14966e No.6623 [View All]
Long ago your people walked the land under the watchful gaze of the Gods. These beings were your creators, your benefactors, your masters, and they worked wonders that the primitive minds you were allotted were mystified by. For eons your kind toiled and worked for them, bringing forth crops and castles, playing soldier in their great Blood Feuds, and generally living under that familiar and comforting yoke of servitude.
Then, however, came the Swine Lord.
The Swine Lord, a being encased in black armor wielding a massive axe and commanding a nigh endless army of misshapen Man-Beasts, marched to conquer the realm of the Gods. Your people fought alongside their masters, but the enemy's forces were too numerous and too monstrous to defeat.
The Gods fell, your people fled as the Swine Lord's booming voice echoed across creation:
"LET ALL NOW BEHOLD, THE AGE OF SAVAGERY!"
Now your race must rebuild, rising to find their place in this new horrid world, they must face the scattered Man-Beast 'Lords' with pretensions of rulership, and maybe-just maybe-defeat the Swine Lord himself and reclaim the world.
>Nation Name:
>Color:
>Race:
>Pantheon: (What Gods, did you serve? Gods of the Elements? Gods of Battle? Of Field? Of Love?)
>Utilization: (What did the Gods use your race for? Keep in mind they did not trust their creations with their powerful magic.)
>Location:
>Fluff:
37 postsand16 image repliesomitted. Click reply to view. ____________________________
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14966e No.6876
| Rolled 85, 86 = 171 (2d100) |
>>6866
>Nation Name: Arsan Glade
>Color: Green
>Race: Ursans (bear people)
>Pantheon: Gods of the Forest, of Growth, and the hunt
>Utilization: Ursans were the wardens and maintainers of the forest.
>Location: Forest of the center North Isle
>Fluff:Ursans are as imple and primitive seeming people. They helped bring new life into with saplings and whelps, and culled the old, infirm and rotting to live and serve their deities. Their simplicity is a lie, they just lack the ambition to improve upon what their gods gave them. As their gifts were sufficient for their purpose, until the swine lord came.
>Population: 150 Ursan Wardens
>Bonus: In Tune With Nature [You are far more knowledgeable about the workings of the forest and its plant inhabitants. Agriculture is child's play to you, as you can coax plants from the ground to just give your their fruits rather than cutting into the ground like primitive fools. +5 to all rolls regarding nature and agriculture]
>Structures
[Thorn Wall - 5 Turns Until Breached]
[Orchard - No logistics required]
>Situation: The Swine are not as accepting of nature as you are, despite their sharing a primal nature with you, they are no kin. Bands of the monsters range the borders of your forest, looking to find a way to burn the whole of it down.
1. With the walls up we can train Warriors in safety. The older veterans can teach the younglings the art of Berserking. The art only we can truly master without going mad.
2. Cajole help from the forest, it must know the swine mean it ill. When they do break through and we fight the forest must be ready to lend aid. Each creature and plant can help, indeed must help if we're to make sure they will never return.
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14966e No.6878
| Rolled 100, 51 = 151 (2d100) |
1.2. This is the last city of the divine. Seek out any artifacts or weapons we may use for ourselves that the Man-Beasts might have missed. And eat them for the power within.
>Nation Name: Quivering Jewels
>Color: Pink
>Race: Slimes.
>Pantheon: Goddess of the Dark
>Utilization: Cleaning up other god's messes.
>Location:
>Fluff: The Goddess of the Dark was faced with a quandary. As the titular 'bad guy' of the Pantheon it was her duty to curtail any excesses or mistakes that her peers got up to and didn't want to admit that they were actually mistakes. However most of the things they did were a) powerful b) Left god-awful messes and c) came in all shapes and sizes.
Demons weren't cutting it. Monsters weren't cutting it. There was just too much variety and she had to make up a new one for every mess that her brethren created. Eventually she hit upon an idea. She took the most basic monster, a slime. Gave it a core that could focus both magic and intelligence in, while keeping the sheer versatility of the things, and lets them loose upon one of her brothers (God of War, don't ask) latest creations and watched as they easily devoured the things once they had enough of them. Sure the landscape was reduced to bedrock, but she was the Goddess of the Dark and another 'evil deed' was something she was proud to call her own.
Now she is gone. And all that remains are her greatest creations. The slimes. And it their job once again to clean up this mess.
Population: 60 Gallons of Slime
[Combat Value - 1d1 Per Gallon]
Bonus: Divide and Conquer [Reproduction achieved through consuming objects/creatures, growing in size, and dividing into two.]
Situation: Your kind reside currently in the sewers of Geltath-Nal, one of the final cities to be sacked by the Swine Lord's forces. Above you the Man-Beasts cavort among the ruins, squabbling among themselves to guzzle down the ambrosia of your former masters. You must be clever and quick to avoid the attention of the monsters above, but soon, you may achieve vengeance.
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14966e No.6879
| Rolled 74, 91 = 165 (2d100) |
>>6871
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14966e No.6881
| Rolled 13, 46 = 59 (2d100) |
>>6868
> Nation Name: Mahlamar
>Color: Blue
>Race: Jungle Orc
>Pantheon: Gods of Progress/Civilization
>Utilization: Taming the harsh world around them.
>Location: Cluster of islands west of big continent
>Fluff: >>6630
>Population: 200 Jungle Orcs
+Kurdan the Mighty
>Bonuses: Me Gardak, You Raine
1) Elevated to the stature of the new King of Mahlamar, Kurdan the Mighty looks over his new tribe, and is displeased. These orcs are unarmed, and what good is an unarmed orc, especially in this environment?! Make some clubs. There's bound to be decent material from some ruined city lying around.
2) Kurdan sends out a scouting party, to help the newly reunited orcs figure out where they are.
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14966e No.6882
| Rolled 2, 1, 2, 1, 1, 2, 1, 2, 2, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 2, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 1, 1, 2, 1, 2, 2, 2, 2, 1, 1, 2, 2, 1, 2, 2, 2, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1 = 147 (99d2) |
>>6866
1-2. The enemy weakened, and demoralized, with only 60 or so left, the Giants go in a FRENZY of gloryhunger, wanting to smash and defeat every single last enemy of the gods! ALL OUT ATTACK
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14966e No.6886
| Rolled 32, 47 = 79 (2d100) |
>>6866
>Nation Name: Sharashalass
>Color: Green
>Race: Naga and Sea Lamia
>Pantheon: God of the Sea and Storms
>Population: 150 Naga, 30 Sea Lamia
>Warriors: 20 Naga Swarmers (1d2)
>Bonus: War Bands [The Naga War Bands that make up your nation are greatly different in customs and tactics. +5 to military research rolls.]
>Situation: The archipelago is not just home to your Naga and Lamia, a race of hunched fish-beasts make their home on an island to your west, whether they be friend or foe it is not known, though to your east the telltale fires of Man-Beast incursion are blazing. Pray they do not turn their gaze to you.
>Actions:
1. Continue Training the men in these tactics (more swarmers)
2. Have the Leaders meet and discuss a way to improving the swarming technique (looking for upgrade or weapon introduction)
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14966e No.6901
| Rolled 60, 88 = 148 (2d100) |
>>6866
>Nation Name: Nordrim
>Color: Light Blue
>Race: Humans, trolls, dwarves, and elves
>Pantheon: the Gods of Sea and Storms
>Utilization: To create an army to use at the End of Days
>Location: Northwestern most continent on the southern coast
>Fluff:
https://www.youtube.com/watch?v=TZrCQFSkLcE
A 'civilization' of warriors and raiders, the Nordrim come from the northern islands to plunder the weaker peoples of the south in the name of glorious battle. Those who die in combat are arisen from their graves to fight in Alvengrad, home of the Gods, ever training until the End of Days when they shall be the armies of the gods in the final battles that will decide the fate of the next world.
Now that the gods are supposedly dead, the Nordrim have decided that nothing has changed except that the truly great among them shall take the Gods' place upon death, and Alvengrad shall ring forth with battle once more.
>Population: 75 Human, 75 Dwarves, 40 Elves, 10 Trolls
>Bonus: To The Gates of Alvengrad [There is nothing greater than to die gloriously in battle. Should a hero unit die in the middle of battle, your forces gain a +10 to all actions in the remainder of the battle.]
>Situation: Let the world mourn the fall of the gods. This is the Age of Savagery, as that monster in black armor said! Alvengrad awaits and the remains of your people hunger for the chance to raid the soft southlings, Swine or not!
+Wild Storm [Incapable of Raiding for 5 Turns or until the Storm is made to leave]
1.2. Fine then, instead let us prepare ourselves for the storm's end, make sure our warriors are not rusty with their fighting skills
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14966e No.6906
>>6866
>Nation Name: Milruthad
>Race: Serpent-People
>Fluff/etc: >>6639
>Situation: >>6650
1. Continue Research into the Coil of Miliad.
2. Send a group of three scouts at night to survey the positions of the Swine. Stick to the cover of night, and utilize our serpentine heat vision.
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14966e No.6907
| Rolled 34, 37 = 71 (2d100) |
>>6906
Dice, and progress on Coil is [1/15], +5 Research
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14966e No.6910
| Rolled 55, 49 = 104 (2d100) |
>>6866
>Nation Name:Horde
>Color:Red
>Race:Orcs & a few Goblin slaves
>Pantheon: Battle
>Utilization: War the grunts and Raiders
>Location:In largest island's forest
>Fluff:
We are nameless for we are considered worthless by the gods.
We are merciless for we defile in the name of war.
We are bloodthirsty for we are always hungry.
We will kill the swines like the gods wanted for we are made for death
>Population: 150 Orcs, 50 Goblin Slaves
>Bonus: For the Horde! [You still hold the tenants of the Gods of Battle high in your society. There is no retreat, those who do not hold the line are no better than enemies. Your Orcs will fight to the end (the goblins, not so much)]
>Situation: You are deep within the forest, a temporary war camp to plan your vengeance on the Swine. Your soldiers are restless as your scouts report the the Man-Beasts are apparently attempting to settle the lands beyond the forest. Ripe prize for a raid.
1-2 Try to find and tame a great beast to kill the beastmen that way we can have our power
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14966e No.6924
>>6866
>Nation Name: The people of the Two Peaks
>Color: Gold
>Race: Dwarfs and Kobolds
>Pantheon: God of Earth and Fire respectively
>Utilization: Crafting and tending the fire of the Great Engine, a massive weapon big as mountains that hurdled rocks into distant lands.
>Location: unclaimed island in the north
>Fluff: Shaped to be hardy and resistant to the fires of divine industry the People of the Two Peaks labored to maintain the Great Engine. They lived together peacefully in the knowledge that their labors served the Gods, till the Swine Lord came with his never ending horde that overcame the divine weapon. Now they live a life segregated into two peaks, but if they can overcome this barrier to combine the secrets of their magic and crafts they could have the power to reclaim their legacy.
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14966e No.7040
>>6868
Your people actually manage to find gigantic mushrooms deep underground. Cutting off slices, and cooking them over the fire tastes really good, while drinking their sap…well it doesn't really seem to do much except get you suuuuper high.
+Food Source: Mushrooms
+Trade Good: Shroom Juice
>>6870
Your people look to improve their armor, but the resources are sparse with the Swine siege…
But then, from the very center of the Codex, a rumbling is felt as the floor rearranges itself into a grand staircase down into the earth. A party of inquisitive explorers, noble and brave Femerethians all, walk down into these strange catacombs until they find a grand hall in which stand row upon row of armored mannequins that clutch swords in their wooden hands. The explorers are in awe as they venture further in, finding a pedestal with a scroll emblazoned with the seal of the Empyreans upon it. The eldest and most versed in the workings of Empyrean language reads from the scroll:
"The Hallowed Halls are Breached
"The Wondrous Borders are Bedeviled
"Oh Guardians we Beseech
"Until our foes are Leveled."
As one the mannequins are bathed in a holy light, the holiness of the Empeyreans palpable in the air. When the light has faded, they are no longer mannequins, but men, large and imposing in their armor, turning and kneeling as one to the Femerethians around the pedestal.
This is the inheritance of the Empyreans' successors, their patron deities most trusted warriors, the Myrmidons.
>+60 Empyrean Myrmidons [1d10 Per Unit]
>+Wonder: Armory of the Gods [+5 To Military Research Rolls]
As news of the Myrmidons reach the ears of the general populace, a fervor sweeps through them. Men young and old step forward to enlist in the Enforcers.
-75 Femerethians
+75 Enforcers of the Codex
>>6876
1. The Bearserk-er, Berserkers are trained forwith, bringing about a new generation of protectors for the glade.
>-50 Wardens (1d1 Combat Dice per unit)
>+50 Berserkers (1d3 Combat Dice per unit)
2. Help comes in the most unlikey of places, within the center of the glade rest three great oak trees, when the prayers to nature are given, great eyes open and mouths begin to speak. These mighty treants were once peers of the Gods, their lessers, but not to be taken lightly, they give the Ursans the secret of awakening the dormant tree spirits of the woods. These elder trees are too entangled to the ground to uproot themselves easily, but several younger treants are awakened and are ready to defend the forest.
>+3 Lesser Treants (1d5 Per Unit)
>Project: Awaken the Three Forest Lords (1/30)
>>6878
Deep within the hidden treasure vaults of the holy city, an orb is found, crackling with the foul energy of the Gems' dark mistress. Experimentally, a slime is sent to absorb the artifact, taking it within itself.
Immediately it changes in coloring and formation, taking on a form of a female humanoid, its coloring resembling that of the infinite vastness of space. It speaks in a familiar voice, the voice of the Goddess.
"Well well, you found my diary did you? Cheeky things."
She if of course, not the Goddess herself, but a reasonable facsimile…also she somehow has glasses.
+10 Gallons of Queen Slime [1d10 Per Gallons]
>>6881
1. The good news is, we found some heavy branches, the bad news is, some of us didn't and have started fighting with the ones that did. Boss, we're gonna need ya to smack some 'eads together.
2. Good news, though, we have scouted the entirety of our island and still no piggies running around. We did however find these great big birds, like, riding big. They gave Gurkath one hell of a kickin' though, right in his welp-makers.
>+Project: Terrorbird Domestication [1/10]
>>6882
YOUR MIGHT IS UNMATCHED! THE COWARDLY SWINE ARE UNABLE TO MATCH YOUR MIGHT!
At the end of the day, their forces lie dead on the field of battle, but among your own a mere two. Sadly these two are none other than Siegor's younger brothers, the twins Hugoth and Thugoh. Siegor's mother saw their deaths at the hands of the cowardly Swine herself and lead the final charge by using their murderers as makeshift bludgeons.
The day is yours.
>+Hero: Siegor [+5 to a Given Roll when applied, can only be used in one roll, critical failures can injure or kill]
>>6886
1. Few are ready to accept what they believe to be an inferior style…what is THEIR style you ask…well, look who's asking! Sheesh.
-5 Naga
+5 Naga Swarmers
2. However, the leaders are able to figure out a way to improve the swarm tactics. One in each group can carry a net with them to incapacitate the foe and leave them open to a speary death.
-5 Naga
+5 Naga Net Hurlers [1d3]
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14966e No.7041
>>7040
>>6901
1/2
Your training pays off, the dwarves and humans take to it naturally!
>-20 Humans [1d1 Per unit]
>+20 Human Thanes [1d2]
>-15 Dwarves [1d1 Per Unit]
>+15 Dwarven Huskarls [1d3 Per Unit]
The Elves however, seem more inclined for Ranged than melee.
>No Change
Meanwhile, the trolls, naturally inclined to brawl, have three of their number outfitted with crude timber clubs.
-3 Trolls [1d2 Per Unit]
+3 Troll Log Swingers [1d5 Per Unit]
>>6906
1. The Coil is vast, the coil is swirling, the coil is mesmerizing…[2/15]
2. Your scouts manage to find a swine camp, however, five of them are claimed by traps the Swine have set (ain't that a bitch?) while the others flee reprisals. Hope they do not learn your position from this…
>>6910
WARGS! Wargs are the ancestral mounts of your people…shame that they have a habit of eating your slaves, but goblin is just orc for 'Expendable Midget'. Lucky for you, a few packs of the great beasts lurk in these woods.
>Project: Tame Wargs [3/10]
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14966e No.7042
| Rolled 78, 8 = 86 (2d100) |
1. Improve the potency of our slime's acid. The quicker we eat, the quicker we can move on to the next Man-Beast.
2. Work on how well we take blows. If we simply flow around a sword or club then we cannot be stopped by physical force.
>Nation Name: Quivering Jewels
>Color: Pink
>Race: Slimes.
>Pantheon: Goddess of the Dark
>Utilization: Cleaning up other god's messes.
>Location:
>Fluff: The Goddess of the Dark was faced with a quandary. As the titular 'bad guy' of the Pantheon it was her duty to curtail any excesses or mistakes that her peers got up to and didn't want to admit that they were actually mistakes. However most of the things they did were a) powerful b) Left god-awful messes and c) came in all shapes and sizes.
Demons weren't cutting it. Monsters weren't cutting it. There was just too much variety and she had to make up a new one for every mess that her brethren created. Eventually she hit upon an idea. She took the most basic monster, a slime. Gave it a core that could focus both magic and intelligence in, while keeping the sheer versatility of the things, and lets them loose upon one of her brothers (God of War, don't ask) latest creations and watched as they easily devoured the things once they had enough of them. Sure the landscape was reduced to bedrock, but she was the Goddess of the Dark and another 'evil deed' was something she was proud to call her own.
Now she is gone. And all that remains are her greatest creations. The slimes. And it their job once again to clean up this mess.
Population:
60 Gallons of Slime [1d1 Per Gallon]
10 Gallons of Queen Slime [1d10 Per Gallons]
Bonus: Divide and Conquer [Reproduction achieved through consuming objects/creatures, growing in size, and dividing into two.]
Situation: Your kind reside currently in the sewers of Geltath-Nal, one of the final cities to be sacked by the Swine Lord's forces. Above you the Man-Beasts cavort among the ruins, squabbling among themselves to guzzle down the ambrosia of your former masters. You must be clever and quick to avoid the attention of the monsters above, but soon, you may achieve vengeance.
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14966e No.7043
| Rolled 48, 6 = 54 (2d100) |
>>7040
> Nation Name: Mahlamar
>Race: Jungle Orc
>Pantheon: Gods of Progress/Civilization
>Utilization: Taming the harsh world around them.
>Location: Cluster of islands west of big continent
>Fluff: >>6630
>Population: 200 Jungle Orcs
+Kurdan the Mighty
>Bonuses: Me Gardak, You Raine
1) Kurdan heaves a heavy sigh. No, you idiots, STONE. Stone is much harder than wood. And I need to smack some heads together, you say? Good suggestion. (+15)
2) Birds we can ride, eh? Find them again. Start out slow though, just get them used to the sight and smell of us, at least.
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14966e No.7044
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14966e No.7045
| Rolled 13, 89 = 102 (2d100) |
>Nation Name: Poran
>Color: Purple
>Race: Duvans(not!humans)
>Pantheon: The gods of war, battle and arts
>Utilization: The gods nobles, warriors and artist of all kinds, to make war when needed.
>Location: Far north of the continent
>Fluff: At one point the gods saw the need for another kind of subject, one with the ferocity of warriors yet the natural grace and charm of master artist. They made the Duvans, a fusion of both. Tall as the giants yet filled with the natural grace, they were perfect for the gods wishes. They painted vast murals the sizes of houses, sung songs that swept through the mountains, and yet were still natural warriors. They were still fallable though, for a variety of mortal reasons of course. When the fall of the gods came they moarned, theirs paintings now sad and able to bring one to tears while their songs induced great weeping in all who heard them. Now though they are beginning to recover from their sadness.
>Population: 100 Duvans
>Bonus: Cultural Dominance [Your paintings and music and stuff are just, like, the best, guys. You are perfect. Juuuuust perfect. +5 to trying to convince people to do what you want.]
>Situation: For some reason, the Swine just hate you absolutely perfect you are. Your forces are huddled in this totes drab cavern in the seaside with Swine scouts looking everywhere for you. Don't worry, tho, your guys can probably get out of this juuuust fine.
+Food Source: Mushrooms
+Trade Good: Shroom Juice
1,2. Woah man, I dont think that was weed we smoked. Three giant craftsmen rub their head as they smoke mushrooms, sap, and a variety of ingredients in their free time. One of them, a girl, looks over and smiles at her buddies. What if, we took that like crossbow thing, and made it except repeating!?(Make repeating crossbow)
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14966e No.7047
| Rolled 50, 38 = 88 (2d100) |
>>7041
>Nation Name: Arsan Glade
>Color: Green
>Race: Ursans (bear people)
>Pantheon: Gods of the Forest, of Growth, and the hunt
>Utilization: Ursans were the wardens and maintainers of the forest.
>Location: Forest of the center North Isle
>Fluff:Ursans are as imple and primitive seeming people. They helped bring new life into with saplings and whelps, and culled the old, infirm and rotting to live and serve their deities. Their simplicity is a lie, they just lack the ambition to improve upon what their gods gave them. As their gifts were sufficient for their purpose, until the swine lord came.
>Population: 100 Ursan Wardens (1d1)
50 Berserkers (1d3 Combat Dice per unit)
3 Lesser Treants (1d5 Per Unit)
>Bonus: In Tune With Nature [You are far more knowledgeable about the workings of the forest and its plant inhabitants. Agriculture is child's play to you, as you can coax plants from the ground to just give your their fruits rather than cutting into the ground like primitive fools. +5 to all rolls regarding nature and agriculture]
>Structures
[Thorn Wall - 4 Turns Until Breached]
[Orchard - No logistics required]
>Project: Awaken the Three Forest Lords (1/30)
>Situation: The Swine are not as accepting of nature as you are, despite their sharing a primal nature with you, they are no kin. Bands of the monsters range the borders of your forest, looking to find a way to burn the whole of it down.
1. Train some druids. They were the voice of the gods and the wisest amongst us. No one understood nature and it's magic better than they. A few true druids would help quicken awakening the forest lords and their children.
+In Tune with Nature
2. Work on wakening the Great tree lords and their kin. Soon The forest shall march on the enemy. We will not give them time to attack us in our God's given home.
+In tune with Nature
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14966e No.7048
| Rolled 57, 26 = 83 (2d100) |
>>7040
>Nation Name: Femereth
>Color: White, or light Red
>Race: Human
>Pantheon: Gods of Justice
>Utilization: Bailiffs and Officers (enforcers of divine law)
>Location: Southern Peninsula of the center-north island
>Fluff:
https://www.youtube.com/watch?v=Agdc48fK_-4
The world has always been a place of strife. Even before the coming of Beregrand, the Swine-Lord, there was trouble that needed quelling and sin that needed retribution. The Empyreans, the Gods of Justice, arbited punishment and sentenced the wicked. And the soldiers of Femereth enforced their sentences, apprehending lesser villains and executing the greatest offenders.
Now, the edicts of the Empyreans are gone. No new sentences are delivered. All that remain to Femereth is the Empyrean Codex, a massive stonework "library" into whose walls the very laws of the gods were carved. Left without any alterations or addendums, these rules have become sacrosanct. The warriors and abjurors enforce these laws with unmatched fervor.
Only through justice will this world regain its glory!
>Population:
+75 Femerethians (1d1)
+125 Enforcers of the Codex (1d3)
>+60 Empyrean Myrmidons [1d10 Per Unit]
>Bonus: I AM THE LAW [Your fervent adherence to the Empyrean Codex instills you with a morale that borders on zealotry, allowing for a +5 to intimidation so long as the Codex is being adhered to.]
>Situation: The Swine are kept at bay for now, cowed by zealous accusations of breaching the peace of the Empyreans keeping them from assaulting your borders out of fear. However, more arrive each day, and unless you can rout them soon, they may grow bold enough to destroy the Codex itself!
>+Wonder: Armory of the Gods [+5 To Military Research Rolls]
1/2 - So it begins, then. The great conquest of this age. The Age of Savagery shall end. The Age of Justice has begun. This is the righteous wrath of the Empyreans, their strike against the darkness that thought to usurp them. We will bring glorious conquest to this land, and the armies of the Swine will break beneath our shields and be sundered by our blades. Now, we march for victory. We march for death, for ruin, and all the world's demise. We march for the Gods, for our children and families. We march for war.
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14966e No.7052
>>7041
Nation Name: Milruthad
Race: Serpent-People
Fluff n Stuff: >>6639
Situation: >>6650
1. Keep up the Coil Research [2/15]
2. Gather up what weapons we have, and make more to fill the gaps. Stick to ranged weaponry, with Spears as backup.
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14966e No.7053
| Rolled 49, 99 = 148 (2d100) |
>>7052
Dicey things and stuff
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14966e No.7077
| Rolled 10, 56 = 66 (2d100) |
>Nation Name: Sharashalass
>Color: Green
>Race: Naga and Sea Lamia
>Pantheon: God of the Sea and Storms
>Population: 150 Naga, 30 Sea Lamia
>Warriors: 25 Naga Swarmers (1d2)
>5 Naga Net Hurlers (1d3)
>Bonus: War Bands [The Naga War Bands that make up your nation are greatly different in customs and tactics. +5 to military research rolls.]
>Situation: The archipelago is not just home to your Naga and Lamia, a race of hunched fish-beasts make their home on an island to your west, whether they be friend or foe it is not known, though to your east the telltale fires of Man-Beast incursion are blazing. Pray they do not turn their gaze to you.
>Actions:
1/2. Continue recruiting and training the men, the fish men would need to be brought down a peg soon. (Train net and Swarmers in the appropriate numbers)
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14966e No.7085
| Rolled 20, 88 = 108 (2d100) |
>>7041
>Nation Name: Angrore
>Color: Brown
>Race: Mountain Giants
>Pantheon: Gods of Battle
>Utilization: Warriors/Heroes
>Location: Center of the Largest Island
>Fluff:
https://www.youtube.com/watch?v=DrkguvGFnrE
Long ago, the gods forsaw a need. A need for a race of warriors, eager for battle, for glory, and willing to die for them. To serve as their soldiers, their army on earth, to stand atop all other warriors there of.
To that end, the God of Eath, with the help of the God of Fire, took forth great scoops of the mountain, and forged it into the flesh of the Giants. But it was the god of Battle who gave them life. He taught them how to wage war, to use and wage weapons, and to choose your enemies wisely. To fight on behalf of the gods was their only purpose, and still is. All giants have a strong desire to be heroes, to let their name ring throughout the ages long after they are dead, to fight and die in glorious battle, so that after death they might to feast in the hall of warriors in the palace of the gods and hear the songs sung about them.
They were the first to battle the Swine Lord, and the last to retreat upon the defeat of the Gods.
The surviving Giants now dwell in the great mountains, their former barracks, and are led by Siegor, the King of the Mountain Giants, the strongest among them.
>Population: 100 Mountain Giant Warriors
>Bonus: Wrath of the Giants [Your people are…less than pleased with the current state of affairs and when in combat with the Swine Lord's forces, you receive a +5 to combat.]
>Situation: Your are holed up in your mountain holdfast, besieged by a force of 200 Man Beasts. Your forces are outnumbered but the enemy was overconfident, your forces are twice as large as their most brutish warriors and ten times the fighters. Fight bravely, and you shall rout them and begin to rebuild.
>+Hero: Siegor [+5 to a Given Roll when applied, can only be used in one roll, critical failures can injure or kill]
1. Prepare a great funeral feast for our two slain heroes, and celebrate the day they have entered into the halls of the gods by feasting as they will, and singing their songs as they'll hear, for all time!
This place shall be our palace, our stronghold, carved into the earth and furnished with the trophies of our dead enemies.
2. For such a feast, we will need Mammoths!
Mammoths are the gift of the gods to Giants. They can be bred as war steeds strong enough to carry one on their back fully armored or to pull huge wagons behind them, or fattened up and carved into meat for the spit, or even made to be milked like cows!
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14966e No.7100
| Rolled 24, 45 = 69 (2d100) |
>>7041
>Nation Name: Nordrim
>Color: Light Blue
>Race: Humans, trolls, dwarves, and elves
>Pantheon: the Gods of Sea and Storms
>Utilization: To create an army to use at the End of Days
>Location: Northwestern most continent on the southern coast
>Fluff:
https://www.youtube.com/watch?v=TZrCQFSkLcE
A 'civilization' of warriors and raiders, the Nordrim come from the northern islands to plunder the weaker peoples of the south in the name of glorious battle. Those who die in combat are arisen from their graves to fight in Alvengrad, home of the Gods, ever training until the End of Days when they shall be the armies of the gods in the final battles that will decide the fate of the next world.
Now that the gods are supposedly dead, the Nordrim have decided that nothing has changed except that the truly great among them shall take the Gods' place upon death, and Alvengrad shall ring forth with battle once more.
>Population: 55 Human, 60 Dwarves, 40 Elves, 7 Trolls
20 Human Thanes [1d2 per]
15 Dwarven Huskarls [1d3 per]
3 Troll Log Swingers [1d5 per]
>Bonus: To The Gates of Alvengrad [There is nothing greater than to die gloriously in battle. Should a hero unit die in the middle of battle, your forces gain a +10 to all actions in the remainder of the battle.]
>Situation: Let the world mourn the fall of the gods. This is the Age of Savagery, as that monster in black armor said! Alvengrad awaits and the remains of your people hunger for the chance to raid the soft southlings, Swine or not!
+Wild Storm [Incapable of Raiding for 5 Turns or until the Storm is made to leave]
1.2 Build the ships so that they can survive the toughest of wildest of storms, our gods did not fear the rain and neither shall we.
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14966e No.7287
| Rolled 63, 32 = 95 (2d100) |
>>7041
>Nation Name:Horde
>Color:Red
>Race:Orcs & a few Goblin slaves
>Pantheon: Battle
>Utilization: War the grunts and Raiders
>Location:In largest island's forest
>Fluff:
We are nameless for we are considered worthless by the gods.
We are merciless for we defile in the name of war.
We are bloodthirsty for we are always hungry.
We will kill the swines like the gods wanted for we are made for death
>Population: 150 Orcs, 50 Goblin Slaves
>Bonus: For the Horde! [You still hold the tenants of the Gods of Battle high in your society. There is no retreat, those who do not hold the line are no better than enemies. Your Orcs will fight to the end (the goblins, not so much)]
>Situation: You are deep within the forest, a temporary war camp to plan your vengeance on the Swine. Your soldiers are restless as your scouts report the the Man-Beasts are apparently attempting to settle the lands beyond the forest. Ripe prize for a raid.
>Project: Tame Wargs [3/10]
1-2 TRY TO TAME MORE OF THESE WARGS TO KILL THE MANBEASTS
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14966e No.7305
>>7042
The Acidity spreads through the entirety of the regular slime. Sadly the defense might take a while.
>Upgrade: All non-Queen Slime is now higly acidic [1d2 per gallon.]
>Project: Flow Like Water [0/10]
>>7043
1. The infighting ends due to Kurdan's 'heads on' leadership approach. They manage to find some stone blocks that can be crudely attached to logs to form primitive maces.
Meanwhile with the Emus-
THWACK
…ouch, bye Dargak
-1 Jungle Orc, no Project Progress.
>>7045
Whoa, bruh, that's like, totes amazeballs. After a while, they manage to cobble together…well, they aren't repeating crossbows, but they're like…triple crossbows. It's like three times the shooting, bro.
>-10 Duvan
>+10 Duvan Triple-Crossbowmen [1d3 Combat Dice per unt]
>>7047
It appears that there are two choices available to you. Down one path you may choose a single Ursan to become an avatar of nature itself, the closest thing we can get to a god at this point (which isn't a lot, but something) or we can train some lesser druids who are not as powerful but more numerous. The choice is yours.
>Train an Avatar of Nature [Project (2/10)]
or
>-5 Ursan Wardens
>+5 Ursan Druids [1d6 Per Unit]
2. It will require far more magical power to awaken the Tree Lords. But luckily two more treants join your ranks.
>+2 Lesser Treants (1d5 Per Unit)
>>7048
Your forces march out to meet the Swine scum! The shouting of your forces hurling righteous accusations at the enemy lines cause a fourth of the cowards to run and hide.
>Enemy Force: -25 Swine
>Enemy Force: 75 Swine [1d1]
COMMIT YOUR FORCES TO COMBAT AND ROLL!
>>7052
I didn't say it before, but you have five less serpentmen due to Swine Capture
1. The Coil Shifts and Turns, the Coil will Squeeze the Life from your Enemies [4/15]
2. Your forces now have spearmen to supplement their untrained forces.
>-50 Serpents
>+50 Serpent Spear Slingers [1d3 Per Unit]
>>7077
More Swarmers and hurlers are trained, though some are feeling that their own styles are being neglected.
>-11 Naga (1d1)
>+10 Swarmers (1d2)
>+1 Net Hurler (1d3)
>>7085
1. The Funeral, while done with the best intentions, is melancholy, Siegor's brothers' death make all reflect on what happens now when one of their number dies? Did the afterlife promised by the gods fall with their passing? Has it been replaced with some terrible underworld of the Swine Lord's creation. This is some high concept shit for Giants to think about, but there you go.
>+Melancholy: (-5 To First Action Next Turn)
2. Mammoths are historically the great mounts of your people, but they have not been seen since the Swine Lord struck. You believe they were chased away but if they are found, they will know their masters.
>Project: Track Mammoths [3/5]
>>7100
The collossal storm makes the building of ships understandably quite hard. However you were able to start a single 'Storm Ship' which no wind nor rain nor lightning can capsize.
>Project: Storm Ship [1/2]
>>7287
The Warg pack is wily and fierce, they are not tamed easy…unless you like smack 'em really hard, then they know who's boss.
[5/10]
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14966e No.7306
| Rolled 89, 2 = 91 (2d100) |
1.2. Project: Flow Like Water [0/10]
>Nation Name: Quivering Jewels
>Color: Pink
>Race: Slimes.
>Pantheon: Goddess of the Dark
>Utilization: Cleaning up other god's messes.
>Location:
>Fluff: The Goddess of the Dark was faced with a quandary. As the titular 'bad guy' of the Pantheon it was her duty to curtail any excesses or mistakes that her peers got up to and didn't want to admit that they were actually mistakes. However most of the things they did were a) powerful b) Left god-awful messes and c) came in all shapes and sizes.
Demons weren't cutting it. Monsters weren't cutting it. There was just too much variety and she had to make up a new one for every mess that her brethren created. Eventually she hit upon an idea. She took the most basic monster, a slime. Gave it a core that could focus both magic and intelligence in, while keeping the sheer versatility of the things, and lets them loose upon one of her brothers (God of War, don't ask) latest creations and watched as they easily devoured the things once they had enough of them. Sure the landscape was reduced to bedrock, but she was the Goddess of the Dark and another 'evil deed' was something she was proud to call her own.
Now she is gone. And all that remains are her greatest creations. The slimes. And it their job once again to clean up this mess.
Population:
60 Gallons of Slime [1d2 Per Gallon]
10 Gallons of Queen Slime [1d10 Per Gallons]
Tech\Upgrades
>Upgrade: All non-Queen Slime is now higly acidic [1d2 per gallon.]
Bonus: Divide and Conquer [Reproduction achieved through consuming objects/creatures, growing in size, and dividing into two.]
Situation: Your kind reside currently in the sewers of Geltath-Nal, one of the final cities to be sacked by the Swine Lord's forces. Above you the Man-Beasts cavort among the ruins, squabbling among themselves to guzzle down the ambrosia of your former masters. You must be clever and quick to avoid the attention of the monsters above, but soon, you may achieve vengeance.
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14966e No.7307
| Rolled 22, 60 = 82 (2d100) |
>>7305
>Nation Name: Arsan Glade
>Color: Green
>Race: Ursans (bear people)
>Pantheon: Gods of the Forest, of Growth, and the hunt
>Utilization: Ursans were the wardens and maintainers of the forest.
>Location: Forest of the center North Isle
>Fluff:Ursans are as imple and primitive seeming people. They helped bring new life into with saplings and whelps, and culled the old, infirm and rotting to live and serve their deities. Their simplicity is a lie, they just lack the ambition to improve upon what their gods gave them. As their gifts were sufficient for their purpose, until the swine lord came.
>Population: 100 Ursan Wardens (1d1)
50 Berserkers (1d3 Combat Dice per unit)
5 Lesser Treants (1d5 Per Unit)
>Bonus: In Tune With Nature [You are far more knowledgeable about the workings of the forest and its plant inhabitants. Agriculture is child's play to you, as you can coax plants from the ground to just give your their fruits rather than cutting into the ground like primitive fools. +5 to all rolls regarding nature and agriculture]
>Structures
[Thorn Wall - 3 Turns Until Breached]
[Orchard - No logistics required]
>Project: Awaken the Three Forest Lords (1/30)
>Train an Avatar of Nature [Project (2/10)]
>Situation: The Swine are not as accepting of nature as you are, despite their sharing a primal nature with you, they are no kin. Bands of the monsters range the borders of your forest, looking to find a way to burn the whole of it down.
1. Train an Avatar, as a remembrance to the gods, as a beacon of hope for the future.(2/10) +in tune with nature
2.Attempt to rouse the forest lords and their kin, soon we will fall upon the swine. The more we can bring to bear, the more likely we can wipe them out. (1/30)
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14966e No.7317
>Nation Name: Sharashalass
>Color: Green
>Race: Naga and Sea Lamia
>Pantheon: God of the Sea and Storms
>Population: 139 Naga, 30 Sea Lamia
>Warriors: 35 Naga Swarmers (1d2)
>6 Naga Net Hurlers (1d3)
>Bonus: War Bands [The Naga War Bands that make up your nation are greatly different in customs and tactics. +5 to military research rolls.]
>Situation: The archipelago is not just home to your Naga and Lamia, a race of hunched fish-beasts make their home on an island to your west, whether they be friend or foe it is not known, though to your east the telltale fires of Man-Beast incursion are blazing. Pray they do not turn their gaze to you.
>Actions:
1. Look into the Neglected styles, try and find more useful types.
2. Scout out the Fishmen's camps and determined their size and strengths.
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14966e No.7318
| Rolled 94, 99 = 193 (2d100) |
aaaannnndddd rolls
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14966e No.7325
| Rolled 63, 98 = 161 (2d100) |
>>7305
> Nation Name: Mahlamar
>Color: Blue
>Race: Jungle Orc
>Pantheon: Gods of Progress/Civilization
>Utilization: Taming the harsh world around them.
>Location: Cluster of islands west of big continent
>Fluff: >>6630
>Population: 199 Jungle Orcs
Kurdan the Mighty
>Bonuses: Me Gardak, You Raine
1) Excellent! Now let's actually, you know, make some?! Every orc deserves their own club!
2) Oh well. Dargak was a good orc, bla, bla, bla… try again with the birds. And be more careful this time!
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14966e No.7344
| Rolled 3, 2, 2, 2, 1, 1, 2, 2, 1, 3, 2, 2, 2, 3, 1, 3, 3, 2, 2, 3, 3, 3, 2, 1, 3, 2, 2, 1, 1, 3, 1, 3, 1, 2, 2, 1, 2, 1, 3, 3, 3, 2, 1, 1, 1, 1, 3, 1, 3, 2, 1, 3, 2, 2, 3, 1, 3, 2, 1, 1, 1, 2, 3, 2, 1, 2, 3, 2, 3, 3 = 141 (70d3) |
>>7305
>Nation Name: Femereth
>Color: White, or light Red
>Race: Human
>Pantheon: Gods of Justice
>Utilization: Bailiffs and Officers (enforcers of divine law)
>Location: Southern Peninsula of the center-north island
>Fluff:
https://www.youtube.com/watch?v=Agdc48fK_-4
The world has always been a place of strife. Even before the coming of Beregrand, the Swine-Lord, there was trouble that needed quelling and sin that needed retribution. The Empyreans, the Gods of Justice, arbited punishment and sentenced the wicked. And the soldiers of Femereth enforced their sentences, apprehending lesser villains and executing the greatest offenders.
Now, the edicts of the Empyreans are gone. No new sentences are delivered. All that remain to Femereth is the Empyrean Codex, a massive stonework "library" into whose walls the very laws of the gods were carved. Left without any alterations or addendums, these rules have become sacrosanct. The warriors and abjurors enforce these laws with unmatched fervor.
Only through justice will this world regain its glory!
>Population:
+75 Femerethians (1d1)
+125 Enforcers of the Codex (1d3)
>+60 Empyrean Myrmidons [1d10 Per Unit]
>Bonus: I AM THE LAW [Your fervent adherence to the Empyrean Codex instills you with a morale that borders on zealotry, allowing for a +5 to intimidation so long as the Codex is being adhered to.]
>Situation: The Swine are kept at bay for now, cowed by zealous accusations of breaching the peace of the Empyreans keeping them from assaulting your borders out of fear. However, more arrive each day, and unless you can rout them soon, they may grow bold enough to destroy the Codex itself!
>+Wonder: Armory of the Gods [+5 To Military Research Rolls]
Thirty of the Myrmidons and Seventy Enforcers will be sent into this engagement, the first test of their might!
First, rolling for the Enforcers.
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14966e No.7345
| Rolled 8, 3, 1, 8, 8, 10, 2, 6, 5, 9, 7, 3, 4, 10, 5, 6, 6, 6, 3, 7, 8, 1, 9, 1, 4, 2, 4, 3, 4, 1 = 154 (30d10) |
>>7344
And the Myrmidons
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14966e No.7377
File: 1437786205785.jpg (609.46 KB,1000x1429,1000:1429,https://41.media.tumblr.co….jpg)
>Nation Name: Poran
>Color: Purple
>Race: Duvans(not!humans)
>Pantheon: The gods of war, battle and arts
>Utilization: The gods nobles, warriors and artist of all kinds, to make war when needed.
>Location: Far north of the continent
>Fluff: At one point the gods saw the need for another kind of subject, one with the ferocity of warriors yet the natural grace and charm of master artist. They made the Duvans, a fusion of both. Tall as the giants yet filled with the natural grace, they were perfect for the gods wishes. They painted vast murals the sizes of houses, sung songs that swept through the mountains, and yet were still natural warriors. They were still fallable though, for a variety of mortal reasons of course. When the fall of the gods came they moarned, theirs paintings now sad and able to bring one to tears while their songs induced great weeping in all who heard them. Now though they are beginning to recover from their sadness.
>Population: 90 Duvans, 10 Duvan Triple-Crossbowmen [1d3 dice per turn]
>Bonus: Cultural Dominance [Your paintings and music and stuff are just, like, the best, guys. You are perfect. Juuuuust perfect. +5 to trying to convince people to do what you want.]
>Situation: For some reason, the Swine just hate you absolutely perfect you are. Your forces are huddled in this totes drab cavern in the seaside with Swine scouts looking everywhere for you. Don't worry, tho, your guys can probably get out of this juuuust fine.
+Food Source: Mushrooms
+Trade Good: Shroom Juice
1. Man. Wouldnt it be cool if there were mushrooms that made us reproduce faster down here….(find aphrodesiac mushrooms. Preferably giant.)
2. By the gods its drab down here. Find some of those neon and electric glowing mushrooms geez!(Mushrooms that are bright, make bright colors, oh and produce electricity)
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14966e No.7378
| Rolled 48, 42 = 90 (2d100) |
>>7377
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14966e No.7386
| Rolled 16, 73 = 89 (2d100) |
>>7305
>Nation Name:Horde
>Color:Red
>Race:Orcs & a few Goblin slaves
>Pantheon: Battle
>Utilization: War the grunts and Raiders
>Location:In largest island's forest
>Fluff:
We are nameless for we are considered worthless by the gods.
We are merciless for we defile in the name of war.
We are bloodthirsty for we are always hungry.
We will kill the swines like the gods wanted fo we are made for death
>Population: 150 Orcs, 50 Goblin Slaves
>Bonus: For the Horde! [You still hold the tenants of the Gods of Battle high in your society. There is no retreat, those who do not hold the line are no better than enemies. Your Orcs will fight to the end (the goblins, not so much)]
>Situation: You are deep within the forest, a temporary war camp to plan your vengeance on the Swine. Your soldiers are restless as your scouts report the the Man-Beasts are apparently attempting to settle the lands beyond the forest. Ripe prize for a raid.
>Project: Tame Wargs [5/10]
1-2 KEEP TAMING THEM OR THE MENBEASTS WILL KILL OUR BLOODLINE WE ARE ORCS NOT SLAVES TO THE MANBEASTS
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14966e No.7390
| Rolled 39, 70 = 109 (2d100) |
>>7305
>Nation Name: Nordrim
>Color: Light Blue
>Race: Humans, trolls, dwarves, and elves
>Pantheon: the Gods of Sea and Storms
>Utilization: To create an army to use at the End of Days
>Location: Northwestern most continent on the southern coast
>Fluff:
https://www.youtube.com/watch?v=TZrCQFSkLcE
A 'civilization' of warriors and raiders, the Nordrim come from the northern islands to plunder the weaker peoples of the south in the name of glorious battle. Those who die in combat are arisen from their graves to fight in Alvengrad, home of the Gods, ever training until the End of Days when they shall be the armies of the gods in the final battles that will decide the fate of the next world.
Now that the gods are supposedly dead, the Nordrim have decided that nothing has changed except that the truly great among them shall take the Gods' place upon death, and Alvengrad shall ring forth with battle once more.
>Population: 55 Human, 60 Dwarves, 40 Elves, 7 Trolls
20 Human Thanes [1d2 per]
15 Dwarven Huskarls [1d3 per]
3 Troll Log Swingers [1d5 per]
>Bonus: To The Gates of Alvengrad [There is nothing greater than to die gloriously in battle. Should a hero unit die in the middle of battle, your forces gain a +10 to all actions in the remainder of the battle.]
>Situation: Let the world mourn the fall of the gods. This is the Age of Savagery, as that monster in black armor said! Alvengrad awaits and the remains of your people hunger for the chance to raid the soft southlings, Swine or not!
+Wild Storm [Incapable of Raiding for 5 Turns or until the Storm is made to leave]
1.2. Continue to Build the Storm Ship, we shall not Bow to the Whims of Nature Uncontrolled!
1/2
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14966e No.7435
| Rolled 13, 30 = 43 (2d100) |
>>7305
>Nation Name: Angrore
>Color: Brown
>Race: Mountain Giants
>Pantheon: Gods of Battle
>Utilization: Warriors/Heroes
>Location: Center of the Largest Island
>Fluff:
https://www.youtube.com/watch?v=DrkguvGFnrE
Long ago, the gods forsaw a need. A need for a race of warriors, eager for battle, for glory, and willing to die for them. To serve as their soldiers, their army on earth, to stand atop all other warriors there of.
To that end, the God of Eath, with the help of the God of Fire, took forth great scoops of the mountain, and forged it into the flesh of the Giants. But it was the god of Battle who gave them life. He taught them how to wage war, to use and wage weapons, and to choose your enemies wisely. To fight on behalf of the gods was their only purpose, and still is. All giants have a strong desire to be heroes, to let their name ring throughout the ages long after they are dead, to fight and die in glorious battle, so that after death they might to feast in the hall of warriors in the palace of the gods and hear the songs sung about them.
They were the first to battle the Swine Lord, and the last to retreat upon the defeat of the Gods.
The surviving Giants now dwell in the great mountains, their former barracks, and are led by Siegor, the King of the Mountain Giants, the strongest among them.
>Population: 100 Mountain Giant Warriors
>Bonus: Wrath of the Giants [Your people are…less than pleased with the current state of affairs and when in combat with the Swine Lord's forces, you receive a +5 to combat.]
>Situation: Your are holed up in your mountain holdfast, besieged by a force of 200 Man Beasts. Your forces are outnumbered but the enemy was overconfident, your forces are twice as large as their most brutish warriors and ten times the fighters. Fight bravely, and you shall rout them and begin to rebuild.
>+Hero: Siegor [+5 to a Given Roll when applied, can only be used in one roll, critical failures can injure or kill]
1-2. Fear not the afterlife. I fully believe that the gods still await us there, though they departed this world.
And if the swine lord resides there, that will simply be another place we shall have to wrest it from him after we are done here!
I am hungry though, so let us find some mamoths. 3/5
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14966e No.7436
Nation Name: Milruthad
Race: Serpent-People
Fluff n Stuff: >>6639
Situation: >>6650
1. Continue research on the Coil. [4/15], +5 Research
2. Begin working on more underground farms and dens to increase our overall population.
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14966e No.7437
| Rolled 74, 51 = 125 (2d100) |
>>7436
Dice
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14966e No.7540
>>7306
You definitely become a bit more watery, that's for certain. The Queen Slime will be pleased.
[1/10]
>>7307
The training is difficult, the chosen must learn to live in step with nature, not its master but is vessel.
>No Change
2. However, the forest lords are roused a bit by your efforts. [2/30]
>>7317
1. The other styles are all too happy to be represented. Among them are Tide-Rippers, adepts at riding waves like lesser beings ride horses, assaulting with tridents on the beaches before slipping away covered by the next line of Rippers.
> -10 Naga
> +10 Naga Tide Rippers (1d5)
Along with them are the Darters, adepts at the use of blow darts made from the poison spines of deep-sea fish to ambush prey and enemies.
>-4 Naga
>+4 Naga Darters (1d8)
2. Your scouts effortlessly sneak up on the Fishmen encampment, discovery that for all their bluster there is a paltry 30 of them them there. A well-organized attack would crush them.
>>7325
1. Oh riiiight, making some clubs would be a great idea! …let's do that.
>-10 Jungle Orcs
>+10 Jungle Orc Clubberers (1d2 Per Unit)
2. H-holy shit, we actually did it! We got the dumb birds to actually listen to us, boss!
>+20 Terrorbirds (1d5) (Orcs can be trained to ride)
>>7344
Valiantly the forces of Femereth strode forth, shouting out the holy accusations at the vile swine. More of them run for their lives, but the Enforces and the Myrmidons are upon them in short order, ripping through their lines like the fury of the Empyreans themselves. At the end of the day, a paltry 5 Enforcers have fallen with not a single Swine left standing.
>>7377
1. Good news, turns out there is a type of mushroom that makes your people breed like goddamn rabbits. It harkens back to the days of yore, when you were everyone's favorite creations, the purest of heart and the smartest and the bravest and the strongest. Fun fact: The Gods used to call a group of your people 'An Infestation'.
+15 Duvans
2. Oh yeah, also you found a Mushroom that produces electricity, the very first of its kind…unfortunately the guy who found it was suuuuper fucked up on the shroom aphrodisiac and just kinda stuck it in the nearest available orifice, rendering it useless.
>-1 Duvan
>+1 Duvan Sodomite (1d2)
>>7386
WE'RE ALMOST THERE! [7/10]
>>7390
Finally, the ship stands ready, a ship that can carry thirty of your trops and can break through any storms!
>+Storm Ship (Capacity: 30, Unaffected by Bad Weather)
>>7435
So uh…turns out the mammoths went a fair bit away…this could take a while.
>No Change
>>7436
1. The Coil, its secrets are slowly being revealed. [7/15]
2. Work begins on the farms and dens.
>New Project: Underground Farms [1/10]
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14966e No.7541
| Rolled 61, 42 = 103 (2d100) |
>>7540
>Nation Name:Horde
>Color:Red
>Race:Orcs & a few Goblin slaves
>Pantheon: Battle
>Utilization: War the grunts and Raiders
>Location:In largest island's forest
>Fluff:
We are nameless for we are considered worthless by the gods.
We are merciless for we defile in the name of war.
We are bloodthirsty for we are always hungry.
We will kill the swines like the gods wanted fo we are made for death
>Population: 150 Orcs, 50 Goblin Slaves
>Bonus: For the Horde! [You still hold the tenants of the Gods of Battle high in your society. There is no retreat, those who do not hold the line are no better than enemies. Your Orcs will fight to the end (the goblins, not so much)]
>Situation: You are deep within the forest, a temporary war camp to plan your vengeance on the Swine. Your soldiers are restless as your scouts report the the Man-Beasts are apparently attempting to settle the lands beyond the forest. Ripe prize for a raid.
>Project: Tame Wargs [7/10]
1-2 Keep on taming them no matter the cost
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14966e No.7542
| Rolled 15, 78 = 93 (2d100) |
>>7540
>Nation Name: Angrore
>Color: Brown
>Race: Mountain Giants
>Pantheon: Gods of Battle
>Utilization: Warriors/Heroes
>Location: Center of the Largest Island
>Fluff:
https://www.youtube.com/watch?v=DrkguvGFnrE
Long ago, the gods forsaw a need. A need for a race of warriors, eager for battle, for glory, and willing to die for them. To serve as their soldiers, their army on earth, to stand atop all other warriors there of.
To that end, the God of Eath, with the help of the God of Fire, took forth great scoops of the mountain, and forged it into the flesh of the Giants. But it was the god of Battle who gave them life. He taught them how to wage war, to use and wage weapons, and to choose your enemies wisely. To fight on behalf of the gods was their only purpose, and still is. All giants have a strong desire to be heroes, to let their name ring throughout the ages long after they are dead, to fight and die in glorious battle, so that after death they might to feast in the hall of warriors in the palace of the gods and hear the songs sung about them.
They were the first to battle the Swine Lord, and the last to retreat upon the defeat of the Gods.
The surviving Giants now dwell in the great mountains, their former barracks, and are led by Siegor, the King of the Mountain Giants, the strongest among them.
>Population: 100 Mountain Giant Warriors
>Bonus: Wrath of the Giants [Your people are…less than pleased with the current state of affairs and when in combat with the Swine Lord's forces, you receive a +5 to combat.]
>Situation: Your are holed up in your mountain holdfast, besieged by a force of 200 Man Beasts. Your forces are outnumbered but the enemy was overconfident, your forces are twice as large as their most brutish warriors and ten times the fighters. Fight bravely, and you shall rout them and begin to rebuild.
>+Hero: Siegor [+5 to a Given Roll when applied, can only be used in one roll, critical failures can injure or kill]
1-2. Hahaha! That's no distance for a Giant! Get those mammoths! 3/5
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14966e No.7552
| Rolled 33, 86 = 119 (2d100) |
1.2. Flow Like Water (1/10)
>Nation Name: Quivering Jewels
>Color: Pink
>Race: Slimes.
>Pantheon: Goddess of the Dark
>Utilization: Cleaning up other god's messes.
>Location:
>Fluff: The Goddess of the Dark was faced with a quandary. As the titular 'bad guy' of the Pantheon it was her duty to curtail any excesses or mistakes that her peers got up to and didn't want to admit that they were actually mistakes. However most of the things they did were a) powerful b) Left god-awful messes and c) came in all shapes and sizes.
Demons weren't cutting it. Monsters weren't cutting it. There was just too much variety and she had to make up a new one for every mess that her brethren created. Eventually she hit upon an idea. She took the most basic monster, a slime. Gave it a core that could focus both magic and intelligence in, while keeping the sheer versatility of the things, and lets them loose upon one of her brothers (God of War, don't ask) latest creations and watched as they easily devoured the things once they had enough of them. Sure the landscape was reduced to bedrock, but she was the Goddess of the Dark and another 'evil deed' was something she was proud to call her own.
Now she is gone. And all that remains are her greatest creations. The slimes. And it their job once again to clean up this mess.
Population:
60 Gallons of Slime [1d2 Per Gallon]
10 Gallons of Queen Slime [1d10 Per Gallons]
Tech\Upgrades
>Upgrade: All non-Queen Slime is now higly acidic [1d2 per gallon.]
Bonus: Divide and Conquer [Reproduction achieved through consuming objects/creatures, growing in size, and dividing into two.]
Situation: Your kind reside currently in the sewers of Geltath-Nal, one of the final cities to be sacked by the Swine Lord's forces. Above you the Man-Beasts cavort among the ruins, squabbling among themselves to guzzle down the ambrosia of your former masters. You must be clever and quick to avoid the attention of the monsters above, but soon, you may achieve vengeance.
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14966e No.7563
| Rolled 25, 64 = 89 (2d100) |
>>7540
> Nation Name: Mahlamar
>Color: Blue
>Race: Jungle Orc
>Pantheon: Gods of Progress/Civilization
>Utilization: Taming the harsh world around them.
>Location: Cluster of islands west of big continent
>Fluff: >>6630
>Population: 189 Jungle Orcs
10 Orc Clubbers
20 Terrorbirds
Kurdan the Mighty
>Bonuses: Me Gardak, You Raine
1) More clubbers. We must prepare for the swine, whenever they come.
2) And train some Terrorbird Riders, too
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14966e No.7581
| Rolled 90, 60 = 150 (2d100) |
>>7540
>Nation Name: Arsan Glade
>Color: Green
>Race: Ursans (bear people)
>Pantheon: Gods of the Forest, of Growth, and the hunt
>Utilization: Ursans were the wardens and maintainers of the forest.
>Location: Forest of the center North Isle
>Fluff:Ursans are as imple and primitive seeming people. They helped bring new life into with saplings and whelps, and culled the old, infirm and rotting to live and serve their deities. Their simplicity is a lie, they just lack the ambition to improve upon what their gods gave them. As their gifts were sufficient for their purpose, until the swine lord came.
>Population: 100 Ursan Wardens (1d1)
50 Berserkers (1d3 Combat Dice per unit)
5 Lesser Treants (1d5 Per Unit)
>Bonus: In Tune With Nature [You are far more knowledgeable about the workings of the forest and its plant inhabitants. Agriculture is child's play to you, as you can coax plants from the ground to just give your their fruits rather than cutting into the ground like primitive fools. +5 to all rolls regarding nature and agriculture]
>Structures
[Thorn Wall - 2 Turns Until Breached]
[Orchard - No logistics required]
>Project: Awaken the Three Forest Lords (2/30)
>Train an Avatar of Nature [Project (2/10)]
>Situation: The Swine are not as accepting of nature as you are, despite their sharing a primal nature with you, they are no kin. Bands of the monsters range the borders of your forest, looking to find a way to burn the whole of it down.
1-2. Training and waking will have to be postponed. We have left our guests the swine at our door for far too long. Time to show them Ursan "hospitality" with fang and claw and branch. Strike out from the wall and show them Nature's fury!
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14966e No.7582
| Rolled 2, 92 = 94 (2d100) |
>Nation Name: Poran
>Color: Purple
>Race: Duvans(not!humans)
>Pantheon: The gods of war, battle and arts
>Utilization: The gods nobles, warriors and artist of all kinds, to make war when needed.
>Location: Far north of the continent
>Fluff: At one point the gods saw the need for another kind of subject, one with the ferocity of warriors yet the natural grace and charm of master artist. They made the Duvans, a fusion of both. Tall as the giants yet filled with the natural grace, they were perfect for the gods wishes. They painted vast murals the sizes of houses, sung songs that swept through the mountains, and yet were still natural warriors. They were still fallable though, for a variety of mortal reasons of course. When the fall of the gods came they moarned, theirs paintings now sad and able to bring one to tears while their songs induced great weeping in all who heard them. Now though they are beginning to recover from their sadness.
>Population: 105 Duvans, 10 Duvan Triple-Crossbowmen [1d3 dice per turn]
>Bonus: Cultural Dominance [Your paintings and music and stuff are just, like, the best, guys. You are perfect. Juuuuust perfect. +5 to trying to convince people to do what you want.]
>Situation: For some reason, the Swine just hate you absolutely perfect you are. Your forces are huddled in this totes drab cavern in the seaside with Swine scouts looking everywhere for you. Don't worry, tho, your guys can probably get out of this juuuust fine.
+Food Source: Mushrooms
+Trade Good: Shroom Juice
+Aphrodesiac Mushrooms
1. Though it sucks we lost the electric mushroom, maybe the Duvan has the power inside of him.(Train Velnanian The Night-Bane-Beauty-Fury into electric energy hero, aka shoot lightning from hands and stuff)
2. Search for more electric mushrooms! Giant ones darnit! Bigger than us!!!
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14966e No.7583
| Rolled 63, 18 = 81 (2d100) |
>>7582
>2 for electric hero
>92 for fuckhueg mushrooms that make electric hero
Well then…more dildo's yes?
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14966e No.7765
| Rolled 94, 80 = 174 (2d100) |
>>7540
>Nation Name: Nordrim
>Color: Light Blue
>Race: Humans, trolls, dwarves, and elves
>Pantheon: the Gods of Sea and Storms
>Utilization: To create an army to use at the End of Days
>Location: Northwestern most continent on the southern coast
>Fluff:
https://www.youtube.com/watch?v=TZrCQFSkLcE
A 'civilization' of warriors and raiders, the Nordrim come from the northern islands to plunder the weaker peoples of the south in the name of glorious battle. Those who die in combat are arisen from their graves to fight in Alvengrad, home of the Gods, ever training until the End of Days when they shall be the armies of the gods in the final battles that will decide the fate of the next world.
Now that the gods are supposedly dead, the Nordrim have decided that nothing has changed except that the truly great among them shall take the Gods' place upon death, and Alvengrad shall ring forth with battle once more.
>Population: 55 Human, 60 Dwarves, 40 Elves, 7 Trolls
20 Human Thanes [1d2 per]
15 Dwarven Huskarls [1d3 per]
3 Troll Log Swingers [1d5 per]
>Bonus: To The Gates of Alvengrad [There is nothing greater than to die gloriously in battle. Should a hero unit die in the middle of battle, your forces gain a +10 to all actions in the remainder of the battle.]
+Storm Ship (Capacity: 30, Unaffected by Bad Weather)
>Situation: Let the world mourn the fall of the gods. This is the Age of Savagery, as that monster in black armor said! Alvengrad awaits and the remains of your people hunger for the chance to raid the soft southlings, Swine or not!
+Wild Storm [Incapable of Raiding for 5 Turns or until the Storm is made to leave]
1.2. Load up the Storm Ship with our best warriors and go raiding the softer cultures.
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14966e No.7818
| Rolled 76, 71 = 147 (2d100) |
>>7540
>Nation Name: Sharashalass
>Color: Green
>Race: Naga and Sea Lamia
>Pantheon: God of the Sea and Storms
>Population: 125 Naga, 30 Sea Lamia
>Warriors: 35 Naga Swarmers (1d2)
>6 Naga Net Hurlers (1d3)
>10 Naga Tide Rippers (1d5)
>4 Naga Darters (1d8)
>Bonus: War Bands [The Naga War Bands that make up your nation are greatly different in customs and tactics. +5 to military research rolls.]
>Situation: The archipelago is not just home to your Naga and Lamia, a race of hunched fish-beasts make their home on an island to your west, whether they be friend or foe it is not known, though to your east the telltale fires of Man-Beast incursion are blazing. Pray they do not turn their gaze to you.
>Actions:
1. Attack the Fish men using the numerous new warriors and their styles, the style with the most kills will be declared as such and will be seeing the next batch of recruits.
2. Begin setting up the seabed farms
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