: Start the dialogue]
>>6057
"The Way of the Warrior"
The people who attended your speech seems to rally the younger generation of your country.
Stories and poverbs about war have spread throughout the nation.
+Bonus: Military Sociey
>>6058
Your double success got you to finish the mine and gain some ore!
Mine Level 2
[NEW TAB]
>Storage (40%):
1 Stack of Iron, 1 Stack of Stone
INT Training 4/5
Blackpowder 5/?
>>6059
Search Progress [2 Turns. No actions required]
+Building: Spy Network Level 1
INT 3 / 15
Documents of Magic Users...
PM me for the pastebin
You did get your full amount of stacks because your storage is full!
+Storage (100%):
1 Stack of Farm Goods (Expire in 2 Turns)
>>6061
The Catechism has spread and gave you [Influence] in the empire.
[NEW TAB]
>Influence:
High - In your Nation
Very Low - In Neighboring Nation
None - Far Nations
None - Farther Nations
None - Capital
N/A - Trading Nations
(College in next post)
>>6064
[NEW TAB]
+Hero:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
The Guild-Master agreed to your terms. However, he wants to take a "vacation" at [Turn 10].
He says he wants to go to an exploration, but working for you is not "exploring, but instead, a job.
You did get your full amount of stacks because your storage is full!
[NEW TAB]
>Storage (100%):
2 Stacks of Cotton
Cotton Weaving - Linothorax 2/4
>>6071
+Technology:
Clockwork Men
>INT 3
>Wis 3
The inventors moved in quick haste! They will arrive in 4 turns. (No more actions required)
Judging their constant battle with monsters, Aruile would most likely want some kind of weapon. And not some kind of blunt weapon, or they wouldn't have called for your help.
Storehouse 1/2
Blacksmith 1/5
>>6076
The tournament is over! You have your champion!
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
There is a small drought in the farmlands. (Can't upgrade farm next turn)
Barracks 3/5
+250 Infantry
You have found two advisers.
[Charisma: 4]
[Free Action: 4 Question to each is allowed]
>>6077
Training Architects 1/3
Expedition will arrive next turn.
You touched the artifacts.
...
After a moment of waiting, no visible effects seem to happen, but you swear you felt some kind of... spark when you made contact with the artifacts.
Warship 1/2
>>6079
>>6088
[Bonus Activated]
+Leadership 2
You studied so hard you even went straight to the next course.
Leadership 3 / 10
You're one step closer in being the leader your father had wanted...
Dahjor Breeding House Level 1
Farm Level 4 2/7
>>6081
It was an accident, you swear.
You didn't mean that to happen.
The trainer was going a little harder today, and when you were feeling a little cornered, something came out of you.
Well to be more exact, a fireball came out of your mouth.
You burned the trainer and destroyed the barracks.
-1 Soldier
+Bonus: Rubble (1 Turn to clean)
The story have spread far...
>>6082
Dark Core 7/8
The population were no fool. They knew that all these projects meant a battle was coming soon.
That they have a chance of going feral.
-Bonus: Slightly Happy
Giant Birds Taming 1/2
>>6084
+500 Humans
+250 Dwarves
+200 Elves
+50 Merfolk
Your elite force wiped out most of the pirates.
-20 Raiders+
-5 Elite Raiders+
-1 Lesser Hero Raiders
There are still some out there.
+Building: Fish Port Level 2
-1 Stockpile
The Humboldt takes your gift very graciously.
>Charisma 3 (In A Terrifying Sense)
The Humboldt, a little scared, said they will like the idea of a friendly peace if that was okay.
Shipyard 1/5
>>6085
Forages is next post.
+Building:
Castle Level 1
(A Name is allowed)
(I'm going to assume you ate your stack in the storage)
-1 Stack of Farm Goods
+800 Cutebolds
+200 Minions
You did get your full amount of stacks because your storage is full!
+Storage (100%):
1 Stack of Farm Goods (Expire in 2 Turns)
Shipyard 2/4
>>6089
Going to Pm
>>6092
Going to Pm
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4d8ca6 No.6099
>>6097
Cassius looks a bit relieved from your words. You can see his shoulder starting to relax.
He takes a necklace off of his neck.
It's golden with a little red amulet.
"This is my family's symbol," he says as he shows it front of your face, "I wish to fuffill my family's duty, as well."
He returns your gaze.
"Lord Sohneins, I shall stand by you until the end. For Salvynia, For the Empire, For our Family."
>Wisdom 2
It doesn't even take a high wisdom stat to realize that Cassius is telling the truth about his loyalty.
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4d8ca6 No.6101
>>6053
You awoke to very bad news.
Cassius Blaublut is dead.
He was found laying on his chambers with multiple stab wounds.
His guards were also killed.
-Cassius Blaublut
-5 Black Guard
The Blaublut family would like to have a word with you.
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4d8ca6 No.6102
| Rolled 52, 42, 58, 57 = 209 (4d100) |
>>6098
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81000 Humans, 10000 Dwarves, 7000 Elves, 3000 Merfolk
>Military: 2,430 Raiders+, 1995 Elite Raiders+, 499 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 6 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stockpiles of Fish, 4% Filled
Shipyard 1/5
1. Expand the shipyard.
2. Recruit more men, to replace those lost in the pirate hunting excursions.
3. Fish, with the aid of the new fishing port.
4. Build another Warship.
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4d8ca6 No.6103
>>6093
Keenan bows his head again, keeping his calmly stoic expression throughout the whole ceremony, right up until it is finished. Afterwords, he spends a few moments speaking with Epiphotus, talks of a church, designs for one, and a missionary for the people.
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4d8ca6 No.6104
| Rolled 27, 76, 2, 51 = 156 (4d100) |
>>6100
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 4/15
+ Silent Gardens 2/6
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 2/8
+ That Mystery ??? Tech 1/?
1-4. He should have known. Sohneins looked at the dead Vampire. 278 years of experience had done him no good. All of his life Cassius had spent in Salvynia or at least so Sohneins suspected. Of course he had to die, how could any ally of his expect to live? Had it been his own family? Unlikely. The Rotfangs? The Bleichhauts? Could have been any of them.
Oddly enough the Blaubluts already seemed to know. Perhaps they had some sort of connection? Nothing Sohneins knew about, as with anything he had tried to do the Silent Gardens would too have to halt construction until this matter was resolved.
Of course Cassius would receive a proper funeral with all honors and Sohneins would be there should the family choose to accept the fact or not was up to them. Cassius had been a loyal man, perhaps the only man with the right kind of loyalty. However the tracks were still fresh.
Evangeline had claimed to be able to spot others with the practice of blood magic, there were six mages at his disposal, should blood magic prove to be of any worth they would be able to at least gather some information about the murderer(s).
Sohneins would find out who did this and ensure they would be punished accordingly.
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4d8ca6 No.6105
>>6061
"Education is the most powerful weapon you can use to change the world."
A school that can be said it was blessed by a God.
Here lies the next top dogs of the new generation.
An endless amounts of youths travel the lands just to have the opportunity to attend one class session.
Rumors say, in this college, one's intelligence will vastly improve in no time.
+Buildings: [WONDER] College of Missionaries of the Holy Monolith
>>6085
"No weapon has ever settled a moral problem. It can impose a solution but it cannot guarantee it to be a just one."
A forge of great magnitude was found on the Cutebolds' home.
There were many questions on how such a "primitive race" can create such a magnificent beauty of a Forge.
Skeptics theorize that this Forge was actually here before, when the dragon ruled, and the Cutebold just digged it up by accident.
+Buildings:
[WONDER] - ____
(Fill with a name)
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4d8ca6 No.6106
>>6105
So there needs to be a way that the heir can actually grow up and lead.
While the original plan was 10 turns = 1 year, I feared that was going to be way too long.
So now, 1 year = 4 turns.
I will not put 4 symbols after each turn.
These symbols will represent months.
First Turn = !
Second Turn = @
Third Turn = #
Fourth Turn = $
Give your heir a birthday by adding one of these four symbol next to their age!
Add the appropriate years from the last turns for them too.
>B-b-but Bello, that's so much work.
Well I'm sorry you're a bad parent who don't care about his/her sons/daughter's birthday.
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4d8ca6 No.6108
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
>Magic:
>Bonus:
Breeding
Stat Post
Military Society
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4d8ca6 No.6109
| Rolled 50, 37, 19, 45 = 151 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
The Dark Core 7/8
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. Dark core
3. Taming giant birds(1/2)
4. So the people believe that battle is close, that the risk of going feral has increased. Well it is best not to lie to them, for battle is nigh and behind it is the chance of becoming the same monstrosities we fight. But the news is good, for soon we shall once more go on the offensive. The time of the Great Slaying is nigh, and a purge of the monsters who have quickly grown out of control in less than a year. The Dark Core, the Vampire Slayers, the Draconians and Giant Birds, all in preparation for a vast cull! Now stand with me, and we shall feast on monster flesh tonight!(Give a speech to raise moral and happiness. Yes people often eat monster meat or substances so im not suggesting something foreign or considered cannibalism ok?)
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4d8ca6 No.6110
| Rolled 33, 43, 29, 14 = 119 (4d100) |
>>6108
1. With the people now in full understanding, we must now refine their zealousness with discipline, and temper it with resolve.
Once more, and with a willing people, we will develop our primary art of war.
The Pike and Shield.
A flexible, yet sturdy, formation consisting of long pikes, supported by shields, capable of various formations such as the Turtle, against arrows, the Square, against cavalry, and the Phalanx, against infantry. Through an impenetrable wall, a forest of spears, with shields like its bark, we will press forward against all our foes.
Barracks Level 1
School of War Level 1
Military Society
2. The training of our Generals will also need to take place to manage such larges formations of men within our Legions.
Barracks Level 1
School of War Level 1
Military Society
3. And the lumber mill will need to be finished too 1/4
4. As well as the Rice Terraces TGRTS 4/12
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4d8ca6 No.6111
| Rolled 66, 8, 52, 6 = 132 (4d100) |
>>6098
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 23 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 150,000 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1 (1/5)
Mine Level 3
Storage(1/2)
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
1. Work on storage
2. Work on the blacksmith, we need better metals for our automata.
3. Make a clockwork man, then put it through it's pace. If fact make several and observe them personally. That way I can determine how to best use them and refine my design. +Grand clockwork workshop + Lord's bonus +Inventors
4. Mine as much ore and metal as possible! Need it for the clockwork men!
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4d8ca6 No.6112
| Rolled 49, 51, 3, 83, 55 = 241 (5d100) |
>>6098
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress:
Sons:
Augustus: Age 7
Magnus: Age 3
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,315 Aruile Defenders [UNIQUE]
5,130 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
>Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
>Research and Skills:
Blackpowder 5/?
INT 4/5
1/2. The blackpowder reaserch has gone splendidly so far, keep it up, and try not to kill anyone; we've had a spotless record so far
3. The mines produce! Now lets put their output to work. Use the iron we've hauled up to improve our weapons
4. I feel a breakthrough coming on with my lessons, so lets continue them. And I shall inquire of the good madam of her travels, she seems very…. worldly
5. Free action - more men
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4d8ca6 No.6114
| Rolled 33, 53, 97, 89, 36 = 308 (5d100) |
>>6106
Is Secret Dice
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4d8ca6 No.6116
| Rolled 2, 99, 15, 54 = 170 (4d100) |
>>6098
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network 2/3
These little critters of yours travels much easier than any other old fashion spies.
Walls 2/4
+Bonus: Rubbles [3 Turns to clean up]
1. Get that rubble cleaned up
2. Let's start a Mining operation. We should be able to easily navigate and dig with our abilities.
3. Start building some ships.
4. Finish the bug spy network
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4d8ca6 No.6117
>>6098
Need 2 people to tag this post and roll 1d10.
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4d8ca6 No.6118
| Rolled 6 (1d10) |
>>6117
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4d8ca6 No.6119
| Rolled 9 (1d10) |
>>6117
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4d8ca6 No.6121
| Rolled 77, 77, 99, 47 = 300 (4d100) |
>>6098
My Stuff:
http://pastebin.com/rWgAkDsT
1-2; Clean rubble and upgrades barracks as compensation of our folly
3; Do subtle propaganda to dissuade rumors of fire and stuff
4; Make mine now near freelands mountains
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4d8ca6 No.6122
| Rolled 41, 20, 37, 10 = 108 (4d100) |
>>6098
>>6105
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Heir/Heiress:
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Kingdom's Name: The Royal Draconic Domain
>Color: 14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population: 120,800 Cutebolds 20,200 Draconian Minions
>Military:
500 Infantry
>Buildings:
"Castle Von Hidey Hole" Castle Level 1
Farm Level 2
Mine Level 2
[WONDER] - The Great Forge of VubWub!
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
>Storage (100% Full):
1 Stack of Farm Goods (Expires in 2 turns)
Long Ago, in mythical times, back when the Lord Xaboth first entered the great sleep, the Cutebolds first rose to power on the backs of four Gods: VubWub, the god of Shiny bits
DubWub, the Goddess of Nice things
LubWub, the God of pointy sticks
And above all, WubWub, the god of being Adorable!
And with these great Gods, so did the Cutebolds talk their way into ruling all of the Draconian kingdoms. Although times have changed, and many customs have been picked up from the other kingdoms, these four gods still hold a special place in all Cutebold Lives.
Shipyard 2/4
1) I just realized: We don't have any sort of Ocean. But hey, every one else has one, so we might as well have one! Continue construction of the Ship Yard! And infact, we'll make an even better ship yard! Right next to the castle!
2) We need more space for food! Make the storage better! Its a bad idea to make food, and have it waste in the fields.
3) Start producing tools made of this Volconite stuff! It sounds pretty cool! Its probably way better than old bones, and imagine the pointy sticks we could make! And people might want to actually visit and buy stuff from us!
4) Start hunting down rare beasts and foods! Get the chefs and the cooks! Bust out the WubWubWine! Get ready for a awesome feast!
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4d8ca6 No.6123
| Rolled 65, 38, 20, 79 = 202 (4d100) |
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,250 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
>Buildings:
Farm Level 3
Barracks Level 1 [2/5]
Watchtower Level 1
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (4 Questions Each)
>Project:
INT Training - [2/10]
Free Action 1: Lord Kellingstag ask the first adviser, an old retainer whose service dates back to the days of my grandfather's reign (his family's to time immemorial), "Old Gwyn, you've served my family well in all your years. Tell me, have any heirlooms of our past slipped through our grasp through the fickleness of time? I have a humble belief that the tools of the past may yet help us in the present, doubly so in the future."
Free Action 2: Lord Kellingstag next asks of the second adviser, the most aged and wizened of the huntsmen that have served Stagfeld and the Kellingstag, "Tell me of the creatures that live in our lands. Not mere elk and wolf, but the beasts and dwell in the haunted corners of the wood. Are there any we may turn to our uses?"
Free Action 3: Young Jory and his bodyguards (including Tran and Herald) arrive in Thuclyd, there to receive the blessing and cement the alliance between the holymen and Stagfeld. Jory is in awe of the great Cathedral surrounding the monolith.
"Such a great construction," He muses, "Truly a testament to the clergy's influence."
Spurring their horses on, the young heir and his guards make for their meeting with His Holiness.
1. More work on the barracks.
2. More enlistment in the infantry.
3. Attempt to find a good place to mine for ores.
4. Start construction on a navy to protect our shores in case the raiders get bold.
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4d8ca6 No.6124
| Rolled 25, 67, 92, 8 = 192 (4d100) |
For some reason, its not rolling the dice.
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4d8ca6 No.6125
>>6121
A letter arrives at the castle gates, written in a fine hand on crude parchment.
Please bare in mind the limits of your territory when you mine. I would be upset if your mines extended into my territory.
-Keenan Malik, King of the Freelands.
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4d8ca6 No.6126
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4d8ca6 No.6127
| Rolled 38, 93, 90, 25 = 246 (4d100) |
rolls?
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4d8ca6 No.6129
| Rolled 30, 95, 80, 18 = 223 (4d100) |
>>6098
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 2
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership (3/10)
Farm Level 4 (2/7)
1/2. Leadership training
3. With the Breeding house complete hire a craftsmen to create a grand cloak bearing the symbol of my House, the Garden of the Gods/
4. Work on improving the farms.
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4d8ca6 No.6130
| Rolled 31, 72, 14, 15 = 132 (4d100) |
>>6098
>Lord's Name: Bob Hexxus 38
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ [IB-Leadership]+[IB-Leadership] +[Leadership] 19
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Planation Level 3
Market Level 1
Lumber Mill Level 1
>Storage (100%): 2 Stacks of Cotton
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Ruber's Barracks 3 / 4
Forge 1/4
Cotton Weaving - Linothorax 2/4
1 Ruber's Barracks. Ruber and the officers can get familiar thanks to this little barracks of theirs, and they can grow accustomed to his authority which will serve well in the field. "Only one will be revered, worshiped, hated, loved and feared! Epidemica! Epidemica!" Of all his nationalistic words these ones rubbed off on the soldiers, marching and shouting in unison with the will Ruber to guide the military families we are secure.
2 Cotton Weaving Linothorax. With this ingenious armor being taught in schools we will have a leg up on other armies it opens up the world with an Epidemic army that could war in spring,summer, fall and winter with the ease of not lugging around metal armor that keeps in the heat and sucks up the cold and it should lessen any impact of rust related diseases.
3 Forge. The forges of Epidemica won't run out of ore to practice on with our new mine and though metal armor might not be needed metal weapons and tools will still be a great boon to us. We have schools to teach some finer parts of the blacksmith's art and how to properly manage a business. In Epidemica it is polite to introduce the whole family when it becomes regular to do business with them and teaching these things is what schools are good for.
4 "I am glad you could be here Entric Elis. My first request will give you good opportunities to become more familiar with my kingdom, I want you and the Guild to make a Comprehensive Map of Epidemica from Corpse Bay to the Forests of Epidemica. It should prove very useful to me in almost any endeavor from moving troops and supplies to building and keeping census of the kingdom, you have our full support and as much cloth as you need to make the map from the royal storage" Entric Elis and Explorers Guild to make a Map of Epidemica. Use a stack of cotton to help make the map or Two if it can get the job done
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4d8ca6 No.6131
>>6128
The group accept the invitation and meet with the Patriarchatus. Herald eyes up a couple of the nuns, but Tran keeps him in line.
"Your holiness," Jory says as he eats-well not AS he eats, he's not some heathen that talks with his mouth full, "Your lands are just as amazing as our Court Chaplain told me. I'm glad that our people have a friend in yours in these very…erm…"
"Bloody buggered?" Herald supplies before getting smacked by Tran.
"Difficult, your Lordship," Tran says, "You meant difficult."
Herald mutters something about a certain tosspot being the only difficult thing around here.
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4d8ca6 No.6133
>>6132
Jory looks thoughtful, "Well it's not like I haven't stole a sweet roll in my life…but considering I was born a Kellingstag and not a farmer means the Gods must kind of like me at least."
Herald gives Tran a 'So there' smirk that Jory's instructor merely rolls his eyes at.
"Stagfeld ain't like most other places," Tran shrugs, "It's cold, but not too cold. It's hard but not dangerous. We're kinda surrounded by those Iron Corner blokes, but they don't seem to mean us harm. Like to be that only Thrutos might bother us anymore."
"What he means is," Herald breaks in, "It's bloody boring and it's likely to stay that way 'til the world ends."
"Stop saying 'bloody' in front of His Holiness!" Tran snaps.
"It ain't a curse word ya tosspot!"
"Still ain't proper!"
"Neither is shouting," Jory cuts in, silencing them both.
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4d8ca6 No.6135
>>6134
Jory looks thoughtful on that while his two companions share glares at one another.
"That," Jory finally says, "Is a long time to go without stubbing your toe."
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4d8ca6 No.6136
>>6102
Shipyard 3/5
+100 Raiders
Some greenies joined the ranks. The Elites started messing with them.
1 Stockpile of Fish has expired!
(Free Action: You can throw away expired foods)
+2 Stockpile of Fish (Expires in 2 Turns)
Warship 1/2
>>6104
You ask Evangeline for help and the other blood mages.
While she looks for clues, you go to the Blaubluts' house.
>INT 2
The Blaubluts are in a way very different from vampires.
While the other two vampires have stronger physical capabilities than humans, the Blaubluts are actually weaker than most humanoids.
However, they are clearly much smarter.
[Free Action: Start Dialogue]
>>6109
Dark Core next post.
>Leadership 1
>Charisma 2
You have given out your speech.
However, the people are still not convinced.
>>6110
Weapon Crafting 1/4
Generals 1/4
Through your leadership, a handselected of veterans will attend the School of War and find the secrets of what makes a good General.
Lumber Mill 2/4
>>6111
Storage 1/2
The local blacksmith accidentally injured himself and damaged the smithy.
-1 Dwarf
-Blacksmith 1/5
Through the Grand Clockwork Workshop, the clockwork men was produced very easily.
+2 Clockwork Men
You probably need more workers here to help build more clockwork men.
A dangerous gas leaked out from the mines. Mining would be dangerous for a while.
(Can not mine for 2 turns)
-2 Dwarves
>>6112
7 / ?
+ Intelligence Level 2
"Oh me?"
>Charisma 1
>Time spent together +1 Charisma
>Charisma 2
"Milord, while it is true I travel quite a lot, I do not know what would please you. What is that you wish to know, milord?"
[Free Action: Can ask 1 Question]
+50 Infantry
>>6113
+Technology:
Merchant Tax Reform
>>6114
Pmed.
>>6116
Mine Level 1 3/4
+Building: Bug Spy Network
The rubbles are all clean up!
Barracks 1/4
Your propaganda trick seemed to work!
Well it is quite unbelievable to think a little girl could shoot out a fireball.
Mine 1/4
>>6122
That's the spirit! Shipyard 3/4
You need to mine the Volconite! But, the storage is filled.
(Using this action to increase storage space, instead)
Storage 1/2
The festival sucked. Nobody did anything and the food was just wasted.
-1 Stack of Farm Goods
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4d8ca6 No.6137
>>6136
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Heir/Heiress:
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Kingdom's Name: The Royal Draconic Domain
>Color: 14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population: 120,800 Cutebolds 20,200 Draconian Minions
>Military:
500 Infantry
>Buildings:
"Castle Von Hidey Hole" Castle Level 1
Farm Level 2
Mine Level 2
[WONDER] - The Great Forge of VubWub!
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
>Storage:
Shipyard 3/4
Storage 1/2
1) Oh no, we wasted all our food! We need to get some more!
2) Work on getting more storage space. We definitely need more space for food, which we will hopefully get.
3) Continue work on the Ship Yard! If every one else has one, I NEED ONE AS WELL!
4) Start digging out that volconite! I think digging tiny holes to it, then picking at it with bones will work. Probably.
Ahem, I am also sending out a few Party favors to all the Kings and Lords and Ladies of the land! In three turns, I will be hosting a delightful banquet to celebrate my recent placement as Regent, and to also make some keen allies. Also, I send a fruit basket filled with our national Berry, Wub Wub Berries, and a bottle of WubWubWine.
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4d8ca6 No.6138
| Rolled 60, 44, 34, 27 = 165 (4d100) |
>>6098
>Lord's Name: Lord Yuros Haleer
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 400,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
+Storage (100%):
1 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
Search Progress [2 Turns. No actions required]
Free: eat the food
1-2. Build a food storage building, we are going to need it.
3-4 Continue my learning INT 3/15
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4d8ca6 No.6141
>>6123
Adviser's Dialogue
1. "… Ahh, I do believe there is one. Milord, what about the Tooth of Claun?"
>Int 2
You have never heard of Tooth of Claun.
2. "Yes Lord Kellingstag, while there are no monsters that inhabit our lands, beastmen from Aruile do manage get to our lands. However, this is very rare, Aruile's military is extraordinarily tedious."
>Int 2
Aruile is a nation to the South. You know they have a strong military and their society is based on combat. You do not know much about the leader.
Barracks 3/5
+250 Infantry
Shipyard 2/4
>>6127
Pmed
>>6129
Leadership 6/10
The craftsman speak to you.
"I have a couple of great idea for this, Milord. However, it all depends on what kind of cloak you wish to wear."
[Free Action: Choose the design of the cloak: Combat or as a Symbol]
>>6130
Barracks 3.5 / 4
Linothorax 3/4
>>6138
-1 Stack
+1,000 Pop
+Building: Storage Level 1
The storage unit got 5 times bigger now!
Int 5 / 15
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4d8ca6 No.6142
| Rolled 70, 8, 89, 39 = 206 (4d100) |
>>6137
man, thats embarrasing
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4d8ca6 No.6143
| Rolled 85, 63, 97, 16, 58, 63 = 382 (6d100) |
>>6136
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2
>Heir/Heiress:
Sons:
Augustus: Age 7
Magnus: Age 3
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Military:
1,315 Aruile Defenders [UNIQUE]
5,180 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
>Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
>Research and Skills:
Blackpowder 7/?
Final Push 1/????
1/2. Continue the blackpowder research, scour the empire for any experts in the subject and bring them here; spare no expense
3. Prospect for gold in the mines, we need a source of income besides the taxes from the peasantry.
4. I want a forge set up for the men, use the excess iron and stone from the mines
>1 Stack of Iron
>1 Stack of Stone
5. Free action - More men
6. Free action - ask one question
"My fair lady, please tell me of any lands you have traveled too outside of our empire, and the wonders you may have seen there"
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4d8ca6 No.6144
| Rolled 8, 55, 2, 96 = 161 (4d100) |
>>6098
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 10,200 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 50 Archeologists.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos is racking his brain trying to understand the artifacts. None of the soldiers had reported such an effect when they had wielded the weapons, what could this mean? He had thought that perhaps each weapon would choose a specific wielder but he had felt this spark when trying out each of them over these past few months, what could that have been?
He would have to wait for the expedition to return with new information. For now he will busy himself with his duties as a lord. The Architects are being trained quite well. He had visited them at the Scholars College and their progress was as could be expected. The warships were almost finished, soon the route between the mainland and Zephos would be safe.
Horizon Project 2/12
1. The architects continue to be trained for Project Horizon. Architects 1/3
2. The Lord’s life is very important. There will be times in the future when Lord Zephos’s life will be threatened by outside powers. He will need skilled guardsmen. Train skilled personal guard for Lord Zephos. They will be skilled with a large variety of weapons, hand to hand and have good minds for battle and strategy. The Lords Hand shall repel all outside threat.
3. The architects will need a skilled workforce, so alongside of them we will train a force of skilled laborers
4. And the warships continue to be constructed at the shipyard. ½ Warships
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4d8ca6 No.6145
>>6109
"It takes a monster to know a monster.
With that logic, it takes a monster to kill a monster."
A building only known as a special barracks to the public.
But inside those rooms are secret arts where only the few will know.
+Building: [Wonder] The Dark Core
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4d8ca6 No.6146
| Rolled 77, 63, 6, 68 = 214 (4d100) |
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,250 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
>Buildings:
Farm Level 3
Barracks Level 1 [2/5]
Watchtower Level 1
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (3 Questions Each)
>Project:
INT Training - [2/10]
Free Action: Lord Kellingstag leans in towards Gwyn, "No, I've never heard of such a thing, tell me more."
Free Action 2: Herald shrugs, "Mostly where I fall I guess. You lot have an inn here?"
1. Try looking for a good mining location again.
2. More work on the barracks.
3. More work on the shipyard.
4. Work on some stables to house lighter cavalry than my knights, specifically riders that can lure enemies into position for devastating cavalry charges from the knights.
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4d8ca6 No.6147
| Rolled 85, 59, 48, 59 = 251 (4d100) |
>>6136
My Stuff:
http://pastebin.com/rWgAkDsT
1-3; work on fixing and improving the Barracks!
4; Work on the mine
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4d8ca6 No.6148
>>6145
>All these posts before me
>triggering my OCD
It is now time for the INT stat to be relevant!
Every 5 years, the Emperor of Bello made a deal with the God of Knowledge.
He said that too truly unite his Empire, he needs his people understand the world and others.
With this, Emperor Bello gave something very important him to the God of Knowledge and in recompensation, the God of Knowledge grants a gift of intelligence to all of Empire.
In this day, the smarties are granted a little bonus.
>Int 1
+5 on all rolls
>Int 2
+5 on all rolls
+10 on Technology rolls
>Int 3
+5 on all rolls
+10 on Technology rolls
+1 Success on crafting
>Int 4
+5 on all rolls
+10 on Technology rolls
+1 Success on crafting
+1 Random New Technology Branch
>Int 5
+5 on all rolls
+10 on Technology rolls
+1 Success on crafting
+1 Random New Technology Branch
+An answer to any question
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4d8ca6 No.6149
| Rolled 24, 95, 75, 86 = 280 (4d100) |
Rolls
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4d8ca6 No.6150
| Rolled 33, 6, 7, 64 = 110 (4d100) |
>>6141
>Lord's Name: Bob Hexxus 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ [IB-Leadership]+[IB-Leadership] +[Leadership] 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
>Storage (100%): 2 Stacks of Cotton
>Technology
Cotton Weaving Level 3
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Ruber's Barracks 3.5 / 4
Forge 2/4
Cotton Weaving - Linothorax 3/4
1 Linothorax. The armor of our soldiers and guards, taught in the schools as the great contribution of cotton weaving which rivals metal armor with a great capacity for stopping arrows and warding off blows from swords that arent razor sharp. It stands to be a great advance for Epidemica as we already have the cotton needed and the skills required to mass produce them.
2 Ruber's Barracks. "He has done admirably, he has ingrained his image on the soldiers of Epidemica and now he is Twenty! My how time flies and now I am almost Forty but now that we have lived this long we are sure to live long and fruitful lives. In any case the soldiers will have a chance to feast in his honor and the officers will drink a toast in his name when this barracks is finished.
3 The Great Map of Epidemica. "Explorers, your guild is hereby commissioned to create the Great Map of Epidemica, it will of course be lead by your Guild-Master Entric Elis. A large and comprehensive work to aid but I know you can handle it because you are some of the most intelligent men I have had the pleasure to meet. Good luck"
4 Forge. Families meet to do business, the table is packed and very much alive with the sounds of a large family getting to know each other and make relationships that will last many generations as they prosper together or fall into decline together. That is the kind of commitment families can have with one another, only in Epidemica are they so close.
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4d8ca6 No.6151
| Rolled 71, 18, 65, 84 = 238 (4d100) |
>>6136
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81500 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 100 Raiders, 2,430 Raiders+, 1995 Elite Raiders+, 499 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 6 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 2 Stockpiles of Fresh Fish, 1 Stockpiles of Expired Fish, 12% Filled
Shipyard 3/5
Warship 1/2
1. Use the sudden surge of intelligence to to craft some ballistae for our warships.
2. Finish the Warship.
3. Finish the work on the Shipyard.
4. Trade away a stockpile of fish to independent traders in exchange for goods.
Dump the rotten fish pile.
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4d8ca6 No.6153
>>6144
Some incident happened at the expedition!
You have lost some archaeologist and it will take another turn for them to come back!
-5 Archaeologist
Lord Hand 1/3
+Military: 1 Warship (Carries up to 300 Units)
Another warship is well underway!
Warship 1/2
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4d8ca6 No.6154
| Rolled 23, 47, 15, 2 = 87 (4d100) |
>>6141
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 2
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership (6/10)
Farm Level 4 (2/7)
1/2. Work on my Leadership skills
3/4. Work on the Farms
Dahjor Cloak: Symbol: with the upcoming vote a symbol of such value would come in handy, and with the breeder House constructed in a few years a military coat could be fashioned.
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4d8ca6 No.6155
| Rolled 42, 76, 99, 85 = 302 (4d100) |
>>6141
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
>Bonus:
+Favored by Gods
Search Progress [1 Turns. No actions required]
+5 all
1,2. Continue learning 5/15
3,4. Begin building a road network connecting the cities and villages in the kingdom. Make sure it is easy for all to move along them and can easily get a traveler wherever they wish.
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4d8ca6 No.6156
| Rolled 93, 55, 49, 19 = 216 (4d100) |
>>6152
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 10,200 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 45 Archeologists.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (80% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Lord Zephos is very concerned. All he gets is a report of 5 casualties, and it was the archeologist. What could have happened? Did the Treasure Hunter’s clear a section of the temple only for them to have missed some traps? A thousand scenarios run through his mind on what could have happened but in the end all he can do is wait and continue his duties.
Horizon Project 2/12
1. Lord Zephos is sad to see that the architects have not made much progress these last few months, but hopefully they will pick it up. Architects 1/3
2. Lord Zephos spends time with the Lord’s Hand prospects himself, he speaks with them and befriends them and oversees the rigorous training himself. Lord’s hand. 1/3
3. The Architects will be needing proper tools to perform their duties. We will design all kinds of new masonry tools to help them construct project horizon and future projects.
4. We will get at least three warships to patrol our waters, the first one is completed and now we just need two more. ½ Warships
>Int 3
+5 on all rolls
+10 on Technology rolls
+1 Success on crafting
+3 to rolls Loyalty bonus.
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4d8ca6 No.6157
| Rolled 79, 26, 7, 4, 26 = 142 (5d100) |
>>6136
dice dice baby
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4d8ca6 No.6158
| Rolled 10, 10, 86, 89 = 195 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. And now it is time to put the Dark Core to work. Train and make groups of Draconian Slayers!
3. Send out groups to search for areas vital to us economically that have been taken by the monsters(search for blessed places, caches, old mines, facilities, et,)
4. Raise Leadership roll
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4d8ca6 No.6161
| Rolled 51, 68, 71, 42 = 232 (4d100) |
>>6048
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Building: Coastal Fortifications
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
"Hhhggng, we got–uhn–militias in every–uuh–town, reinforced by–ah-aH–hedges! ohyeahthat'sgood…and forts around our–nnn–coastal towns….alright, that's enough for now. God, but you've gotten good down there. Now, take this down…"
1&2: finish the road
3&4: begin training the militias in coastal towns in special tactics for dealing with sea raids.
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4d8ca6 No.6163
| Rolled 49, 89, 45, 47 = 230 (4d100) |
>>6136
1.Continue to mass produce those pikes and shields, we have a vast populace who will both produce, and require, these weapons
>Weapon crafting1/4
Barracks Level 1
School of War Level 1
Military Society
2. Ah, but simply crafting the weapons is not enough. We must also train the populace and our military into formations, as we have done for centuries. March!
>Train in Formations
3. And continue to train our generals how to use these formations as they were meant to be used 1/4
Barracks Level 1
School of War Level 1
Military Society
5. Finish up the Lumber Mill. More spare wood will help us later on 2/4
Barracks Level 1
School of War Level 1
Military Society
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4d8ca6 No.6166
>>6136
If the Blaubluts were clearly that much smarter then he would have impossibly opened his chambers to anyone. Then again his guards had been slaughtered as well and they were hardly Blaubluts. Though Sohneins had to ask himself whether the countless minor Vampires belonged to a house as well.
Either way he would voice his condolences.What had happened here was a tragedy and a crime at that. The bloodmages should return with their results any moment now. The killer would be caught.
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4d8ca6 No.6167
| Rolled 74, 17, 89, 99 = 279 (4d100) |
>>6148
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 4/15
+ Silent Gardens 2/6
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 2/8
+ That Mystery ??? Tech 1/?
1-2. Continue the works on the Mystery Technology.
+ ??? 1/?(5)?
+5 on all rolls
+10 on Technology rolls
3-4. The Silent Gardens sure took their sweet time. Then again Cassius had just been murdered. While the blood mages continued to work their best in order to track down the murderer Lord Sohneins would see the gardens completed at last. Perhaps this time they would be blessed with more luck, but if he was honest, Sohneins didn't believe they would be.
+5 on all rolls
+10 on Technology rolls
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4d8ca6 No.6168
>>6166
You have arrived to the Blaubluts' house.
The three elders ( the people in charge of the Blaubluts) wanted to have a word with you.
After some time, you have finally got to meet them.
But before anyone can say their pleasantries, one the elders stated, "How will you be taking responsibility for this event, Lord Sohneins?
Will our re-compensation come soon?"
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4d8ca6 No.6169
>>6168
Lord Sohneins met the elder's look with a steadfast gaze, "I am not familiar with the Salvynian customs regarding murder.", how long had this elder lived? Cassius had been 278 years old and he hadn't been one of them. Did this man truly care for Cassius death? Perhaps it had all just been a ploy to drive Sohneins into the family's debt. Not one by Cassius certainly, he was dead after all.
"So you may elaborate on the customs regarding such a case and I will tell you whether or not they are going to persist.".
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4d8ca6 No.6171
>>6169
"It's simple, is it not? The House of Blaubluts has gave you an adviser. One of our family members.
Yet, under your protection, he was brutally killed.
Our family grieves for this loss and ask how can such a thing happen under your guidance."
>Int 2
You never heard of traditions like this, but it is likely this is normal vampire thinking.
The elder looks about 500ish.
You're still iffy on the whole vampire-age thing.
>Wis 2
He does not even seem a bit sincere about Cassius's death.
It's possible that the murderer seemed to have wanted you to have bad relationships with the family.
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4d8ca6 No.6172
>>6171
"How something like this could happen?", Lord Sohneins looked at the Vampire in a mix of amusement and tiredness, "You have been waging war against the other families of this land for so many years hardly anyone can even recall them. Whomever murdered Cassius had cut their way through five guards. Trained men at arms. It was within the castle and nobody heard a god damn thing.
Tell me Blaublut, you have beel living here longer than I have. Who are the people who could perform such a feat? I know you are the smart ones. So what? The Rotfangs are the strong ones then? And what of the Bleichhauts? Are they the magical ones? Or perhaps there is another faction in Salvynia? Men hunting down Vampires? Or is it a fourth family? One you thought wiped out long ago?".
For a moment Sohneins paused, "Or perhaps it was becaue he sought to make Salvynia a better place. And someone couldn't let that happen.".
Sohneins stepped demonstratively close to the Elder, "All you people ever did was shit on me since the day I arrived. You want your satisfaction? Help out for once, perhaps you will like the change.".
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4d8ca6 No.6173
| Rolled 96, 48, 98, 20 = 262 (4d100) |
>>6098
>>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>Skill:
>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>Bonus:
>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>Color: Tan 9
>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>Population:
>>>>>>>Military:
>>>>>>>Buildings:
>>>>>>>Technology:
>>>>>>>Magic:
>>>>>>>Skill
>>>>>>Leadership Level 1
>>>>>>IB-Leadership Level 4
>>>>>>Combat Level 4
>>>>>>Charisma Level 2
>>>>>>Wisdom Level 1
>>>>>>Intelligence Level 1
>>>>>>>Bonus:
>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>Population: 300,000 Humans
>>>>>>>Military:
>>>>>>1,000 Horse-Riders
>>>>>>500 Horse-Archers
>>>>>>2000 Archers
>>>>>>>Buildings: [NOMADIC]
>>>>>>Hunting Field Level 4
>>>>>>Stables Level 2
>>>>>>Barracks Level 2
>+Building: Council of Plains
>>>>>>>Technology:
>>>>>>Horse-Riding Level 3
>>>>>>Utility Crafting Level 2
>>>>>>-Horse Equipment
>>>>>>Weapon Crafting Level 2
>>>>>taming animals 1
>>>>>>-Bows and Arrows
>>>>>>>Bonus
>>>>>>Nomadic
>>>>>>Land contains smaller tribes [NPC controled]
>>>>15 hawks
>+Storage (100% FULL) :
>1 Stack of HellBeast's Fur
+Technology:
Beast Trainer
[NEW TAB]
>Heroes:
Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
Free Action: "Brothers and sisters of the plains, as some of you may know Emperor Bello has past. One of the only outsiders who fights like a Tribesmen has left our realm before the spirits willed it. This is a sorrow that will haunt the land for years to come. However I bring you here not to hear me grieve and moan, I have summoned you for the necessity of our people. Under the rule of emperor Bello our lands were left untouched by the outsiders because of fear of him. Now with his passing the petty lords in their stone housing become greedy and foolish thinking that they can take our ancestral lands from us. They look at us as scattered tribes that would tear itself apart for them. We must prove to them that we are more then just tribals. That we are Kinsman who will not bow down to their rule! I have called this Council to discuss the unification of the tribes under my rule as chieftain of tribe Broken Mane"
1:Harnessing wolf as the trainer in charge of domestication is given the task of training the hawks that the tribe has captured. His goal is to teach them to carry messages between the tribes of the region.
2:Wondering Eyes as the trainer in charge of finding new creatures is sent out into the wild with a host of soldiers to find new beasts to capture
3:The tribe is sent out on a hunt to capture buffalo and other herd animals for the tribe to bring on their upcoming nomadic move.
4:Lastly Chief Thundering Hooves gathers a group of his soldiers together and instructs them to work on their stealth capabilities. If they are to protect themselves from the outsiders then they must be able to sneak into their territory. (Train Spies
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4d8ca6 No.6180
>>5517
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Skill:
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Bonus:
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
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4d8ca6 No.6181
>>6172
The elder stayed quiet.
After a moment pause, a different elder, who looks like an old grandma and hasn't spoken since now, said, "Milord, maybe it is best for you to attend back to your castle."
>>6173
You ended your speech. It seems as if you had all other chieftans' approval.
However, as soon as one of the rival chieftan walked outof the Hall, an arrow came whizzing by.
It landed directly into the chieftan's heart.
His guards became immediately pulled out their weapons.
"Traitor! You disgraceful horse shits led us to a trap!"
They charged right at you, while your guards managed to block their assault.
-2 Horse-Riders
The opposing guards have been slain.
>>6180
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Population: 100,000
>Military: 1,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
[NEW TAB]
>Economy: 8
+9 Roll Value
>Bonus:
Economic Powerhouse
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4d8ca6 No.6182
>>6181
Thundering Hooves flies into a a rage. "I WANT THE MAN WHO DID FIRED THAT ARROW AND I WANT HIM NOW. GRAB YOUR HORSES MEN WE'RE GOING HUNTING"
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4d8ca6 No.6183
| Rolled 59, 17, 75, 98 = 249 (4d100) |
>>6181
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 1,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8
+9 Roll Value
>Bonus:
Economic Powerhouse
1/2 - Encourage trade with nearby regions, even if I must attend discussions myself. *Especially* if I attend them myself!
3 - Our military is very small, hardly the right of Hendappa. How would we defend ourselves? Acquire more soldiers.
4 - Scour the island for any potential resources. Mines, forests, fishing, we are rich in many things after all.
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4d8ca6 No.6184
>>6181
With a sigh Sohneins shook his head, "Forgive me. You have lost a family member, I should not have spoken as rashly."
"It pains me to see Cassius dead. He was a good man. A loyal one. I am sorry for your loss, certainly not all of us wear their grief on their sleeve.", he turned to the first elder he spoke to, "I will see his murder avenged.".
And back to the castle he went.
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4d8ca6 No.6185
>>6110
>>6108
To the illustrious court of Qan Shiwan arrives an emissary from the Hendappan Rajanate, with his attendants. "Good lord Shiwan," the envoy bows "your lands are vast, and your people many. You are wise in war and your fields bountiful in harvest. But there is conflict inevitably ahead, for a vacuum of power always incites conflict to attain it. We can be of aid to you. We too are rich in resources and wealth, but more importantly we can produce many great devices and items of prestige and skill that will be useful to you. Would you care to discuss the terms of an economic alliance?"
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4d8ca6 No.6186
>>6185
"I would indeed, most certainly, as would my existing allies among the Iron Corner, whom we bind ourselves by a great road network, would as well.
We value all peoples of industry, progress, and information, such as our allies the mighty Desolate with their industrial machinery and machinatons, or the Scorpion Clan, full of wisdom and cleverness and the power of information.
But beyond our friends, we hope that /we/ ourselves might prove beneficial in any form of cooperation with such an esteemed race as yourselves, famed of your shrewd and wise men of coin, produce, and mercantile. Men of sound financial mind and accountants beyond compare.
Truly, perhaps you might be the ones who can outline how our two noble nations can be of service to the other. We are a military people, and servants of the Emperor, providng him the food, manpower, and supplies, of which we share with all those we hold dear and seek to protect, and be protected with.
How might our two great nations cooperate with each other?"
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4d8ca6 No.6188
>>6186
"Information we value, as knowledge is key in any deal. But above all we are in need of resources. Your bounty of food and grains, the mines of your allies and yourselves, and the lumber we ourselves cannot so easily obtain. These are the things we require to support our people and fuel our industry. In return, we offer you the ingenuity of Hendappan craftsman and engineers. Great siege tools and weapons of war, stronger infrastructure to maintain your vast populace, and all the luxuries and pleasantries that a lord such as yourself and your allies deserve. These we offer in return."
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4d8ca6 No.6190
>>6188
"This were I alone, I would heartily agree to without a hesitation.
I am not alone, I have my allies to consider and concern and speak to for their consent, but I have no doubt they will hear upon your terms favorably, as reasonable and wise as they are.
Before I ask them, however, I must ask you. An arm does not stand alone, nor the leg, nor the head, but forms the great body.
Will you agree to an invitation into our Iron Corner, a bond held together by road and common unity and prosperity between our peoples?"
Also get on the IRC
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4d8ca6 No.6191
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4d8ca6 No.6203
>>6190
"We are a mercantile peoples, your Lordship, and we as people of trade value impartiality above all else. But we will enter into a trade agreement with you, and supply you what weapons you need, though we will not commit to the war ourselves."
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4d8ca6 No.6204
>>6188
>>6143
>>6161
>>6157
>>5589
A great treaty is written up and sent to all member parties of the Iron Corner, and marked with the waxen seal of Shiwan.
"To all member parties of the Iron Corner and her allies, this treaty, met with unambiguous and unanimous consent of all her parties, outlines a neutral trade and economic treaty between the island state of Hendappa and the members of the Iron Corner.
The Iron Corner will respect, and encourage, mutually beneficial trade between the Island Nation, and seek to protect such trade when possible, and to support such trade when possible.
All member parties are requested to send their waxen seal or other form of official authentication upon a return message, to be compiled into the finality of the treaty, due to the great distance. Alternatively, if preferably, you may send an envoy to witness and officiate the great signing."
Signed, Lord Quin Shiwan.
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4d8ca6 No.6205
>>6204
Elric send waxen seal with a hammer and chisel for its design.
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4d8ca6 No.6207
>>6204
A return message is sent, with a lip-print on it which is somehow obviously Himalia's.
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4d8ca6 No.6224
>>6137
+1 Stack of Food (Expires 2 turns)
Your storage is full!
Yay, you finally got your shipyard! That'll show them coast-suckers.
+Building: Shipyard Level 1
Your storage is full!
+1 Stack of Volconite (Choose either this stack or the food stack)
>Economy: 4 (-1 Roll Value)
>>6139
Fish Port 3/5
+Technology: Preservation Level 2
With this, your food will expire in a much lesser rate!
>>6143
You have found the secrets behind it.
The blackpowder.
It's still very unstable, but now you can branch off weapons based on this new substance.
>Wis 2
>Int 2
You have a nagging feeling, the people in your nation won't be enough to create such a weapon using the blackpowder efficiently.
+Technology: Blackpowder
The mine had to be dug farther to get to gold.
Mine Level 3 (3/6)
+50 Infantry
(Questions don't require a roll)
"Nations outside of the Empire? Well I've been to one, actually. There's a whole vast land in the South, filled with desert and sand.
The people who occupies such land are mostly human with very dark skin.
At the Capital, they are known as "Lessers".
But when I there, I swear to you, there is more than meets the eyes with those people.
Each of them just feels so... wise."
>Economy: 4 (-1 Roll Value)
>>6146
1. "Oh, the Tooth of Claun was a sword that belonged to the great Stagfield's hero of a past generation. Some say it had magical powers to enhance the wielder's strength."
You have found a great mining spot!
Barracks 1/4
Stables 1/4
>>6147
+Building: Barracks Level 1
The barrack is repaired and the rumors of you breathing fire are mostly gone.
Barracks Level 2 (1/5)
Mine 2/4
>Economy : 5 (+0 Roll Value)
>>6150
+Technology:
Cotton Weaving Level 4
-Linothorax
The tailors of your nation wishes a Tailor building to work on the new type of armor.
+Building: Barracks Level 1
Finally, your son's work has now been completed!
Forge 3/4
>Economy: 6 (+1 Roll Value)
>>6151
Siege Crafting 2/6
Your researchers went to quick work for the new weapon.
Shipyard 4/5
-1 Stockpile of Fish
-1 Stockpile of Expired Fish
The traders ask what kind of material you wish.
[Free Action]
>Money
>Metal
>Lumber
>Weapons
>Information
>Combination of 2 or more
>Economy: 4 (-1 Roll Value)
>>6154
Leadership 8/10
The Dahjor Cloak was finished. It is now the symbol of your great nation.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Economy: 5 (+0 Roll Value)
>>6155
Learning 8 / 15
+Building: Roads Level 1
With this, trade and movement would be much easier!
Road Level 2 (2/4)
A search has been done! You have found a human in the Capital who seems intelligent enough.
+Knowledge Temple Level 1
And just in the same day as the Knowledge Holiday.
>Magic:
Knowledge Magic ( 1 Human)
Economy: 6 (+1 Roll Value)
>>6156
+100 Architects
After a long year, the architects are finally ready!
The Hand 2/3
Utility Crafting 2/4
Your advisers tells you that a Forge is required to actually make the tools.
+ 1 Warship
That's the second warship ready to sail!
>Economy: 6 (+1 Roll)
>>6158
You have found an old mine that's still manageable. Just need a little repairs.
Mine 2 / 4
Leadership 2/5
Economy: 4 (-1 Roll)
>>6161
+Road Level 1
Sea Militia Training 2/4
>Economy: 5 (+0 Roll Value)
>>6163
Weapon Crafting 2/4
+Technology:
Formations
Through these formations, not only will your military improve, but strategy will become more complex and profound.
General Training 2/4
Lumber Mill 2/4
>Economy: 5 (+0 Roll Value)
>>6167
??? 4 / 5
Wonder will be in the next post.
>Economy: 3 (-2 Roll Value)
>>6173
+Technnology:
Hawk Communications
Finding new beasts 1/2
+Technology:
Buffalo
>Economy: 3 (-2 Roll Value)
-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you.
>>6183
The trade preperation with the Shiwan Dynasty is complete. However, the Shiwan Dynasty needs to set up a Dock (Trade).
+100 Infantry
You have started building a mine!
Mine 3/4
>Economy: 8
+6 Roll Value
(Change the 9 to a 6)
[Int 4. Random Tech Bonus]
+Technology:
Utility Crafting Level 1
-Farming Tools
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4d8ca6 No.6225
>>6167
"A little silence gives room for loud thinking"
Legends say, in the deep roots of Salvynia, there is a magical place that makes a person stronger, wiser, or smarter.
Yet, this place is not special.
It looks and feels like a normal garden with an eerie silence.
Maybe that was actually all one needs to be better.
+Building: [WONDER] The Silent Garden
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4d8ca6 No.6226
>>6224
>Economy
So with some of the players concentrating on economy and new player's nation based on money, we now have a new Economy tab.
It gives a scale of 1-10.
5 being average.
As you already know, each number gives off a roll value bonus.
If you continue to work on Economy, a different bonus can happen as well.
You can trade/buy/sell with the Economy's number. So yes, you can give other player's your economy power.
You can also use one economy power to increase a project's progression. This is a Free Action.
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4d8ca6 No.6227
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
Formations
>Magic:
>Bonus:
Breeding
Stat Post
Military Society
>Economy : 5
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4d8ca6 No.6228
| Rolled 43, 41, 12, 66 = 162 (4d100) |
>>6227
>>6226
1. Lord Arvali Phylum has promised to supply us with high grade Pikes, Shields, and Armor in exchange for 4000 mercenaries. A number we can spare.
We'll let them finish the 2/4 of weapon crafting, in exchange we'll start shipping those mercenaries.
As a trade route action. We can use current merchant ships to aid in the export of men, and weapons imports.
Market Level 3
2. The Lumber Mill will be continued however, it is good that we set our vast populace to harnessing our natural resources 3/4
3. Go forth and send workers to finish up the Iron Road into Aruile's lands.
Our existing road network should aid in this
Road Level 1
4. And the training of our generals will continue 2/4
Barracks Level 1
School of War Level 1
Military Society
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4d8ca6 No.6230
| Rolled 98, 17, 76, 76 = 267 (4d100) |
>>6224
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-2 Roll Value)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 4/15
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 2/8
+ That Mystery ??? Tech 4/5
1-2. Left alone in the Gardens there was room for silence. Of course he needed to learn about the Wisdom of Ages, of course he needed to steel his Intellect for the days to come. But he had begun a mission to improve his Martial skill and to have come this far and no further would have been a waste of many hours of practice. A sword in hand he went at it. Perhaps a few hours in silence would serve him well, clear his head. Who had killed Cassius? He had received no word of his blood mages. Only time would tell.
+ Combat Training 4/15
+ [WONDER] Silent Gardens
3-4. The Tower of Shrouds needed to grow once more, for too long constructions had stood idly. The spies of others were roaming throughout the lands. Sohneins needed his own. He was well aware they they would not simply be eyes for himself but many of them would remain faithful to their respective families. One day perhaps he would have earned enough trust for the people of Salvynia to consider him their true ruler. But the road to ruin was paved with good intentions.
+ Tower of Shrouds 2/8
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4d8ca6 No.6231
| Rolled 7, 43, 44, 5 = 99 (4d100) |
>>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>Skill:
>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>Bonus:
>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>Color: Tan 9
>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>Population:
>>>>>>>Military:
>>>>>>>Buildings:
>>>>>>>Technology:
>>>>>>>Magic:
>>>>>>>Skill
>>>>>>Leadership Level 1
>>>>>>IB-Leadership Level 4
>>>>>>Combat Level 4
>>>>>>Charisma Level 2
>>>>>>Wisdom Level 1
>>>>>>Intelligence Level 1
>>>>>>>Bonus:
>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>Population: 300,000 Humans
>>>>>>>Military:
>>>>>>1,000 Horse-Riders
>>>>>>500 Horse-Archers
>>>>>>2000 Archers
>>>>>>>Buildings: [NOMADIC]
>>>>>>Hunting Field Level 4
>>>>>>Stables Level 2
>>>>>>Barracks Level 2
>+Building: Council of Plains
>>>>>>>Technology:
>>>>>>Horse-Riding Level 3
>>>>>>Utility Crafting Level 2
>>>>>>-Horse Equipment
>>>>>>Weapon Crafting Level 2
>>>>>taming animals 1
>>>>>>-Bows and Arrows
>>>>>>>Bonus
>>>>>>Nomadic
>>>>>>Land contains smaller tribes [NPC controled]
>>>>15 hawks
>+Storage (100% FULL) :
>1 Stack of HellBeast's Fur
+Technology:
Beast Trainer
[NEW TAB]
>Heroes:
Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
+Technnology:
Hawk Communications
Finding new beasts 1/2
+Technology:
Buffalo
>Economy: 3 (-2 Roll Value)
-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you.
1-4:"MEN I WANT WHOEVER FIRED THAT ARROW FOUND! I WANT SCOUTS OUT LOOKING FOR HIM! I WANT EVERY HORSE IN USE FINDING WHOEVER THE FUCK DID THIS!"
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4d8ca6 No.6232
>>6167
The blood magicians have found the murderer.
Sadly, it was one of their owns.
A vampire with blood magic used his powers to defeat the guards and killed Cassius.
When the culprit was found out, he fought as hard as possible and was soon killed by the other blood magicians.
He belonged to no family.
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4d8ca6 No.6233
| Rolled 27, 64, 82, 27 = 200 (4d100) |
>>6224
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+1 Roll Value)
>Bonus:
+Favored by Gods
1. Finish the road upgrades, 2/4
2. Learning 8/15
3&4. It is about time that I gave a bit to all the churches and temples, especially know that the god of Knowledge's blessing has come once again. Travel to each of the temples and churches within my lands, give each a good donation, a sacrifice to appease the gods, and a prayer for them to continue to bless this land.
+Favored by gods?
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4d8ca6 No.6234
| Rolled 16, 33, 47, 53 = 149 (4d100) |
>>6224
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 1,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8
+6 Roll Value
>Bonus:
Economic Powerhouse
+100 Infantry
Mine 3/4
[Int 4. Random Tech Bonus]
+Technology:
Utility Crafting Level 1
-Farming Tools
1/2 - As promised to the Shiwan Dynasty, we shall produce weapons just as they provide us soldiers. Good, strong shields, sharp blades, infallible crossbows and unbending spears. They will be the first of our great works.
3 - Continue work on the mine.
4 - Begin the construction of great siege weaponry, they will undoubtedly require more impressive war engines soon enough.
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4d8ca6 No.6235
| Rolled 34, 62, 78, 93, 58 = 325 (5d100) |
>>6224
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2 (+5 on all rolls
+10 on Technology rolls)
>Heir/Heiress:
Sons:
Augustus: Age 7
Magnus: Age 3
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus:
[Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Economy: 4 (-1 Roll Value)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,230 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Spartan Style
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
>Research and Skills:
Final Push 1/????
1/2. If my people cannot adequately use the technology of black-powder, then find someone who can, maybe the great engineer of the Empire, Leonardo da Miragliano, can be persuaded to come assist us.
3. If the country is to grow, in both wealth and statue, we need our people to be educated, begin the building of a school for the best and brightest of Aruile to study at, and find the best to teach in it.
4. On to the next project, STEAM POWER, find a way to utilize the power of steam to drive objects, like a wheeled cart
5. Free action - More men
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4d8ca6 No.6236
>>6150
A letter arrives, via ship to Epidemica. The courier takes care to cover his face with cloth as he delivers letter bearing the seal of Zephos to Lord Hexxius himself.
“To my esteemed fellow league member. I apologize if this letter finds you later than you had been expecting. I have been quite busy as of late but enough with my excuses. I would like to purpose a trade route between us. I’m certain that we have many things to offer each other and I have heard that the cotton produced by your people is like none other. As of right now I’m afraid that all I can offer in return is coinage and fresh fish, but as the trade route grows I am certain that both of our lands will profit greatly from this endeavor.
I look forward to your reply. – Lord Edward Ast Zephos XVII
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4d8ca6 No.6237
| Rolled 42, 60, 30, 62 = 194 (4d100) |
>>6224
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81500 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 100 Raiders, 2,430 Raiders+, 1995 Elite Raiders+, 499 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 6 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 1, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stockpiles of Fresh Fish, 4% Filled
>Economy: 4 (-1 Roll Value)
Shipyard 4/5
Siege Crafting 2/6
Warship 1/2
Exchange the fish for Lumber.
"Siegel. Keep the craftsmen busy. Tell Roan to get the docks working." Aric said all of this as he strode down the halls of his castle, affixing his horned helm to his head and clipping his broadaxe onto his belt. The swarthy half-elf beside him nodded.
"Godspeed, Cap'n Bryne."
1 and 2. Personally lead a surprise raiding party on the Scorpion Clan's shores, moving in quickly and going out quickly, using generic pirate flags in place of banners and leaving evidence behind to suggest that mere pirates did the deed.
3. Siegecrafting.
4. Build the Shipyard.
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4d8ca6 No.6238
| Rolled 68, 94, 14, 90 = 266 (4d100) |
>>6136
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network 2/3
These little critters of yours travels much easier than any other old fashion spies.
Walls 2/4
Mine Level 1 3/4
+Building: Bug Spy Network
1. Continue working on the Mines.
2. Continue working on the walls.
3/4: Create a sacrificial circle which will act as a summoning pit.
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4d8ca6 No.6239
| Rolled 37, 41, 50, 87 = 215 (4d100) |
>>6224
>Lord's Name: Bob Hexxus 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ [IB-Leadership]+[IB-Leadership] +[Leadership] 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 400,000 Humans
>Economy: 6 (+1 Roll Value)
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage (100%): 2 Stacks of Cotton
>Technology
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Forge 3/4
1 Forge.
2 Tailor's Guild Building. An expanding of an art means the need for a center and appreciating body of the art rises and a place where the new technologies can be practiced and worked. Where commissions can be given to the tailors of Epidemica and work can start on filling out an order with great efficiency and proper manners. The Linothorax will be crafted here.
>>6236
Lord Hexxus reads it there and aloud for the court to hear and while the messenger might not be able to discern their expressions the nods would seem to be a good sign. "This is good, our own affairs are recently finished and now we were finding ourselves with time yet to be spent. We will accept the offer of your lord, my guild of explorers will mark the best path to establish a trade route on land and over sea if you give them the pleasure of a cabin on your ship. Court is dismissed"
3 Establish a trade route with Zephos to increase our economy. The Guild of Explorers will mark a path and beach suitable for a trade route with Zephos.
4 Grand Map of Epidemica. "Master Elis, how is that map going? Do mitigate some of the burden to your guild subordinates.
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4d8ca6 No.6240
| Rolled 33, 68, 100, 98 = 299 (4d100) |
>>6224
My Stuff:
http://pastebin.com/rWgAkDsT
1-3; Work on the Barracks
4; Construct the mine!
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4d8ca6 No.6241
>>6224
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans(Loyalty Level 1)
>Units: 2600 Infantry, 400 Treasure Hunters Soldiers. 45 Archeologists. 100 Architects. 2 Warships (Carries up to 300 Units)
>Trade:
Salvynia [Sea] Level 1
>Buildings:
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Treasure Chest. Storage 100%
>Economy: 6 (+1 roll value)
Lord Zephos reads his reports. The expedition had finally returned, the 5 archeologists had lost their footing and plummeted to their deaths, how unfortunate. Their families shall be sent condolences and given a one month reprieve from taxation. Fortunately their deaths were not in vain and the expedition returned with a treasure chest, the Expedition Leader Arthos wanted Lord Zephos to be there when they actually opened the relic so he would be attending that later.
The second warship is complete, he wants to finish the third but beginning the trade route with Epidemica is far more important right now.
Horizon Project 2/12
1. Wonderful, these architects shall be the foundation upon which we will build the jewel of the empire. Their first order of business will be to create a great forge that will supply Zephos with large amounts of tools and possibly weapons that the normal smiths simply cannot handle. Such as the utility tools for the architects. + 100 Architects
2. Lord Zephos is quite pleased with how the Lords Hand are turning out. They are shapping up from normal soldiers into fantastic elites. Lords hand 2/3
3. Meanwhile innovative new utility tools are drawn up and finalized, prototypes are created and tested and it is advancing as fast as could be expected. 2/4 Utility Crafting
4. >>6239 Upon greeting Epidemicas envoy and hearing that Lord hexxius has agreed to the trade route Lord Zephos finalizes the arrangement immediately and has the envoy return with another letter. “I am pleased to hear your reply, Lord Hexxius. I can already see that joining this league was an excellent twist of fate. I look forward to when I christen the first of many trade ships. – Edward Ast Zephos XVII”
+3 to rolls Loyalty bonus.
+1 to rolls Economy
Opening of the chest fluff post and rolls coming up.
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4d8ca6 No.6242
| Rolled 100, 52, 96, 75 = 323 (4d100) |
>>6241
At the end of the day when Lord Zephos has finished his duties he summons his son Daniel along with his head of staff Miss Elize and heads to the castles courtyard to greet the returned expedition and witness the opening of the treasure chest. Immediately he can tell that the expedition is not quite as happy as last time, considering that they had just lost five of their comrades, this could be expected. Arthos greets him. “Lord Zephos and young master Daniel, I’m pleased to see the both of you here.” Arthos bows before he notices Miss Elize. “Ah, and Miss Elize, always a pleasure.” He kisses her hand before continuing. ” The chest is right over here. Please, follow me.”
Immediately to the business at hand Lord Zephos can’t help but find himself smiling at Arthos’s obvious enthusiasm. He looks down to his son and finds that him to be quite excited as well. Daniel had been mentioning that he was quite interested in the Archeologists and treasure hunters, his sons happy face only broadens Lord Zephos’s grin. Miss Elize speaks up “Come master Daniel. Let’s not keep them waiting, besides you wouldn’t want to miss the opening of the treasure chest would you?” young Daniel immediately straightens up as if remembering that he is the heir to Zephos and replies. “Of course not miss Elize! Come father let’s go!” He hurries after Arthos. Lord Zephos and Miss Elize cannot help but chuckle slightly at the boy’s eagerness. “It is good to see him so happy.” Comments Lord Zephos. “Yes, the young master has been working quite hard studying to be a good heir for you, he deserves a break like this.” Replies Elize.
The duo follows after Arthos and Daniel and they come to a large and engraved chest, clearly Babylonian in nature Lord Zephos cannot help but wonder what it could contain. Arthos begins speaking. “Now that our Lord has arrived we can open the chest, it was found in a mostly ruined chamber, partially buried under stone and dirt. It took a few days’ time to free it and clean off the wears of the eons. We wanted to open it immediately but some of the boys thought it would be a great boost to morale and make the moment all the sweeter to open it before you, Lord Zephos.” The Expedition bows and cheers slightly before Arthos continues speaking. “So, without further ado, Lord Zephos, on you order.” Lord Zephos examines the gathered crowd and can see that they are all quite excited, he circles the chest once and admires the engravings upon it before looking once again to Arthos and then the crowd. “Open it, show me what all of you have uncovered.” The expedition cheers and a small group comes forward with some tools to actually open it. After a short wait the lid of the chest pops off and some men lay it besides the chest and inside is… Gold, Babylonian gold coins, hundreds of them, enough for several handfuls. While some among the expedition seemed to be a bit displeased at this turn of events Lord Zephos immediately congratulates them. “Well done, all of you. These coins are a welcome sight to our coffers and the chest itself surely holds some historical worth. What’s more you say that you found this is a ruined chamber? Perhaps it was where the Babylonians stored their coffers or close to it. Yes, I believe that I’ll be ordering another expedition in a few months. Until then, rest all of you! That’s an order!” The gathered expedition cheers and slowly disperses. Miss Elize excuses herself so that she may return to her duties and Lord Zephos, young Daniel and Arthos go to the dining hall to discuss how the expedition went and enjoy a good meal.
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4d8ca6 No.6244
(name change, this is Roki aka Belfrog)
>>6240
We would like to form an alliance with the Honorable people of Ponnpi.
>>6167
We would like to form an Alliance with the Great Nation of Salvynia.
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4d8ca6 No.6245
>>6244
Lord Sohneins was rather surprised by the sudden and blunt letter he had received. Was this some form of joke? Certainly not, the seal was the real deal, the man in question did not ask him to kneel but reel the wheel of a possible alliance.
There was nothing wrong with considering diplomatic, relations, but a formal alliance?
Sohneins wrote up a response letter.
"Dear writer of this Letter, while I cannot say I have been aware of any advanced diplomatic relations between our two Counties, know that as I presume you to be a member of the Empire I will be certain to uphold your sovereignty in the case of an attack. Know that, however I will not support any offensive claims you may push against other members of the Empire. That said, I hope this letter finds you. May luck and prosperity come to you.".
He then pushed a bottle of Blood-Wine into one of his courier's hands and send him off to find out who it was that had sent the letter.
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4d8ca6 No.6246
| Rolled 82, 81, 13, 14 = 190 (4d100) |
>>6224
>Lord's Name: Lord Richard Fuilcú
>Fluff: look to older original Post
>Skill:
Leadership 2
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 180,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 8/10
Farm Level 4 (2/7)
>Actions:
1/2. Work on Leadership
3/4. Work on Farms
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4d8ca6 No.6248
>>6245
"
This is Lord Valder; Leader of the Ancient City of Archaia. We wish to form an Alliance with you because of your "Curse", you are aware of the mistrust the Other Nations carry for those who are a bit blood thirsty. Soon, I think, you will find yourself the target of some church-state wishing to purge you for their God. We too, shall soon face this same fate. Should you ever find yourself at war, know that you have an ally."
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4d8ca6 No.6249
| Rolled 11, 7, 71 = 89 (3d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1. Mine (2/4)
2. Leadership (2/5)
3. Economy roll
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4d8ca6 No.6250
| Rolled 11, 82, 87, 74, 45, 57, 68, 12 = 436 (8d100) |
>>6224
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1
Mine Level 3 (1 turn inactive)
Storage 1
Roads
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
>Economy"5 (+0 rolls)
1-2. Work on improving the blacksmith
3-4. Work on Staffing a place where I can create more clockwork men.
5-6. Read up on a treatise of leadership.
7-8. Work on create clockwork carriages, slow than horses but enduring and able to bear heavier loads. +Clockwork workshop +Inventors +Lords bonus
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4d8ca6 No.6252
| Rolled 41, 8, 63, 82 = 194 (4d100) |
Rolls.
It begins, Dafty
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4d8ca6 No.6255
| Rolled 80 (1d100) |
>>6249
Last roll goes to 2
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4d8ca6 No.6256
>>6224
>>EVERYONE LOOK AT THIS
This is the start of [Turn 10], meaning the voting is at the end of this turn.
But apparently, everyone forgot about this including me , so I got an idea.
The next four turns (the same amount of turns of the "pre-summoning") will count as Turns 9.2, 9.4, 9.6, 9.8.
You'll have these turns to make at least one action to send a representative or yourself.
But there was nothing saying that you HAVE to go.
It'll take a minimum of 1 turn to travel through one nation.
However, this varies hugely by nation, nation's size, sea/lead, roads, horses, etc.
So you have 4 unofficial turns to get your shit done.
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4d8ca6 No.6259
>>6241
>>6230
A message arrives with a rider wearing the green of Epidemica
Lords
The time for the election has come for the election has come, if you will join me in Epidemica we can ride to the capital together and I can have my Master Explorer guide us through the Kelthas Glade, its my understanding he knows of excellent shortcuts that offer a view of the glades that few have the chance to appreciate.
I hope we have this chance to discuss our views, but if not then the company will be welcome - Lord Bob Hexxus of Epidemica
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4d8ca6 No.6262
>>6259
A reply comes with the next tradeship.
"Lord Hexxius, I would be honored to travel with you and Lord Sohneins. I will arrive in your lands with my Lord's Hand bodyguards.
I look forward to taking this opportunity to speak with the both of you more. - Lord Zephos."
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4d8ca6 No.6263
| Rolled 57, 77, 86, 25 = 245 (4d100) |
>>6224
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eater her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Coastal Fortifications
Road level 1
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1&2: continue sea militia training (2/4)
3&4: discover the secret of Greek Fire
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4d8ca6 No.6264
>>6233
A messenger arrives on a horse ragged from riding wearing the green of Epidemica and bearing a message.
-Dear Lord Yuros Haleer of Kelthas Glade
I, Bob Hexxus do ask for permission to travel through your lands along with Lord Sohneins of Salvynia and Lord Zepohs. You are welcome to join us on our way to the Capital and our guide is the legendary explorer Entric Elis who has offered to show us a few choice locations before he leaves for one of his "vacations". I do hope you will join us
-Lord Bob Hexxus of Epidemica
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4d8ca6 No.6266
>>6263
A small boat, carrying several armed warriors and a huge, burly man in chain with no fewer than nine straight swords on his person, arrives near the Puszczagora coast, flying an Orrisian banner.
They draw near the shore fortifications before hailing a passing fishing boat, with the sword-bearing man holding out a sealed missive.
"We seek to peacefully pass through these lands to reach the Throne, come the next voting time. Representatives, of Lord Aric Bryne, who has been stricken with a summer fever. My name is Roan Beggarsson. If you could seek out your ruler, and ask her for permission to pass, we would be grateful."
He holds the missive out with a small bag of coin.
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4d8ca6 No.6267
>>6259
"Lord Bob, it would be my pleasure to accompany you and Lord Zephos on your journey towards the capital. Know that I still have matters to attend to at home, however I will join you as soon as possible."
- Signed Lord Sohneins
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4d8ca6 No.6268
>>6244
"I am sorry to inform you, but an alliance between our lands would not be within our best interests. I have been informed of your kingdoms wicked past, and while I certainly believe this to be not the case now, my people would surely be troubled and I must keep the nation stable during these turbulent times, surely you understand."
-With all respects, Princess Ashikaga Azura
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4d8ca6 No.6269
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4d8ca6 No.6270
| Rolled 21, 91, 39, 9 = 160 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 250,000 Humans
>Military:
3,500 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
>Buildings:
Farm Level 3
Barracks Level 1 [2/5] [1/4]?
Watchtower Level 1
Stables Level 1 [1/4]
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 2 Questions, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Free Action 1: "I am intrigued, Gwyn, where might this sword be? Do you know where last it was seen?"
Free Action 2: Jory accepts the gift.
1. Begin construction of the mine.
2. Continue work on the stable
3. Continue work on the barracks
4. Continue work on the shipyard
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4d8ca6 No.6272
>>6266
When the message reaches Lady Hiemalis, she scratches her chin contemplatively for a moment, before a grin spreads across her face. "Sure, let the cunt through. But, as we know, the terrain can be treacherous and confusing here in Puszczagóra; send a guide, so that they might reach their destination, in an expeditious, and safe manner."
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4d8ca6 No.6273
>>6272
Roan and his guards, fifteen in all, all wearing Orrisian colors, give their boatmen a nod as they disembark and stroll off behind the guide, peering around with clear caution towards the Desolace-Puszczagora border.
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4d8ca6 No.6275
>>6264
A reply is sent which reads:
You are certainly welcome to pass through my lands and, after I am finished with some buisness, I will join you on the road.
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4d8ca6 No.6276
>>6256
The Baron von Servilius will be unable to attend the voting himself, but a representation retinue and an honor guard will attend and execute his will, toeing the border though broken mane and kelthas glade
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4d8ca6 No.6277
>>6273
"Good day, my lords!" says the guide. "I shall be your guide on this trip, and my name is Juoni. Do not be deceived, the most direct route, here in Puszczagóra, is rarely the easiest or fastest-unless, of course, your intended destination is a funeral pyre. No, we will need to take a bit more of a winding path, so that your feet do not slip on the rain-soaked rock", he explains, as he leads the party off a well-paved road, and on to a narrow track through a dense forest.
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4d8ca6 No.6289
>>6277
Roan looks to one of his guards, who shrugs. The sword-toting man casts his eyes to the guide then, passing through a thicket of nettles.
"We have heard many tales of your country's terrain. Inhospitable and dire. Very confusing– but of course, with you here, we surely will not get lost."
It was impossible to tell if he was being mocking or gruffly sincere.
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4d8ca6 No.6316
| Rolled 58, 81, 62, 15, 29 = 245 (5d100) |
>>6224
Dice for The Greater Good
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4d8ca6 No.6321
>>6228
Docks (Trade) 1/2
+Building: Lumber Mill Building 1
Generals 3/4
>>6229
+Buildings:
Beautiful Decorations
+Populations: (Happiness 7)
When other nation's population are not happy, they will migrate to your land.
Also improves relevant actions.
This has a higher effect to neighboring nations.
>Economy: 6 (+4 Roll Value To Relevant Rolls)
>>6230
Combat 8/15
Tower of Shrouds 4/8
[Balancing Economy]
Economy: 3 (-4 Roll Value To Relevant Actions)
>>6231
You have found no suspect.
It seems he or she already ran away.
However, you did inspect the arrow that pierced the chieftain.
>Int 1
>Wis 1
It's doesn't belong to your tribe.
That's all you know.
[Balancing Economy]
Economy: 3 (-4 Roll Value To Relevant Actions)
>>6233
[Balancing Economy]
Economy: 6 (+2 Roll Value To Relevant Actions)
>>6234
[Balancing Economy]
Economy: 8 (+9 Roll Value to Relevant Actions)
(Shiwans Dynasty's) Weapon Crafting 3/4
+Building: Mine Level 1
(Include progress made for all projects in your actions)
Siege Weaponry 1/6
>>6235
There seems to be no method of contacting Leonardo da Miragliano right now.
However, there are those inventors from Desolace that are coming next turn.
School 1/4
These advancements has took away your bonuses!
-Bonus: [Spartan Rule] - Gains 1 free action to recruit [Infantry] each turn
-Bonus: Spartan Style
+Lord's Bonus [Confused] - Must susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Int 2
You're not even sure what Steam Power is.
[Balancing Economy]
Economy: 4 (-2 Roll Value to Relevant )
>>6237
-1 Stockpiles of Fresh Fish
You will arrive the end of next turn.
Siegecraft 3/6
+Building: Shipyard Level 2
>>6238
>Economy: 5 (+0 Roll Value to Relevant Actions)
+Building: Mine Level 1
+Building: Walls Level 1
Sacrificial Circle 2/4
>>6239
[Balancing Economy]
Economy: 6 (+2 Roll Value to Relevant)
+Building: Forge Level 1
Tailor's Guild Building 1/4
You have found a suitable trade route through your Explorers.
However, your advisers tell you that a Trading Docks is required to make trade over sea.
Some people from High Velek decided to migrate to your lands!
+3,000 Pop
Elis responds to your question.
"Ah hah! I have started making progress. But, I have a proposal for you. When you go out to do your voting or whatever, take me with you. I wish to travel more lands so I can create a map of the entire Empire! However, I will have to be provided with much gear and expenses."
Do you accept this proposal?
>>6233
Road 3/4
Learning 9/15
The journey to each temple was much easier through the roads!
You can hear the Nature God ask you a question.
"What will make this nation thrive? You, as a great leader, or the people?"
[Balancing Economy]
Economy: 6 (+4 Roll Value to Relevant )
>>6240
Barracks next post.
+Building: Mine Level 1
>>6241
Forge next post.
+Technology: Lord's Hand
Many of the soldiers are still in training, but they can now be deployed..
However, 5 exceptional members are already done with their training.
Your Hand. 1 Member for each finger.
+Military: 5 Elite Lord's Hand
+Technology:
Utility Crafting Level 1
-Architects Tools
The trade route is almost completed. Epidemica still needs to create a Trade Dock, however.
>>6246
Leadership Level 3
Leadership -> 4 (2 / 15)
Some of your population decided to migrate to Epidemica!
-3,000 Humans
>Wis 3
It could be because no progress was given to the people.
>>6249
Leadership 4/5
You have heard rumors that the people wonder why a warrior should be the leader of lloden.
>Economy Roll
What?
>>6250
Blacksmith 2/5
Grand Clockwork Workshop Level 2 (3/4)
Leadership 2/5
Clockwork Carriages Blueprints (2/4)
>>6252
A Wonder as big can not be hidden.
Temple of Hunters of Counterintelligence
4 / 8
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4d8ca6 No.6324
>>6263
+Technology: Sea Militia Training
Greek Fire 3 / ?
You need an important ingredient for this kind of weapon.
>Int 1
You don't know what it is.
[Balancing]
Lord's Bonus [Legendary Rage] - When all actions gets 40 or lower, you choose one action that gets a roll value of 100.
>>6270
1. "I believe he handed it down to his young son. It could be a heirloom to the family now, however, we do not know who could possibly be his descendant or who holds the sword. Could be lost forever, really."
Stable [3/4]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
There was a high tide today.
You have lost some of your workers.
-5 Population
>>6316
A Wonder of this size can not be hold a secret.
Tower of ??? (7/8)
Pmed.
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4d8ca6 No.6325
>>6240
"Training is everything. The peach was once a bitter almond; cauliflower is nothing but cabbage with [proper training]"
It's a strange story.
An entire building was supposedly destroy by a little girl with firebreathing.
While firebreathing is not unusual in the Empire, she was said to be a normal girl without the Fire God blessing.
At first, it didn't seem likely a true story.
However, new information soon popped out. Replacing the broken, burnt wreckage, a new building takes its place. A place where it's said legends and champions are made.
Where the fragilest of men molds into great heroes.
The rumors spread.
People ask if this was the girl's "gift".
What powers does she have?
And who is she?
-Buildings: Blacksmith
+Building: [WONDER] Infinite Blade Works
(Attachments: Blacksmith Level 3)
>>6241
"The architect should strive continually to simplify; the ensemble of the rooms should then be carefully considered that comfort and utility may go hand in hand with beauty."
Secrets of the past are very frail.
They can be misinterpreted, lost, or hidden.
However, the architects of Zephos will always find their secrets.
Whatever lies in their ruins, you can be sure the architects with their advanced gear will find it.
+Building: [Wonder] ___
(Fill in the blank)
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4d8ca6 No.6326
>>6325
>Traveling to the Capital to Vote
When committing an action to travel to the capital, the Imperial Army will arrive to your nation and take your representative to the capital.
The action will not fail whatever the roll.
However, a low roll does create bad events.
The Imperial Army's Regulations for protecting the representative.
-An army of 500 Imperial Soldiers will pick up the representative.
-Must protect the representative at all cost.
-Will not lay harm to the representative. No matter the circumstances.
-Will eliminate all possible harm to the representative, even if they are other Imperial Army soldiers or other representative.
-Duty ends when reached to the throne.
-If an individual, group, or nation manage to lay harm or kill the representative, the entire Imperial Army will declare war to the individual, group, or nation.
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4d8ca6 No.6327
| Rolled 72, 48, 42, 75 = 237 (4d100) |
>>6325
My Stuff:
http://pastebin.com/rWgAkDsT
1; Head for Capital with personal retinue of advisors and personal guard
2; Upgrade Mine
3-4; Train current Infantry
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4d8ca6 No.6329
| Rolled 61, 24, 5, 72 = 162 (4d100) |
>>5634
>Lord's Name:
Lord Steffen Tremulo of Effus-by-River
>Fluff:
Lord Steffen is an amiable fellow, though now getting on in years. He seeks to find good matches for his many daughters, who he dotes upon after the passing of his beloved wife.
Kind and caring, he tries to ensure his common folk are well fed and cared for, and much prefers peaceful diplomacy to aggravated words and war.
Being the ruler of a fertile seaside region fed by a great, bountiful river, he knows a great deal about agriculture and is always seeking to learn more so as to rule justly when a case is brought before him. His heir and eldest daughter is a pretty girl - but adventurous - and her stubborn nature and high standards make it more difficult than one might expect for her father to find her a match - especially since he wants her to be happy when he is gone.
>Skill:
Leadership Level 3
IB-Leadership Level 1
Charisma Level 2
Combat Level 1
Wisdom Level 3
Intelligence Level 3
>Heiress:
His eldest daughter; Amelie
>Bonus:
Lord's Bonus - All Internal Work's gives +5 roll value, while External Combat gives -8 roll value.
Lord's Bonus - Food production is 1.5x
>Kingdom's Name:
Effus-by-River
>Color:
Pink, 17
>Fluff:
Effus-by-River is a fertile river valley, composed largely of the moderately-hilly plains that run alongside the river Effus, down from the mountains in the north. Its people are a pleasant mixture of elves, dwarves and halflings, with a large human majority.
These diffuse races are united in faith by a religion of love and fertility that venerates the river Effus as a living goddess. She feeds the fields, fuels the mills, and her cult spreads good feeling wherever they go.
The populace live out lives of pastoral farming bliss, tolerant and even appreciative of the contributions every other race makes to the land. The dwarves in the north fashion fine goods and ship them downriver to the towns and villages, many of their ornate crafts even reaching the seaside capital city where the river meets the sea.
The elves provide fine wines and expertly dressed game, luxuries that many appreciate - and the halflings are widely regarded to be the best farmers, often called in when crops fail to grow, their knowledge of plants being almost magical in nature.
The humans are the most industrious of the bunch, helping trade to flourish and building wonders of engineering like water mills, providing anything and everything a rich valley kingdom would expect to make.
Effus-by-River is thus held by many to be a shining jewel of peace and prosperity, and it's rumoured that the emperor himself described it as the "Rich Breadbasket of the Empire" after its fertile plains saved its neighbouring provinces from a famine, years ago. It would likely be a fiercely contested territory if not for the peace the empire has enjoyed for so long.
Long may peace continue to reign.
>Population:
400,000 Humans, 90,000 Elves, 60,000 Dwarves, 50,000 Halfings
>Military:
10,000 Infantry
>Buildings:
Farm Level 4
Market Level 2
>Technology:
Agriculture Level 3
>Magic:
>Bonus:
[WONDERS] River Effus - Grants bonus food production
Peace and Unity
1. Make sure the farms are well tended, the people well fed.
2. Sponsor the river cult in developing natural magic to assist our farmers.
3. Invest in trade in the capital city of Effus at the river mouth where it meets the ocean.
4. Attend the Capital for this imperial business?
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4d8ca6 No.6330
| Rolled 44, 80, 43, 2, 24, 16, 15, 89 = 313 (8d100) |
>>6329
1, 2. Farms!
3, 4. Farming magic! (For the river cult, slightly halfling centric)
5, 6. Trade in the capital!
7, 8. Build a seaport.
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4d8ca6 No.6331
>>6329
[Balances and Changes]
Lord's Bonus [Domestication Plan] - All Internal Work's gives +3 roll value.
Lord's Bonus [Rich Breadbasket] - Food production is 1.5x
+Building:
>Economy: 6 (+2 Roll Value to relevant actions)
The farms are doing a little behind for the population, but the River of Effus does help to grant better food production.
If you want to get food stacks >>6052, a storage is in needed.
The River Cults needs a Nature Shrine to ask the Nature God to grant them such magic. However, it is said that a nation in the North possesses the Nature God's Blessing.
>Int 3
It is Kelthas Glade, the Elven nation. Even the nations leader apparently has a high class of nature magic.
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4d8ca6 No.6332
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill:
>Heir/Heiress: None
>Bonus:
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population:
>Military:
>Buildings:
>Technology:
>Magic:
>Bonus:
If i missed anything tell me
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4d8ca6 No.6333
File: 1436620250495.jpg (112.33 KB,736x1001,736:1001,9f0845a23cf7b8a91ab758760c….jpg)
| Rolled 87, 91, 41, 14 = 233 (4d100) |
>>6321
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 1
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. Leadership roll (4/5)
3. Reclaim mine (2/4)
4. The people fear going feral, an understandable cause to grow unhappy, as it is already a challenge to hold on the monster inside of us all. That is we shall calm it with a festival of blood. Begin the great hunt!
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4d8ca6 No.6334
>>6330
Farm 4 / 8
Nature Temple 2/4
A situation happened with one of the River Cultist. He screamed that magic is not the way to go for the River. Such unholy act will only dirty the pure River..
In-Trade 1/2
Seaport 2/4
[Changes and Balances]
>Technology:
Agriculture Level 3
-Farm Tools
-Preservation
-Excavating
>>6332
Location is a small island in the bottom left
>Skill
Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Bonus
[Lowly Peasant] - People can see you as a lowly peasant. If this is true Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Population: 70,000 Goblin, 10,000 Orc
>Military:
1,000 Infantry
100 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
>Bonus:
Wildlife - Everything wants to kill you
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4d8ca6 No.6335
| Rolled 36, 74, 79, 3 = 192 (4d100) |
>>6321
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2 (+5 on all rolls
+10 on Technology rolls)
>Heir/Heiress:
Sons:
Augustus: Age 7
Magnus: Age 3
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Economy: 4 (-1 Roll Value)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,230 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
School 1/4
>Research and Skills:
Final Push 1/????
1/2. The wheels of civilization roll ever onwards, a great nation such as our cannot be held back by the pursestrings of lesser men, our economy cannot be dependent upon the the charity of others, we have the resources, we have the people, it is time we made good on the potential our nation posses, and to honor our forefathers. We must take this ramshackle economy of farming and lumber and turn it into something great. Begin Improving the Economy with gold from the mines, lumber from the woods, and beastmen pelts.
3. With an end to ignorance comes a birth of greatness, the best and brightest minds in Aruile do not need to waste their potential plowing the field or swinging the sword; instead let them invent the new machine that improves the farm, or plan the campaign that cruses our enemies, and prevents more young men from having to take up the sword in defense of our nation. Continue work on the school
4. Further my lessons with madam Radcliffe, Focus on the magnificent world of engineering and research into the art of manipulating the world and resources around us to the will of man.
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4d8ca6 No.6336
| Rolled 87, 27, 27, 43 = 184 (4d100) |
>>6321
A shame it cannot be hidden, but no reason to slow down.
1-3 Continue work on it. 4. Keenan make preparations, intending to cut quietly through Effus-by-River to the capitol. It's not too far from his homeland.
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4d8ca6 No.6337
>>6321
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
Formations
>Magic:
>Bonus:
Breeding
Stat Post
Military Society
>Economy : 5
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4d8ca6 No.6338
| Rolled 32, 9, 66, 38 = 145 (4d100) |
>>6337
Good, we now have a wood supply to help in all our constructions.
Industry is booming all over the island, we had better allow it to progress in our lands as well.
1. Let's build those docks so we can begin trade. We now have wood which should help to supplement the building supplies we're already importing from the markets.
Lumber Mill Building 1
Market Level 3
3. As well, let's start stockpiling on Timber. I want us to start importing some from the market via our road networks in trade, as well as stock up via our existing lumber mills.
Lumber Mill Building 1
Market Level 3
Road Level 1
3. Our allies in the Scorpion Clan request military assistance, what for I do not know, but I have never known them to be wrong.
Send 3500 to them as an expeditionary force, with orders to assist them in whatever way they need. I suspect not having a large military as us they aren't planning to go to war but might be expecting something, so be alert.
Road Level 1
4. The Training of the Generals Countinues
Barracks Level 1
School of War Level 1
Military Society
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4d8ca6 No.6339
| Rolled 96, 72, 69, 71 = 308 (4d100) |
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 70,000 Goblin, 10,000 Orc
>Military:
1,000 Infantry
100 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
>Bonus:
Wildlife - Everything wants to kill you
Action 1: Tame local murderous wildlife
Action 2: Create an woodcutters lodge and start cutting down a selected area of forest
Action 3: Recruit new soldiers
Action 4: Head to the capital
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4d8ca6 No.6340
| Rolled 60, 33, 53, 76 = 222 (4d100) |
>>6321
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 177,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 2/15
Farm Level 4 (2/7)
>Actions:
1. Prepare a Horse and provisions and ready for the Journey to the Capital for the Upcoming Vote.
2. Immigration was a problem, Set aside some money and have a festival under the pretense of the coming vote to ensure his people would not move away until the farms and other infrastructure was complete.
3/4. Work on the farms
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4d8ca6 No.6342
| Rolled 41, 42, 33, 89 = 205 (4d100) |
>>6321
>>>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>>Skill:
>>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>>Bonus:
>>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>>Color: Tan 9
>>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>>Population:
>>>>>>>>Military:
>>>>>>>>Buildings:
>>>>>>>>Technology:
>>>>>>>>Magic:
>>>>>>>>Skill
>>>>>>>Leadership Level 1
>>>>>>>IB-Leadership Level 4
>>>>>>>Combat Level 4
>>>>>>>Charisma Level 2
>>>>>>>Wisdom Level 1
>>>>>>>Intelligence Level 1
>>>>>>>>Bonus:
>>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>>Population: 300,000 Humans
>>>>>>>>Military:
>>>>>>>1,000 Horse-Riders
>>>>>>>500 Horse-Archers
>>>>>>>2000 Archers
>>>>>>>>Buildings: [NOMADIC]
>>>>>>>Hunting Field Level 4
>>>>>>>Stables Level 2
>>>>>>>Barracks Level 2
>>+Building: Council of Plains
>>>>>>>>Technology:
>>>>>>>Horse-Riding Level 3
>>>>>>>Utility Crafting Level 2
>>>>>>>-Horse Equipment
>>>>>>>Weapon Crafting Level 2
>>>>>>taming animals 1
>>>>>>>-Bows and Arrows
>>>>>>>>Bonus
>>>>>>>Nomadic
>>>>>>>Land contains smaller tribes [NPC controled]
>>>>>15 hawks
>>+Storage (100% FULL) :
>>1 Stack of HellBeast's Fur
>+Technology:
>Beast Trainer
>[NEW TAB]
>>Heroes:
>Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
>Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
>Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
>+Technnology:
>Hawk Communications
>Finding new beasts 1/2
>+Technology:
>Buffalo
>>Economy: 3 (-2 Roll Value)
>-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you
1-2:"I will not rest until the ones responsible for the disgracing of a time such as the council. Bring me the high shamans, we shall discuss this with the spirits themselves!"
3:Send a group of men with the bodies of those killed during the attack to pay respect with their tribe for the funeral.
4:Return to training the scouts/spies
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4d8ca6 No.6343
| Rolled 30, 46, 43, 95 = 214 (4d100) |
>>6321
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 8/15
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 4/8
+ That Mystery ??? Tech 4/5
1-4. Well then. Sohneins was about to leave his quiet gardens to travel to the capital alongside with his allies. But for now some time remained and he would use it as well as he could. Certainly some other things would be done while he travelled to the vote which he hoenstly believed to be futile. A last day of intense combat training before he left. His guards were welcome to attend. The silent gardens would hopefully prove fertile ground for his mastery of all things martial.
+ Combat Training 8/15
+ [WONDER] Silent Gardens
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4d8ca6 No.6344
| Rolled 20, 36, 30, 23 = 109 (4d100) |
>>6321
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81500 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 100 Raiders, 2,430 Raiders+, 1995 Elite Raiders+, 499 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 6 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 2, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: None
>Economy: 4 (-1 Roll Value)
Siege Crafting 3/6
Warship 1/2
1. The imperial army is told to rendevous with Roan and his guard outfit at the Pucszcsgora/Desolace border, where they will escort them the rest of the way to the voting. This is done to save the Throne the trouble of sending a fleet out, but also as a test of our neighbors' trustworthiness with Throne matters.
2. Siegecrafting.
3. Finish the Warship.
4. Fish up some fishes, fam.
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4d8ca6 No.6345
>>6344
>Those universally low rolls
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4d8ca6 No.6346
| Rolled 99, 80, 11, 1 = 191 (4d100) |
>>6321
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves )
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
Free? "The people have always been what made this nation thrive."
1. Road upgrades 3/4
2. Head out with the escort to the vote. Try and meet the other two on the road.
3&4. Read a book on the way. 9/15
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4d8ca6 No.6352
| Rolled 66, 54, 100, 4 = 224 (4d100) |
>>6322
>Lord's Name: Bob Hexxus 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 403,000 Humans
>Economy: 6 (+2 Roll Value to Relevant)
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
Forge Level 1
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage (100%): 2 Stacks of Cotton
>Technology
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Tailor's Guild Building 1/4
"Very well Master Entric, I like your ambition so when the other lords arrive you will join us on our way to the Capital and then continue onwards. We will of course provide you with whatever you need for this considerable undertaking."
1 Prepare the supplies and mounts for when the other lords arrive for the journey to the Capital and for Master Entric to join us and then continue onward.
2 Trading Dock. Soon the market will overflow with goods from across the sea, what can't come by land will come by sea and Epidemica will prosper.
3 Tailor's Guild Building. When art advances those that have it want to preserve it, protect it, grow it, a Tailor's Guild will organize them and provide space and equipment to adequately fulfill my commissions. Headed by Eli Whiteknee son of a prosperous farmer, owning cotton farmland himself and so has much business with tailors so much so that they made him Tailor Master General to better manage the dealings. An intelligent fellow who learned from a college in the Capital but returned home to tend his cotton fields and think on how to use his learning to contribute to cotton production and the people of Epidemica but the forming of a proper guild house must come first.
4 Storehouse. An increase in storage will give us the room to collect from future harvests of cotton and wheat.
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4d8ca6 No.6353
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4d8ca6 No.6355
| Rolled 95, 59, 64, 3 = 221 (4d100) |
>>6321
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
Economy: 5
[UNIQUE] Bug Spy Network 2/3
+Building: Mine Level 1
+Building: Walls Level 1
Sacrificial Circle 2/4
1/2: Continue work on the Circle.
3: Create Barracks to train more Soldiers
4:Mine!
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4d8ca6 No.6358
| Rolled 83, 17, 98, 32 = 230 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,995 Humans
>Military:
3,500 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
>Buildings:
Farm Level 3
Barracks Level 1 [3/5]
Watchtower Level 1
Stables Level 1 [3/4]
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
1. Lord Kellingstag departs for the Capital with an honor guard of ten Winter Knights, accompanied by the Imperial Troops and his loyal companions Grent Mills and Yons Yunis, assuming that Lord Serviluis will not be bothered by them passing through his territory and that the Horse Folk will not be bold enough to move against them.
2. Jory, after attending the funeral of the dead Patriarchate, begins the journey home with Tran and Herald.
3. Continued work on the stables.
4. Continued work on the barracks.
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4d8ca6 No.6360
>>6358
Other pics didn't post
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4d8ca6 No.6361
File: 1436638475493.jpg (829.75 KB,2000x1337,2000:1337,Macco_Georg_Boats_in_the_P….jpg)
| Rolled 42, 100, 25, 10 = 177 (4d100) |
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8 (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
Utility Crafting Level 1
-Farming Tools
(Shiwans Dynasty's) Weapon Crafting 3/4
Siege Weaponry 1/6
1/2 - Continue crafting Shiwanese weapons. Any surplus shall of course still be sent to Shiwan as a gesture of our faith in this agreement.
>(Shiwans Dynasty's) Weapon Crafting 3/4
>+Economy 8
>+Utility Crafting Level 1
3 - Continue work on the great Siege Weapons as well.
>Siege Weaponry 1/6
>+Economy 8
>+Utility Crafting Level 1
4 - With all this trade going on, we will be needing some more efficient docks. Not just for incoming and outgoing mercantile ships, but for our navy to defend them, and for future voyages that may go greater distances than the Iron Corner.
>Docks (Trade) Level 2
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4d8ca6 No.6362
>>6250
"Hey, listen, it's Hiemalis. We've got a bit of a picadillo here; see some of our brainboys have dreamed up some stuff that will let us light up enemy warships like a Choinka, but we need an ingredient to make it work, and we don't know what it is. If you can send some of your sharp knives over, we'll make up a few barrels for you to use if you ever need something burned to a real nice crisp.
Thanks,
-Me"
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4d8ca6 No.6363
| Rolled 20, 76, 56, 11 = 163 (4d100) |
>>6334
>Lord's Name: Regent Cuteboldington of Bolderburg the III
>Fluff: Born as the 7th son to Regent Cuteboldington of Bolderburg the Second, He was one of the three children to be named after his father. He was the only child of the three to survive, however, and became the Regent. He is a short, and rather inexperienced leader, and has little to no idea of how the world works outside of Cuteboldington
>Skill:
Leadership 1
IB-Leadership 1
Combat 1
Charisma 3
Wisdom 2
Intelligence 1
>Heir/Heiress:
>Bonus:
When seen as [Cute], Charisma turns to 5.
Lord's Bonus [Harmless] - When no acts of aggression is given, your nation will look harmless to other nations. (This also enforces fluff from other players)
>Kingdom's Name: The Royal Draconic Domain
>Color: 14, Brown
>Fluff: Formed long ago under the rule of a great and fearsome dragon of incredible age, it was not long after that its leader fell into a endless sleep. In his absence, his Draconic minions squabbled about until the Cutebolds, a subspecies of Kobolds, eventually brought the land to a peace. Electing to rule in their draconian master's stead. It is a small, and rugged land of moutains and crags, with only a few volcanic valley's full of perfect agricultural land.
>Population: 120,800 Cutebolds 20,200 Draconian Minions
>Military:
500 Infantry
>Buildings:
"Castle Von Hidey Hole" Castle Level 1
Farm Level 2
Mine Level 2
[WONDER] - The Great Forge of VubWub!
>Technology:
Volconite ( A very strong metal found in the mountains. )
>Bonus:
Filled with Volconite
>Storage:
+1 Stack of Volconite
Shipyard 3/4
Storage 1/2
1) Start smelting the Volconite into fancy armor plates and pointy sticks! We will look splendid!
2) Start building a ship! A big ship! Made of rock with the bubbles in it! You know, the kind that float!
3) Lets gather all the smartest Cutebolds and other creatures, and make a big place for them all to gather!
4) Start looking for Gold and other fancy materials! The Royal Hoard is looking a little skimpy nowadays.
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4d8ca6 No.6364
| Rolled 70, 85, 11, 2 = 168 (4d100) |
>>6363
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4d8ca6 No.6374
| Rolled 87, 58, 31, 38 = 214 (4d100) |
>>6321
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill:
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1 (2/5)
Mine Level 3
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages (2/4)
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop (3/4)
>Economy"5 (+0 rolls)
1. Send some technical help to Puszczagora. Remind the men to keep copies of their notes.
2. Finish up production modifications to the grand workshop (3/4)
3. Work on the clockwork carriage designs+ Grand clockwork workshop +Clockwork blueprints +Lord's bonus +Inventors+
4.Set the Clockwork men to work and observe them so I may grasp their full array of strengths and weaknesses. +Lord's bonus
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4d8ca6 No.6378
>>6230
Zephos has discovered a new technology!
[Utility Crafting Level 1 - Architect Tools]
You had gain some technology points.
Utility Crafting 1/4
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4d8ca6 No.6379
>>6325
Lord Zephos was stunned at his recent reports. It was moments like this when his faith in the gods was renewed. His architects had started working on a new foregworks when they accidentally broke through into a previously unknown Ruin. Presumably Babylonian, the ruin were almost entire intact and housed great examples of incredible architecture and the stone murals and hieroglyphs seemed to depict unique and wondrous methods for architectures to employ.
The Architects wisely decided to work on restoring the ruins over working on the forges and in doing so have learned much more about Architecture, so much so that they consider their past knowledge to be rudimentary compared to what they know now. Only time may tell what else we might discover about architecture in these great halls, some wings still need to be uncovered or restored. The Architects have named the ruins the Great Hall of Constructs and from their description of the ruins it seems very fitting.
Lord Zephos would visit the ruins but he must depart for the thrones summons. He leaves his head of staff Elize in charge during his absence with instructions on what he wants done during the months he is away, he expects much from her and the new Wonder they have found. Lord Zephos summons his Lords Hand and departs for Epidemica to rendezvous with his allies to make the journey together.
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4d8ca6 No.6380
| Rolled 8, 44, 98, 28 = 178 (4d100) |
>>6321
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
[Wonder] The Great hall of Constructs
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Treasure Chest with ancient coins.
Storage 100% Full
>Economy: 6 (+1 roll value)
Miss Elize sits in Lord Zephos office fulfilling his duties, she goes over the notes he has left her and sends out orders to for the Architects and Archeology Expedition to work on restoring the newfound Great halls, and she also make a note to visit the ruins later with young master Daniels. She is certain that it will be an excellent educational opportunity for him and that he will enjoy it.
She also commissions mines to be constructed so that Zephos can begin generating its own supply of metals. They will be needing them for the future and for the construction of Horizon. Finally she uses the gold they have just received from the ancient chest to improve Zephos’s economy.
Horizon Project 2/12
1. Lord Zephos takes his Lords hand and heads for the throne, stopping first at Epidemica to mee with his fellow lords and travel together.
2. Most of the Architects team up with the Archeologists to restore the Great Hall to its former glory. The Archeologist will decipher the text within the ruins and record it, the Architects will learn from the ruins and restore it to its prime. The Treasure Hunter Soldiers will map the entirety of the ruins and mark on their maps were blockages or damages are located. Working together these three units will revive these ruins. +45 Archeologists. +300 Treasure Hunter Soldiers. +80 Architects
3. Meanwhile the remaining 20 Architects will create a mine using their newfound knowledge from the Great Hall. It will supply us with the metals we need for the many tools we have in mind.
4. Finally the treasure chest and ancient coins will be used to improve our economy with smart investments and general improvements to Zephos.
+3 to rolls Loyalty bonus.
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4d8ca6 No.6381
| Rolled 94, 59, 81, 12 = 246 (4d100) |
>>6324
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Coastal Fortifications
Road level 1
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1&2. continue work on the secret of Greek Fire
3&4. construct three shipyards in sheltered fjords, past the coastal defenses.
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4d8ca6 No.6384
| Rolled 48, 32, 66, 73 = 219 (4d100) |
I AM NOT SUSPICIOUS
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4d8ca6 No.6386
>>6381
>>6327
The Imperial Army has arrived to your nation to guard you while in your journey.
Estimated Time to destination: 3 Turns
[Free Action: Interactions with people in this journey]
Mine 1/5
Training is complete!
-2,000 Infantry
+1,500 Infantry+
+500 Elite Infantry
>>6329
This Imperial Business is the voting for the new Emperor.
The Imperial Army has arrived to your nation to guard you while in your journey.
Estimated Time to destination: 3 Turns
[Free Action: Interactions with people in this journey]
>>6333
+Skill: Leadership Level 2
Leadership -> 3 (3/10)
Mine (3/4)
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
>>6335
You need a Mine Level 3 to get gold, a Lumber Mill to get wood, and a Hunting ground to get Beast pelts.
However, you did get 2 stacks of Iron from the mine and sold that.
Economy: 5 -> 6 ($40 / 500)
School 2/4
You have neglected your Combat training.
Weakening (1 / 10)
The inventors from Desolace has arrived!
>>6338
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
Trading Docks (1/2)
Your soldiers needed food for their journey!
They had to take some crops from some of the Scorpian Clan's land.
3,500 Infantry Units = 3.5 Turns Per Movement
>1st Movement
Terrain = +0%
Shiwan's Road Level 1 = -10%
Scorpian's Road Level 1 = -10%
>Arrived
Estimated Arrival Time: 3 Turns
+Technology:
General Training
[NEW TAB]
>Heroes:
Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]
>>6339
-25 Goblin
Some of the goblins died trying to tame the wildlife.
+Technology:
Taming Level 1
(Taming Level 2 is required for these Wildlife)
Loghouse 1/4
+35 Infantry
+5 Orc Infantry
The Imperial Army arrived with their own Advanced Warship.
They will take the route down the Effus River.
Estimated Time to destination: 3 Turns
>>6340
>Triple Success Bonus
The Imperial Army has arrived to your nation to guard you while in your journey.
Estimated Time to destination: 0 Turn
You have already arrived to the Capital!
[Free Actions.]
-Talk to any other present Lords or Ladies
-Talk to Emperor's Adviser
-Talk to anyone
(If the player choose one of the free actions below, he/she can not choose any other Free Action for the rest of the turn)
-Travel around the Capital
-Go to the Capital's Library / Training Grounds / Temple
>>6341
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
>Skill
Leadership Level 2
IB-Leadership Level 2
Combat Level 0
Charisma Level 2
Wisdom Level 3
Intelligence Level 4
>Bonus:
[Old Age] Stats (usually Wisdom) can turn to 1 for certain cases.
[Title of Having a Long Title] - When dealing with believers, Charisma turns to EX.
Lord's Bonus [Guardian of the Holy Stone] - Military actions, for the purpose of the Church or Protection, gets a 25% roll value increase. Onasser's IB-Leadership also increases to 4.
[New Leader Penalty] - For the next 3 turns, all actions recieve a -15 roll value. (End of Turn 10)
Fishing Port Level 2
+Storage (20% Filled): 1 Fish Stack (Expires 2 Turns)
Fishing Port -> 3 (2/6)
>>6342
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
The High Shamans has started the ritual of contacting the spirit.
[Free Action: Ask One Question]
The other tribe did not take that well. They assumed you have killed their chieftain and their sons.
Your men barely managed to escape from the other tribe.
Training Spies 2/4
>>6343
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
You could be late.
Combat Training 14 / 15
>>6344
Roan has begun to set sail.
Estimated Time of Arrival : 3 Turns
Siegecraft 4/6
+1 Warship
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4d8ca6 No.6387
>>6386
>>6346
The Nature God hears your answer.
>Magic:
+1 Nature Magic Elf (Food gives more Pop)
The Imperial Army has arrived to your nation to guard you while in your journey.
You told them that you were waiting on for some other Lords.
The Imperial Army says you have time to wait for only two turns.
[Free Action: Interactions with people in this journey]
Everything is currently smooth. A little windy though, so you couldn't read.
A very nice day with no problems, whatsoever.
>>6352
The Imperial Army has arrived to your nation to guard you while in your journey.
You told them that you were waiting on for some other Lords.
The Imperial Army says you have time to wait for only one turn.
[Free Action: Interactions with people in this journey]
Trading Docks 1/2
Tailors Building next post.
>>6355
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
+Building: Sacrificial Circle Level 1
Sacrificial Circle -> 2 (1/5)
Barracks 1/4
You could not find any good mining spots.
>>6358
The Imperial Army has arrived to your nation to guard you while in your journey.
Estimated Time to destination: 2 Turns
+Building: Stables Level 1
Stables Level 2 (2/5)
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Barracks (4/5)
>>6361
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
You could be late.
Weapon Crafting will be in the next post.
Siege Weaponry 2/6
>>6363
>Economy: 4 (-2 Roll Value For Relevant Actions)
-1 Stack of Volconite
Volconite Weapon Crafting 1/4
There is no rocks with the bubbles in it!
>Intelligence 1
You don't anything like that!
But, you did start on a ship.
Warship 1/2
Scholar Hall 1/4
>>6374
The Inventors will reach Puszczagora the end of next turn.
Grand Clockwork Workshop
-More Workspace
Clockwork Carriages (3/4)
>Wisdom EX
Clockwork Men
+Works tiredly
+A bit stronger then men
+Can get physical, easy task much faster
-Not quick
-Cost too many resource to create
-Can still be beaten in fights through human manuevars and techniques
-Can not complete complex tasks
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
>>6380
The Imperial Army arrived with their own Advanced Warship.
The sea waves were pretty strong so you didn't have the opportunity to have an interaction with anyone this turn.
Estimated Time to destination: 3 Turns (Will Arrive to Epidemica next turn)
[Free Action: Interactions with people in this journey.] (Except this turn)
Reviving Ruins 1 / 10
Mine 3/4
[Next turn, Gain one success free action. Explanation in the next Info post about Economy]
-Treasure Chest with Ancient Coins
Economy: 6 -> 7 ($100 / $500)
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4d8ca6 No.6388
| Rolled 87, 26, 83, 55, 61 = 312 (5d100) |
>>6324
Dice
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4d8ca6 No.6389
>>6336
Wonder next post.
The Imperial Army was waiting to escort you, however, they were not able to find you.
The Imperial Army wasn't even exactly sure who you are or if there was an actually a Lord in the area.
You had went by yourself and with your hunters.
Estimated Arrival Time: 2 Turns
>>6388
Combat next post.
Wonder next post.
The Imperial Army has arrived to your nation to guard you while in your journey.
Estimated Time to destination: 2 Turns
[Free Action: Interactions with anyone in this journey]
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4d8ca6 No.6390
>>6352
"There's nothing like swimming in organic cotton sheets."
Hi, this is Milly Rays, and I want to talk about the new material that's sweeping the nation!
It's in your clothes!
It's in your sheets!
It's in your armor!
Yes, that's right.
It's Epidemica's Cotton!
For an easy price of 10 gold shillings, we'll give you a Cotton shirt, BUT WAIT.
We'll double the order! That's right, for 10 gold shillings, you can have 2 Cotton shirts!
+Building: [WONDER]The Cotton White House
>>6336
Not much is known about the Temple.
Apparently, some strangers were roaming around in the Freelands so the residents made
a building dedicated in getting strangers out.
They even asked the Dragon God's eyes to watch over them.
+Building: [WONDER] Temple of Hunters of Counterintelligence
>>6388
The information is shrouded in shadows.
It's a temple, that's what all we know.
Whatever happens in the temple is anybody's guess.
You know how the Scorpians are with their secrets.
+Building: [WONDER] Temple (???)
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4d8ca6 No.6391
| Rolled 70, 54, 13, 69 = 206 (4d100) |
>>6387
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
Economy: 5
[UNIQUE] Bug Spy Network 2/3
+Building: Mine Level 1
+Building: Walls Level 1
Sacrificial Circle -> 2 (1/5)
Barracks 1/4
1/2: Increase the Strength of the wall.
3: Continue Work on the barracks.
4: "I suppose it is my duty to attend." Valder gets a small Company of Elite Demon Guards together, "I will attend, I suppose. Let us be off then."
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4d8ca6 No.6392
>>6390
>Economy:
1 point = $500
So to get 5 -> 6, You need to somehow earn $500.
Players can give money to other players, obviously.
However, you can sell items to merchants.
Selling items is a FREE ACTION, ONLY if you have a Market.
Market Level 1 -> Free action: Sell 1 Item
Level 2 -> Sell 2 Items
Level 3 -> Sell 3 items
Etc.
Selling the same items will decrease the value to yourself and to other nations.
An item that rarely sold will also increase in price.
You can also buy items, but you still need a Market. Higher Market level -> More items will be available to you.
[Free Action: See what's in sale]
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4d8ca6 No.6393
| Rolled 86, 17, 28, 2 = 133 (4d100) |
>>6387
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 17 and Tyrat age 15. His wife Glynda is 43.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1 (2/5)
Mine Level 3
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages (3/4)
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
1. Of course I'm getting ready now. One of the perks of being so having roads is that the travel time is much reduced. I am sorry to keep you waiting. I will collect my things, Instruct my son of what needs to be done, and gather my honor guard and we will proceed post haste.
2. Marcus Keep Working on upgrading the forge. We need to be able to produce better metals.
3.Also put some pressure on the mine in order to ramp up production, we need loots of metal for our work. Use the clockwork men, they're strong enough and tireless enough for it.
4.Keep an eye on my workshop too. We are very close to finishing our clockwork carriage design. It will be useful. +Grand Clockwork workshop +Clockwork blueprints +Inventors
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4d8ca6 No.6394
>>6388
>>6344
Pirates conducted a surprise raid to the Scorpian's coast.
499 Lesser Hero Raiders
1 Aric Bryne
2 Warship
However, Scorpian's forces seemed prepared for their arrival.
1,000 Infantry
Some of the key figures from the pirates were also mysteriously gone.
Yet, the pirates obviously proved themselves the better fighters.
>Orriss
-120 Less Hero Raiders
>Scorpian
-330 Infantry
While suffering more casualties, Scorpian still had the numerical advantages and were clearly ready for the raid.
The raiders went back to their Warship with no gains.
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4d8ca6 No.6395
| Rolled 95, 68, 86, 89 = 338 (4d100) |
>>6386
>>>>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>>>Skill:
>>>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>>>Bonus:
>>>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>>>Color: Tan 9
>>>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>>>Population:
>>>>>>>>>Military:
>>>>>>>>>Buildings:
>>>>>>>>>Technology:
>>>>>>>>>Magic:
>>>>>>>>>Skill
>>>>>>>>Leadership Level 1
>>>>>>>>IB-Leadership Level 4
>>>>>>>>Combat Level 4
>>>>>>>>Charisma Level 2
>>>>>>>>Wisdom Level 1
>>>>>>>>Intelligence Level 1
>>>>>>>>>Bonus:
>>>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>>>Population: 300,000 Humans
>>>>>>>>>Military:
>>>>>>>>1,000 Horse-Riders
>>>>>>>>500 Horse-Archers
>>>>>>>>2000 Archers
>>>>>>>>>Buildings: [NOMADIC]
>>>>>>>>Hunting Field Level 4
>>>>>>>>Stables Level 2
>>>>>>>>Barracks Level 2
>>>+Building: Council of Plains
>>>>>>>>>Technology:
>>>>>>>>Horse-Riding Level 3
>>>>>>>>Utility Crafting Level 2
>>>>>>>>-Horse Equipment
>>>>>>>>Weapon Crafting Level 2
>>>>>>>taming animals 1
>>>>>>>>-Bows and Arrows
>>>>>>>>>Bonus
>>>>>>>>Nomadic
>>>>>>>>Land contains smaller tribes [NPC controled]
>>>>>>15 hawks
>>>+Storage (100% FULL) :
>>>1 Stack of HellBeast's Fur
>>+Technology:
>>Beast Trainer
>>[NEW TAB]
>>>Heroes:
>>Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
>>Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
>>Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
>>+Technnology:
>>Hawk Communications
>>Finding new beasts 1/2
>>+Technology:
>>Buffalo
>>>Economy: 3 (-2 Roll Value)
>>-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you
Free Action: "Oh grand spirits, tell us who has disgraced the holy time of the Council, who would dare break the peace between the tribes?"
In response to the voting: Respectfully decline "No man can replace Emperor Bello and I will not disgrace his name by trying to."
1:Finish the training spies 2/4
2-3: Send another group of delegates to the tribe who believe we killed their kin.
"Who ever is behind this is still out there. They are trying to turn us against one another and by allowing him to do this will only mean your kin died in vain."
4:Send our best hunters out to capture beasts from the forest to bring back for domestication.
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4d8ca6 No.6396
| Rolled 69, 76, 91, 67 = 303 (4d100) |
>>6386
My Stuff:
http://pastebin.com/rWgAkDsT
1-2; Upgrade mine 1/5
3-4; Train infantry to top
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4d8ca6 No.6397
>>6395
"….Over there…. you'll meet."
You can a feel a strong wind pushing you to the West.
Towards the Capital.
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4d8ca6 No.6398
| Rolled 84, 71, 54, 70 = 279 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,995 Humans
>Military:
3,500 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 1 [4/5]
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
1. Try building a shipyard again.
2. Jory attempts to get home again.
3. Attempt to finish the barracks upgrade.
4. Work on building the mines!
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4d8ca6 No.6399
>>6397
With this news Thundering Hooves quickly heads for his horse and rides off to catch up with the knights heading towards the capital. "I seem to have changed my mind. Emperor Bello deserves a proper successor and I feel it is my duty to honor that." Thundering Hooves has no plan to vote however. His true goal is to find the killer.
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4d8ca6 No.6400
| Rolled 22, 19, 72, 13 = 126 (4d100) |
>>6386
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2
>Heir/Heiress:
Sons:
Augustus: Age 8
Magnus: Age 4
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,230 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
School 2/4
>Research and Skills:
Final Push 1/????
Weakling 1/10
1/2. While knowledge is keen to understanding the world around us, it has it's limits when met with the experiences of the reality, I have forgotten my ways, and grown sedentary in my pursuit of knowledge; I will make up for this, and benefit my kingdom as well, It has been quite awhile since we've had a beastman hunt, marshal the troops and sally out, it'll give us some pelts for the winter months as well, and a chance to test some of the blackpowder devices the engineers and myself have been dreaming up.
3. In my absence, continue construction on the school
4. Ah! The inventors have arrived, have them work on our old project, unraveling the secrets of steam based locomotion, an engine that can move vehicles solely on the power of steam, so as to end reliance on the beast of burden.
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4d8ca6 No.6401
| Rolled 61, 10, 19, 65 = 155 (4d100) |
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 70,000 Goblin, 10,000 Orc,100 Humans
>Military:
1,035 Infantry
105 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 1/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 1
Action 1: Tame
Action 2: ^
Action 3: Log houses
Action 4: Try researching magic that will help us tame animals
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4d8ca6 No.6402
| Rolled 6, 79, 84, 4 = 173 (4d100) |
1-4. Work on the Farms
I'll post free actions from phone.
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4d8ca6 No.6403
| Rolled 33, 26, 72, 36 = 167 (4d100) |
>>6387
>Lord's Name: Bob Hexxus 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 403,000 Humans
>Economy: 6 (+2 Roll Value to Relevant)
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
[WONDER]The Cotton White House
Forge Level 1
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage (100%): 2 Stacks of Cotton
>Technology
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Trading Docks 1/2
1 Using 2 Stack of Cottons craft 2 Stacks of excellent quality cotton clothes at The Cotton White House which we can sell at the Market for great profit.
2 Finish the Trading Docks
34 Storage. When the harvests of wheat and cotton come in we will need storage
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4d8ca6 No.6404
| Rolled 42, 93, 10, 4, 81 = 230 (5d100) |
>>6394
There is nothing to see here
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4d8ca6 No.6405
| Rolled 51, 12, 34, 64 = 161 (4d100) |
>>6387
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 1
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
1. Road building/upgrading 3/4
2-4. Wait for the wind to die down and then begin reading again. 9/15
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4d8ca6 No.6406
| Rolled 32, 31, 56, 34 = 153 (4d100) |
>>6386
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (3)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Combat Training 14/15
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 4/8
+ That Mystery ??? Tech 4/5
1. Well that happens, finish up Combat Training. 14/15
+ [WONDER] Silent Gardens
2. Sohneins would travel to the capital, bringing a trustworthy bloodmage and two other guards with him.
3. Meanwhile the construction of the Tower of Shrouds will continue. Spies and assassins would be needed, able to easily prevent any forms of infiltration. While their loyalty would remain split between Sohneins and the three houses it would at least pose a reliable defense against outside interference.
+ Tower of Shrouds 4/8
4. Lastly the mystery tech would (hopefully) finally be completed.
+ That Mystery ??? Tech 4/5
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4d8ca6 No.6407
| Rolled 70, 39, 18, 31 = 158 (4d100) |
>>6386
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81500 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 100 Raiders, 2,430 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 2, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: None
>Economy: 4 (-1 Roll Value)
Siege Crafting 4/6
1. Recruit men to replace those lost.
2. Consult advisers, sages and smugglers as to how the pirate raid could have been foreseen so easily– clearly, there is some sort of nonsense afoot.
3. Continue the siegecrafting.
4. Hunt down pirates, taking what goods and ships they may have. Preferably capture them alive.
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4d8ca6 No.6408
>>6407
+15 to pirate hunting because navalmilitary
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4d8ca6 No.6409
>>6387
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans(Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
[Wonder] The Great hall of Constructs
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Storage 80% Full
>Economy: 7
Fluff coming up.
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4d8ca6 No.6410
>>6409
Miss Elize reads the reports from the various projects, Lord Zephos has arrived in Epidimica and continues on his way to the throne, the resurrection of the ruins is progress albeit slowly, she will be assigning some extra funds to them so that progress goes smoother. The mines are almost finished, those few architects are doing a fantastic job and once they are finished then we will be able to construct a forge and create some Architecture Supplies for our skilled Architects.
After Miss Elize has finished with the paperwork and administration duties she is taking as Lord Zephos’s Stand-in she gathers young master Daniel from his studies and takes him on a trip to the Great hall of Architecture. Daniel is quite excited and is asking Elize questions about the ruins every few minutes, in between his theories on the Babylonians and the civilization that predated them. An eternity of questions and talking later and they arrive at the Great Hall of Architecture, Arthos is there to greet them. “Ah, Miss Elize and young master Daniel, a pleasure to see the both of you here.” Arthos kisses Miss Elize’s Hand and does a quick bow towards Daniel. “Arthos! How much of the ruins have the expedition explored yet?” Asks Daniel immediately, before a curt cough from Miss Elzie he reminds him of his manners. “Ahem, uh I mean.” Daniel composes himself. “Arthos, a pleasure to see you as well. I must admit I am quite excited to see the progress you have made.” Arthos grins and chuckles a little. “Don’t worry yourself with formalities, Daniel. I understand that you are very excited with our work here right?” Daniel replies immediately. “Of course! Zephos is built upon the ruins of the Babylonians everyone has heard the tales of their ancient culture, they had so many strange and wondrous things!” Arthos’s grin gets a little wider. “I can see that you and I share a common interest, Daniel. Come, I’ll show you and your lovely companion the progress we have made so far.” Miss Elize huffs at the man’s flirtation but follows after Daniel all the same. The rest of the day is filled with Daniel learning all sorts of things about Babylonian Architecture and Miss Elize being informed of all the work that needs to get done to revive the ruins.
Actions and rolls coming up.
>>6409
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4d8ca6 No.6411
| Rolled 24, 63, 10, 54, 34 = 185 (5d100) |
>>6409
Horizon Project 2/12
1. Lord Zephpos, accompanied by the Royal Army and his Lords hand arrives in Epidemica and greets the gathered Lords. After pleasantries are out of the way he continues with them on the way to the Capitol.
2-3. After being given a full status report on the ruins Miss Elize sends more supplies and funds to the Expedition Force and Architects that are restoring the Great Halls. The Treasure Hunters haven’t even explored all of the Great Hall while they were mapping it and already they have found many different passageways or chambers that are inaccessible, who knows what secrets the Wonder might yet hold? The Archeologist continue to both translate and record the information of the ruins and help the Architects restore things to how they should have been. Reviving Ruins 1/10. +45 Archeologists. +300 Treasure Hunter Soldiers. +80 Architects
4. Meanwhile the mines are almost finished and with just a little more effort they will be completed, the twenty architects have been doing a fantastic job so far, so the group splits, ten of the Architects will remain to finish the mines and the other half will go on to start on the Forge. If the Architects working on the mines finish ahead of schedule then rather than improve the mines further they will go and help work on the Forge. Mines ¾. + 10 Architects
5. 10 of the Architects begin work on the Forge, they work well and take great care to detail, after all this forge will produce tools for them. +10 Architects
+3 to rolls Loyalty bonus.
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4d8ca6 No.6412
>>6361
A Breakthrough in technology!
Blacksmiths have figured a fine design of weapons that can overpower any foe with just the right numbers.
+Technology:
[Wonder] Weapon Crafting
-The Shiwans Pike of __
-The Shiwans Shield of __
-The Shiwans Short Sword of _
Weapon Crafting Level 2
-Sword
-Shield
The information of these weaponry will be passed to Shiwans once the trade route is established.
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4d8ca6 No.6414
>>6403
Lord Zephos arrives to the shores of Epidemica with his Lords hand and his escort. With a facemask courtesy of his Escort who brought their own he goes to greet Lord Hexxus as they make their way to the Capitol together.
"Greetings, Lord Hexxus. It is a pleasure to finally meet you in person. I am Edward Ast Zephos XVII, the Lord of Zephos. I look forward to geeting to know you on our journey to the capitol, will anyone else be joining us?"
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4d8ca6 No.6415
>Lord's Name: Quin Shiwan
>Lord's Name: Quin Shiwan
>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.
It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.
As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.
He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.
He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.
Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.
>Skill
Leadership Level X
IB-Leadership Level 2
Charisma Level 1
Combat Level 2
Wisdom Level 4
Intelligence Level 2
>Heir/Heiress: Ksheng Shiwan
>Bonus:
Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.
Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.
>Kingdom's Name: Shiwan Dynasty
>Color: Bronze/Reddish BRown
>Fluff:
The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.
Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.
The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.
They may not have the best equipment, the best magicians, or even the strongest men.
But Shiwan take pride in their numbers.
Their population is vast, some say more than many of the other Vassals combined.
Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.
All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.
The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.
In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.
The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.
Thus, quite a lot of the educated and organizing class are eunuchs.
>Population: 950,000 Humans
>Military:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
Road Level 1 - [Wonder] The Corner of Iron
>Technology:
General Training
Formations
>Magic:
>Bonus:
Breeding
Stat Post
Military Society
>Economy : 5
>Heroes:
Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]
Army in Transit: 3500 Men to Anniria's Land- 2 More Turns
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4d8ca6 No.6416
| Rolled 70, 12, 2, 97 = 181 (4d100) |
>>6386
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayees
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. Mine(3/4)
3. (Meanwhile in the dark core)Training on an especially sensitive magic begins. Dark magic, black magic, demon magic, whatever ones may call it is being researched. Screams that flay flesh from bone, flames that never go out and consume all things, green blades whos cut cause virulent diseases and death, hammers covered in strange substances that hit with more force than normally possible.
4.(Also in the dark core)The witches, shapeshifters, and demons of the nation are gathered. In the vast dark conplex they are trained to be infiltrators, assassins, murderers, things they already had an natural experience for. They were trained to embrace the monster in service of the nation, to be the perfect masters of stealth.(Train Black infiltrators)
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4d8ca6 No.6417
>>6414
Lord Hexxus gets off his horse as they near the shore and waits for his party to settle before giving his introductions. Bowing with his right hand over his heart and the left out to the side "How do you do Lord Zephos and welcome to Epidemica." Bob sighs and puts his hands on his hips "It would seem Lord Sohneins is tardy, and if we tarry any longer I'm afraid the Royal Army captain may have some harsh words for us. Ah and Lord Yuros Haleer of Kelthas Glade will be joining our merry troop as well to escort us through his lands into the Capitol so do prepare to be dazzled"
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4d8ca6 No.6418
>>6417
Lord Zephos nods his head in acknowledgement "I must admit I do look forward to traveling through Kelthas Glade. I've heard many tales of the beauty of those lands. It is unfortunate to hear that Lord Sohneins will not be joining us, but I suppose he has his own troubles to deal with"
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4d8ca6 No.6420
>>6418
>>6419
"Well then I understand the two of you have already acquainted yourselves we can get started. As we go through Epidemica we will avoid Metropolitan Epidemica proper and the bulk of the Forest, that is unless the two of you are feeling Adventurous?"
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4d8ca6 No.6421
>>6419
Lord Zephos nods to Sohneins. "A pleasure to see you, Lord Sohneins. I wouldn't be too worried about the wine, it was of fine quality."
>>6420
"I would just like to arrive at the capitol in time for the vote. As much as I enjoy such fine company, I do not like being away from Zephos for so long."
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4d8ca6 No.6423
>>6381
Greek Fire + 3 / ??
Shipyard 2/4
The Imperial Army has arrived to your kingdom. Noticing that you were not prepared to leave, they ask that if you will be attending the Voting.
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4d8ca6 No.6424
>>6400
>>6361
>>6393
A message is sent to Desolace, Aruile, and Hendappa
"To the gracious lords of the Iron Corner.
The kingdom of Shiwan would like to propose a grand cooperative project.
As you know, Aruile is in the works of the development of black powder, which is of the utmost import.
While Hendappa has stated its intentions like to become the manufactorer of the Iron Corner.
Shiwan believes that we can cooperate to ensure a ready supply of these needed weapons to all members of the Corner via a trade and manufactory agreement, wherein the mainland territories supply and Hendappa produces the finished product.
However, being an island nation, there is risk of naval interference and industrial espionage by stealing both the raw materials and the finished project at sea.
As such, we believe an alternative solution may be in place.
Hendappa will outsource production within Shiwan, and finance it. Shiwans vast populace will provide the manpower and material to create and run the factories, and Desolace and Aruile, rich in raw meterials, can provide the raw resource as well as technological innovation. For finiancing the operation, Hendappa will recieve a cut of the profits.
In such a way, the production, and distribution, of the finished product is centralized in a secure, defensible position, and can be distributed to the rest of the Iron Corner via the great road.
We humbly ask your input, and for you to consider agreeing to such a proposal."
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4d8ca6 No.6425
| Rolled 85, 57, 88, 38 = 268 (4d100) |
>>6412
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8 (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
[Wonder] Weapon Crafting
-The Shiwans Pike of __
-The Shiwans Shield of __
-The Shiwans Short Sword of _
Weapon Crafting Level 2
-Sword
-Shield
Utility Crafting Level 1
-Farming Tools
Siege Weaponry 2/6
"Of course, a matter of such importance deserves the attendance of the esteemed Padishah himself! We will send for our fastest vessel!"
>>6424
"To the nations of Shiwan, Desolace, and Aruile -
The Hendappan Rajanate will gladly endorse this measure. Already efforts are underway to establish a permanent trade line between our nation and the ports of Shiwan, and we have begun training overseers and artisans in the manner of crafting these things so they may aid Shiwan workers in this task.
The assistance of Desolace and Aruile in providing much-needed metals and materials will not have been forgotten either, and Hendappa looks forward to beneficial trade with them in the future.
- Padishah Arvali Phylum"
1/2 - Establish permanent naval trade routes from our ports to Shiwan, to both make the production of factories there easier and to transport our fine and wondrous weapons to them.
>+Economy 8
3 - Siege weapons, siege weapons, siege weapons. If I say it three times they will appear before me!
>Siege Weaponry 2/6
>+Economy 8
>+Utility Crafting Level 1
>Weapon Crafting Level 2
4 - Try actually upgrading that port. We are definitely going to need it now!
>+Economy 8
>Docks (Trade) Level 2
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4d8ca6 No.6442
| Rolled 49, 77, 46, 89 = 261 (4d100) |
>>6423
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Coastal Fortifications
Road level 1
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
"Oh, yeah, the voting thing, that's happening, isn't it? Uh, you know what? I'll send that little nerd Suvi. He could do with a bit of fresh air. Iversson, get him packed. Bergmann, get these assholes some grog or something. It could be a while"
1. Send Suvi to act as representative in the upcoming vote.
2, 3 and 4: work on dem shipyards
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4d8ca6 No.6446
>>6424
"It s agreeable, however, Desolace will need much in the way of raw material in order to innovate and create. Please keep that in mind"
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4d8ca6 No.6448
v READ THIS v
>>6402
Above is my Rolls just want to write an actual post and didn't have the time back then.
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 177,000 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 2/15
Farm Level 4 (2/7)
>Actions:
Have the people work on the upgrading the farms in my absence. Plant grains and Velekian Spices throughout the Countryside, make sure every man could afford good food.
>Free Actions:
Travel Around the Capital taking in the sights and finding fine women to talk with. The Vote would be soon and a few weeks of relaxation would be grand.
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4d8ca6 No.6449
| Rolled 67, 19, 23, 10 = 119 (4d100) |
>>6415
>>6389
1. Proceed to send an envoy of ambassadors to the Capital via the Great Road.
2. Finish the Trading Docks 1/2
3-4. With our added infrastructure and ready supply of lumber, the great Rice Terraces may resume construction, now with new wood for scaffolding and irrigation walls.
TGRTS 4/12
Lumber Mill Building 1
Road Level 1
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4d8ca6 No.6451
>>6391
Wall 2/5
You have begun your journey.
Thankfully, Kelthas Glade has improved their roads recently.
Estimated Time of Arrival: 2 Turns
>>6393
You have begun your journey in quick haste!
Estimated Arrival Time: 0 Turn
You arrived.
Mine 1 / 7
Some of the blueprints went missing! Quick, find them before Elric comes back.
Carriage Blueprints 2/4
>>6395
You will begin your journey next turn.
+Military:
20 Spies
Some of the members of the opposing tribe seems to reconsider the thought of you killing their chieftain.
Their sage says that he knows that you really just wanted Unity.
However, the chieftain's son wants blood between the two tribes.
Pm me about the last action.
>>6396
Mine 3/5
-750 Infantry+
+750 Elite Infantry
-50 Elite Infantry
+50 Ace Infantry
>>6398
Shipyard 2/4
Jory will arrive the end of next turn.
+Building: Barrack Level 2
Mines 1/4
>>6400
School 3/4
>>6401
Taming 1/3
-50 Goblins.
More goblins died from taming.
For magic, you will have build a temple and ask a God for your help.
There are many types of God.
>>6402
>>6448
Farm 5/7
A drought happened in your nation.
-200 Population
>Combat 3
With your stamina, you have traveled a fair distance around the capital.
There is a lot of advanced buildings here.
(Homes Level 5, Market Level 5, Amphitheater Level 5)
>Charisma 2
You have talked to some low noble woman.
>Wisdom 3
They were mostly interested in your status.
>>6403
-2 Stacks of Cotton
+1 Stack of Cotton Clothing
You have sold your clothing
-1 Stack of Cotton Clothing
The new types of clothing became a big success!
Economy: 6 (80 / 500)
The first batch sold for quite a lot.
+Building: Trading Docks Level 1
Storage 1/2
>>6404
Pmed.
>>6405
+Building: Road Level 2
Your road was built just in time!
Reading 11/15
>>6406
You have honed your skills incredibly!
+Combat 4
The Imperial Guards begins to move.
Luckily, there were apparently reports of the roads in Kelthas Glade had improved.
You just might be able to make it early or just right on time.
Estimated Arrival Time: 2-3
The other group of Lords seem to be only 1 Turn ahead of you.
Tower of Shrouds 5/8
+Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
Using Evangeline Bleichhaut's magic, these spears homes to the target's hearts if they are close to a target .
>>6407
+198 Raiders
Advisers: "Maybe, there are...spies in our nation?!?!"
You have already hunted down most of the pirates.
Your raiders managed to only find a small remnant of the pirate's force.
-10 Raiders
-5 Raiders+
>>6411
You have begun your journey.
Apparently, there's a new road up ahead which will ease the travel.
Estimated Arrival Time: 2 Turns
Reviving Ruins 3/10
+Building: Mines Level 1
Forge 1/4
>>6416
+Building: Mine Level 1
You hear a ghostly voice whispering a question to your ear...
"What will you provide for me? Give me something of importance to you."
[Free Action: Answer]
Black Infiltrators 2/3
>>6422
Hotel 2/4
>Charisma 2
The Imperial Army gladly takes the offer.
>Wisdom 3
They seem to accept only out of modesty and does not seem that serious about the relgion.
>>6425
The trade route has been completed!
However, the Shiwan Dynasty still needs to build a [Trading Docks Level 1]
Siege Weapons 5/6
Shipyard 1/4
>>6442
Suvi has begun his journey.
Estimated Time of Arrival: 1 Turn
+Building: Shipyard Level 1
>>6449
The advisers told the Imperial Army to take the Great Road.
However, the Imperial Army's commander said that way will only take longer and make them late for the voting.
They will have to cross through Broken Mane, a much rougher path than the Great Road, but said to be quicker.
The advisers argue that the Great Road is the nation's treasure and will easily lead them to the Capital.
Which direcition should they go?
[Free Action: Answer. They will move the same time as this turn]
Because The Great Rice Terraces was not tended to, it suffered some damages.
3.5 / 12
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4d8ca6 No.6452
>>People who arrived to the Capital
If you arrived before Turn 10, then you get these options…
[Free Actions.]
-Talk to any other present Lords or Ladies
-Talk to Emperor's Adviser
-Talk to anyone
(If the player choose one of the free actions below, he/she can not choose any other Free Action for the rest of the turn)
-Travel around the Capital
-Go to the Capital's Library / Training Grounds / Temple
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4d8ca6 No.6453
>>6409
>>6406
Zephos has created a mine!
>>Salvynia
[New Tab]
>Storage (20% Filled)
0.2 Stack of Stone
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4d8ca6 No.6454
| Rolled 70, 23, 42, 66 = 201 (4d100) |
>>6451
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81500 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 288 Raiders, 2,425 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 2, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: None
>Economy: 4 (-1 Roll Value)
Siege Crafting 4/6
"Not a stone unturned. Not a man kept from suspicion. We won't be tolerating turncoats and traitors, foreign agents that wish to do harm." Aric lazily thunked his notched battleaxe into the portion of the map that held the Scorpion Clan's territory on it.
"I want it done, and I want it done swiftly. Before the little birds can fly out to sea."
1 and 2. Begin a swift, quiet purge within Orris. Imprison anyone who has mannerisms and materials indicative of Scorpion Clan allegiance. Scour the navy and military for those who may have tipped off anyone, or paid money away to spies. Most importantly, make it known to the common fisherman that the Scorpion Clan has tried to infiltrate and sabotage the county's efforts in both acquiring food and defending itself.
3. Fish.
4. Siegecrafting.
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4d8ca6 No.6455
>>6454
The 'tell everyone' part is done -after- people have been imprisoned and keelhauled for clarifcation
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4d8ca6 No.6456
>>6451
>>6451
>>6452
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network
+Building: Mine Level 1
+Building: Walls Level 1
Sacrificial Circle -> 2 (1/5)
Barracks 1/4
0.Free action. Change your Wisdom to 4 and Combat to 0.
1: While Journeying, Valder begins to think up Ideas of new defensive weapons. Mainly A huge version of a Crossbow.
2/3/4:Meanwhile Several projects are being carried out In Archaia. Before His departure, Valder gave Instructions to his people to begin working closely with the Insects. A honey Farm and silk farm are being set up. Many of the The people who are able to produce silk or thread are put to work in these areas as well.
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4d8ca6 No.6457
| Rolled 26, 63, 37, 6 = 132 (4d100) |
>>6456
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4d8ca6 No.6458
| Rolled 21, 52, 42, 19 = 134 (4d100) |
>>6451
My Stuff:
http://pastebin.com/rWgAkDsT
1; Upgrade Mine
2-3; Build Storage in capital
4; Train Leadership with instructor
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4d8ca6 No.6459
>>6451
"The great road is a national and indeed, international, treasure. However, the soldiers are right. The current existing route is undoubtedly the long way round.
However, I would not allow you to go through broken mane. If distance is your concern, head instead through our ally Aruile. The distance there is similar, though there be mountains, you will be escorted via our allies soldiers. We also have need to scout out proper pathways to finish the road network there.
You Imperial soldiers, it's your choice. If you do not wish to go through Aruile, then you will take the great road around. These are troubling times and I wish my ambassadors to be near my allies as much as possible."
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4d8ca6 No.6460
| Rolled 30, 35, 28, 80 = 173 (4d100) |
>>6451
1-4. Our recent logistics problem with troop movement has reminded me of the great need of food and logistics. We must get the terraces established.
Devote all our vast populace toward this noble goal to feed the nation!
Lumber Mill Building 1
Road Level 1
TGRTS 3.5/12
2 more turns to arrival of allied support army to Scorpion Lands
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4d8ca6 No.6461
>>6459
The soldier grumbled before making a response.
"Yes, Milord. We will track near the edges of Aruile so the terrain won't affect us as much."
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4d8ca6 No.6462
>>6451
THIS IS ACTUALLY 9.6 WOOPS
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4d8ca6 No.6463
>>6461
"No. You will not.
The lands of Aruile are dangerous, especially away from the security of Aruilian patrols who know the lay of the land, and this does not assist in scouting out a road network either.
You will report yourselves to Aruilian patrols and follow their instruction and escort to make through their lands safely to the capital."
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4d8ca6 No.6464
>>6463
"…Very well."
Estimated Arrival Time: 2-3 Turns
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4d8ca6 No.6465
| Rolled 17, 6, 51, 44 = 118 (4d100) |
>>6451
>Lord's Name: Bob Hexxus 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus$ 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 403,000 Humans
>Economy: 6 (80 / 500) (+2 Roll Value to Relevant)
>Military:
6,100 Soldiers
400 Guards
Hero: Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
>Buildings:
Trading Docks Level 1
[WONDER]The Cotton White House
Forge Level 1
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage (0%):
>Technology
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Storage 1/2
With the Trading Docks open the trade route we set up with the explores and Zephos is complete
12 Storage.
3 President of The Cotton White House Eli Whitney. Head of the Tailors, master of business and a known advocate for some kind of new fangled mechanical idea. None the less he is the man in the position and possessing the understanding of how we can take out economic power to the next level.
4 Harvest. "So the harvest is predicted to be enough for us to put 4 stacks in storage? Well if things go well we should be able to do it. However if we can put one stack into the market to test the waters of how well food will sell and feed the population with another stack even if by some chance it doesn't work out we should be able to avoid spoilage. Excellent" Ruber sums up the current state of progress and affairs as he heard from his ministers, he seems to have learned a thing or two after doing a bit of building.
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4d8ca6 No.6466
| Rolled 53, 39, 56, 33 = 181 (4d100) |
>>6451
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2
>Heir/Heiress:
Sons:
Augustus: Age 8
Magnus: Age 4
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,230 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage:
1 Stack of Iron
1 Stack of Stone
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
School 3/4
>Research and Skills:
Final Push 1/????
Weakling 1/10
1/2. Bah, for too long have we dawdled with the secrets of black-powder, now we shall capitalize on its potential, as both a weapon and as a tool, weaponize the blackpowder.
3. Another thing that has troubled me is the lack of progress on the conjoining of the road network of our steadfast allies in the Iron corner, let us begin work on that.
4.. Finally, it's been awhile since I've trained my sword arm, gather some of the men, we're going hunting for some two legged horned monstrosities
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4d8ca6 No.6467
| Rolled 21, 96, 62, 84, 38 = 301 (5d100) |
>>6461
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom].
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1 (2/5)
Mine Level 3 (1/7)
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages (2/4)
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
1. Marucs sighed, his father entrusted him to finish these plans not lose them! Continue work on clockwork carriages. (2/4)+grand clockwork workshop +Blueprints + Inventors
2. Improve the smithy we need better alloys faster! Which is why father wanted me to get it done.(2/5)
3.The mines need to be improved as well, work on it. (1/7)
4. Marcus starts reading up in the library to better understand and lead.
Free: Elric Goes to the Imperial Library there is much to learn there.
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4d8ca6 No.6468
"Welcome, milord. I am the keeper of this Library.
For what shall I help you with?"
[Free Action: Action of any kind. Below are suggestions. Must choose one]
-Read a random book (You may give me a genre of your liking) [Free]
-Go to History Tomes of all nations [$5]
-Go to technology advance booklets [$10]
-Go to magic arts scrolls [$10]
-Go to the Empire Codex [$50]
-Negotiate for a lower price [If you succeed, you will gain +1 free action]
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4d8ca6 No.6469
>>6460
"Esteemed Lord Shiwan." the Hendappan emissary to the Shiwan Dynasty kowtows before the throne. "Stable and permanent trade routes to your nation have been established, and we have a great many weapons of all needs and varieties ready to ship. But, wise Lord Shiwan, you have no docks from which to receive these bounties! It should be a trifle for a kingdom of your stature to do so, and yet we find your people building farms instead.
Do you not respect our alliance? The Hendappa Rajanate have delivered above and beyond what was requested of us, but you have given only words in return. The Padishah is on his way now to the Throne, and if he were to return to see that Shiwan has not honored their deal, relationships may… sour." The emissary bows again, waxing respectful and advisory as ever.
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4d8ca6 No.6470
| Rolled 49, 86, 42, 84 = 261 (4d100) |
>>6451
>>>>>>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>>>>Skill:
>>>>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>>>>Bonus:
>>>>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>>>>Color: Tan 9
>>>>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>>>>Population:
>>>>>>>>>>Military:+Military:
20 Spies
>>>>>>>>>>Buildings:
>>>>>>>>>>Technology:
>>>>>>>>>>Magic:
>>>>>>>>>>Skill
>>>>>>>>>Leadership Level 1
>>>>>>>>>IB-Leadership Level 4
>>>>>>>>>Combat Level 4
>>>>>>>>>Charisma Level 2
>>>>>>>>>Wisdom Level 1
>>>>>>>>>Intelligence Level 1
>>>>>>>>>>Bonus:
>>>>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>>>>Population: 300,000 Humans
>>>>>>>>>>Military:
>>>>>>>>>1,000 Horse-Riders
>>>>>>>>>500 Horse-Archers
>>>>>>>>>2000 Archers
>>>>>>>>>>Buildings: [NOMADIC]
>>>>>>>>>Hunting Field Level 4
>>>>>>>>>Stables Level 2
>>>>>>>>>Barracks Level 2
>>>>+Building: Council of Plains
>>>>>>>>>>Technology:
>>>>>>>>>Horse-Riding Level 3
>>>>>>>>>Utility Crafting Level 2
>>>>>>>>>-Horse Equipment
>>>>>>>>>Weapon Crafting Level 2
>>>>>>>>taming animals 1
>>>>>>>>>-Bows and Arrows
>>>>>>>>>>Bonus
>>>>>>>>>Nomadic
>>>>>>>>>Land contains smaller tribes [NPC controled]
>>>>>>>15 hawks
>>>>+Storage (100% FULL) :
>>>>1 Stack of HellBeast's Fur
>>>+Technology:
>>>Beast Trainer
>>>[NEW TAB]
>>>>Heroes:
>>>Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
>>>Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
>>>Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
>>>+Technnology:
>>>Hawk Communications
>>>Finding new beasts 1/2
>>>+Technology:
>>>Buffalo
>>>>Economy: 3 (-2 Roll Value)
>>>-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you
1:Thundering Hooves makes off with the soldiers on the way to the capital after wishing his family and tribe goodbye.
2:He also brings the spies of the tribe under the pretense of body guards so that they may search the capital.
3-4:Begin setting up a special camp
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4d8ca6 No.6471
| Rolled 84, 17, 27, 53 = 181 (4d100) |
>>6451
>>Lord's Name: Ernst Shurslstad
>>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>>Skill: Leadership 4
>IB-Leadership 3
>Combat 2
>Charisma 4
>Wisdom 3
>Int 1
>>Heir/Heiress: None
>>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
>Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>>Kingdom's Name: Soviet Union
>>Color: Anything
>>Fluff: Look at lords fluff as this kingdom just got recently made
>>Population: 69925 Goblin, 10,000 Orc,100 Humans
>>Military:
>1,035 Infantry
>105 Orc Infantry
>20 Carrier Boats (Carries up to 100 Units)
>>Building:
>Fish Port Level 1
>Docks (Trade) Level 1
>Shipyard Level 1
>Loghouse 1/4
>>Bonus:
>Wildlife - Everything wants to kill you
>Technology:
>Taming Level 1
>Action 1: Tame
>Action 2: Taem
>Action 3: Log houses
>Action 4: Taem
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4d8ca6 No.6473
| Rolled 75, 58, 28, 77 = 238 (4d100) |
Rolls
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4d8ca6 No.6475
>>6422
A robed man asks the guards in front of the Church of the Holy Monolith if he can see the Patriarchates.
"I have a n-note, for the Patriarchates."
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4d8ca6 No.6478
>>6451
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,800 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 2
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
1-4. Continue reading and increasing my intelligence. 11/15
>>6417
>>6418
>>6419
As the party reaches him Lord Haleer raises his hand to signal them that he is there.
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4d8ca6 No.6479
| Rolled 4, 25, 66, 57 = 152 (4d100) |
>>6478
forgot dice
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4d8ca6 No.6481
>>6477
DAMMIT DAFTY YOU HAVE TO DO THE THING
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4d8ca6 No.6485
>>6469
"Ah yes, forgive us my lord. We were concerns about recent food shortages within the army, however, agreements with such esteemed allies goes above all. We will not be known as a people who do not keep our word."
>>6460
Edit: Shift these actions to the construction of the docks.
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4d8ca6 No.6486
>>6460
>>6485
>>6451
Link to Bello so he remembers.
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4d8ca6 No.6488
| Rolled 65, 91, 7, 38 = 201 (4d100) |
>>6451
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 176,800 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 2/15
Farm Level 4 (5/7)
>Actions:
1. Work on the Farms
2/3. Escort the noble women around the town as i explore, I may have no interest in them but a young man needs practice and what better time to do so when away from home (Practice Seduction/Charisma) - This action also incorporates my free action of continuing to explore the town, visit the amphitheater with them as well.
4. Begin building a storage facility back home, with more food we would need a place to keep the excess.
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4d8ca6 No.6489
| Rolled 68, 19, 99, 56 = 242 (4d100) |
>>6451
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Tower of Shrouds 5/8
1. It would seem Lord Sohneins was a bit behind on schedule. He would need to catch up with his fellow rulers and to make up for it it was time to hurry. Certianly Sohneins' ardous training would enable him to push onwards where lesser men would have stopped.
2-4. The Tower of Shrouds will hopefully find it's completion to enable Salvynia with the protection of infiltrator the country "needed". Certainly the people of Salvynia were already suspicious of any outsiders which were easy to spot at any rate, but betrayal could lurk in a number of places. The tower of shrouds would ensure that Salvynia would not have to add infiltraton and sabotage to it's long list of issues.
+ Tower of Shrouds 5/8
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4d8ca6 No.6490
>>6421
Lord Hexxus seems to have been mulling something over for some time going through Epidemica "Mmmmmm…Lord Zephos what do you think about being Emperor? You can whisper it in my ear is you like"
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4d8ca6 No.6492
| Rolled 71, 6, 68, 59 = 204 (4d100) |
>>6451
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects.
>Trade:
Salvynia [Sea] Level 1
>Buildings:
[Wonder] The Great hall of Constructs
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Storage 80% Full
>Economy: 7
Miss Elize continues her duties as the stand-in-lord of Zephos. Everything is proceeding smoothly, at this point all she has to do is stamp requisition requests and send more funding.
Horizon Project 2/12
1. Lord Zephos continues on the journey to the throne. Conversing with his Lords Hand and the other lords.
2-3. The Ruins continue to be restored to their former glory, hallways are cleared of debris and restored to how they once were. 3/10. +45 Archeologists. +300 Treasure Hunter Soldiers. +80 Architects
4. Meanwhile the remaining 20 Archeologists continue to use their extensive expertise to finish the Forge, soon they and their comrades will have proper tools. Forge. 1/4
+3 to rolls Loyalty bonus.
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4d8ca6 No.6497
| Rolled 8 (1d100) |
>>6468
-Negotiate for a lower price [If you succeed, you will gain +1 free action]
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4d8ca6 No.6504
>>6497
>Charisma 2
You have failed.
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4d8ca6 No.6505
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4d8ca6 No.6507
| Rolled 9, 21, 55, 24, 65 = 174 (5d100) |
>>6451
Silly little fish
Swimming along Gleefully
Into jaws of Death
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4d8ca6 No.6508
| Rolled 62, 60, 80, 94 = 296 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,995 Humans
>Military:
3,500 Infantry
299 Local Knights
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard [2/4]
Mines [1/4]
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
1. Recruit a force of light horse to compliment the more heavily armed Winter Knights.
2. Keep working on the shipyard.
3. Keep working on the mines.
4. Have Brett Byn lead a group in search of this mysterious Tooth of Claun
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4d8ca6 No.6512
| Rolled 57 (1d100) |
Ignore this.
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4d8ca6 No.6513
| Rolled 79 (1d100) |
Ignore this.
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4d8ca6 No.6515
>>6514
>>6462
Bello its only 9.8
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4d8ca6 No.6516
>>6454
You imprisoned a lot of people.
>Wis 1
Filthy spies.
-150 Human Pop
You did not get to tell the masses about the spies.
+Storage: 3 Stacks of Fish (Expires in 2 turns)
Siegecraft 5/6
>>6456
You have a faint idea but technology is not your area of expertise.
+Building: Honey Farm
The spider-people started a protest in not wanting their silk to be used in such a disgraceful way.
>>6458
The Capital allowed you to take up space for your storage.
+Building: Storage (In Capital) Level 1
Leadership 4/10
>>6460
(I don't shift actions)
TGRTS 8.5 / 12
>>6465
Storage 1/2
Eli Whitney was more than happy enough to join the The Cotton White House.
>Hero
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
+1 Stack of Farm Goods
Your storage could only fit 1 of the stacks!
A few weeks later, you managed to sell your food.
-1 Stack of Farm Goods
Economy: (90 / 500)
Food is not in big demand currently.
>>6466
Weapon Crafting with Blackpowder…
2 / 6
Roads 1/3
Your warriors were also lacking in their training.
-200 Infantry
-Weakening 1/10
+Storage (80%):
1 Stack of Monster's Flesh, 1 Stack of Monster's Fur
>>6467
Smithy 4/5
Mine 3/7
Marcus has trained in [Intelligence].
>>6470
You have begin your journey with your spies.
Estimated Arrival Time: 0 Turn
Special Camp 3/5
>>6471
+Technology:
Taming Level 2
-Monsters
Taming 1/4
You have lost some goblins.
-25 Goblins
Loghouse 2/4
>>6476
+Building: Hotel Level 1
Hotel Level 2 (4/5)
The Hotel has improved the quality of life of travelers and residence!
>>6478
Int 13/15
Nothing bad is happening.
>>6488
Farm 6/7
Charisma 3/10
You have visited the amphitheater…
It was magical.
You can just tell this is a major part of culture in the Capital. It creates a boom of happiness and plant ideologies to the population.
Storage 1/2
>>6489
>Combat 4
You moved in quick haste!
+Building: [Wonder] Tower of Shrouds
(No Wonder Post this turn)
>>6492
[Journey to the throne does not take an action. Moving 1 to work on Ruins]
Ruins 6 / 10
Forge 2/4
>>6507
Check pastebin.
>>6508
+46 Light Horse
Shipyard 3/4
Mines 3/4
Search for the Tooth of Claun 1 / ?
+Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
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4d8ca6 No.6517
>Food Stacks
Food Stacks are now determined by Food Building's Level AND the number of population.
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4d8ca6 No.6519
>>6465
>>6492
Epidemica and Zephos has started a trade!
>Epidemica
+1 Stack of Fish (Expires in 2 turns)
[NEW TAB]
+Trade:
Zephos (Sea) Level 1
>Zephos
Your storage is not big enough!
+Trade:
Epidemica (Sea) Level 1
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4d8ca6 No.6520
| Rolled 83, 9, 82, 94 = 268 (4d100) |
>>6516
>Lord's Name: Aric Bryne
>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.
>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2
>Heir/Heiress: Andol, age 1.
>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1
>Kingdom's Name: Orris
>Color: Grey, 19
>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.
>Population: 81450 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 288 Raiders, 2,425 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Buildings: Fishing Port 2, Trade Docks 1, Military Docks 2, Shipyard Level 2, Storehouse Level 2
>Technology: Ship Crafting 3, Weapon Crafting 2
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stacks of Fish, 4% filled
>Economy: 4 (-1 Roll Value)
Siege Crafting 5/6
1. Continue hunting down spies. The advisors, who are a little more wise in the ways of skullduggery, take the lead on this.
2. Using one stack of food, multiple ships are sent to scout out the seas all along the Empire's southern and eastern coasts, with instructions to observe and report back all that they see, especially as pertains to costal defenses and dockworks. They are to masquerade as fishermen as they do so.
3. Siegecrafting.
4. Begin expanding the Trade Docks to boost our economy.
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4d8ca6 No.6521
| Rolled 29, 10, 1, 1 = 41 (4d100) |
Rolls
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4d8ca6 No.6522
>>6520
>all rolls golden
>except for the second
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4d8ca6 No.6524
| Rolled 92, 63, 72, 87 = 314 (4d100) |
>>6451
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
"It depends, what do you wish of me?"
1,2. Black Infiltrators(2/3)
3,4. Train Jester slayers(elaborate next time, but they are a weremonster)
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4d8ca6 No.6525
| Rolled 78, 96, 1, 53 = 228 (4d100) |
>>6516
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 70,000 Goblin, 10,000 Orc,100 Humans
>Military:
1,035 Infantry
105 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 2/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 2
-Monsters
Taming 1/4
Action 1: Tame monsters
Action 2: Upgrade taming
Action 3: Log the houses
Action 4: Try taming squids
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4d8ca6 No.6526
| Rolled 58, 42, 59, 74 = 233 (4d100) |
>>6516
Lord's Name: Caius Serviluis
Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.
>Skill:
Leadership Level 1
IB-Leadership Level 3
Charisma Level 1
Combat Level 4
Wisdom Level 2
Intelligence Level 2
>Heir/Heiress:
Sons:
Augustus: Age 8
Magnus: Age 4
>Bonus:
When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.
>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.
Your people are confused what Steam Power is.
>Inventory:
>Kingdom's Name: Aruile
>Color: Orange - 7
>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.
>Population:
200,500 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,030 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Building: Walls Level 1
Storehouse Level 1
Building: Mine Level 2
>Storage: (80%)
1 Stack of Iron
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
School 3/4
Roads 1/3
>Research and Skills:
Final Push 1/????
Weapon Crafting with Blackpowder…
2 / 6
1. Continue the blackpowder weapon research, simple things first, iron containers filled with blackpowder that can be thrown for explosive results.
2.Continue construction on the roads
3. The men and I have grown idle, that much is apparent, resume double training sessions at once!
4. Finish the school, for the betterment of Aruile children, and once it is finished, enroll my own children in it, and ensure that they have the best teachers available
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4d8ca6 No.6528
>>6490
Lord Zephos openly chuckles at the idea. "An interesting though, Lord Hexxus. But I simply cannot see myself as the Emperor." Lord Zephos puts a hand to his chin as if though he is remembering some fond memories. "Emperor Bello was a man without peer. To unite so many diverse and uniquely powerful or rich kingdoms underneath him, I simply cannot see myself as his replacement.
Honestly, I can only see all of this ending in one of two ways. Either the Empire becomes a republic or…" Lord Zephos's face hardens as does his voice, "It tears itself apart in the horrors of a terrible war of succession."
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4d8ca6 No.6529
>>6476
You have gain some new population!
>>6508
>>6478
>>6466
Some of people were not happy inside your nation so they moved too Thucyld.
>Kelthas Glade
-800 Elves
-1 Light Magic Elf (Just wants to Tour)
>Aruile
-1,500 Humans
>Stagfeld
-995 Humans
-Lance Lenny (Just wants to tour)
>Thuclyd
+800 Kelthas Glade Elves
+1,500 Aruile Humans
+995 Stagfeld Humans
[NEW TAB]
>Tourists in Hotel
+1 Light Magic Elf
+1 Hero Knight (Lance Lenny)
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4d8ca6 No.6530
| Rolled 94, 52, 58, 9 = 213 (4d100) |
>>6516
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>Bonus:
[Keen Intelligence] - While in combat, Wisdom turns to 5.
Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.
Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.
>Kingdom's Name: The Hills of High Velek
>Color: Brown, 13
>Fluff: Look to Original Post
>Population: 176,800 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 3
Mine Level 3
Water Temple Level 3
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
Progress:
Leadership 2/15
Farm Level 4 (5/7)
>Actions:
1. Work on the Farms
2. Work on the Storage facilities
3/4. Continue spending my idle time with the ladies. These women had no true interest in me, but it would be good practice when a women of true intentions showed herself. (charisma training)
Free Action: Go to the Library and pursue books of general information while looking out for a more worthwhile female companion.
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4d8ca6 No.6531
| Rolled 18, 39, 61, 62 = 180 (4d100) |
>Progess Update
Farm (6/7)
Charisma (2/10)
Storage (1/2)
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4d8ca6 No.6532
>>6516
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects.
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
[Wonder] The Great hall of Constructs
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Storage 80% Full
>Economy: 7
Fluff Post.
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4d8ca6 No.6533
>>6532
Miss Elize reviews her reports on the various projects of Zephos. The Trade route with Epidimicia was finished, now their problem was that their storage was simply not big enough to truly benefit from the trade route. Miss Elize sighs as she decides that she will just have to split the twenty architects again, hopefully they will still be able to finish the Forge in the next few months.
The revival of the Great Hall is more than halfway finished, Miss Elize and Young Daniel visited the ruins to view the progress and were very pleased with what they saw. Formerly devastated wings of the halls or piles of rubble have been returned to their former glory or as close to it as possible, the entrance to the great halls now looks as good as new and almost all of the other rooms or wings have been uncovered and mapped out, the great hall is truly a massive structure. It seems that it details the entire history of the development of Babylonian Architecture, the great mystery is that relatively early on in their history Babylonian architecture simply changed simple or mundane buildings became the more artistic, sturdier and generally more efficient constructions that the Denizens and adventurers of Zephos have become so familiar with. This just leaves the question, what did the Babylonians find that had changed them so?
Finally the Forges are almost finished, they are quite important to provide the tools that our architects will use to make Zephos a jewel, but we need to divert manpower from this project to work on Storage, hopefully they will still be able to finish on schedule.
Actions and rolls coming up.
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4d8ca6 No.6534
| Rolled 65, 92, 11, 14 = 182 (4d100) |
>>6533
Horizon Project 2/12
1-2. Please with the recent progress Elize sends her congratulations to the entire Restoration unit and commissions yet more supplies and funding so that they may continue their work. Arthos says that he would rather than new supplies he would like to go for a walk with her through the ruins, just the two of them. Their supplies will arrive tomorrow. 6/10. +45 Archeologists. +300 Treasure Hunter Soldiers. +80 Architects
3. Meanwhile 10 of the remaining Archeologists continue to work on the forge, they were quite unhappy to have to split their manpower once again but gave in and decided how to split the workforce, they do after all understand just how important it is to have a large storehouse. Forge. 2/4
4. The last ten architects plan out and begin working on an expanded storehouse for Zephos. As they work they wonder just how the Lord had made due with such a small storehouse for so long.
+3 to rolls Loyalty bonus.
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4d8ca6 No.6535
>>6528
"Mmmmm a republic could mean the restoration of ancient rights" Lord Hexxus traces the lines on his white mask with his gloved finger "Rather more suitable then a war of succession to be sure. Yet.." Lord Hexxus's voice goes soft "That still leaves the matter of the Capitol and all its enriched culture, buildings and peoples though perhaps that is best left in the hands of the son of Emperor Bello." Lord Hexxus resumes his previous more even tone "It would still mean the loss of Imperial constructs like say, The Royal Army and any Imperial officials replaced with Republic Institutions. Quite an undertaking"
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4d8ca6 No.6536
| Rolled 95, 48, 23, 43 = 209 (4d100) |
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network
+Building: Mine Level 1
+Building: Walls Level 1 (2/5)
+Sacrificial Circle -> 2 (1/5)
+Building: Honey Farm
Barracks 1/4
1. "Perhaps it would be best to design this machine one piece at a time." Sketch up a design for an automatic Reload mechanism.
2. Work continues on strengthening the wall.
3. Work Continues On the Barracks
4. Bugs are dispatched towards all nations, they go to set up colonies.
+Bug Spy Network
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4d8ca6 No.6537
| Rolled 47, 78, 10, 15, 48, 77, 100, 31 = 406 (8d100) |
>>6451
>Lord's Name: Lady Hiemalis Von Der Nacht
>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.
At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.
>Skill:
Leadership Level 3
IB-Leadership Level 2
Combat Level 2
Charisma Level 3
Wisdom 2
Intelligence 1
>Heir/Heiress: her brother Suvi, age 16
>Bonus:
Leadership and IB-Leadership gets -1 when seen as a weak female.
Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.
Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.
>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")
>Color: Dark green, and 11.
>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.
>Population: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Shipyard level 1
Coastal Fortifications
Road level 1
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
1, 2, 3, 4: continue work on greek fire, as well as a delivery mechanism to employ it in naval warfare.
5&6: construct another shipyard in a more easterly fjord
7&8: build two logging camps, one upstream from each of the shipyards, so the wood can be sent directly to the shipbuilders.
Free action: Go to the Capital's library, and look up information on Orris's coastal geography.
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4d8ca6 No.6538
>>6535
Spend Spend just enough economy points to make sure that the Forge finishes this turn. Get it done!
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4d8ca6 No.6539
>>6537
"Welcome, milord. I am the keeper of this Library.
For what shall I help you with?"
[Free Action: Action of any kind. Below are suggestions. Must choose one]
-Read a random book (You may give me a genre of your liking) [Free]
-Go to History Tomes of all nations [$5]
-Go to technology advance booklets [$10]
-Go to magic arts scrolls [$10]
-Go to the Empire Codex [$50]
-Negotiate for a lower price (Roll 1d100) [If you succeed, you will gain +1 free action]
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4d8ca6 No.6540
>>6535
Lord Zephos nods his agreement. “Indeed, it would change the empire as we know it and I am certain that many of the Lords would refuse such an ambitious undertaking. As for Emperor Bello’s son… His Highness had made it clear that he did not want his son to succeed him, so we would need to decide if he was worthy to rule a fiefdom, we may find that his Highnesses son has no interest in politics.”
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4d8ca6 No.6542
>>6516
>>6520
Aric set his eyepatch aside, empty socket glinting in the candle-light as he penned his letter with a seagull feather.
"Roan Beggarson,
This letter by all rights should find you in decent health. Your family is doing well. The ships are in top quality. Fishing is good. Be sure to talk with the other Lords. Those further away from us– we should broaden our horizons. I expect you back within the next few weeks. Keep an eye on the guards with you.
-Bryne"
FREE ACTION: Send a letter to Roan.
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4d8ca6 No.6543
| Rolled 21, 58, 7, 92 = 178 (4d100) |
>>6516
1-2. The Docks will be completed, as part of our agreement, so start delivering the rest of the build materials from the lumber mills via road 1/2
Lumber Mill Building 1
Road Level 1
3-4. But the people, and the army, must aslo have a means to feed themselves. As well, we have the mouths of other nations to feed too. Let us therefore cultivate rice like the very flow of water itself, in great abundance, and with care.
TGRTS 8.5/12
Lumber Mill Building 1
Road Level 1
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4d8ca6 No.6544
| Rolled 61, 82, 65, 27 = 235 (4d100) |
>>6516
>Lord's Name: Bob Hexxus $ 39
>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.
>Skills:
Leadership Level 3
IB-Leadership Level 2
Combat Level 3
Charisma Level 3
Wisdom Level 2
Intelligence Level 1
>Heir: Ruber Hexxus $ 20
>Bonus:
Painless
Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.
>Kingdom's Name: Epidemica
>Color: 2 Green
>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.
>Population: 403,000 Humans
>Economy: 6 (90 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
400 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
>Buildings:
Trading Docks Level 1
[WONDER]The Cotton White House
Forge Level 1
Explorers Guild Hall Level 1
School Level 1
Mine Level 1
Small [Wonder] Emperor Memorial
Farm Level 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 2 (80% Limit 5): 3 Stacks of Farm Goods, 1 Stack of Fish (Expires in 2 turns)
>Technology
Cotton Weaving Level 4
-Linothorax
-Bandages
-Clothes
>Bonus:
Loyalty to the Hexxus Family
Packed - Stronger Relationships
Temp Bonus: +1 Wisdom Only for one occasion
Mine Level 2 (1/5)
Eat a stack of Fish yum yum
12 Build up the Storage.
Lumber Yard Level 1
3 Improve Loyalty. President Eli Whitney makes the rounds checking in on rows upon rows of tailors sewing bandages and clothes in epidemic fashion. The latest in sewing techniques being used everyday in the sacred cotton white halls that make the heart of Cotton in the Empire. There was an order left by his liege Bob Hexxus "Increase the loyal factions in Epidemica, you are the President of Cotton and have the authority and position to talk about the issues that concern the citizens" A series of speeches, made by himself of course and some recognizable tailors to speak on how the increase in the prosperity of Epidemca results from the leadership of the Hexxus family.
Loyalty to the Hexxus Family
Packed - Stronger Relationships
4 Recruit Guards.
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4d8ca6 No.6545
| Rolled 57, 19, 47, 94 = 217 (4d100) |
>>6516
>Lord's Name: Lord Yuros Haleer (500 #)
>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.
>Skill:
Combat (Archery) Level 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
Leadership Level 2
IB-Leadership Level 1
>Heir/Heiress:
>Bonus:
Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>Kingdom's Name: Kelthas Glade
>Color: Blue 3
>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.
>Population: 401,000 Elves
>Military: 8,000 Infantry
+30 Spies
>Buildings:
Light Church Level 3
Death Church Level 2
Nature Temple Level 3
Water Temple Level 2
Earth Temple Level 1
Shadow Temple Level 1
Knowledge Temple Level 1
Roads Level 2
Farm Level 4
Mine Level 1
Fish Port Level 1
Spy Network Level 1
Storage Level 1
+Storage (0/5):
0 Stack of Farm Goods (Expire in 2 Turns)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves) (1 is on vacation)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
1&2. Continue reading/ increasing Int 13/15
3&4. The letter I sent to the magic users should be getting to them by now. A new garden or park is needed for the relaxation of the people and themselves. They may design it themselves or push it onto someone else but I hope you are to help in construction and use your magic to make the the garden even more lovely.
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4d8ca6 No.6546
>>6540
Lord Haleer's group can be seen down the road, moving slowly as if to allow you to catch up.
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4d8ca6 No.6547
>>6539
"I'll have the Empire Codex, Brother librarian."
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4d8ca6 No.6548
>>6524
"I already told you what I want. Don't waste my time, mortal."
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4d8ca6 No.6549
>>6547
>Economy: 4 (-2 Roll value) [450 / 500]
The Empire Codex is protected by numerous guards and a gate.
"You will have only a short time to read, my lord."
[Choose one page.]
>Page 1
>Page 2
>Page 3
>Page 4
>Page 5
—
>>6542
No letter was returned.
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4d8ca6 No.6551
>>6530
"Welcome, milord. I am the keeper of this Library.
For what shall I help you with?"
[Free Action: Action of any kind. Below are suggestions. Must choose one]
-Read a random book (You may give me a genre of your liking) [Free]
-Go to History Tomes of all nations [$5]
-Go to technology advance booklets [$10]
-Go to magic arts scrolls [$10]
-Go to the Empire Codex [$50]
-Negotiate for a lower price (Roll 1d100) [If you succeed, you will gain +1 free action]
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4d8ca6 No.6553
| Rolled 8, 15, 95, 80 = 198 (4d100) |
>>6516
>>>>>Lord's Name: Lord Thundering Hoof
>>>>>>>>>>Fluff: "Lord" Thundering Hoof is less of a lord and more like a chieftain of his people and if sticking to the customs of their own kind he would only be a chieftain. He fought bravely beside the Emperor himself against the viscous Grey Wolf tribe, his father the former chieftain died during that war. Thundering Hoof is the greatest riding and warrior of his tribe and when he isn't doing official business with the Emperor he is at home on his horse. He is also loyal to a fault to his Emperor who has gained his respect, many other lords refer the Thundering Hoof as the kings personal lap pony. Those who say that near him rarely get a chance to say it again.
>>>>>>>>>>Skill:
>>>>>>>>>>Heir/Heiress: Brother: Swishing Tail (26). Son: Valiant Stallion(4). Daughters:Swooping Hawk(4), Dancing Grass(8), Dashing Rabbit (16)
>>>>>>>>>>Bonus:
>>>>>>>>>>Kingdom's Name:Broken Mane
>>>>>>>>>>Color: Tan 9
>>>>>>>>>>Fluff:The tribe of the broken manes were and in a way still are less civilized then the other kingdoms. They live a simple life of nomadic hunting and gathering with a specialty in horse riding. When the Emperor first began his rise of power the Broken Mane tribe was at first strong opposition however when the tribe of the Grey Wolves began amassing troops against them they found their only ally in the Emperor himself. The two fought valiantly against the Grey Wolves and since that fateful battle the two have been some of the strongest of allies. While the Broken Manes have become more willing to work with other regions in trade and military alliances they still keep to themselves in their nomadic tribes. Their main military are their extremely well trained horse riders and archers who while not as well armed as most other armies make up for it in skill, tenacity, and numbers.
>>>>>>>>>>Population:
>>>>>>>>>>Military:+Military:
20 Spies
>>>>>>>>>>Buildings:
>>>>>>>>>>Technology:
>>>>>>>>>>Magic:
>>>>>>>>>>Skill
>>>>>>>>>Leadership Level 1
>>>>>>>>>IB-Leadership Level 4
>>>>>>>>>Combat Level 4
>>>>>>>>>Charisma Level 2
>>>>>>>>>Wisdom Level 1
>>>>>>>>>Intelligence Level 1
>>>>>>>>>>Bonus:
>>>>>>>>>While riding a horse, IB-Leadership and Combat turns into 5.
>>>>>>>>>Lord's Bonus - Horse's speed is greatly increased for travel purposes.
>>>>>>>>>Lord's Bonus - When leading a battle, Thundering Hoof is granted [First Strike]
>>>>>>>>>[First Strike] - Kills off some enemies first before battle calculations.
>>>>>>>>>>Population: 300,000 Humans
>>>>>>>>>>Military:
>>>>>>>>>1,000 Horse-Riders
>>>>>>>>>500 Horse-Archers
>>>>>>>>>2000 Archers
>>>>>>>>>>Buildings: [NOMADIC]
>>>>>>>>>Hunting Field Level 4
>>>>>>>>>Stables Level 2
>>>>>>>>>Barracks Level 2
>>>>+Building: Council of Plains
>>>>>>>>>>Technology:
>>>>>>>>>Horse-Riding Level 3
>>>>>>>>>Utility Crafting Level 2
>>>>>>>>>-Horse Equipment
>>>>>>>>>Weapon Crafting Level 2
>>>>>>>>taming animals 1
>>>>>>>>>-Bows and Arrows
>>>>>>>>>>Bonus
>>>>>>>>>Nomadic
>>>>>>>>>Land contains smaller tribes [NPC controled]
>>>>>>>15 hawks
>>>>+Storage (100% FULL) :
>>>>1 Stack of HellBeast's Fur
>>>+Technology:
>>>Beast Trainer
>>>[NEW TAB]
>>>>Heroes:
>>>Harnessing Hoofs [Beast Tamer. L-1, IB-1, C-3, Ch-2, W-2, I-1]
>>>Gushing Claws [Beast Tamer. L-1, IB-2, C-3, Ch-1, W-1, I-1]
>>>Wondering Eyes [Beast Tamer. L-1, IB-1, C-2, Ch-2, W-3, I-1]
>>>+Technnology:
>>>Hawk Communications
>>>Finding new beasts 1/2
>>>+Technology:
>>>Buffalo
>>>>Economy: 3 (-2 Roll Value)
>>>-[Nomadic Living] : While living as nomads and continuing using poor resources, Economy's roll value bonus does not affect you
1-2:As soon as he arrives Thundering Hooves goes to the buisness of attending the meetings while his men slip away to find what they can about our killer.
3-4:Back in broken mane territory construction is still under way. 3/5
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4d8ca6 No.6554
>>6548
"You wish of something of importance to me? And why should I offer you specifically this thing? I could just as easily live without the magics you wish to impart upon me."
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4d8ca6 No.6555
| Rolled 87, 69, 98, 40 = 294 (4d100) |
>>6516
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 1 (4/5)
Mine Level 3 (3/7)
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages (2/4)
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
1. Marcus works to finish improving the smithy, it almost done. (4/5)
2. He likewise works on improving the mines. More metal is better aster all. (3/7)
3. Also get those carriage designs finished! He'll never hear the end of it if he doesn't. (2/4) +Grand clockwork workshop +Clockwork blueprints +Inventors +Int
4. Create more clockwork men. This'll impress father. +Int +Grand clockwork workshop +Extra space +Clockwork blueprints +Inventors
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4d8ca6 No.6556
| Rolled 67, 62, 92, 1 = 222 (4d100) |
>>6516
My Stuff:
http://pastebin.com/rWgAkDsT
I meant capital of Ponnpi not the capital of the empire.
1-2; Upgrade Mine
3; Train Leadership
4; Upgrade Fishing Port
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4d8ca6 No.6557
| Rolled 30 (1d100) |
>>6549
"Page four, if you will".
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4d8ca6 No.6560
| Rolled 73, 43, 55, 16, 46 = 233 (5d100) |
>>6516
Secrets in the Deep
confusing even its owners
We can not get out
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4d8ca6 No.6561
>>6452
Upon arrival Karasuba would begin speaking with the Emperor's Adviser about the Emperor's death and last will, something still seems off about it, and it was her duty, as head of the Scorpion Clan, to find out what that something was.
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4d8ca6 No.6562
>>6551
Go to the technology pamphlets, I had no idea how a amphitheater was created, but I wanted one. (I guess music and construction pamphlets, don't know how you are doing this one)
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4d8ca6 No.6565
>>6554
"Very well…"
[REMOVE TAB]
>Magic:
+Bonus: Magicless
>>6557
>Page Four
Title: The Economy Victory
Be sure to always have some force in the market.
Letting a small group of nations be the only contenders in Economy will only give them more money.
New items will usually start out strong in the market.
If you believe a nation's supplies is going to rise in price, it will be smart to invest in them.
Once a nation reaches the Economy Level of 10, they will also gain a tremendous bonus that can potentially lead the Empire.
[PMed secret Economy Info]
>>6562
Ahh, of course. Let me show you the [Building Gallery]
(New category unlocked!)
-$10
>Economy: 4 (-2 Roll Value) [ 490 / 500 ]
>Amphitheater
The blue prints is inside the pamphlet.
"Could be built using a traditional style.
However, if the consturction was led by someone with an artistic touch, one can have a [Unique] and [Improved] Amphitheater.
The Amphitheater creates culture and happiness and can generate tourists."
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4d8ca6 No.6566
>>6546
"Oh im sorry my dear neighbor, you were so indulged in your book we couldn't bare to separate you from it. I am Lord Bob Hexxus of Epidemica, my comrade Lord Zephos is here and before long I believe Lord Sohneins will catch up with us. We were just discussing the repercussions of turning the Empire into a Republic, as the future of the land is in out hands but no one lord stands above the rest, rather no lord can compare to the Late Emperor Bello. What say you on the matter?"
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4d8ca6 No.6567
>>6566
"One thing that must be discussed for the republic idea would be who would control the capital. As anyone that did could claim the throne of the emperor and try and hold massive sway through military might and knowledge. It is a novel idea but hardly the best in this situation. On the matter though I wished to bring something up to the lords before the vote began this session, and wished for your support. I wanted to enact an agreement between the lords, that no lord may vote for themselves to be emperor."
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4d8ca6 No.6568
>>6565
"Very well then. We shall find a god to give us magic if we need it, not one who merely wishes to curse us further. Unless you wish to show who you are?"
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4d8ca6 No.6569
>>6567
"I had brought up that very issue with the Republic. It cannot belong to his son, as the Late Emperor's wishes were strictly against that, and no lord would allow another to control it entirely…it will have to become property of The Republic with the Imperial armies and officials being changed to become extensions of The Republic. To run the new government with leadership representatives from the lords and some figures from the Capitol court and Royal Army to manage the Capitol County state and Republic Army…Unless the Lords want to take 'turns' as it were to manage the throne"
Lord Hexxus sighs, the envisioned burden of so many changes in the leadership of the Empire was something he hoped every lord was considering and not just being free from imperial taxes.
"To change the leadership of the Empire, what a chore it will be."
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4d8ca6 No.6570
| Rolled 89, 7, 89, 56 = 241 (4d100) |
>>6451
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8 (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
[Wonder] Weapon Crafting
-The Shiwans Pike of __
-The Shiwans Shield of __
-The Shiwans Short Sword of _
Weapon Crafting Level 2
-Sword
-Shield
Utility Crafting Level 1
-Farming Tools
Siege Weaponry 5/6
Shipyards 1/4
1 - Finish up those siege weapons.
>Siege Weaponry 5/6
>Weapon Crafting Level 2
2/3 - At last, the shipyards have begun construction! Now we merely need to see them finish said construction.
>Shipyards 1/4
>Economy: 8
4 - Work on improving mines
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4d8ca6 No.6571
>>6569
"It was never stated that the next emperor had to be one of the lords. It was only stated that we were to vote the next emperor. As for turns of lordship of the Capital; that will fail as, sooner or later, someone will refuse to give it up."
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4d8ca6 No.6572
>>6561
"Yes, Lady Karasuba? How shall I serve you?"
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4d8ca6 No.6573
| Rolled 76, 35, 37, 22 = 170 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,000 Humans
>Military:
3,500 Infantry
299 Local Knights
46 Light Horse
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard 3/4
Mines 3/4
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Free Action: Lord Kellingstag arrives in the Capitol City with his retinue, looking to head straight for the palace.
1. Finish the Shipyard
2. Finish the mine.
3. Get more Light Horsemen trained.
4. More searching for the Tooth.
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4d8ca6 No.6575
>>6571
"I don't find that we could vote a stableboy to take the throne very appealing. As for the Capitol, the state's nobles will continue to assume the rolls of court officials and Royal Army officers though it will have to be renamed appropriately and they will continue to help govern the realms. The wealth of the Capitol will be put to managing the bureaucracy of the Republic politics. In this way no one will be able to form argument to claim control over the Capitol county because it belongs to all of us and at the same time none of us. If it were shaped as a Guild of incredible wealth and power tasked with managing the Empire with our guidance for if anything threatening the peace should appear it would be better that we know about it rather then let a part of the realm be consumed in civil war"
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4d8ca6 No.6576
>>6572
"I wished to speak with you about a few things, privately." Karasuba said to the Adviser.
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4d8ca6 No.6578
>>6569
>>6571
Lord Zephos speaks up after his long silence (I wasn't here)
"There are of course many problems we would have to face if we wished to turn the Empire into a Republic, Lord Haleer, perhaps you may be right and I am being too hasty. There is always the chance that a person of the late Emperors caliber might reveal them self to us.” Lord Zephos Sighs. “I simply find it hard to believe that someone capable of ruling us all will show them self before the Empire starts tearing itself a part with in-fighting. With such diversity it is an inevitability without a power to unite us. As for what you said that no Lord should vote for themselves, I would have to agree to that.”
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4d8ca6 No.6579
>>6575
"I do not believe that he meant to imply that we would vote for a stable boy, Lord Hexxus. Merely that should someone worthy of being Emperor appear and not be a Lord, then we would be allowed to vote for them anyway."
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4d8ca6 No.6580
>>6575
>>6578
"Infighting will be inevitable, no mater who we have sit upon the throne or even if we turn the empire into a republic. This situation has been made perfect for it. I have this feeling that there is something more going on, but have no proof. "
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4d8ca6 No.6581
>>6580
"I too have had these concerns, however being so far away from the Throne there is little I can do to see if my concerns hold any value." Lord Zephos sighs "As for the infighting, that is what I mean when I say someone of the Emperors Caliber, he and his lineage before him have held this empire together through their own power, they built it and Emperor Bello was a man that was more than capable of the weight of the crown, as far as I know there are none others like him. I believed that given his wishes about his Son the only possible recourse to resolve this would be to form a Republic but I might be too close minded about this whole ordealm, perhaps a man of the Emperors Quality will appear or perhaps there is yet more to all of this that we have yet to see, only time and our own effort will tell us."
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4d8ca6 No.6582
>>6581
"Even if we form a republic it is quite possible we will end up with a tyrant. That is one thing the history of my land has taught me. I wish to learn why the Emperor's son would be considered unworthy before truly making any decisions about choosing an emperor or creating a republic."
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4d8ca6 No.6587
>>6520
Your adviser found that some of people you imprisoned weren't actually spies.
They just have some of the Scorpian's cultural stuff because you two are neighbors.
+130 Human Pop
5 Carrier boats with 100 people each are sent out. (5 Carrier Boats , 288 Raiders, 212 Raiders+)
-1 Food Stack.
>>6521
You have unlocked the [Very Bad Event]!
Siegecrafting 2/6
+Building: Trading Docks Level 2
>>6524
+Technology: Black Infiltrators
+25 Black Infiltrators
+Technology: Jester Slayers
>>6525
You have unlocked the [Very Bad Event]!
>>6526
Weapon Crafting 3/6
Roads 2/3
Some of the troops became hardened! Others died.
-130 Infantry
+100 Infantry+
Combat -> 5 ( 1 / 25 )
School Level 1
>>6527
Estimated Time Arrival: 4 Turns
>>6530
+Building: Farm Level 4
It was built so fast that they grew some extra food.
+Building: Storage Level 1
>Storage (20% Filled):
1 Stack of Farm Goods (Expires in 2 turns)
Charisma 3/10
Rumors are spreading about your "idle time"
>>6534
The ruins have been completely restored!
+Bonus: Restored Ruins
You have spent money to finish your forge.
2 Actions worth -> $500
>Economy: 6
>>6536
The idea is coming to you. But again, you are not much of an inventor.
2 / ?
Walls 3/5
You first need to create bug spies!
+20 Bug Spies
>>6537
Greek Fire +2 / ?
There was a problem with manufacturing and it caused a huge fire!
No one died but, the building they were building this in burned down.
Shipyard 2/5
(No Wonder post this turn.)
+Building: [Wonder] ____
(Fill in the blank)
>>6543
The Docks have been completed! They even started on upgrading it even more.
+Building: Trading Dock Level 1
Trading Docks Level 2 (1/2)
Another incident in the river!
10 / 12
The trade route with Hendappa is completed!
[NEW TAB]
>Trade:
Hendappa (Sea) Level 1
>>6544
+1,000 Pop
>Farm Goods also expire in 2 turns btw
+Building: Storage Level 3
>Ch 4
>L 0
People like him but he's terrible in his speeches.
They did, however, listen about the economic success the nation might get.
+605 Guards
>>6545
Int 14 /15
+Building: (Unique) Decoration Garden Level 1
>Population (Happiness: 6) :
>>6553
The men were sent out with no idea on what to look for.
+Building: Special Camp Level 1
(Fill in the blank)
Special Camp -> 2 (2/6)
>>6555
Smithy Level 2
Smithy -> 3 (1 / 6)
Metal 4/7
+Technology: Clockwork Carriage
Marcus is still not experienced to create as much as his Father.
+1 Clockwork Men
>>6556
You have unlocked the [Very Bad Event]!
>>6560
Pmed.
The farm's harvest can't be kept a secret.
You have create food stacks to provide for Shiwan's soldiers.
+4 Food Stacks
-4 Food Stacks
>>6570
The trade between you and Shiwans have been completed!
[NEW TAB]
>Trade:
Shiwan (Sea) Level 1
+Technology: Siege Weaponry
(Free Action to send technology, items, and stuff)
Shipyard 3/4
Mine 1 / ?
>>6573
+Building: Shipyard Level 1
+Building: Mine Level 1
+49 Light Horse
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4d8ca6 No.6590
For suspense purposes, the bad event will happen after the voting.
—-
The Throne room.
Table and chairs were placed in the middle of the room where the Lords, Ladies, and representative are sitting.
The Emperor's Adviser stands in front of the table.
"Welcome, people of great power in the Empire. We will begin the voting momentarily, I would now announce all representative who have made it to the meeting."
Ashikaga Azura, Lord of Ponnpi
Arvali Phylum, Lord of Hendappa
Bayushi Karasuba, Lord of Scorpian Island
Bob Hexxus , Lord of Epidemica
Cuteboldington of Bolderburg the III, Lord of The Royal Draconic Domain
Edward Ast Zephos XVII, Lord of Zephos
Elric Assuran, Lord of Desolace
Ernst Shurslstad, Lord of Soviet Union
Hiemalis Von Der Nacht, Lady of Puszczagóra
Richard Fuilcú, Lord of The Hills of High Velek
Stefan Kellingstag, Lord of Stagfield
Steffen Tremulo, Lord of Effus-by-River
Thundering Hoof, Lord of Broken Mane
Yuros Haleer, Lord of Kelthas Glade
Valder, Lord of Arachaia
??? , Lord of Freelands (?)
"We will now begi-"
Just then, a couple of figures rushed through the door.
"Ahh, so there they are!"
Sohneins, Lord of Salvynia
Group of old men, Representative of Shiwans Dynasty
[Sohneins is a bit tired.]
[The Group of Old Men are VERY tired]
"Well, let us begin."
—
No actions will be posted until the Voting is done.
Voting ends in these 3 ways…
-11 people vote for the same Emperor
-No decision is made in [20 hours]
-11 agreements to conclude the voting.
Now discuss away.
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4d8ca6 No.6591
Lord Kellingstag steeples his fingers.
"From the looks of some folk around this table, perhaps some refreshment would be in order? Not wine or ale, mind you, the last thing we need is dulled senses."
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4d8ca6 No.6592
>>6589
One of the representatives of Shiwan, approaches the center stage, bearing a delicately written scroll.
"To the Lords and Ladies gathered here today, and to the court of the late Emperor thereof, and to his subjects who hear upon these words, let the will of Shiwan be known.
As it is known, the Emperor, rather than advocating the inheritancy of his son, requested in his wisdom that his Lords and Ladies vote upon the new emperor, that his reign be appointed by consent and merit, and given to the one deserving of it most.
Shiwan is of the belief that many of those gathered here today, and those eligible for the candidacy of Emperor, bring much to the table. All those gathered here have some skill, or merit, of different but just as important value.
But there is one value that should be considered, perhaps far more important than any skill or craft.
Loyalty.
The one deserving of the Emperor, should be one who has served the late Emperor and his Empire faithfully, who has acted with duty, diligence, and honor. It should be one who has proven himself capable in service of the Emperor and Empire.
That person, Shiwan proposes, is none other than Lord Edward Ast Zephos XVII.
His line and generation have, like few others, served the under Emperor Bello directly and faithfully. The Zephos family is famed of having been the guardians and protectors of the Empire. But, more than this, the kingdom of Zephos is also evidence of his deserving of the seat of the Emperor. Even before it's subjugation, they are inheritors of Babylon, that great and noble Kingdom, who ruled with wisdom and craft. Today, Zephos is a model of domestic, civil, and military order and prosperity for all its subjects, low and high, and a scarcely rivaled peace and content has blessed the Kingdom.
To that end, Shiwan proposes the line of Zephos to the Throne."
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4d8ca6 No.6593
>>6590
"I wished to bring forth an idea I wished the lords of the realm would agree upon. One that no lord should vote for himself.
Either way I must abstain for now. I must say I have not been shone one that meets the qualifications of emperor in my eyes yet."
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4d8ca6 No.6594
>>6593
"I must agree with Lord Haleer, it would hardly be fair for one lord to nominate themselves otherwise most would simply do so."
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4d8ca6 No.6595
>>6592
Lord Hexxus listens intently to the representative's reasoning all the while tracing the grooves in his mask with a heavily gloved finger. After the old man finishes his eyes are drawn to Lord Zephos, his comrade who on the road spoke of not wanting the Throne. Watching and expecting to hear his thanking the shiwans for theirs thoughts and speaking out for a Republic, a return of the ancient rights.
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4d8ca6 No.6596
>>6590
"In the name of Lady Hiemalis, I cast my vote in favor of Lord Zephos."
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4d8ca6 No.6597
"Archaia does not benefit from The rule of any Emperor, and surely none of us even recognize the current emperors Rule, However, It is important for me to be able to trust the New emperor. As I trust Emperor Bello. I worry about the zealous humans, where is our guarantee that non humans will still have a place within the Empire ?"
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4d8ca6 No.6598
>>6589
I cast my vote for the people electing the emperor
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4d8ca6 No.6599
>>6590
Padishah Arvali sits reclined near the back of the room. A typical perspective for him, beyond the interest of other nations. Talk of popular elections, private elections, even a Republic! Now there was an idea worth considering…
The Padishah stands, one hand raised. "I too trust in the capability and temperance of Lord Zephos to rule. However, better that he should rule over a Republic, than be given total imperial domain!
This is not to say that Lord Zephos would make an unjust ruler. Were that the case, I would not vote for him. But we must all look out first and foremost for the good of the empire's citizens!
If each region has more autonomy over its actions, great things can be done. Already trade is flourishing, innovation and production is encouraged, and co-operation between the regions is structured on a much more regional level, not enforced by the heavy hand of an emperor!" Arvali pauses to collect his breath. Were he thirty years younger, he might have put on a better speech.
"I'm sure I cannot have been the only one to consider this option. So if you would see the Empire return to a glorious Republic, speak now lest your voice be lost later!"
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4d8ca6 No.6600
>>6593
>>6594
"While certainly most noble in intention I believe this rule will practically have no effect on the votes as eleven votes are a required minimum to become Emperor Elect and most Lords will end up simply abstaining whether they may vote for themselves or not.
All this rule does is delay the decision even further, although I believe even then it will not be by much. Should however, eleven Lords agree to implement this decision I will bow to the majority.".
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4d8ca6 No.6601
>>6590
Thundering Hooves who is often silent at these types of meetings shocks the attendees by standing to speak his mind. "Lords and rulers of this land. I have not come this day to vote. Recently someone has brought great shame to my people by spoiling one of our most sacred rituals with murder. Whoever has done this most likely was trying to create discourse between the tribes of the my land, and they succeeded at that. I am here this day because the spirits have guided me to the capital on my search for the killer. And I have reason believe that they were sent by someone at this meeting!"
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4d8ca6 No.6602
>>6601
"That is a tragedy, your lordship." Arvali huffs "But it is a matter to be discussed *after* deliberations! We can deal with regional squabbles later, this is the fate of the empire itself!"
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4d8ca6 No.6603
>>6602
"And will it still be 'regional squabbles' when the other tribes learn who is responsible by themselves? Because they are looking for blood, and when my kin set their eyes on it they will not stop"
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4d8ca6 No.6604
>>6601
"I am afraid unless any third parties are interested in your downfall you have not exactly narrowed down the amount of suspects by coming to the capital. Every Lord of the Empire is assembled here except for the few spineless ones who do not believe the Election of a new Emperor is worth their time. Each of them is more of a spymaster than the last with again only few exceptions.", Sohneins addressed the Horse Lord, "But know that should I receive any information on the matter you will be informed.".
>>6602
"With all due respect Lord Arvail, if I am not mistaken you have not been here during the last vote. I would not get my hopes up that this meeting will bear much fruit, we may as well use the twenty hours at our disposal in order to discuss matters of potentially interprovincial nature.".
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4d8ca6 No.6605
>>6603
"How can you compare the indignation of a few tribal leaders to the future leadership and organization of the entire Empire? Such self-interest is astonishing. Now then, if you would not cast a vote for the *real* matter at hand, then the rest of us shall be continuing."
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4d8ca6 No.6606
>>6604
"That I was not, as I was myself indisposed by illness at the time. However, why should we let the matter slip away? Are you all here so without hope or interest in change that we resign yourselves to smaller matters?"
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4d8ca6 No.6607
>>6606
"To tell the truth it is not change I seek but stability. I am here with interest by all accounts, though I cannot claim to be here with much hope. Before this Empire was established the Lords have squabbled and now that the ties that hold us together are strained I believe some of them would very much like to continue. The Empire is a sprawling beast of cultures and faiths and it is a miracle it has managed to prevail for this long, but I fear that none of the Lords command enough respect to be proclaimed Emperor Elect."
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4d8ca6 No.6608
>>6605
"The traditions of my people have stood longer than this Empire of yours. And if you keep showing disrespect to it then it will stand long after your land has been burned."
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4d8ca6 No.6609
>>6608
>>6605
"Please my Lords I am certain neither meant any disrespect, there is no reason for threats or rash actions. Certainly in due time we will get to the vote and Lord Thundering Hooves' issue will be addressed before the Council of Lords."
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4d8ca6 No.6610
>>6607
"Lord Zephos has shown himself a competent ruler and a steady administrator. I would elect myself had I any interest in the position, but I do not. And remember, your lordship, we cannot have stability without change. This is a time of adaptation, and we lie on the precipice of disaster. If we do not correct, we shall be fractured. This is why we must seek strong leadership. *This* is what we are here for. NOT -" he motions to >>6608 "the appeasement of one man's petty grudge. We will save *that* for later."
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4d8ca6 No.6611
>>6610
"Then if I count correctly Lord Zephos has a whole of two votes now. Even if I were to give him my own it would be three, leaving a further nine votes to be desired. So unless you have some sort of leverage I wish you good luck convincing nine further Lords to bend the knee and proclaim Lord Zephos Emperor Elect."
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4d8ca6 No.6612
>>6599
The representatives of Shiwan had this to say.
"If the Empire is to transition to a republic, that would require an Emperor to dictate it so.
And if we cannot so much as collectively come to agreement on something as simple as voting one man into an office, how much more difficulty will we have in establishing a republican form of government, that would require even more consensus than what we are required to right now."
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4d8ca6 No.6613
>>6611
8 votes requires learn to count faggot
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4d8ca6 No.6614
>>6611
"You miscount, your lordship. There have been three votes made for Lord Zephos, and eight are required. If you were to vote in favor, we would be halfway to our goal!"
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4d8ca6 No.6615
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4d8ca6 No.6616
>>6614
"Are you certain? I was sure eleven votes were required to be made Emperor Elect.".
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4d8ca6 No.6617
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4d8ca6 No.6618
>>6617
How oh shitlord is 4 halfway to 11.
>>6614
> If you were to vote in favor, we would be halfway to our goal!
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4d8ca6 No.6619
>>6616
"You misunderstand, my apologies. With three already having voted, we require eight more to reach our goal. And why would you sit idle to let nothing improve when you could actually help to foster this change?"
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4d8ca6 No.6620
>>6619
"Because change should not simply happen for the sake of change. We could make a donkey Emperor and call it change but nothing would be gained. While I believe that Count Zephos is both an honorable and an intelligent man I am not certain that he holds the power required in order to rule over the Empire.
Of course it would be the duty to defend his word and claim, but I have to ask, how do you intend to bring to heel say Orris and the Soviet Union? Do you have a fleet that could compare to theirs? Does anyone? And what were you to do if the Iron Corner was to secede? Of course today they hail Zephos, an Emperor on a small island a world away. How would you hold up against the vast masses of raw manpower the Shiwan throw at their enemies like pigs to the slaughter? Their Lord did not even bother to attend this meeting. Would you march to Puszczagóra to defend Lord Zephos claim? Their lands are a death trap to any army, even though the nation may be led by a woman. And of course there would be the matter of the Scorpion Clan lead by the most vicious person in the Entire Empire. Tell me Lord Arvali how will Lord Zephos handle these challenges?"
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4d8ca6 No.6621
The young lord Richard grins as he watches the Lords bicker in between each other. His time at the theater and the library were entertaining, but this… why this was hilarious. He stopped himself from laughing but turns to his neighbor and says "While this is a joy to watch, might I ask your thoughts on the vote?"
This is a open invitation for whomever to start a conversation with me.
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4d8ca6 No.6622
>>6621
Lord Zephos turns to regard the young lord beside him and decides to speak his mind. “Concerned, Lord Richard. Even though some of the Lords seem to support me as the next Emperor I am quite certain that I am not the correct choice for the throne. The late Emperor was a man without peer, the thought that I could replace him is an unusual and alien idea to me.” Lord Zephos sighs. “Now, I see some of the lords brining their regional concerns or personal squabbles into this diplomatic meeting. If the Lords of the empire are unable to keep their composure during what is objectively the most important gathering in the Empires recent history then what hope is there for a resolution before someone gets tired of waiting?”
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4d8ca6 No.6712
>>6622
Lord Hexxus sighs and knows that resolution is far from reached but every moment the throne is empty the people grow restless and so…"I, Bob Hexxus of Epidemica cast my vote for Lord Zephos for I believe he will use the power wisely. Let us vote and come to a close, the people are uneasy when no one holds the reigns of the Empire."
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72abff No.46202
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