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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1440355030883.jpg (2.86 MB,1000x1000,1:1,Map-74.jpg)

ef434f No.9164 [View All]

So, I'm stepping away from my traditional civilization type game. In this game everyone makes a separate nation or civ. You do your own actions and roll 1d100 for every action, and then when everyone has said their actions for the round I put down the results, the game continues like that. If this is popular I will continue this for as many threads as it's still popular. So start by filling out the character sheet (see below) and claiming a small area on the map. If you have any questions please ask me in this chat- https://client01.chat.mibbit.com/ . The name for the chat is #Nation and I'm Undeadciv

>Name

>Fluff

>Color

>Location

Don't fill this out, will be decided by NM and fluff.

>Population

>Food

>Happiness

>Resources

>Attack

>Defense

>Special Units

>Bonuses

>Negatives

11 postsand8 image repliesomitted. Click reply to view. ____________________________
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ef434f No.9193

>>9177

>Population: 3

>Food: 4

>Happiness: 3

>Resources: A stone library ready to be filled with information

>Attack: 0

>Defense: 1

>Special Units

>Bonuses: Wings- Able to fly incredibly long distances in short periods of time, Diplomatic- more accepted by all races as a nation of peace. Brilliant strategists- gains a +1 attack/defense towards a nation if they properly scout and learn about the nation before hand.

>Negatives: Pacifists- cannot declare war on another nation, must spend one action every turn on the discovery of more knowledge.

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ef434f No.9194

File: 1440362940025.jpg (43.36 KB,204x418,102:209,1434741278178.jpg)

>Name: The Golden Sultanate

>Fluff:

"Sultan of Sultan's, Son of the Sun, and Ruler of all that he lays his eyes upon, live forever eternal!

Your people are as numerous as the stars, and your city walls as old as the foundation of the earth. The Lord of Heaven has blessed you with wealth and bounties beyond count. You walk, and the land flourishes and blossoms in your footsteps. You ire, and your enemies turn to ash. The great Djinn of the Aether prostrate themselves before you, and every soul from the deepest ocean to the farthest west obeys your command."

—-

The Golden Sultanate has ruled the sands since before any remember, even the oldest of Djinn. Their lands are strewn with the statues and places and monuments of empires long past, as shifting as the dunes whence they live.

Their capital, Jherikho, lies between three great rivers, the Uphrates, the Tigris, and the Nyel, and is the most fertile region in all the lands, ferrying in precious black mud and nutrient to the riverbanks and irrigation.

It is called the Golden Kingdom for its abundance of gold, jewels, and precious stones. So rich and deep are its mines, that gold is as granite to them, and lines the roofs and ceilings of every palace structure.

Their society is one with strong integration of spirits and Djinn, whom they believe that God placed on this earth to be as friends and servants of mankind. The Djinn provide manual labor, magic, and their services, and are bound to serve man thus it is written in the book, which has many spells and runes to bind them, and the Magi and Wisemen know the art of it, though many spirits serve faithfully and loyally regardless. For their help, mankind provides the Djinn with magical artifacts and magical mana, to sustain them.

They spread the word Prophet, and the Lord of the Sun whom is the one true god.

https://www.youtube.com/watch?v=2OoHQHbdxGc

>Color: Gold or Orange

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ef434f No.9196

>Name: The Golden Sultanate

>Fluff:

"Sultan of Sultan's, Son of the Sun, and Ruler of all that he lays his eyes upon, live forever eternal!

Your people are as numerous as the stars, and your city walls as old as the foundation of the earth. The Lord of Heaven has blessed you with wealth and bounties beyond count. You walk, and the land flourishes and blossoms in your footsteps. You ire, and your enemies turn to ash. The great Djinn of the Aether prostrate themselves before you, and every soul from the deepest ocean to the farthest west obeys your command."

—-

The Golden Sultanate has ruled the sands since before any remember, even the oldest of Djinn. Their lands are strewn with the statues and places and monuments of empires long past, as shifting as the dunes whence they live.

Their capital, Jherikho, lies between three great rivers, the Uphrates, the Tigris, and the Nyel, and is the most fertile region in all the lands, ferrying in precious black mud and nutrient to the riverbanks and irrigation.

It is called the Golden Kingdom for its abundance of gold, jewels, and precious stones. So rich and deep are its mines, that gold is as granite to them, and lines the roofs and ceilings of every palace structure.

Their society is one with strong integration of spirits and Djinn, whom they believe that God placed on this earth to be as friends and servants of mankind. The Djinn provide manual labor, magic, and their services, and are bound to serve man thus it is written in the book, which has many spells and runes to bind them, and the Magi and Wisemen know the art of it, though many spirits serve faithfully and loyally regardless. For their help, mankind provides the Djinn with magical artifacts and magical mana, to sustain them.

They spread the word Prophet, and the Lord of the Sun whom is the one true god.

https://www.youtube.com/watch?v=2OoHQHbdxGc

>Color: Gold or Orange

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ef434f No.9200

>>9178

>Population: 4

>Food: 5

>Happiness: 4

>Resources: Nothing

>Attack: 2

>Defense: 0

>Special Units: Sul'Ingu Priest (+1 to attack, burns his enemies with simple beam based fire magic.)

>Bonuses: Devotees of the Sul'ingu- When they are fighting out in the open without ambushes or tricks the Sunspeakers gain a +3 to all battle rolls (d20's). Good noses- +5 to all perception and scouting rolls.

>Negatives: Burn the Heretic!- Hates other religions and will try and convert or kill any missionaries or countries with a different religion.

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ef434f No.9202

>Name: Kingdom of Scorching Sand

>Fluff: Usually only death awaits in the sands of the hot desert. Few can flourish in this barren environment, one of these are the scorpionpeople. They burrowed deep underground during day, and came out during the cool night to hunt. Overtime, they began getting used to the dry heat of the desert and began burrowing and ambushing those who come by, stinging them with caustic toxins. Overtime, they became completely used to roaming during the day, and began a civilization. They began training from a young age with weaponry, hand to hand combat and their toxin-filled stingers until their adulthood. They primarily ambush targets, stealing their money, food, water, etc and using them as slaves. They usually don't resort to diplomacy, preferring to fight their opponents and use them as slaves. They worship the Scorpion God, who's domain is mainly venom and minor domain is sand and are primarily bandits.

>Color: Sand Dune (#967117)

>Location: The middle of the center desert.

Don't fill this out, will be decided by NM and fluff.

>Population

>Food

>Happiness

>Resources

>Attack

>Defense

>Special Units

>Bonuses

>Negatives

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ef434f No.9204

>>9182

Population: 7

Food: 3

Resources: Fortified castle (+1 Defense when capital city is under attack)

Happiness: 3

Attack: 0

Defense: 2

Special Units:

Bonuses: Historic house- Can more easily recruit units to increase military strength, +10 to all recruiting and military research rolls.

Negatives: Old grudges- If happiness goes too low (-1) the houses begin to separate and turn on one another, creating civil war, you also lose more happiness than other civs when your civ looses a fight (-2 instead of the normal -1)

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ef434f No.9209

>>9184

>Population: 4

>Food: 2 (ale-3)

>Happiness: 6

>Resources: Mine- for every round spent increasing the mine, the output of wealth increases. At the beginning you get 1 wealth per round.

>Wealth- 0

>Military- (This is a placeholder, please explain what your military consists of so we can properly do fight scenes later)

>Attack: 0

>Defense: 3

>Special Units:

>Bonuses: Ale- As long as you have ale, your civilization keeps the happiness at 6. You can produce more ale to increase the happiness of your civ to get more bonuses (8 gets the first bonus, and then they increase by one bonus for every 2 more happiness, 8,10,12,14 so on and so forth)

>Negatives: Drunks- If ale ever reaches 0, the entire civ only gets one action per turn.

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ef434f No.9210

Everyone real fast, I'm adding two more colums, Wealth and Military.

Wealth shows how economically stable your civ is, you can spend wealth to speed up actions and produce more military units. Unless I say otherwise all civs start at one wealth.

Military is a basic explanation of your military units and fighting style, this is so I can easily write up fight scenes. Please explain how you get your attack and defense stats here.

You will add these columns once I have finished all of the stats, when your taking your first round actions.

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ef434f No.9211

>>9190

Population: 2

Food: Unlimited (As long as they are near a source of sand)

Happiness: 5

Resources: Nothing

Wealth: 0

Military: (Please fill this in when you do your first turn)

Attack: 1

Defense: 0

Special Units: None

Bonuses: Elements of Tom- +10 to researching all magic. Elemental beings- If you discover elemental magic, you can create more of yourself with proper training and time. You cannot reproduce until then.

Negatives: Elemental beings- No reproduction. Sharp Edges- -5 to diplomacy because of strange appearance.

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ef434f No.9212

>>9191

>Population: 3

>Food: 4

>Happiness: 0

>Resources: Ancient ruins, your island is dotted with the ruins of your people. Full of weapons of war from the past. While many are not being used and are dangerous, they could be renovated to be of service with proper work.

>Wealth: 2 (leftovers from the previous age)

>Military: (please explain in your first post.)

>Attack: 0

>Defense: 1

>Special Units

>Bonuses: Memories of the past- +15 to research of all military and deadly tech, and it goes much faster. But fully researching such a thing lowers happiness by 1. Masks of sorrow- Your intricate masks allow for members of the society to blend in as many prefer to stay in the shadows, +10 to all stealth rolls.

>Negatives: Depression- Your happiness cannot exceed 5 unless you find some way to make them either forget their pasts or come to terms with it.. Suicide- your population commits suicide if happiness gets too low (-1=10% per round, 2=20%, 3=30%. so on and so forth)

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ef434f No.9214

>>9192

>Population- 4

>Food- 4 (you need food to keep guests happy, if you run out of food you start to make no money)

>Happiness- 4

>Resources- Medieval Land Fun Time World- Produces Wealth= to how advanced the park is. It takes three rounds to make the park better and produce more wealth. Your wealth per turn works like this- population+level of park=wealth per turn. You can build more parks, but that requires expansion. Right now you only have space for one park, and it's built (2, 4, 6, 8, 10,). Each park has a max population of ten, so wealth per turn caps at 20 with only one park (max pop+max park).

>Wealth- 4

>Attack-0

>Defense- 1 (security guards)

>Special Units- Sawyer Wallaceson- (+10 to all engineering and research rolls)

>Bonuses- Crowds- population is always equal to happiness, meaning that you almost have no population cap.

>Negatives- Unionized military- Each of your military units (+1 attack and defense units) costs you 5 wealth per turn to maintain.)

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ef434f No.9217

>>9194

>Population- 7

>Food-3

>Happiness-4

>Resources- Djinn labor- As long as you are giving new artifacts to the Djinn they work for you and provide you with an extra turn (4 instead of 3) If they are not sated with magical artifacts the spells lose their potency and the Djinn start to escape and turn on their masters, getting rid of the +1 actions a turn and lowering happiness.

>Military- (please explain in your first post)

>Wealth- 3 (Wealth used to take sate the Djinn and depletes by 1 per turn to keep them happy.)

>Attack-1

>Defense-1

>Special Units- Djinn

>Bonuses- Totally not slave labor- +1 action per turn as long as Djinn are satisfied. This action has to be manual labor and cannot be research. God of the Sun- The sun watches over you and grants you strength, +3 to all battle rolls when that battle is taking place during the day and you did not use any sneaky tactics against the enemy.

>Negatives- Reliant upon the Djinn- Exactly what it sounds like, if all Djinn leave the society the populace becomes slightly helpless and gets -1 action a turn. (This happens if the Djinn are not satisfied for 5 turns)

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ef434f No.9219

>>9202

>Population- 4

>Food- 5

>Happiness -3

>Resources- Nothing

>Wealth- 2 (stolen goods)

Military- (please explain what your military consists of in your first round turn. This is simply a place-holder)

>Attack- 3

>Defense- 0

>Special Units- Slaves- +10 to manual labor rolls, and buildings construct faster. If happiness gets too low they might try and revolt.

>Bonuses- Slave labor- (See above), Venomous Species- +4 to attacks of ambush or surprise, any target wounded by a scorpionperson dies within 24 hours unless antidote is given, the scorpionpeople know what the antidote is, and it's a closely guarded secret.

>Negatives- Terrifying- -20 to all diplomatic rolls, Warlike- Happiness decreases by one every three rounds that the scorpion people don't fight.

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ef434f No.9220

File: 1440377933779.png (1018.78 KB,1000x1000,1:1,Map-74_edit.png)

I'M THE MAP

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ef434f No.9221

Dice rollRolled 81, 98 = 179 (2d100)

>>9193

>Name : The Keepers

>Fluff :

The nation's population contains only an avian humanoid race with great wings that makes them travel long distances.

Their sole purpose is to collect history from others nations and Keep the details in the Lore Vault.

They prize in learning knowledge, history, and customs and hope to share these information with any travelers to their nations.

>Color: Orange

>Location: Center of the map

>Population: 3

>Food: 4

>Happiness: 3

>Wealth:

>Resources: Stone library ready to be filled with information

>Attack: 0

>Defense: 1

>Military

>Special Units

>Bonuses:

Wings- Able to fly incredibly long distances in short periods of time.

Diplomatic- more accepted by all races as a nation of peace.

Brilliant strategists- gains a +1 attack/defense towards a nation if they properly scout and learn about the nation before hand.

>Negatives:

Pacifists- cannot declare war on another nation, must spend one action every turn on the discovery of more knowledge.

1 . Improve Stone Library

2. Create a unit that can gather knowledge for us.

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ef434f No.9222

Dice rollRolled 35 (1d100)

>>9221

3 - Create a School, where not only we can teach our own population, we can also teach any travelers who come by.

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ef434f No.9223

Dice rollRolled 87, 98, 77 = 262 (3d100)

1-2: Begin research on weaponry, we must dominate against our foes.

3: Hunt for food, our people require sustenance.

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ef434f No.9224

Dice rollRolled 50, 51, 18 = 119 (3d100)

>>9200

>Name:

The Sunspeakers

>Fluff:

Dark, humid, with little light reaching the forest floor, it is a wonder that the first things to achieve sapience deep on the forest floor would be cold blooded. But one of the Gods did deign to gift the lizardmen of the rainforest higher intelligence. But things did not go as planned, as instead of worshiping the one who gave them intelligence, they took to worshiping the actual sun, whom they call 'Sul'Ingu', the Lightbringer. They are obsessed with unlocking the secrets of fire, which is sacred to the lizardmen of the rainforest, for fire is a creation of Sul'Ingu himself. Soon all will recognize the glorious divinity of Sul'Ingu, and the Lizardmen of the forest, who call themselves the Sunspeakers, will be his heralds.

>Color:

Yellow

>Location:

Pic related

>Population: 4

>Food: 5

>Happiness: 4

>Resources: None yet

>Attack: 2

>Defense: 0

>Military: Zaeru, Priest of Sul'Ingu

>Bonuses:

[Devotees of Sul'Ingu]: When fighting out in the open +3 to all battle rools

[Good noses]: +5 to all perception and scouting rolls.

>Negatives: [Burn the Heretic!]: Hates other religions and will try and convert or kill any missionaries or countries with a different religion.

1) A great temple shall be built to honor Sul'Ingu! But first we need materials. Send scouts out to find a quarry. (+5)

2) We also need a source of food. The lake that surrounds us will do for now. Start making some nets to catch the bounty of the lake.

3) We must uncover the secrets of fire! Our priest must be ~very~ blessed to be able to make it out of nothing, the rest of us will need to make do with more mundane methods. Cut some wood for a great lumber pile, so we can have a source for our experiments.

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ef434f No.9225

>>9220

>Population: 6

>Food: 3 turns worth.

>Happiness: 2

>Resources: Nothing in particular

>Attack: 2

>Defense: 2

>Special Unit: no one so far

>Bonuses: Bloodlust population increases by 1 automatically every turn you're at war or raiding

>Negatives- Blood Wed population can't grow if the country isn't at war or raiding someone else

Wealth: 1

Military: Spear armed raiders who fight in pairs in loose formation

1. The next generation of Finthans needs to undergo their rites. For the glory of Achriea they must be blood-bound and blood wed in the fire of combat. For home and hearth! (Create a raider force)

2. The land of our mountains is not prosperous for farming. That is why we raid. It is useful for pastures though. Expand our herds of goats, sheep, and cattle.

3. While homes of caves and thatch are acceptable they do not represent our desire to lay roots down in the stone. Develop new architecture and construction techniques to carve buildings out of the sides of the mountains themselves.

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ef434f No.9226

File: 1440379303332.png (7.14 KB,112x112,1:1,SpiralSlide.png)

Dice rollRolled 84, 49, 50 = 183 (3d100)

>>9214

>Name: Wallaceson's Empire of Thrillful Parks

>Color: Gray

>Population: 4

>Food: 4 (you need food to keep guests happy, if you run out of food you start to make no money)

>Happiness: 4

>Wealth: 4

>Resources:

>Parks:

[Amusement Valley] (Pop: 4 Lv: 1 Wpt: 8)

>Attack: 0

>Defence: 1 (Security Guards)

>Special Units:

[Sawyer Wallaceson] (+10 to all engineering and research rolls)

>Bonuses:

[Crowds] Population is always equal to happiness, meaning that you almost have no population cap.

[Medieval Land Fun Time World] Parks produces Wealth in comparison to how advanced and populated the park is. It takes three rounds to make the park better and produce more wealth. Your wealth per turn works like this: Population+level of park*2=Wealth per turn. You can build more parks, but that requires expansion. Each park has a max population of ten, so wealth per turn caps at 20 with only one park (max pop+max park).

>Negatives:

[Unionized Military] Each of your military units (+1 attack and defense units) costs you 5 wealth per turn to maintain.)

1&2: The first invention that will brace Amusement Valley will be the Spiral Slide, a primitive-yet-enjoyable ride where the rider sits on top of a mat while they slide down from the tower. It isn't that inventive, but at least it is something to bring in the guests.

(Construct a Spiral Slide in Amusement Valley)

3: The stalls are dependent on supplies from farms, and since there aren't any farmers willing to give some of their crops away to the parks, there must be some company-ran farms in order to ensure that the guests don't lack anything to eat nor drink.

(Build farms to provide a constant supply of food for Amusement Valley)

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ef434f No.9227

Dice rollRolled 71, 39, 26 = 136 (3d100)

>>9225

Apparently dice work differently here than 4chins.

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ef434f No.9230

Dice rollRolled 56, 80, 4 = 140 (3d100)

The Glass Elementals

>Color: Purple

>Location: Edge of Desert

>Population: 2

>Food: N/A

>Happiness: 5

>Resources: 0

>Attack: 1

>Defense: 0

>Special Units: None

Bonuses: Elements of Tom- +10 to researching all magic. Elemental beings- If you discover elemental magic, you can create more of yourself with proper training and time. You cannot reproduce until then.

Negatives: Elemental beings- No reproduction. Sharp Edges- -5 to diplomacy because of strange appearance

1. Research Magical shaping of Sand. It once was Stone, can we make it so again?

2. Explore area. What is around us?

3. Research Magical effect of our glass bodies. Light passes through us, can that light be harnessed in any way?

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ef434f No.9231

File: 1440380931231.jpg (312.39 KB,1280x1024,5:4,balseraph.jpg)

>>9164

>Name Balseraph

>Fluff: The Balseraphs form a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago,

and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors.

>Color: Green

>Location: ANYWHERE!

Don't fill this out, will be decided by NM and fluff.

>Population

>Food

>Happiness

>Resources

>Attack

>Defense

>Special Units

>Bonuses

>Negatives

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ef434f No.9233

>>9231

>>9232

wow

could that clown be any more jpg

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ef434f No.9234

File: 1440381066458.jpg (70.71 KB,450x627,150:209,image.jpg)

>Name: Kingdom of Aqemore

>Fluff:

The Realms had remained stable and idyllic for centuries. Noble Knights cast down evils, Wise Mages sought knowledge, and True Kings ruled in an age of peace.

Until things… Got out of hand. Heroes were slain. Swords stayed in stones. Last Stands truly became last stands.

The natural order of fate was broken.

Only the then-minor Wreadon Dynasty was able to weather the storm. Uniting the Realms under a single banner, the newly established Kingdom seeks a brighter future in a world where it is no longer inevitable.

TL;DR: Bog-Standard Fantasy Kingdoms that lost their Plot Armor.

>Color: Deep, Vibrant Blue

>Location: See that gulf in the top-central region? The peninsula on the southern shore.

Population: 7

Food: 3

Resources: Fortified castle (+1 Defense when capital city is under attack)

Happiness: 3

Wealth: 1

Attack: 0

Defense: 2

Special Units:

Bonuses: Historic house- Can more easily recruit units to increase military strength, +10 to all recruiting and military research rolls.

Negatives: Old grudges- If happiness goes too low (-1) the houses begin to separate and turn on one another, creating civil war, you also lose more happiness than other civs when your civ looses a fight (-2 instead of the normal -1)

>2 Def

Military:

The Armies of the Realms have traditionally relied on four things:

Discipline: In the face of hungering hordes, tight formations are key

Sieges: Whether against other Kingdoms or fending off Evil, the fortresses of the Realms are strong and well stocked.

Superior Wargear: When facing unending minions, it helps to be wearing armor that can withstand Dragonfire… For a short time

Fated Victory: Alas! No longer.

>1 Knights of the Sky

Ah, the noble Knights. None more mobile and graceful than those that fly upon the backs of Gryphons or Pegasi.

But alas! In the fall of the other realms, such creatures were lost or released!

We must find again such beasts, for their uses cannot be denied.

>2 Aqemorean Mage College

What few Archmages remain live in the Kingdom. They would surely welcome a return to a place of learning, so let us construct one!

>3 Settlers!

Refugees: A sorry multitude indeed.

Would they not welcome the Opportunity to have a home once more?

…With the standard agreement between Lord and Peasant of course. Can't have the nation go hungry.

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ef434f No.9235

Dice rollRolled 95, 66, 71 = 232 (3d100)

>>9234

DOICE

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ef434f No.9238

>>9221

The Library looks amazing, or at least it will. The Architects come up with an amazing plan that many immideatly put into action. When this is completed the library will be more of a fortress than a library. With spires reaching to the clouds themselves (1/8 turns till amazing library) A unit of scouts is hurriedly put together and they now only wait directions. They are the best of the best and can gather information as quickly as they can fly. Ideas for a school are tossed around, but nothing is decided upon (0/12 turns till a school is built)

>>9223

With their twisted minds finally able to flourish, the tailed-demons come up with thousands of insane ideas on weaponry. But a few are selected as the best, including a poisoned-arrow idea, and the basis for swords. These ideas are still being refined (2/5 turns till more advanced weaponry) Some hunters scurry into the wilderness, and return with a nice amount of dead scavengers and animals from the surrounding deserts and underground tunnels. (+3 food)

>>9224

Grumbling while they work, a few park employees head out into the small tribes that dot the landscape trying to find farmers to hire. After some coercing and the promise of a steady pay (1 wealth per turn for 1/2 a food per turn) the employee's return. (3/8 turns towards building 6 farms producing 3 food a round for 6 pay)

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ef434f No.9239

Dice rollRolled 75, 7 = 82 (2d100)

1. Attract some bandits to me so I may eat and grow.

2. The last group spoke of gold and gems they hoped to acquire from raiding a caravan passing nearby. From their talk the people with them acquire such things from deep within the earth. Grow a Silent Mine that will acquire these things for myself for the bandits seemed to value them greatly and perhaps more could be lured if i had some of my own.

3. My armies such as they are are weak and pitiable, use the incoming bandits and other such stragglers to train them in combat.

Name : The Silent Lands

Color : Pink

Fluff : Imagine a village, surrounded by a rough palisade of stone and logs. Each home kept warm by fires that burn with no hands to feed them. Upon the tables are simple fare steaming and wholesome, which scent wafts into the surrounding forests. Imagine that village , empty, everything left as if the entire population had simply picked up and gone away. Leaving everything behind. Imagine a small group of bandits. They feast on that food, they drink the simple wines they find in the cellars. Then they feast. And sleep. Some awake to hungry teeth, others do not awaken at all.

In the morning there will be no trace of those bandits, the trap has slammed shut and the village has feasted well. In the morning the village will be a little larger. The walls a little stronger, the homes a little richer. The bait a little better.

I am that village. And I hunger.

>Location : That large island connected to the rest of the continent by a land bridge.

>Population: 1 ( can make 100 smaller mimics without fully depleting the village.)

>Food: 0 (the village does not need food to survive, it eats to grow larger)

>Happiness: 3 (simply has a positive effect when it reaches high levels, represents how happy the mimic is)

>Resources: nothing

>Military : Statues and other things that look like depictions of other beings. They rely mostly on deception and terror to strike down their foes. Inside the village they use the shiftable nature of the Living City to their advantage, which creates pathways and traps and can move entire buildings around if need be. Outside the village and against more conventional foes they will often feign weakness to retreat, leaving traps in their wake. Even the fallen on the battlefield can be dangerous, given the lack of organs or blood injuries that should be crippling or fatal unwary soldiers will approach the fallen and meet their doom.

>Attack: 1

>Defense: 1

>Special Units: The village

>Bonuses: Mimic- can make many smaller units and versions of itself if it get's big enough, splitting itself apart. Hivemind- anything a unit can see, the entire empire can see, allowing for instant communication

>Negatives: Isolated- the village is far away from many creatures, and cannot grow without spreading itself thin. Physically weak- -5 to all normal battle rolls, as the mimics cannot make themselves very physically durable without extensive training and focus.

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ef434f No.9240

Dice rollRolled 6 (1d100)

>>9239

Third dice

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ef434f No.9241

Dice rollRolled 65, 36, 74 = 175 (3d100)

>>9238

>Name : The Keepers

>Fluff :

The nation's population contains only an avian humanoid race with great wings that makes them travel long distances.

Their sole purpose is to collect history from others nations and Keep the details in the Lore Vault.

They prize in learning knowledge, history, and customs and hope to share these information with any travelers to their nations.

>Color: Orange

>Location: Center of the map

>Population: 3

>Food: 4

>Happiness: 3

>Wealth:

>Resources: Stone library ready to be filled with information

>Attack: 0

>Defense: 1

>Military

>Special Units

>Bonuses:

Wings- Able to fly incredibly long distances in short periods of time.

Diplomatic- more accepted by all races as a nation of peace.

Brilliant strategists- gains a +1 attack/defense towards a nation if they properly scout and learn about the nation before hand.

>Negatives:

Pacifists- cannot declare war on another nation, must spend one action every turn on the discovery of more knowledge.

1 . Make Amazing Library (1/8)

2. Send the scouts to North! Just go to any of the closest nations and start researching!

3. Build the School (0/12)

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ef434f No.9247

Is there still room for one more?

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ef434f No.9250

File: 1440419799606.jpg (87.62 KB,300x467,300:467,Taqi_al_din.jpg)

Dice rollRolled 90, 43, 2 = 135 (3d100)

>>9217

>Name: The Golden Sultanate

>Fluff:

"Sultan of Sultan's, Son of the Sun, and Ruler of all that he lays his eyes upon, live forever eternal!

Your people are as numerous as the stars, and your city walls as old as the foundation of the earth. The Lord of Heaven has blessed you with wealth and bounties beyond count. You walk, and the land flourishes and blossoms in your footsteps. You ire, and your enemies turn to ash. The great Djinn of the Aether prostrate themselves before you, and every soul from the deepest ocean to the farthest west obeys your command."

—-

The Golden Sultanate has ruled the sands since before any remember, even the oldest of Djinn. Their lands are strewn with the statues and places and monuments of empires long past, as shifting as the dunes whence they live.

Their capital, Jherikho, lies between three great rivers, the Uphrates, the Tigris, and the Nyel, and is the most fertile region in all the lands, ferrying in precious black mud and nutrient to the riverbanks and irrigation.

It is called the Golden Kingdom for its abundance of gold, jewels, and precious stones. So rich and deep are its mines, that gold is as granite to them, and lines the roofs and ceilings of every palace structure.

Their society is one with strong integration of spirits and Djinn, whom they believe that God placed on this earth to be as friends and servants of mankind. The Djinn provide manual labor, magic, and their services, and are bound to serve man thus it is written in the book, which has many spells and runes to bind them, and the Magi and Wisemen know the art of it, though many spirits serve faithfully and loyally regardless. For their help, mankind provides the Djinn with magical artifacts and magical mana, to sustain them.

They spread the word Prophet, and the Lord of the Sun whom is the one true god.

https://www.youtube.com/watch?v=2OoHQHbdxGc

>Color: Gold or Orange

>Population- 7

>Food-3

>Happiness-4

>Resources- Djinn labor- As long as you are giving new artifacts to the Djinn they work for you and provide you with an extra turn (4 instead of 3) If they are not sated with magical artifacts the spells lose their potency and the Djinn start to escape and turn on their masters, getting rid of the +1 actions a turn and lowering happiness.

>Military- (please explain in your first post)

>Wealth- 3 (Wealth used to take sate the Djinn and depletes by 1 per turn to keep them happy.)

>Attack-1

>Defense-1

>Special Units- Djinn

>Bonuses- Totally not slave labor- +1 action per turn as long as Djinn are satisfied. This action has to be manual labor and cannot be research. God of the Sun- The sun watches over you and grants you strength, +3 to all battle rolls when that battle is taking place during the day and you did not use any sneaky tactics against the enemy.

>Negatives- Reliant upon the Djinn- Exactly what it sounds like, if all Djinn leave the society the populace becomes slightly helpless and gets -1 action a turn. (This happens if the Djinn are not satisfied for 5 turns)

1. A multitiude of farmers go forth to dig irrigation trenches and dredge the rivers, in preparation for the great sowing for a plentiful bounty come the harvest. They seek to reap the precious life giving water of the three rivers as they expand and contract yearly.

2+ 3. Djinn Action - The Wizards and Wisemen of the Golden Sun gather together with the help of the Djinn to construct the Palace of Magi, a place where the wisemen from all the land may gather, whence all things both magical and scientific can be debated and discussed.

Man and Spirit work alongside each other, both as symbolic of the symbiotic relationship the two races have for each other.

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ef434f No.9252

Dice rollRolled 22, 89, 1 = 112 (3d100)

>>9209

>Name: The kingdom of Darushold

>Fluff: Darushold was once a dwarven free hold within the dwarven empire. The empire fell a long time ago and the dwarves spent many a year coming to terms with it. In that time Darushold was becoming a self sustaining city state. With the empire fallen it's protection gone Darushold must make it's own place in the world. Fight off the monsters of the deep, protect it's gates from invaders, and dig deeper and greedily. Strike the Earth!

>Color: Blue

>Location: Near the mountainous (or I would assume) cold lands to the south.

Don't fill this out, will be decided by NM and fluff.

>Population: 4

>Food: 2, 3 ale

>Happiness: 6

>Resources: Mine- for every round spent increasing the mine, the output of wealth increases. At the beginning you get 1 wealth per round.

>Wealth: 0

>Military- Siegewall (Dwarves with tower shields, short swords, crossbow, and heavy armor. They mainly just defend in case of sieges from outside forces or stray monsters.)

>Attack: 0

>Defense: 3

>Special Units:

>Bonuses: Ale- As long as you have ale, your civilization keeps the happiness at 6. You can produce more ale to increase the happiness of your civ to get more bonuses (8 gets the first bonus, and then they increase by one bonus for every 2 more happiness, 8,10,12,14 so on and so forth)

>Negatives: Drunks- If ale ever reaches 0, the entire civ only gets one action per turn.

1. Get a mushroom farm up and running for more food.

2. Build a brewery for more ale.

3. Improve the mine, dig deeper!

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ef434f No.9264

>>9238

Shit, posted too early.

Well I'll go ahead and do everyone else now.

>>9230

Progress is slow, sand is just tiny bits of rock and doesn't form together really well. You manage to conjure up some small pebbles but nothing much else. This could take a while (1/4 actions till rock summoning.) The great expanse of desert you've always called home stretches around you, and you send out small parties in all directions. They should return soon (1/3 turns till they return with information, you don't have to roll for them to continue) Light doesn't actually pass through you very well, it will take some very difficult fine tuning to get all the sand out of the glass.

>>9225

Ready to fight and die, a raider group is quickly assembled. They now fight at your beck and call, and will be fighting until the day they die. Sadly though, there aren't very many animals in the surrounding countryside (0/5 actions), making the building of pastures useless. Your people also are not very trained in the ways of architecture and it will take them many months to fine tune the art (0/8 actions)

>>9226

Construction is started on the spiral slide, and while the architects quickly write up plans the actual building might take a while (2/5 actions)

>>9234

Searching the skies and great plains of the world, the knights quickly locate many Pegasi gracefully gliding on the small island to the north, the thing is that while they can see the Pegasi flying to the shore and back they have no way of reaching the island as all of the large boats of the empire were either decommissioned or sunk. Work on the new Mages college is started to much fanfare and ruckus from the small-folk, they love the idea of "magic" returning to the land to grace them with bountiful crops and fertile women (1/10 actions till construction) The King himself sends out many small scouting groups to try and herd refugees into the land, and many readily take up the offer (1/2 actions till population growth +1)

>>9239

Hungering and ready for more, you send small scouts into the wilderness to try and locate any humans to lure into your waiting maw. They quickly locate a group and after a few days of quietly whispering into their ear, and sending hints they lure 30 bandits into the "abandoned village" only to be consumed and added to The Silent Lands (+1 population) They also leave behind steel weapons, which could be useful as the Village cannot make durable weapons out of itself without serious training and research. Work on the mine is incredibly slow as the Village thinks it can just make a hole in the ground, molding the ground is nearly impossible without actual serious effort (0/7 actions) The scouts lure some more bandits into the camp, but instead of ambushing them like normal you try and test your strength, leading to your troops getting massacred. You suffer no losses as you're able to easily re-absorb them, but you can see it will take a very long time until the Village is ready to fight head-on (0-12 actions until trained military)

>>9250

Accustomed to the shifting waters, the farmers quickly dig irrigation trenches and farmlands. This work should be done post-haste (1/2 actions) The Djinn on the other hand are not so fast, they are distracted by the amount of magical potential and focus being placed on the Palace of the Magi and are unable to work (0/8 actions)

>>9252

As celebration for their recent organization, plans for a simple yet powerful brewery are written up and put into action (1/5 actions) They also start to dig downwards, towards the deeper areas of the world where no dwarve has gone before. The deeper caves are not simply dark, they seem to lack all natural life and any spark of happiness, all the dwarves feel simply suffocated in the caves and many refuse to dig deeper because of "bad feelings". After a few of the nobles force them to deeper they find that the cave opens up into a dark and wet-smelling cavern. By slowly and carefully exploring they find a large temple adorned in strange skulls in the center. Greenish water flows from the center into small luminescent pools barely lighting up the cavern. Many dwarves turn and run, and all report feeling terrible things such as dread and pure goddamn terror from even simply approaching the cavern.

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ef434f No.9265

Dice rollRolled 44, 62, 36 = 142 (3d100)

1-2: Continue our research on weaponry.

3: Scout West.

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ef434f No.9266

Dice rollRolled 52, 47, 19 = 118 (3d100)

>>9264

1. Continue honing our rock bending. 1/4

2. Some of our people see a strange green and brown substance that borders our wonderful desert. We shall call it "Wood" and "Leaves" and will collect any that grows near the sand.

3. Our magical talents are small, but can grow exponentially. We have felt the warmth of Light, and felt the warmth of Fire. From Light, will come Fire. Use magic to light the wood of fire.

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ef434f No.9267

File: 1440453376955.jpg (48.21 KB,453x620,453:620,HelterSkelter.jpg)

Dice rollRolled 39, 78, 49 = 166 (3d100)

>Name: Wallaceson's Empire of Thrillful Parks

>Color: Gray

>Population: 4

>Food: 3 (you need food to keep guests happy, if you run out of food you start to make no money)

>Happiness: 4

>Wealth: 10

>Resources:

>Parks:

[Amusement Valley] (Pop: 4 Lv: 1 Wpt: 6)

>Attack: 0

>Defence: 1 (Security Guards)

>Special Units:

[Sawyer Wallaceson] (+10 to all engineering and research rolls)

>Bonuses:

[Crowds] Population is always equal to happiness, meaning that you almost have no population cap.

[Medieval Land Fun Time World] Parks produces Wealth in comparison to how advanced and populated the park is. It takes three rounds to make the park better and produce more wealth. Your wealth per turn works like this: Population+level of park*2=Wealth per turn. You can build more parks, but that requires expansion. Each park has a max population of ten, so wealth per turn caps at 20 with only one park (max pop+max park).

>Negatives:

[Unionized Military] Each of your military units (+1 attack and defense units) costs you 5 wealth per turn to maintain.)

1: Progress continues on the Spiral Slide for Amusement Valley, with contracted workers hired to complete the ride in time for the grand opening.

(Continue constructing a Spiral Slide in Amusement Valley) (2/5) -6 Wealth for +2 points.

2&3: Meanwhile, the farms still have to be afforded, as some of the park's funds are turned to supply a starting bonus for the farmers.

(Continue getting farmers for Amusement Valley) (3/8) -3 Wealth for +1 point.

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ef434f No.9273

Dice rollRolled 78, 59, 10 = 147 (3d100)

>>9264

>1 Shipped Yards

We need to get to that island.

To do that we need ships.

To make ships we need a shipyard.

Make it so!

>2 Aqemorean Mage College

Wonderful!

Keep up the good work.

>3 Refugees

Soon the peoples of the Realms shall be safe at last.

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ef434f No.9276

Dice rollRolled 70, 98, 9 = 177 (3d100)

>>9264

>Name: The kingdom of Darushold

>Fluff: Darushold was once a dwarven free hold within the dwarven empire. The empire fell a long time ago and the dwarves spent many a year coming to terms with it. In that time Darushold was becoming a self sustaining city state. With the empire fallen it's protection gone Darushold must make it's own place in the world. Fight off the monsters of the deep, protect it's gates from invaders, and dig deeper and greedily. Strike the Earth!

>Color: Blue

>Location: Near the mountainous (or I would assume) cold lands to the south.

Don't fill this out, will be decided by NM and fluff.

>Population: 4

>Food: 2, 3 ale

>Happiness: 6

>Resources: Mine- for every round spent increasing the mine, the output of wealth increases. At the beginning you get 1 wealth per round.

>Wealth: 0

>Military- Siegewall (Dwarves with tower shields, short swords, crossbow, and heavy armor. They mainly just defend in case of sieges from outside forces or stray monsters.)

>Attack: 0

>Defense: 3

>Special Units:

>Bonuses: Ale- As long as you have ale, your civilization keeps the happiness at 6. You can produce more ale to increase the happiness of your civ to get more bonuses (8 gets the first bonus, and then they increase by one bonus for every 2 more happiness, 8,10,12,14 so on and so forth)

>Negatives: Drunks- If ale ever reaches 0, the entire civ only gets one action per turn.

1. Brewery 1/5

2&3. Put some troops near the cave entrance, make sure nothing comes out.

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ef434f No.9277

File: 1440458264851.png (1.43 MB,1366x768,683:384,vipch0.png)

Dice rollRolled 69, 54, 15 = 138 (3d100)

>Population: 6

>Food: 3 turns worth.

>Happiness: 2

>Resources: Nothing in particular

>Attack: 2

>Defense: 2

>Special Unit: no one so far

>Bonuses: Bloodlust population increases by 1 automatically every turn you're at war or raiding

>Negatives- Blood Wed population can't grow if the country isn't at war or raiding someone else

Wealth: 1

Military: Spear armed raiders who fight in pairs in loose formation

The Bloodband trains in the courtyard. The next generation of Finthans, trained and bred in the Old Ways, following and dedicated to the Kadem and the Moon Goddess Achreia. The elders directed them in spear and hand to hand, the movements graceful and elegant. Both forms were very different, and only the most elite of the fighters combined both the complicated but slow movements of the hand and foot with those of the quick and rapid attack with the spear. Even so, these raiders both young and old alike, were prepared to provide for their people, expand the dominion of the Finthans, and ultimately, to kill and come to better understand the Kadem.

1. Send the raider band north, toward the sea. Raid and kill any that they come across. They will return next year with knowledge, if not plunder.

2. Some form of food must be acquired, round up as many animals as we can from the mountains and surrounding areas to make a sustainable form of pasture.

3. We must build this place to be more suitable for us. It is defensible, and the stone will not turn into monsters as quickly as the old homes of wood and thatch did. If we do not wish to be consumed by the same power that ate our old homes we must accomplish this.

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ef434f No.9279

Dice rollRolled 41, 69, 64 = 174 (3d100)

1. Grow a Silent Mine that will acquire these things for myself for the bandits seemed to value them greatly and perhaps more could be lured if i had some of my own. (0/7)

2.3. My armies such as they are are weak and pitiable, use the incoming bandits and other such stragglers to train them in combat. (0/12)

Name : The Silent Lands

Color : Pink

Fluff : Imagine a village, surrounded by a rough palisade of stone and logs. Each home kept warm by fires that burn with no hands to feed them. Upon the tables are simple fare steaming and wholesome, which scent wafts into the surrounding forests. Imagine that village , empty, everything left as if the entire population had simply picked up and gone away. Leaving everything behind. Imagine a small group of bandits. They feast on that food, they drink the simple wines they find in the cellars. Then they feast. And sleep. Some awake to hungry teeth, others do not awaken at all.

In the morning there will be no trace of those bandits, the trap has slammed shut and the village has feasted well. In the morning the village will be a little larger. The walls a little stronger, the homes a little richer. The bait a little better.

I am that village. And I hunger.

>Location : That large island connected to the rest of the continent by a land bridge.

>Population: 2 ( can make 200 smaller mimics without fully depleting the village.)

>Food: 0 (the village does not need food to survive, it eats to grow larger)

>Happiness: 3 (simply has a positive effect when it reaches high levels, represents how happy the mimic is)

>Resources: nothing

>Military : Statues and other things that look like depictions of other beings. They rely mostly on deception and terror to strike down their foes. Inside the village they use the shiftable nature of the Living City to their advantage, which creates pathways and traps and can move entire buildings around if need be. Outside the village and against more conventional foes they will often feign weakness to retreat, leaving traps in their wake. Even the fallen on the battlefield can be dangerous, given the lack of organs or blood injuries that should be crippling or fatal unwary soldiers will approach the fallen and meet their doom.

>Attack: 1

>Defense: 1

>Special Units: The village

>Bonuses: Mimic- can make many smaller units and versions of itself if it get's big enough, splitting itself apart. Hivemind- anything a unit can see, the entire empire can see, allowing for instant communication

>Negatives: Isolated- the village is far away from many creatures, and cannot grow without spreading itself thin. Physically weak- -5 to all normal battle rolls, as the mimics cannot make themselves very physically durable without extensive training and focus.

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ef434f No.9280

File: 1440460247258.jpg (631.96 KB,1744x2420,436:605,Qinshihuang.jpg)

>Name: Empire of Han

>Fluff: The Empire of Han was formed when the region was conquered by the Kingdom of Han. One of the Many warring states in the Region. Currently ruled by its first Emperor Han-Si Huang the Empire is using its vast resources and population to build and expand into what many hope shall be a Golden Age.

>Color: Turquoise

>Location: Far south coast of main continent.

>Population:

>Food:

>Happiness:

>Resources:

>Attack:

>Defense:

>Special Units:

>Bonuses:

>Negatives:

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ef434f No.9290

File: 1440505817292.jpg (3.29 MB,3512x2560,439:320,Flickr_-_…trialsanderrors_….jpg)

Dice rollRolled 81, 62, 67, 50 = 260 (4d100)

I didn't realize this game was 3d100 by default, not 2d100

1. The farmers care for the farmland, as their own lifeblood and that of the nation, ensuring that the expansion and contraction of the river shall bring precious water and nutrient to their crops 1/2

2. The Golden Marketplace, the hub of trade and commerce whence one can buy and sell just about anything, prepares to open to the world, where caravans from all corners of the earth can gather and sell and trade their wares.

3+Extra Djinn Action - The Spirits are allowed to experience and grow accustomed to the Palace of Magi, until they are ready and capable to work on its completion. 0/8

>Name: The Golden Sultanate

>Fluff:

"Sultan of Sultan's, Son of the Sun, and Ruler of all that he lays his eyes upon, live forever eternal!

Your people are as numerous as the stars, and your city walls as old as the foundation of the earth. The Lord of Heaven has blessed you with wealth and bounties beyond count. You walk, and the land flourishes and blossoms in your footsteps. You ire, and your enemies turn to ash. The great Djinn of the Aether prostrate themselves before you, and every soul from the deepest ocean to the farthest west obeys your command."

—-

The Golden Sultanate has ruled the sands since before any remember, even the oldest of Djinn. Their lands are strewn with the statues and places and monuments of empires long past, as shifting as the dunes whence they live.

Their capital, Jherikho, lies between three great rivers, the Uphrates, the Tigris, and the Nyel, and is the most fertile region in all the lands, ferrying in precious black mud and nutrient to the riverbanks and irrigation.

It is called the Golden Kingdom for its abundance of gold, jewels, and precious stones. So rich and deep are its mines, that gold is as granite to them, and lines the roofs and ceilings of every palace structure.

Their society is one with strong integration of spirits and Djinn, whom they believe that God placed on this earth to be as friends and servants of mankind. The Djinn provide manual labor, magic, and their services, and are bound to serve man thus it is written in the book, which has many spells and runes to bind them, and the Magi and Wisemen know the art of it, though many spirits serve faithfully and loyally regardless. For their help, mankind provides the Djinn with magical artifacts and magical mana, to sustain them.

They spread the word Prophet, and the Lord of the Sun whom is the one true god.

https://www.youtube.com/watch?v=2OoHQHbdxGc

>Color: Gold or Orange

>Population- 7

>Food-3

>Happiness-4

>Resources- Djinn labor- As long as you are giving new artifacts to the Djinn they work for you and provide you with an extra turn (4 instead of 3) If they are not sated with magical artifacts the spells lose their potency and the Djinn start to escape and turn on their masters, getting rid of the +1 actions a turn and lowering happiness.

>Military- (please explain in your first post)

>Wealth- 3 (Wealth used to take sate the Djinn and depletes by 1 per turn to keep them happy.)

>Attack-1

>Defense-1

>Special Units- Djinn

>Bonuses- Totally not slave labor- +1 action per turn as long as Djinn are satisfied. This action has to be manual labor and cannot be research. God of the Sun- The sun watches over you and grants you strength, +3 to all battle rolls when that battle is taking place during the day and you did not use any sneaky tactics against the enemy.

>Negatives- Reliant upon the Djinn- Exactly what it sounds like, if all Djinn leave the society the populace becomes slightly helpless and gets -1 action a turn. (This happens if the Djinn are not satisfied for 5 turns)

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ef434f No.9293

File: 1440513907945-0.jpg (155 KB,640x471,640:471,1615_full.jpg)

File: 1440513907945-1.jpg (71.6 KB,640x480,4:3,Oracle_of_Nectars_640.jpg)

>Name: Court of Joy

>Fluff:

>The Court of Joy. The Gilded Horn. The Revelrous Company. The Troupe. The elves of the Sinsaerch forest go by many names, but they are unified by a single philosophy: Long life is wasted in long endeavors. There is no sense dwelling on the past and revering stagnation while the world around them changes and flourishes. Every moment must be lived as though there were none before or after. To do otherwise is to falter, and forget the joys of life that seem to come to mortals so much easier.

>In truth, this gung-ho philosophy hides a darker reality. The elves of the Court of Joy were once part of that mighty and terrible race that led a campaign of genocide across the world. The greatest era of progress and tranquility ever known, drowned in the blood of their victims. Many of those who took part in the events of the Cataclysm are not alive today, disappearing into the woods and never returning. This was the first step towards the Gilded Horn's odd form of healing - the only way to make right the past is to abandon it, sometimes by point of force. They reject all the old ways of their kin in the Court of Sorrows, and of their shared lineage before. The Elves of the Revelrous Company are a race that could be truly described as "blissfully and willfully ignorant".

>This is not to say that they have abandoned the past entirely. A member of the Court of Joy may take great pride in archaeology or old religions, if that is what they desire. Indeed, every elf is encouraged to follow their desires, whether lifelong convictions or temporary flights of fancy. Structure in the Court of Joy often seems non-existent to outsiders, and particularly odd to the other elves as seniority does not grant authority. In reality, the Court is organized into clachans of 100-1,000 elves, each mostly autonomous and based around following a similar passion or skill. The Sanelda Clachan, for instance, is comprised of dancers and performers, behaving more like a theatrical troupe than a governing body. Meanwhile the Parmalemba Clachan, a group of writers, compulsive readers and studiers, and poets or orators of every variety, is much more refined in comparison.

>Each Clachan sends 1 representative for every 100 members it has to the Beneficent Council, the closest thing the Court has to a standing legislature. This council meets once every year at midsummer, or holds emergency meetings when the whole of the court is threatened. Here, the substantially small number of rules and restrictions are changed or addended, and matters of diplomacy and war are considered. When war does come, the Callomer Clachan (warriors, mercenaries, those whose passion is fighting) is the first (and usually last) line of defense for the Court. It is supplemented by volunteers from other Clachans, and usually rallied around notably skilled and wise elven generals, called Merdomani.

>While their brethren hide in the shadows and sulk over the past, they have deigned to look beyond it, to cherish the present and welcome the future, whatever it may bring. Live life fully, follow your dreams, go wherever the twisting path and cool wind take you. These are the mottos of the Court of Joy. After all, what good is living 100 lifetimes if you do not live 100 lives?

>Color: White

>Location: Mainland near the black island

Don't fill this out, will be decided by NM and fluff.

>Population

>Food

>Happiness

>Resources

>Wealth

>Military

>Attack

>Defense

>Special Units

>Bonuses

>Negatives

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ef434f No.9294

File: 1440516682488.jpg (172.43 KB,841x800,841:800,8626539_orig.jpg)

Dice rollRolled 6, 60, 61, 53 = 180 (4d100)

>>9212

>Name

The Court of Sorrows

>Fluff:

We remember. This is the phrase that every member of the court knows by heart as the memories of the previous age fly through their head, a age of greatness ruined by one race. Them. Every member of the court remember this time with clear memories and they suffer it's memories each night upon their entry into the dreamlands. They see the death of thousands at the hands of them. They remember their ancestors butchering innocent after innocent with cleavers made of black. They see the death of nation after nation as their race drowned the world with blood and death. They are elves and they remember.

>Color:

Black

>Location:

>Population: 3

>Food: 4

>Happiness: 0

>Resources: Ancient ruins, your island is dotted with the ruins of your people. Full of weapons of war from the past. While many are not being used and are dangerous, they could be renovated to be of service with proper work.

>Wealth: 2

>Military:

>Attack: 0

>Defense: 1

>Special Units:

>Bonuses: Memories of the past- +15 to research of all military and deadly tech, and it goes much faster. But fully researching such a thing lowers happiness by 1. Masks of sorrow- Your intricate masks allow for members of the society to blend in as many prefer to stay in the shadows, +10 to all stealth rolls.

>Negatives: Depression- Your happiness cannot exceed 5 unless you find some way to make them either forget their pasts or come to terms with it.. Suicide- your population commits suicide if happiness gets too low (-1=10% per round, 2=20%, 3=30%. so on and so forth)

So it passed that the first king of sorrows stood up from his kneeling position and slowly walked towards the ruins of the past age, passing his weeping fellows by as they vaguely noticed his passing. They had arrived upon this island Ramshackle tents were all that surrounded the ruins of their once great city, founded on the backs of the many slaves that their progenitors took in their golden age. He frowns once more, his mask morphing to fit this expression, as he passes by the many rusted-out weapons, suits, and contraptions lieing upon the ground. His eyes seem to smoulder with intensity as he stares down at a particularly black cleaver buried in the dirt, it's head still smeared with dried blood even after all of this time. He turns towards the one place that he hates most of all in this accursed place. He walks past chain after chain bolted to the walls with their shackles long broken, his steps carrying him even further into the dark city. His eyes stare at ahead of himself, ignoring the blackened walls around him teeming with spikes and "examples" long turned to nothing but bones. Finally, he arrives.

A giant black throne lies before him inside the room. He crosses the throne-room in three bounds, taking the steps up to the throne and stopping in front of it. His eyes drill holes into the seat as memories circle around his mind. He can remember sitting in this throne. He can remember his orders. He can remember his fury, passion, and pleasure. He can remember it all and he simply wants to cry as he does. That time is done however. A scream instead looses itself from his lips as he pulls the small sledge-hammer from his belt and starts striking the throne. By morning, the only thing that would remain in that throne room would be the shattered scraps of it's centerpiece and the growing crowd of elves who just managed to make their way in past the memories.

The King of Sorrows stands at the forefront upon the raised platform that once held his throne from a former life. He speaks. "We have laid down to die for long enough! For too long, we have sat simply motionless as the ages passed us by. For too long, we have ignored this world that we live in so that we could live in the past much longer. It is time that we change! This city was once a place of beautiful artwork and magesty before it was ruined by the touch of the Court of Wrath! Let us bring back it's beauty! Let us restore it back to it's former glory! Let us make it whole again!" A great cheer arose from the crowd as in the first time for decades, the court had a new goal. A great goal.

(Sorry that I missed the last turn. I kinda forgot to post. If you don't mind, I will be adding the previous turns actions to this one so that I don't fall behind but feel free to ignore it if you want to.)

1-4) Destroy all that reminds of that past age inside the ruins and in the surrounding area. Move all weapons, armor, technology, and ecetera from the past age into a secure hold that nobody has to look upon. Once that procces is done, start turning the city into a proper monument to the elven people from before the time of evil. Make this place beautiful once more to raise the spirits of our people so that we may remember that not all of our history is evil. Upon the culmination of this project, construct a new throne made out of wood for the King of Sorrows.

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ef434f No.9386

>>9224

Your lizards have trouble organizing for something as simple as a quarry, but after some negotiating they head north off of the peninsula to find stone and shall return soon. (1/2 turns) Fishing nets are also worked upon, but once again your people are slow to these new ideas as they have been hunters within the jungle for years and the thought of fishing for food instead of feasting on it's flesh after killing it is strange (1/4 turns till basic fishing developed {0.5+ food per turn}). The wood seems to be too green, and the axes they are using too simple. (third action failure)

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ef434f No.9387

>>9226

the idea of a spiral slide is simple, but the construction will take a while. You could speed it up by buying or finding the appropriate resources of metal and wood. (1/8 turns till spiral slide {+2 wealth per turn} is built.)

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ef434f No.9389

>>9231

>Population- 3

>Food- 4

>Happiness- 4

>Resources- none

>Wealth- 1 (circus funding)

Military- (Explain how your units fight and what they consist of)

>Attack- 1

>Defense- 0

>Special Units- Perpentach: +10 to all stealth and attack rolls when Prepentach is assisting.

>Bonuses- Nomadic: Moving has no effect on them, they have a small base that can move at will. Entertaining: Other countries are more open and accepting of them, +10 diplomacy when they preform a show for the ones their making the check towards.

>Negatives- Insane: Prepentach takes offense very easily and will start a war at the drop of the hat, this is more of a roleplay thing but I expect you to enforce that if he or his family/nation is insulted he will take great offense to it and try and retaliate.

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ef434f No.9390

>>9265

Weaponry research is continuing, but after the initial burst of energy the tribe has slowed down. A few dud weapons have been created, and the creators killed. (3/5 turns for more advanced weaponry)

>>9266

Rock bending is going better, and your people are now able to maneuver the sands to their will to some extent (2/4). While you are all very excited by the strange things on the edge of the desert, many of them are tough and you are not used to the material and are unable to collect any of it (failed roll). After concentrating very hard for a few days, the elementals give up and begin to realize that simply willing the wood on the trees to light will not work. They have to understand magic before they can control it (failed roll/no magic research)

>>9267

Famished peasants work day in and day out for on the new spiral slide, and it's completed after a bit more time (+2 wealth permanent or until spiral slide is destroyed). And with the new incentive the farmers work much faster than they did before, and should be done sooner than expected (5/8)

>>9273

The Engineers of the kingdom use the ancient blueprints of forgotten ages to begin work on the boats and it's going very well (1/3 turns til exploration boat) Work continues slowly on the mages college (2/10). There are some mix-ups during the moving of the refugees, and bandits show up randomly to try and steal what they can. (failed roll, 1/2 turns)

>>9276

Brewery work continues (2/5) Troops rush towards the cave and set up defenses (+20 to the first defensive underground roll)

Will update more tomorrow. Please don't post new actions until everyone has been updated.

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ef434f No.9407

Dice rollRolled 7, 25, 80 = 112 (3d100)

>>9390

>Name: The kingdom of Darushold

>Fluff: Darushold was once a dwarven free hold within the dwarven empire. The empire fell a long time ago and the dwarves spent many a year coming to terms with it. In that time Darushold was becoming a self sustaining city state. With the empire fallen it's protection gone Darushold must make it's own place in the world. Fight off the monsters of the deep, protect it's gates from invaders, and dig deeper and greedily. Strike the Earth!

>Color: Blue

>Location: Near the mountainous (or I would assume) cold lands to the south.

Don't fill this out, will be decided by NM and fluff.

>Population: 4

>Food: 2, 3 ale

>Happiness: 6

>Resources: Mine- for every round spent increasing the mine, the output of wealth increases. At the beginning you get 1 wealth per round.

>Wealth: 0

>Military- Siegewall (Dwarves with tower shields, short swords, crossbow, and heavy armor. They mainly just defend in case of sieges from outside forces or stray monsters.)

>Attack: 0

>Defense: 3

>Special Units:

>Bonuses: Ale- As long as you have ale, your civilization keeps the happiness at 6. You can produce more ale to increase the happiness of your civ to get more bonuses (8 gets the first bonus, and then they increase by one bonus for every 2 more happiness, 8,10,12,14 so on and so forth)

>Negatives: Drunks- If ale ever reaches 0, the entire civ only gets one action per turn.

defenses (+20 to the first defensive underground roll)

1-3. Brewery 2/5

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