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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1426555503674.jpg (107.97 KB,792x603,88:67,blank-world-2-printable.jpg)

280a2b No.733 [Last50 Posts]

For thousands of years, the continent of Ambroia has been embroiled in clan warfare as technological progress was taken to a halt. Rumors of a advanced civilization that came before this all existed in only legend and myth among the campfire. Finally though, kingdoms, republics, and even empires have formed out of the tribes that once remained disunited. This is fortunate for dark tidings are on the horizon and you never know what the future may bring.

The game will go on in turns and every turn, you can take two actions whose successes are determined by a 2d100. I encourage you all to make allies early and to build up your military might as soon as possible, war will likely break out in a matter of turns from FUN. Barring events, any combat will be decided by roll a 1d20 for every unit that you field and adding any bonuses those units have to the roll. Lets get started.

Name:
Color:
Location:
Race:
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff: (Good Fluff = Good Bonus / Fill this in)
____________________________
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280a2b No.734

File: 1426556009524.gif (54.29 KB,450x302,225:151,treaty.gif)

>>733
Name: The Diplomancers
Color: Yellow
Location: Middle of the world
Race: Homo-Swaggus
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff:

The Diplomancers are wizards who, rather than dress up in robes and silly cloaks and dusty old bears, wear fancy business attired and fine shoes, brushing their teeth and combing their hair. They have mastered the art of Diplomancy and Literomancy to call as many of the locals into a single cohesive alliance as possible.
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280a2b No.735

File: 1426556051270.jpg (920.5 KB,1200x1200,1:1,House Brauwers.jpg)

>>733
Name: House Brauwers - Stewards of Ilian
Color: Orange
Location: Anywhere cold
Race: Human
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff: House Brauwers was once but a collection of tribesmen who were exceptionally good at brewing the stuff of life, Ale. With the recent installation of King Guinness, and his royal land of Budweiser, the Brauwer tribe was a natural choice for vassalage, and was given a parcel of land to farm their wheat and hops to make their brew. The king has enemies as well, which is good, because the Brauwers are mean drunks.
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280a2b No.736

File: 1426556255013.png (1.32 MB,800x1230,80:123,1425831971785.png)

>>733
Name: Outer Heaven
Color: Yellow
Location: End part of the Peninsula coming from the center north east of the map
Race: Human(Dominantly)
Allies:
Resources:
Military:
War Technology:
Civil Technology:
Bonus:
Fluff: Looking to stop the torturous war and abuse of their citizens, Outer Heaven was formed by the Big Boss to end the cycle. A victim of genetic and magical engineering, Big Boss was made to be the best humanity had to offer and leads his men tactfully and mercifully, trying to minimize all loss while exploiting the enemy to the fullest.
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280a2b No.737

File: 1426556379218.png (2.78 KB,200x200,1:1,LoneOutpost.png)

>>733
Name: The Lone Outpost
Colour: Very Dark Cyan.
Location: Somewhere inland.
Race: Human.
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff: The Lone Outpost stood before the civilization of the past, and after that civilization faded into myth. Of course, over the course of time, the Outpost in question grew into a grand castle, ruling over the mountainous landscape of Selica, ruled over by the Elected General. While the population is little compared to other kingdoms and nations, the Lone Outpost's location ensures that it will stand until the end of history.
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280a2b No.738

>>733
>Name:The Warmbloods
>Color:Brown
>Location:Somewhere coastal
>Race:Elves
>Allies: (Do not fill out yet)
>Resources: (Do not fill out}
>Military: (Do not fill out)
>War Technology: (Do not fill out)
>Civil Technology: (Do not fill out)
>Bonus: ( Will be decided upon by Fluff and Race)
>Fluff: Exiles of the forest, heretics of the false seas, traitors to Gaea, & Warmblood that's what they are often times called by their knifed eared brethren. They preach word of the sea god and his allies mostly dependant on the seas. They've maintained a few pirate fleets that were once sunken by the sea god but reclaimed by magic. They also experience a affinity with the creatures at the sea
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280a2b No.739

File: 1426558095906.jpg (202.08 KB,850x315,170:63,Blue_Crystal_Girl_Epic_15.jpg)

Name: Crolianoth
Color: light blue
Location: Underneath a mountain
Race: CrystalFolk
Fluff: Long ago the people of Crolianoth ruled a massive empire. Feared for its earth magics this powerful nation believed in the strength of the earth, going so far as to even turn themselves into golems. One day the mighty nation was attacked by a dwarven kingdom, who wanted the land for its mountains and great wealth of resources. The dwarves were immune to the earth magic, and soon the mighty nation fell aloing with its rare magic…or so it was thought. Deeper than any dwarf has dug the people await to rise for revenge. They have managed the perfect union of earth and body, maintaining their human senses while losing their imperfections. Through non stop growth of magical gems to incorporate into their bodies to become stronger, and non stop breeding(one of the few biological functions)they have grown large in number once again. With their new crystal magic that turns people into crystals and other things, they are ready to rise to the surface, and make the dwarves adorn their walls as statues as a testament to their mistakes.
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280a2b No.742

File: 1426560327847.jpg (164.96 KB,792x603,88:67,blank-world-2-printable.jpg)

>>735
Gain
Resources: [Hops Vineyard]
Military: 5x [Axe Garrison Units]
War Technology:
Civil Technology: [Advanced Brewing], [Magical Brewing]
Bonus: [Budweiser Stronk] You have uncovered the secrets to infusing your brew with magic. Right now, it just makes them taste really fucking good but perhaps you could research ways to make them enhance your units or fufill magical purposes?

>>737
Resources: [Iron Mine]
Military: 3x [Sword Garrison Units], 1x [Swordsmen Unit]
War Technology: [Advanced Fortifications]
Civil Technology:
Bonus: [Unending Vigil] Where the empire fell and became uncivilized, you remained. Even while the barbarians savaged eachother, you remained. Even now that they are rebuilding what they once lost, you and yours remain. Gain a +15 to all Defense rolls.

>>738
Resources: [Lots of fucking fish], [Extensive Forests]
Military: 3x [Spear Garrison Units], 3x [Trimeres]
War Technology: [Basic Shipbuilding]
Civil Technology: [Basic Theology]
Bonus: [The Sea's Blessing] Your brothers have forsaken you but the sea has not. Your people have always been drawn to the sea but after the fall of the empire, you have embraced your connection and it has embraced you. +5 to all Sea-Related actions and there is someone watching.

>>739
Resources: [Crystal Mine]
Military: 1x [Crystal Garrison Unit]
War Technology:
Civil Technology:
Bonus: [Crystal Clear] The dwarfs tried to extinguish you once during the days of the empire but you remain. They thought that they had exterminated you but you survived. Now your people rise once more from your mountain halls, the beings born of glass and crystal. You do not gain any bonuses but unlike the others, you operate on a whole 'nother level. Your people do not require food to survive. They do not require weapons to kill. They can survive even the toughest iron weapons in their most basic form. The only downside is that you take a long-ass time to mature.
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280a2b No.743

Dice rollRolled 80, 94 = 174 (2d100)

Name: Crolianoth
Color: light blue
Location: Underneath a mountain
Race: CrystalFolk
Fluff: Long ago the people of Crolianoth ruled a massive empire. Feared for its earth magics this powerful nation believed in the strength of the earth, going so far as to even turn themselves into golems. One day the mighty nation was attacked by a dwarven kingdom, who wanted the land for its mountains and great wealth of resources. The dwarves were immune to the earth magic, and soon the mighty nation fell aloing with its rare magic…or so it was thought. Deeper than any dwarf has dug the people await to rise for revenge. They have managed the perfect union of earth and body, maintaining their human senses while losing their imperfections. Through non stop growth of magical gems to incorporate into their bodies to become stronger, and non stop breeding(one of the few biological functions)they have grown large in number once again. With their new crystal magic that turns people into crystals and other things, they are ready to rise to the surface, and make the dwarves adorn their walls as statues as a testament to their mistakes.
Resources: [Crystal Mine]
Military: 1x [Crystal Garrison Unit]
War Technology:
Civil Technology:
Bonus: [Crystal Clear] The dwarfs tried to extinguish you once during the days of the empire but you remain. They thought that they had exterminated you but you survived. Now your people rise once more from your mountain halls, the beings born of glass and crystal. You do not gain any bonuses but unlike the others, you operate on a whole 'nother level. Your people do not require food to survive. They do not require weapons to kill. They can survive even the toughest iron weapons in their most basic form. The only downside is that you take a long-ass time to mature.

1) Mine more crystals
2) Practice more crystal magic
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280a2b No.744

Dice rollRolled 31, 67 = 98 (2d100)

>>742
>Name:The Warmbloods
>Color:Brown
>Location:Somewhere coastal
>Race:Elves
>Allies: (Do not fill out yet)
Resources: [Lots of fucking fish], [Extensive Forests]
Military: 3x [Spear Garrison Units], 3x [Trimeres]
War Technology: [Basic Shipbuilding]
Civil Technology: [Basic Theology]
Bonus: [The Sea's Blessing] Your brothers have forsaken you but the sea has not. Your people have always been drawn to the sea but after the fall of the empire, you have embraced your connection and it has embraced you. +5 to all Sea-Related actions and there is someone watching.
>Fluff: Exiles of the forest, heretics of the false seas, traitors to Gaea, & Warmblood that's what they are often times called by their knifed eared brethren. They preach word of the sea god and his allies mostly dependant on the seas. They've maintained a few pirate fleets that were once sunken by the sea god but reclaimed by magic. They also experience a affinity with the creatures at the sea

1.Pray my brothers for the prayer of reclamation for gathering lost vessels and lost treasures near our coast

2.Gather wood my brothers the elves might be watching take their land dreller homes away from them as they try to take ours cut down every tree to get many wood for our ships
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280a2b No.745

Dice rollRolled 6, 90 = 96 (2d100)

>>742
Name: House Brauwers - Stewards of Ilian
Color: Orange
Location: Anywhere cold
Race: Human
Allies: (Do not fill out yet)
Resources: [Hops Vineyard]
Military: 5x [Axe Garrison Units]
War Technology:
Civil Technology: [Advanced Brewing], [Magical Brewing]
Bonus: [Budweiser Stronk] You have uncovered the secrets to infusing your brew with magic. Right now, it just makes them taste really fucking good but perhaps you could research ways to make them enhance your units or fufill magical purposes?

1-2. "Aye, this brew be strong, but it can be stronger still! We must find a way to condense it!"
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280a2b No.746

Dice rollRolled 42, 92 = 134 (2d100)

>>742
>Name: The Lone Outpost
>Colour: Very Dark Cyan.
>Location: Somewhere inland.
>Race: Human.
>Allies:
>Resources:
[Iron Mine]
>Military:
3x [Sword Garrison Units]
1x [Swordsmen Unit]
>War Technology:
[Advanced Fortifications]
>Civil Technology:
>Bonus:
[Unending Vigil] Where the empire fell and became uncivilized, you remained. Even while the barbarians savaged eachother, you remained. Even now that they are rebuilding what they once lost, you and yours remain. Gain a +15 to all Defense rolls.

1: Our lands may stand against any future foes that dare to invade our homes, but the state of the Outpost is beyond that of the Elected General's tolerance. It is for this nature that the Outpost must be restored, to the former glory that it used to be.
>(Work forwards the [Lone Outpost] Wonder, so that I can add it to stats)

2: Distance is a virtue that should not be ignored by our armed forces. It is for this nature that we are to rally and recruit Archers for our realm's defence.
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280a2b No.747

File: 1426561927199.jpg (204.25 KB,1191x670,1191:670,the_dark_ages_by_jonasdero….jpg)

>>743
1) The under-caste works hard these past few seasons in the crystal mines and their work pays off. You uncover a new crystal system below the deepest reaches of the previous one. More mining needs to take place before you can start harvesting and identify this new crystal but it will be worth it. [??? Crystal Mine 3/5]

2) The three remaining Crystal Shamans gather together for many days in a attempt to once more rediscover the lost secrets of Crystal Magic. It was lost when the dwarves attacked your kind but perhaps, it can be recovered from the lost texts and markings. It is your hope at least. [Crystal Magic 4/8]

>>744
1) You pray every night along with several others but your prayers have not yet been answered. What could be wrong?

2) The men head out to the forest during your prayers but they are met with fierce resistance from the local fauna and your…. brothers. [Logging Camp 1/5]

>>745
1-2) "Brewmaster Brauwer! The brew mages have convened and are attempting to fufill your request. They don't know exactly what it will produce but they are trying for your semi-royal highness! Follow me to the ritual chamber and mind the blood, one of the wizards exploded a while ago during the first phases of it." [??? Brew 4/8]

>>746
1) The castle was built during the height of your former kingdom's might and has never been taken since then. It was once the greatest citadel on the continent but it has since fallen into disrepair. No greater project has been undertaken by your people than to rebuild the outpost, you are doing them proud. It is off to a bit of a slow start though. [The Citadel 1/15]

2) Holee Shit. One of your archers just shot a bird out of the air and it landed on the Elected General. That dude is gonnnnna get reamed. Gain 2x [Shortbow Units]
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280a2b No.748

Dice rollRolled 47, 15 = 62 (2d100)

>>747
Name: House Brauwers - Stewards of Ilian
Color: Orange
Location: Anywhere cold
Race: Human
Allies: (Do not fill out yet)
Resources: [Hops Vineyard]
Military: 5x [Axe Garrison Units]
War Technology:
Civil Technology: [Advanced Brewing], [Magical Brewing]
Bonus: [Budweiser Stronk] You have uncovered the secrets to infusing your brew with magic. Right now, it just makes them taste really fucking good but perhaps you could research ways to make them enhance your units or fufill magical purposes?
Fluff: House Brauwers was once but a collection of tribesmen who were exceptionally good at brewing the stuff of life, Ale. With the recent installation of King Guinness, and his royal land of Budweiser, the Brauwer tribe was a natural choice for vassalage, and was given a parcel of land to farm their wheat and hops to make their brew. The king has enemies as well, which is good, because the Brauwers are mean drunks.

1. Continue working on the brew, I shall dub it "liquor"
2.It appears we have fellow humans to the east of us, send them a cask of our finest ale, in a demonstration of goodwill.
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280a2b No.749

Dice rollRolled 80, 37 = 117 (2d100)

Name: Crolianoth
Color: light blue
Location: Underneath a mountain
Race: CrystalFolk
Fluff: Long ago the people of Crolianoth ruled a massive empire. Feared for its earth magics this powerful nation believed in the strength of the earth, going so far as to even turn themselves into golems. One day the mighty nation was attacked by a dwarven kingdom, who wanted the land for its mountains and great wealth of resources. The dwarves were immune to the earth magic, and soon the mighty nation fell aloing with its rare magic…or so it was thought. Deeper than any dwarf has dug the people await to rise for revenge. They have managed the perfect union of earth and body, maintaining their human senses while losing their imperfections. Through non stop growth of magical gems to incorporate into their bodies to become stronger, and non stop breeding(one of the few biological functions)they have grown large in number once again. With their new crystal magic that turns people into crystals and other things, they are ready to rise to the surface, and make the dwarves adorn their walls as statues as a testament to their mistakes.
Resources: [Crystal Mine]
Military: 1x [Crystal Garrison Unit]
War Technology:
Civil Technology:
Bonus: [Crystal Clear] The dwarfs tried to extinguish you once during the days of the empire but you remain. They thought that they had exterminated you but you survived. Now your people rise once more from your mountain halls, the beings born of glass and crystal. You do not gain any bonuses but unlike the others, you operate on a whole 'nother level. Your people do not require food to survive. They do not require weapons to kill. They can survive even the toughest iron weapons in their most basic form. The only downside is that you take a long-ass time to mature.

1)Finish working on Crystal Magic and its secrets
2)Split the current crystals into a caste system where all are considered equals…except the ruby class which is everyones prostitutes…because AshChan suggested it. Purpose is to increase productivity and skill in specified caste grouping.
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280a2b No.750

Dice rollRolled 94, 12 = 106 (2d100)

>>747
>Name:The Warmbloods
>Color:Brown
>Location:Somewhere coastal
>Race:Elves
>Allies: (Do not fill out yet)
Resources: [Lots of fucking fish], [Extensive Forests]
Military: 3x [Spear Garrison Units], 3x [Trimeres]
War Technology: [Basic Shipbuilding]
Civil Technology: [Basic Theology]
Bonus: [The Sea's Blessing] Your brothers have forsaken you but the sea has not. Your people have always been drawn to the sea but after the fall of the empire, you have embraced your connection and it has embraced you. +5 to all Sea-Related actions and there is someone watching.
>Fluff: Exiles of the forest, heretics of the false seas, traitors to Gaea, & Warmblood that's what they are often times called by their knifed eared brethren. They preach word of the sea god and his allies mostly dependant on the seas. They've maintained a few pirate fleets that were once sunken by the sea god but reclaimed by magic. They also experience a affinity with the creatures at the sea

1.Keep working on the camp maybe they can learn the power of the sea [Logging Camp 1/5]

2.Gather what you can from the sea fish up some treasures from the sea and it's coast
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280a2b No.751

Dice rollRolled 69, 62 = 131 (2d100)

>>747
>Name: The Lone Outpost
>Colour: Very Dark Cyan.
>Location: Somewhere inland.
>Race: Human.
>Allies:
>Resources:
[Iron Mine]
>Military:
3x [Sword Garrison Units]
1x [Swordsmen Unit]
2x [Shortbow Units]
>War Technology:
[Advanced Fortifications]
>Civil Technology:
>Wonder:
[The Outpost 1/15]
>Bonus:
[Unending Vigil] Where the empire fell and became uncivilized, you remained. Even while the barbarians savaged eachother, you remained. Even now that they are rebuilding what they once lost, you and yours remain. Gain a +15 to all Defense rolls.

1: We must continue repairs on the Outpost, to have it continue on in it life as the defence for the realm's heart, and the lives of those who lay across the Selican mountains. (1/15)

2: We can not repair the Outpost with mere sticks and pebbles, we need to once more dig deep, to have a quarry which will be used to produce the stones needed for not only the Outpost, but future projects as well.

Politics: We are not alone in this realm, the Kingdom of Lian lay in the west, and while we may be industrial with what we have, they have the means to provide food for the many. Send out a political convoy to discuss the nature of a friendship, if not a alliance.
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280a2b No.752

File: 1426563380112.jpg (100.34 KB,500x356,125:89,Drunk-guy-funny-man-person….jpg)

>>748
1) "S-Sir, I have some bad news for you. I think that the Brew Wizards are having some trouble refining it. Another one may have exploded…" [??? Brew 5/8]

2) You order some of your apprentices to prepare a shipment of brew for the savages over to the east that hide in their little fortress. It is your hope at the time that maybe you could appeal to an alliance of sorts with them. It is only later that your hopes are dashed when your apprentices revealed that they added certain herbs to the brew. Uh oh.

>>749
1) Your mages are so close to a breakthrough, they can feel it in their soul-less husk of a body. [Crystal Magic 4/8]

2) Shit. Shit. Shit. If a Crystal could actually experience fear, you are sure that you would be doing so right now. Most of the castes took to their jobs like stonefish to stone but some of theme did not, specifically the ruby caste. They did not even understand the process of sexual reproduction and when some of the emerald caste tried to force them, well, you had some problems. The main problem being a giant riot in the middle of your mine. Might want to deal with that. [Riot 1/4] Goes up by one each turn and if it is not solved, will turn into a full rebellion.

>>750
1) Its all good news around right now. One of the elven tribes led a sortie out to attack your camp and you managed to defend yourself succesfully against them. Not only did you do so, you managed to enslave the forest bastards and put them to work for you. The camp was finished in record time with only the dead bodies of your bastard brothers being the only price.
Gain [Lumber Camp] under resources.

2) You sent a trimere out with some of your spearmen to explore the sea and find treasures. They don't return for some reason.
Lose 1x [Spear Garrison Unit] and 1x [Trimere]

>>751
1) Some casks of beer arrived earlier in the year, sent by some mysterious benefactor to lull you into a sense of security. Your men wisely locked it up for fear of poisoning and the like but unfortunately, some of your fresh recruits were not wise. They broke out the casks and told nobody of it's origins, soon most of the keep was drunk within minutes. Then the after-affects popped up. All of the men and women became very, very attracted to one another as a heat built up. Suffice it to say, not much work got done and there are gonna be alot of pregencies this year.

2) Some of the mountains on the coastline yield results but your men were preoccupied with the above for several weeks.

pic-related happened at one point.
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280a2b No.753

Dice rollRolled 9, 44 = 53 (2d100)

>>752
Name: House Brauwers - Stewards of Ilian
Color: Orange
Location: Anywhere cold
Race: Human
Allies: (Do not fill out yet)
Resources: [Hops Vineyard]
Military: 5x [Axe Garrison Units]
War Technology:
Civil Technology: [Advanced Brewing], [Magical Brewing]
Bonus: [Budweiser Stronk] You have uncovered the secrets to infusing your brew with magic. Right now, it just makes them taste really fucking good but perhaps you could research ways to make them enhance your units or fufill magical purposes?
Fluff: House Brauwers was once but a collection of tribesmen who were exceptionally good at brewing the stuff of life, Ale. With the recent installation of King Guinness, and his royal land of Budweiser, the Brauwer tribe was a natural choice for vassalage, and was given a parcel of land to farm their wheat and hops to make their brew. The king has enemies as well, which is good, because the Brauwers are mean drunks.

1. "I want those apprentices found and flogged at once! No one "adds" to the brewmaster's brews unless ordered too!"
2. Well, this is what happens when you let boys do a men's job, let us raise some archers in case the new "friends" we acquired may come knocking…
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280a2b No.754

Dice rollRolled 10, 80 = 90 (2d100)

>Name: The Lone Outpost
>Colour: Very Dark Cyan.
>Location: Somewhere inland.
>Race: Human.
>Allies:
>Resources:
[Iron Mine]
>Military:
3x [Sword Garrison Units]
1x [Swordsmen Unit]
2x [Shortbow Units]
>War Technology:
[Advanced Fortifications]
>Civil Technology:
>Wonder:
[The Outpost 1/15]
>Bonus:
[Unending Vigil] Where the empire fell and became uncivilized, you remained. Even while the barbarians savaged eachother, you remained. Even now that they are rebuilding what they once lost, you and yours remain. Gain a +15 to all Defense rolls.

1: …After the realm-wide hangover, the people of Selica were moved back to work from a very disgruntled sober Elected General. With the working force back to work, the work on the Outpost continues on… (1/15)

2: While a form of prohibition may be planned for the future in cause of another drunk outbreak from the beer, the quarry must be worked on, for stone is a resource best used to aid the constructions across the realm.

Politics: Send another political convoy to find out what was wrong with the beer. We should be optimistic, and hope that it was merely a ill-fated misunderstanding, rather than possible sabotage against our realm.
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280a2b No.755

Dice rollRolled 71, 7 = 78 (2d100)

>>752
>Name:The Warmbloods
>Color:Brown
>Location:Somewhere coastal
>Race:Elves
>Allies: (Do not fill out yet)
Resources: [Lots of fucking fish], [Extensive Forests], & [Lumber Camp]
Military: 2x [Spear Garrison Units], 2x [Trimeres]
War Technology: [Basic Shipbuilding]
Civil Technology: [Basic Theology]
Bonus: [The Sea's Blessing] Your brothers have forsaken you but the sea has not. Your people have always been drawn to the sea but after the fall of the empire, you have embraced your connection and it has embraced you. +5 to all Sea-Related actions and there is someone watching.
>Fluff: Exiles of the forest, heretics of the false seas, traitors to Gaea, & Warmblood that's what they are often times called by their knifed eared brethren. They preach word of the sea god and his allies mostly dependant on the seas. They've maintained a few pirate fleets that were once sunken by the sea god but reclaimed by magic. They also experience a affinity with the creatures at the sea

1.Recruit more soldiers we need to fight the unknown invaders and stop these forest dwellers

2.Build more ships so that we can have a proper fleet
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280a2b No.756

Dice rollRolled 90, 4 = 94 (2d100)

>>752
Name: Crolianoth
Color: light blue
Location: Underneath a mountain
Race: CrystalFolk
Fluff: Long ago the people of Crolianoth ruled a massive empire. Feared for its earth magics this powerful nation believed in the strength of the earth, going so far as to even turn themselves into golems. One day the mighty nation was attacked by a dwarven kingdom, who wanted the land for its mountains and great wealth of resources. The dwarves were immune to the earth magic, and soon the mighty nation fell aloing with its rare magic…or so it was thought. Deeper than any dwarf has dug the people await to rise for revenge. They have managed the perfect union of earth and body, maintaining their human senses while losing their imperfections. Through non stop growth of magical gems to incorporate into their bodies to become stronger, and non stop breeding(one of the few biological functions)they have grown large in number once again. With their new crystal magic that turns people into crystals and other things, they are ready to rise to the surface, and make the dwarves adorn their walls as statues as a testament to their mistakes.
Resources: [Crystal Mine]
Military: 1x [Crystal Garrison Unit]
War Technology:
Civil Technology:
Bonus: [Crystal Clear] The dwarfs tried to extinguish you once during the days of the empire but you remain. They thought that they had exterminated you but you survived. Now your people rise once more from your mountain halls, the beings born of glass and crystal. You do not gain any bonuses but unlike the others, you operate on a whole 'nother level. Your people do not require food to survive. They do not require weapons to kill. They can survive even the toughest iron weapons in their most basic form. The only downside is that you take a long-ass time to mature.

1,2) Convince the rubies of their place as everyones prostitutes by sedicing them into it…because why not i guess.
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280a2b No.757

File: 1426565352504.jpg (122.08 KB,1400x786,700:393,Cassie-keg-stand.jpg)

>>753
1) "I got some bad news for you, boss. Those apprentices were the king's nephews and they went to go tell him how bad you were doing as a steward. All lies, m'lord but he doesn't think so. He is watching you with a close eye now for any excuse to depose you. Mayhaps you could repair your relationship?"

2) It….. It does not go well. On the upside, you think that a few of the men have at least a idea of what they should be doing. On the downside, your pretty sure that your spleen got punctured by arrow earlier and some of your men are downright dead. [Shortbow Unit 1/2]

>>754
1) WooOOOOoOOOooooh! Party time! Ser Tim uncovered one last cask of the stuff in storeroom and it was alot stronger than the other batches. Not only was it so much stronger but the Elected General got dosed with a batch of the stuff and is having some fun with a servant in the storeroom. Only time may tell what this incident does to your reputation. Suffice it to say that no work got done. pic-related

2) Fortunately, the miners and surveyors got out of the castle before the cask was found and got to work quickly. [Stone Quarry 3/5]

>>755
1) The outrage at the loss of your troops was palpitable among your people, almost every ablebodied man has signed up for your cause. They aren't particularly skilled but battle or training could fix that, for now they will do. Gain 6x [Spear Garrison Units]

2) It looks like your gonna need them. The shipbuilders that were sent out to the moor never returned. Alot of your people are going out and never coming back. So far, the main part of your village is still safe but the docks are now totally fucked. Nothing that goes there returns. Some of your eagle-eyed brothers thought they saw something moving around in the piers but they weren't sure. What do? [??? 2/6]

>>756
1-2) Well. Lewd things happen. A prostitute known as Ash is reamed by several crystals. Everyone goes home happy and now the Ruby caste is accepting of their position in life. Some crystals are even uncovered in the aftermath filled with life. Gain 1x [Crystal Garrison Unit]

GAME DONE FOR NOW. WILL CONTINUE SOMETIME THIS WEEK. GONNA STICK AROUND FOR 14 MINUTES, THEN SLEEP.
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280a2b No.758

File: 1426596209874.jpg (60.27 KB,400x227,400:227,1425762952223.jpg)

>>733
Name: Eternal Reich of the Venland
Color: Dark Red
Starting point: Somewhere foresty, inland from the coast a ways.
Race: Human
Allies: (Do not fill out yet)
Resources: (Do not fill out}
Military: (Do not fill out)
War Technology: (Do not fill out)
Civil Technology: (Do not fill out)
Bonus: ( Will be decided upon by Fluff and Race)
Fluff: The Reich is a burgeoning empire, centered in Venland, that seeks to unite the many disparate townships and duchies that make up the region. This task would be all but impossible due to the strife and grudges the various locales hold, were it not for the charismatic and strong-willed leadership of Kaiser Lumenwald. With his own territories mostly secure, the Kaiser is eager to keep up with the 'weldsprechen' lowlanders in their race for the New World. Trained with the finest Vennish cavalry and at the cutting - and shooting - edge of military technology, this expedition comes for conquest, to bring back rich resources for the Reich's military machine.
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280a2b No.796

File: 1426694298418.jpeg (252.33 KB,1374x1600,687:800,89f2144f_11_06_11.jpeg)

Dice rollRolled 6, 54 = 60 (2d100)

>>757
Name: Crolianoth
Color: light blue
Location: Underneath a mountain
Race: CrystalFolk
Fluff: Long ago the people of Crolianoth ruled a massive empire. Feared for its earth magics this powerful nation believed in the strength of the earth, going so far as to even turn themselves into golems. One day the mighty nation was attacked by a dwarven kingdom, who wanted the land for its mountains and great wealth of resources. The dwarves were immune to the earth magic, and soon the mighty nation fell aloing with its rare magic…or so it was thought. Deeper than any dwarf has dug the people await to rise for revenge. They have managed the perfect union of earth and body, maintaining their human senses while losing their imperfections. Through non stop growth of magical gems to incorporate into their bodies to become stronger, and non stop breeding(one of the few biological functions)they have grown large in number once again. With their new crystal magic that turns people into crystals and other things, they are ready to rise to the surface, and make the dwarves adorn their walls as statues as a testament to their mistakes.
Resources: [Crystal Mine]
Military: 1x [Crystal Garrison Unit]
War Technology:
Civil Technology:
Bonus: [Crystal Clear] The dwarfs tried to extinguish you once during the days of the empire but you remain. They thought that they had exterminated you but you survived. Now your people rise once more from your mountain halls, the beings born of glass and crystal. You do not gain any bonuses but unlike the others, you operate on a whole 'nother level. Your people do not require food to survive. They do not require weapons to kill. They can survive even the toughest iron weapons in their most basic form. The only downside is that you take a long-ass time to mature.

1,2) Keep researching Crystal Magic
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280a2b No.9943

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280a2b No.9944

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280a2b No.9947

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280a2b No.9949

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280a2b No.9984

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280a2b No.9990

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280a2b No.9994

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280a2b No.9995

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280a2b No.9996

File: 1443051010622.png (266.98 KB,383x424,383:424,Tenryuu(25)3.png)

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280a2b No.9997

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280a2b No.10001

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280a2b No.10004

File: 1443051043363.jpg (101.4 KB,255x255,1:1,1429420767757.jpg)

MIKUPOSTERS CLAIM THIS FUCKING GET

FUCK YEAH

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280a2b No.10009

>>10004

Nice one m8

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