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After a short hiatus, the Forgotten Colonies are back!
>>
[Ugh]
Jihadists strong [2.4x {-2 food/turn]! Food looked for [2/4]. Ugh expand. Kill ruins [+4 hex].

[OGT]
Barracks aren't finished, and neither are plantations. However, a large trade route to the Warhost is established [Trade Route {Warhost} +4 currency/turn], and ships are built [Shipbuilding I]!

[Sanar]
The cavalry woman is sent to the lands of Ariak [Arrival next turn], and the explorer corp nears completion of further training [4/6]. More wood is found [+5 wood]... however, the headquarters burns down [Progress@0].

[Niron]
The trade route is established [Trade Route {OGT} +4 currency/turn], and crafting with obsidian is learned by the craftsmen [Obsidianworking I]. Better rafts are in progress [5/6], though there's no dockyard progress.

[Warhost]
The march begins, and the Warhost claims more eastern land [+4 hex]! A new ley-node is nearly dug up [2/4].

[Madness]
The Kingdom takes the ruin [+1 hex; +1 tech point/turn]! The Ruin Guardians nearly complete their training [4/5], though still no farms are grown.

[Blatrek]
Further shielding is researched [3/6], and though no Thrall Knights are trained at first, some soon step up [1.8x {-1 ley-power/turn}]. Thrall-herding is improved [Thrall-herding III; +2 pop/turn]!

[Kemet]
The trade dock is halfway complete [2/4], and the mill is done [Mill I; +2 food/turn]. A footsoldier undergoes training [1/3], and the recruiter's office is nearly open for business [3/4].

[Artemisia]
Stealth work completes [Stealth III], as well as poisons [Poison III]. Bowstrings are nearly ready [7/8], and the trade route is expanded [+2 currency/turn].

[Huh]
>You have another turn until your army arrives
>Food consumption should be -4/turn, not -2 (Kessek cost 1 each)
Archers are trained! [x2 1.8x {-1 currency/food//turn}]!

[Volden]
A fight breaks out among the trainees. Suddenly, no more trainees [-5 pop]. The archers are too wary after the fight to train, but expansion efforts start [1/2].
>>
>>48831391
[Ariak]
The armies are sent north! No ship construction, but a new town is built [+2 pop/turn]! Magic research is nearly complete [4/5

[Dominion]
The Dominion expands south [+5 hex], and west [+5 hex]! A ley-node is nearly fully uncovered [3/4], and Astral communion magic is ready. Enchanting is improved [Enchanting II], and the Fishing Village is ready [Fishing Village I; +2 food/turn], and the market is also finished [Marketplace I; +2 currency/turn]. Wood is found [Wood: 5]!

[Kedesh]
A wood source is found [+5 wood], and the farms are nearly expanded [5/6]. Metallurgy is improved slightly [2/4].
>>
Rolled 28, 1, 44 = 73 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 22 (+2/turn)
Food: 23(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 0 (+4 /turn)(-6 military)
Currency: 1 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1. "Keep expanding you goblins! MARCH! "
Expand East toward the tech point

[Infantry I]
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.

2-3. "Get that Ley Node UP! We're out of time!"

The Goblin Engineers and captains were nervous, power stores were empty and they had but one last chance to get a new supply up and runnning.

But come hell or high water they'd get it up.

New Leynode 2/4

[Necromancy II]
>>
Rolled 32, 72, 62, 68 = 234 (4d100)

>>48831391
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 32 (+2/turn)
Food: 70 (+4/turn)
Currency: 45 (+11/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
{OGT} +4/turn
Tech: [Infantry I] [Raftbuilding II] [Coralworking I] [Obsidianworking I]
Magic: [Astral I]
Resources:
Ley-Power: 31 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 11 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 2 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Set up a trade route with the Blatrek
2. Continue researching better rafts. 5/6
3. Begin building the dockyard.
+Raft Building II
4. We need a place for the learned to come together and share ideas to better increase research. Begin building a University.
+Raft Building II
>>
Rolled 29, 20, 92, 15 = 156 (4d100)

>>48831379

[Sanar]
Settlements: Midaho'an
Territory: 31
Pop: 34 (+2/turn)
Food: 34 (+2/turn)
Currency: 27 (+4/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. Claim more land. [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]

2. Develop new way to keep our explorer in the field longer. [Explorer corp II 4/6]

3. With the destruction of the Explorer headquarter the Duchess has came up with a grander design. We will need a ley node for it though. [Find/Create a ley node]

4. With the change of plans, we will need better material for what will be the greatest work of art know to centaukind. [Build a marble Quarry]
>>
Rolled 23, 69, 85, 33 = 210 (4d100)

I'm now just very, very confused about all talks about taking over Artilia

>>48831379
1. Build trade dock 2/4
2. Train most basic infantry unit 1/3
[Barracks I], [Infantry II]
3. Build army recruiter 3/4
4. Train most basic infantry unit, , I want to use Pharaoh's Will on training
[Barracks I], [Infantry II]

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
42
>Pop
32 (+2/t)
>Food
35 (+6/t)
>Gold
5 (+1/t)
>Tech points
4 (+1/t)
Defenses (Capital): 1
>Military units
4x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 10 (+1/turn)
Ore: 18 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms [1/4]
>>
>>48831677
I also want to add 2 gold to trade dock (first die)
>>
>>48831677
I believe there was some miscommunication, sorry. They are gone, you don't get to take them over.
>>
Rolled 50, 94, 82, 30, 55, 44, 62, 42 = 459 (8d100)

>>48831379
[Western Tribes]
Pop: 39 (+2/turn)
Food: 45 (+4/turn) (-1/turn)
Currency: 23 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 food/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication II][Infantry I][Animal Studies II][Training I][Cavalry I][Oral Traditions I][Tribal Tactics I]
Resources:
[Ratlizards {Pack}: 3 (+1/turn)]
Progress:
Tribal Weaponry - [3/4]
Beast Hunt - [2/5]
Tribal Arena - [5/20]
Animal Studies III - [1/8]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1-2) We have many foes that march towards us, we must ensure that even if we fall this day that our legacy will live on, evacuate all the women, children and men untrained or unable to fight (Begin constructing a town to the south, as far from the opposing forces as possible)
3-4) We are eager, eager to defend our home and people from the mutants and orcs, from the vile beings that seek to sully this land (Begin training Tribesmen)
>[Infantry I]
>[Training I]
>[Tribal Tactics I]
5-6) But while we are many, we are still fractured in purpose, many incapable of working together. If we are to survive this must change, all that are able can and will join this fight (Begin training Tribesmen)
>[Infantry I]
>[Training I]
>[Tribal Tactics I]
7-8) If this is to be our last stand, then I must join the fight, but first I must find the appropriate beast. Many of the tribal legends speak of a mighty beast that dwells here, send scouts to find it in the hope that it can help us win this battle (begin searching for a legendary beast, one of immense power)
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]
>>
Rolled 53, 58, 70, 2 = 183 (4d100)

>>48831391
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 59 (+4/turn)
Food: 63 (+7/turn)(-2/turn)
Currency: 25 (+7/turn)(-2/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth III][Poison III][Archery III][Silken Bowstrings© II](7/8)[Agriculture I; +2 food/turn]
Magic : [Illusion I]
Resources: [ley-power 28, +2 /turn][4 Metal]
Land: 27
Tech Points 2 +1/turn
Trade Routes: Kemet +3 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage

1. Finish up our work on silk string bows. We've nearly finished it (7/8)
+Archery III

2.We've made headyway since the Hunter cadres were introduced. Retrain and rearm them.
+[Stealth III]
+[Poison III]
+[Archery III]
+[Silken Bowstrings© II]
+Hunter's den I

3. Begin equipping and training a third Hunter's Cadre.
+[Stealth III]
+[Poison III]
+[Archery III]
+[Silken Bowstrings© II]
+Hunter's den I

4.Research better Hunting techniques to bring new food in.
>>
>>48831710
Well it sucks. I attacked them only to get nothing out of it. I wouldn't even bother if I knew.
Does it means Kingdom of Madness no longer conducts trade with Artilia too?
>>
Room for another?
>>
>>48831826
No they do not.
>>
>>48831775
One of the Artemisian Scouts notices a birdman entering their lands from the east, wearing the fur clothing of the Western Tribes. The birdman speaks out to any who can hear him, not noticing the scout in its concealment. "We come to seek assistance. I wish to speak to your leader."

>>48831677
From the north, one of the Kemet lookouts notices a human wearing fur and leather. Nearly dead from dehydration, he keeps muttering something about invading armies and seeking military assistance.
>>
>>48831902
Fuck off Kurtz, no parachute for you this time. If you are dead, stay dead.
>>
>>48831960
You're confusing me for another shitposter anon
>>
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Rolled 14, 1, 38, 69 = 122 (4d100)

>>48831391
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 36
Pop: 38 (+2/turn)
Food: 38 (+2/turn)(+4 income, -2 expenses)
Currency: 44 (+2/turn)(+4 income, -2 expenses)
Tech Points: 10 (+2/turn)
Structures: [Government Building], [Lab I], [Farm I; +2 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

Artilia has fallen, and with is so has our trade. Let's hope for a brighter future.

1) Fortify the second ruin, once it's secured we can look ahead to greater things
2) Train more Ruin Guardians, we will not lose these ruins! [4/5]
-Techs: [Infantry II][Shapeshifting III]
3-4) More farms, make our capital the breadbasket of the region![1/4]
>>
>>48831951
An Arachne skitters forward some time later. "You wished to speak with a leader birdman, yes?"
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblin's new God who is believed to have created the old tech that the goblins worshipped.
Pop: 60 (+4/turn)
Food: 62 (+5/turn)
Currency: 31 (+2/turn)
Territory: 28
Tech: 5 [+1 tech point/turn]
Defenses (Capital): 1
Military:
Structures: [Farm l; +1 food/turn]
Tech: [Religion II][Infantry I] [Forging l] [Ancient Farming Device l@; +1 food/turn]
Resources: (2 Wood)
>>
Rolled 86, 73, 47, 25, 83, 36, 58, 63, 70, 37, 16, 74 = 668 (12d100)

Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.

Progress:
[The Grand Church] 9/20

1-12) Get so many gobbos on da great church for his name. For da big metal gobbo!!!
[build wonder(The Grand Church
>>
>>48832264
"Yes, I come from the united groups of tribes to your east. We are soon to be under attack from three invading armies and are seeking any assistance your people can offer, for which we will repay you when we can"
>>
>>48832471
We are in fairly poor shape to combat any army. However, IF we can train our hunters into a fighting force in time, we will aid you. In consideration for several of you rather intriguing technologies and supplies.
>>
>>48832471
>OOC:
>Is it alright to "be aware" of armies from other nations making a move to attack? (especially since Warhost and Huh are much further away than OGT)
>Asking for the purpose of gameplay and dialogue ostesibly
>>
Rolled 73, 21, 82, 34 = 210 (4d100)

[Ariak]
Pop: 42 (+4/turn)
Food: 53 (+4/turn)
Currency: 18 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 27
Owned territory: 20
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I][Taxes I][Tactics I]
Resources: Magic: 16 (+2/turn) Ore: 17 (+2/turn) Stone: 4 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Elemental Magic I 4/5

2. Recruit Green Drake Knights
Power
[Dragonriders], [Tourney Field I], [Laws III][Cavalry I][Dragon Steel I©][Armor I][Tactics I]
Construction
[Dragon Steel© Smithy I]
Cost
[Feudalism I]

3. Ship Construction 2/4

4. Tourney Field II
[Laws III]
>>
>>48833028
+4 ore to roll 2 to make it a success.
>>
>>48831775
spend 6 currency on action 3
>>
Rolled 41, 63, 16 = 120 (3d100)

>>48831391
Volden
Territory: 19
Pop: 22 (+2/turn)
Food: 44 (+4/turn) (3)
Currency: 9 (+4/turn) (3)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II] [Marketplace]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 9 +1/t]
[Ore 14 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Recruit some more tribesmen with our newly acquired javelins [2/4]
+Infantry ll
+Metallurgy l
2. Hire some Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot. [2/4]
+Backwards
+Infantry ll
+Archery
3. We must expand into our ancestral homelands to the east and retake those ruins [1/2]
>>
Rolled 87, 45, 51 = 183 (3d100)

>>48831391

[The Huh]
Pop: 31 (+2/turn)
Food: 38 (-6/turn)
Currency: 33 (-4/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Kessek [1.6x] (-1 currency/food/turn)
-2 Black Archers [x1.8] (-1 currency/food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 15 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Huh. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1.
-Junk (Ship) [1x] (-1 currency/turn)
-Black Archers [x1.8] (-1 currency/food/turn)
-Black Archers [x1.8] (-1 currency/food/turn)
Attacking the Warhost with the Navy, separate from the main horde.
2.
-Wood (1)
-[Archery II]
-[Siege Weapons I]
-[Technological Affinity]
Build a Carroballista.
3.
-Wood (1)
-[Archery II]
-[Siege Weapons I]
-[Technological Affinity]
Build another Carroballista.
>>
>>48831960

I'm still here.
>>
>>48833776
Nice landships you got there .
>>
>>48833832
>Attacking the Warhost with the Navy, separate from the main horde.

Lol, Yeah kurtz is about as retarded as it gets.
>>
>>48831985
There's plenty, especially in the south.
>>
General Schwartz arrives in Blatrek along with some Vampire lietenants. Raising his right arm in salute, he speaks plainly.

"Hail the Wizard!

We wish to speak to the government of Blatrek. The Warhost is in dire need of Mana, and we seek to make exchanges to Blatrek for it."
>>
File: Diplomat Valcan.jpg (202 KB, 889x1200)
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>>48833970
The look of disgust is more than easily seen upon Valcan's face. The though to pureblood serving some lesser creature was truly replusive, however he had duties to attend and would try to remain cordial.

"The King would agree to send you Mana in exchange for any magical secrets your "Master" has found."
>>
File: doors1_player.jpg (158 KB, 698x840)
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>>48834047
"Necromantic lore and runes, to aid in the summoning of the undead. We will offer their knowledge for 9 units of Mana."
>>
File: BloodCrystal.jpg (69 KB, 1200x1200)
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>>48834170
"We will trade 8 units of mana and no more."
>>
>>48834267
The General said nothing, but gave a nod. Even nations haggled.

"We will deliver the lorebooks next season, and we expect the mana crystals the same."
>>
File: the-host.png (1.58 MB, 1024x768)
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Rolled 1, 88, 75, 45 = 209 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 28 (+2/turn)
Food: 37(+4/turn) {+4-2-1-2+4-2}
Currency: 10 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
+ 1 Ugh Jihadists [2.4x] [-2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. KILL RUINS RUINS MUST DIE [Expand]
2. Food good. Ugh need food. [Food: 2/4]
3. MORE JIHAD UGH CRUSH ENEMY [Train: Jihadists]
4. The Ugh appear to be practicing for sustained warfare against invaders. [Ugh Jihad: Guerilla Warfare]
>>
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Rolled 27, 44, 11, 18 = 100 (4d100)

>>48831391
[Blatrek]
Pop: 39 (+2/turn)
Thralls: 38 (+8/turn)
Currency: 18 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding III]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 32 +9/turn
Tech Point: 2 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Begin our invasion of [Volden]
2.Create [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
3. Create more [Thrall Knights]
+[Infantry I]
+[Regeneration I]
+[Blood Shielding I]
+[Flight I]
+[Knight Academy II]
4. Send 8 Mana to the [Warhost]
>>
>>48835416
[Edible Workforce] and 18 Currency on 2
>>
Rolled 23, 54, 13, 25 = 115 (4d100)

>>48831391
[OGT]
Territory:23
Pop: 39 (+2/turn)
Food: 48 (-1/turn)
Currency: 11 (+1/turn)
Defenses (Capital): 1
Military:
2x Orc raid leader [2x {-2 currency/food//turn}]
5x Orc Raiders [1.8x {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2 bonus] [Raiding II][Science I] [Shipbuilding I]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:+5 stone
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
{Warhost} +4 currency/turn
unfinished:shipbuilding I 3/5, lumbermill 1/???

1. Finish the barracks II 5/6. Our troops demand better accomadations and upgrading the barracks will allow us to train more as well.
[slavery I]
2. Upgrade the plantation to II. Our current food surplus must be maintained.
[slavery I] [Plantations© I +2 bonus]
3. Continue upgrading Raiding to III 1/???
[Science I][Tech Dependence]

>[Niron]
>The trade route is established [Trade Route {OGT} +4 currency/turn]
I hope this means you sent alot of people to trade =)
4. Capture the Niron traders sent to the OGT. Torture them to find the location of their homeland. Confiscate anything they came to trade with. And finally any survivors will be enslaved and put to work.
2x Orc Raiders [1.8x]
[slavery I]
[Raiding II]
>>
>>48835715
2 currency spent on action 1
>>
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>>48835212
>>
Rolled 8, 4, 7, 8, 8, 10 = 45 (6d10)

>>48831738
The OGT orcs present themselves in front of the tribes. We are delegates of the troll king. We have been ordered to give you a chance to surrender and become our vassals. You will not be enslaved and will be allowed maintain your own forces. You need only pay tribute to the troll king and come to war when called upon. In return we will shelter you from external threats and help your society grow where we can.


---------------------------------
In case he doesn't surrender wheelie here are my combat rolls to raid and enslave.

Orc raid leader [2x {-2 currency/food//turn}]
Orc raid leader [2x {-2 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
>>
>>48835915
Just to be clear wheelie if he hasn't surrendered by the time you are processing turn they are ordered to attack.
>>
bump
>>
>>48831902
If you're still around, be my guest :^)
>>
>>48835915
We will surrender, but only under the condition that you cease expanding and destrying the western plains, these lands are sacred to us and the though of them being pillaged and ruined further is worse than death.
>>
>>48838376
Forgot Name and trip
>>
[Warhost]
Expansion east begins [1/2], and the ley-node is dug up! Unfortunately, the War Wizard overloads it with his power, and it explodes [-5 pop].

[Niron]
The trade route with Blatrek is made [Trade Route {Blatrek}; +1 currency/turn], and better rafts are had [Raftbuilding II]. A dockyard begins [-1 wood; 2/4], as well as a university [-1 coral; 2/4].

[Sanar]
Expansion efforts begin [1/3], though training the explorers stalls. A ley node is found [+2 ley-power/turn], though no suitable location for the quarry is found.

[Kemet]
The trade dock is nearly complete [3/4], and some footmen are trained [1.4x {-1 food/currency//turn}]. The army recruiter opens up shop [Recruiter I], and another footmen brigade begins training [2/3].

[Western Tribes]
The town is quickly built in the face of the crisis [+2 pop/turn], and more tribesmen are trained [1.4x {-1 food/currency//turn}]. Still more undergo training [2/3], and the search for one of the bigger creatures that inhabit Nibiru begins [2/15].

[Artemisia]
Work on the bowstrings finishes [Silken Bowstrings III], and rearming begins [2/4]. A third Hunter group is on the way [3/4], but no hunting gets done.

[Madness]
No fortification happens, and the Ruin Guardians are sent deep into the island's oasis to complete their training. They don't come back [-5 pop; Progress@0]. However, farms are finally up and running [+2 food/turn]!

[Holy Order]
Much progress is made on the Grand Church [16/20]!

[Ariak]
Magic research completes [Elemental Magic I], and there is a small recruitment effort [1/4], and ships are built [Ships I]. The Tourney field undergoes its improvements [1/6].

[Volden]
Recruitment is nearly complete [3/4], and the archers are ready for battle [1.6x {-1 food/currency/turn}]. Still no progress expanding.

[Huh]
The Junk brings the Black Archers around, separate from the main horde. Two Carrobalistae are in the works [2/4 each].
>>
File: Nibiru2.png (750 KB, 3000x2500)
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>>48838402
[Ugh]
Ruins must die [+6 hex]! Food almost gotten [3/4]. No Jihadists. Guerrila warfare almost done [3/4].


[Blatrek]
The army moves northeast. Thrall knights are trained [1.8x {-1 ley-power/turn}], though no extras come forward. The mana is sent to the Warhost.

[OGT]
Barracks upgrades complete [Barracks II], and the plantation undergoes improvements [2/6]. No raiding improvements [1/8]. The traders are captured, and the torture begins [1/5].
>>
Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 24 (+2/turn)
Food: 25(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 6 (+4 /turn)(-6 military)
Currency: 2 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

Stat Post
>>
File: Nibiru2.png (750 KB, 3000x2500)
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The Western Tribes have surrendered to the might of the OGT, and became their vassal. They share the OGT's stats, and keep their 'Beastmaster' eccentricity. Also, they get 2 dice.
>>
>>48838417
What're the rules?
>>
>>48838534
Here ya go http://pastebin.com/8Hhj3cZi
You'll be a bit behind though, since you've missed so many turns. You can make some up, but not all of them.
>>
Rolled 68, 60, 33, 98 = 259 (4d100)

>>48838402
[Blatrek]
Pop: 41 (+2/turn)
Thralls: 42 (+8/turn)
Currency: 6 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding III]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 27 +9/turn
Tech Point: 3 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Shiedling II] 3/6
2. Research [Thrall-Herding IV]
3. Expand Towards [Volden]
4. Add the [Niron] traders to the thrall herds and loot their trade ships
>>
>>48838647
Add 3 tech points and [Edible Workforce] to action 2
>>
File: Carnage Knight.gif (117 KB, 500x375)
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Rolled 10, 9, 7, 1 = 27 (4d10)

>>48838647
The forces of Blatrek will fall upon the Volden in the night spreading terror among the populace and warriors alike!

[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
--Magics/Tech--
[Blood III]
[Blood Shielding I]
[Flight I]
[Regeneration I]
[Infantry I]
>>
[UGH STUPID]: Due to the Ugh's stupidity, rolls are reversed. However, nat 100s are extremely catastrophic to the Ugh psyche.
>>
>>48838707
Disregard. It takes 2 turns for one's army to move, scrub.
>>
>>48838707
:3 Wrong turn
>>
Rolled 91, 39, 26, 70 = 226 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 30 (+2/turn)
Food: 39(+2/turn) {+4-2-1-2+4-2}
Currency: 10 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
+ 1 Ugh Jihadists [2.4x] [-2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.
[UGH STUPID]: Due to the Ugh's stupidity, rolls are reversed. However, nat 100s are extremely catastrophic to the Ugh psyche.

---------------
--Actions---
---------------
1. The Ugh chants aren't very good, frankly. They don't even rhyme. Needless to say they keep expanding toward the ruins. [Expand]
2. Food. Always more food. Is good. For stuffs. [Food: 3/4]
3. The Ugh look like they're building a rather large temple dedicated to war against technology and the "too smart" on top of the ruins. [Mega Project: The Butlerian Temple]
4. The Ugh continue working on what can politely [Ugh Jihad: Guerilugh Warfare] [3/4]
>>
>>48835212
In Soviet Ugh, ruins kill you
>>
Rolled 59, 14, 58, 28 = 159 (4d100)

>>48838402
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 34 (+2/turn)
Food: 74 (+4/turn)
Currency: 53 (+7/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding III] [Coralworking I] [Obsidianworking I]
Magic: [Astral I]
Resources:
Ley-Power: 33 (+2/turn)
Driftwood: 4
Coral: 4
Wood: 12 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 3 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue building a Dockyard. 2/4
+Raftbuilding III
2. Continue building the University. 2/4
+Raftbuilding III
3. Begin researching siege weaponry.
4. Begin researching magic that will allow us to change the properties of materials. Research transmutation magic!
>>
Rolled 100, 23, 83, 15 = 221 (4d100)

[Ariak]
Pop: 46 (+4/turn)
Food: 57 (+4/turn)
Currency: 24 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 27
Owned territory: 20
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I][Taxes I][Tactics I]
Resources: Magic: 18 (+2/turn) Ore: 15 (+2/turn) Stone: 6 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Expand onto the southern island with the ruins 1/2

2. Recruit Green Drake Knights 1/4
Power
[Dragonriders], [Tourney Field I], [Laws III][Cavalry I][Dragon Steel I©][Armor I][Tactics I]
Construction
[Dragon Steel© Smithy I]
Cost
[Feudalism I]

3. Wyvern Breeding
+[Dragonriders]

4. Tourney Field II 1/6
[Laws III]
>>
>>48838826
Spending 3 tech points and 2 currency on action 3 to boost it to 90.
Tech points: 0
Currency: 51
>>
Rolled 76, 76, 72, 90 = 314 (4d100)

>>48838417
[Sanar]
Settlements: Midaho'an
Territory: 31
Pop: 36 (+2/turn)
Food: 36 (+2/turn)
Currency: 31 (+4/turn)
Structures: Government Building[Warehouse I][Ley node: +2 mana/turn]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4][Ley Power: 2]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. Finish that expansion, grab a piece of coastline. [Expansion 1/3]
[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2. Keep developing new way to keep our explorer in the field. [Explorer corp 4/6]
3. Now that we have a magic source for our wonder we will begin discover the magic we want to weave into it. [Research scrying magic]
4. Build that Marble quarry.
[Logistics I]
>>
Rolled 12, 98, 100, 73 = 283 (4d100)

>>48838402
1. Develop tactics, I want to use Pharaoh's Will and 3 tech points on development
[Barracks I], [Infantry II], [Army Recruiter I]
2. Develop hardening, I want to add 20 ore and 1 tech point on development
[Copper Mine I], [Forge I], [Blacksmith I], [Melee Weapons I]
3. Build trade dock 3/4
4. Train most basic infantry unit 2/3
[Barracks I], [Infantry II], [Army Recruiter I]


Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
35
>Pop
34 (+2/t)
>Food
41 (+6/t)
>Gold
3 (+0/t)
>Tech points
5 (+1/t)
Defenses (Capital): 1
>Military units
5x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I], [Army Recruiter I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 11 (+1/turn)
Ore: 20 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms (maybe) [1/4]
>>
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>>48833874
Oi! You dere. Oo' da Zog is you'z and waddaya want. Iz you friend er foe?

>>48833776
Da same goes fer you lot. You'z be mutants, but you'z ain't our mutants.

Dis is OGT land now, deyz da friend o' da WARHOST. If you'z not a friend den you'z an enemy!
>>
>>48838885
>OOC: This is presuming both armies have met in generally around former Western Tribes territories
>>
>>48838883
Well I'll be damned - I couldn't build those docks for so long, now 100
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblin's new God who is believed to have created the old tech that the goblins worshipped.
Pop: 64 (+4/turn)
Food: 67 (+5/turn)
Currency: 33 (+2/turn)
Territory: 28
Tech: 6 [+1 tech point/turn]
Defenses (Capital): 1
Military:
Structures: [Farm l; +1 food/turn]
Tech: [Religion II][Infantry I] [Forging l] [Ancient Farming Device l@; +1 food/turn]
Resources: (2 Wood)
>>
>>48838854
+2 ore on roll 2
+6 stone, +2 currency on roll 4. It with the +2 bonus from law will make it a 25.
>>
>>48838402
>Nation Name: The Throne
>Race: Men of ceramic, flesh and metal.
>Color: Crimson
>Fluff: Thousands of years ago, one great obelisk was torn from its place and crashed into this world. For thousands of years it laid there, dormant, until something stirred within. The massive structure whirred into life, with creatures that have slumbered within rising once more. They poured out from its base, ready to fulfill the tasks laid out for them by their Queen. They restored the obelisk to its glory with an almost religious reverence and began building a settlement around it, going in a circle with streets emanating from the central plaza and the obelisk itself. This settlement slowly expanded, turning from a camp to a village, from a village to a town, from a town to a city, from a city to a metropolis. Indeed, this is the task laid out for these servitors of the Queen-obelisk; turn the world around it into its throne, never stopping until it has consumed the entire planet.

>Settlements: Throne
>Territory: 7
>Population: ?
>Currency: ?
>Structures: The Queen (Government Building)
>Defenses: ?
>Military: ?
>Tech: ?
>Resources: ?
>Eccentricities: ?
>>
Rolled 66, 82 = 148 (2d100)

>>48838472
[Western Tribes]
Military:
-Tribesfolk [1.2x {-1 food/currency//turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
-Tribesmen [1.4x {-1 food/currency//turn}].
Eccentricities:
Progress:
Beast Hunt - [2/5]
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) The great beast, the monster of legend, we are so close to finding him, awakening him, taming him. [2/15]
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]
2) The tribesmen are nearly trained, nearly ready to fight whatever foes they are required to. [2/3]
>[Infantry I]
>[Training I]
>[Tribal Tactics I]
>>
Rolled 98, 31, 95, 2 = 226 (4d100)

Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.

Progress:
[The Grand Church] 16/20

1-4) wez are close to finishing da big grand Church, continue to send all da gobbos to finish it off
[build wonder(The Grand Church)]
>>
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Rolled 9, 35, 12, 54 = 110 (4d100)

>>48838402
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 36
Pop: 35 (+2/turn)
Food: 42 (+4/turn)(+6 income, -2 expenses)
Currency: 46 (+2/turn)(+4 income, -2 expenses)
Tech Points: 10 (+2/turn)(-2/turn due to research)
Structures: [Government Building], [Lab I], [Farms II; +4 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Fortify the second ruin, once it's secured we can look ahead to greater things
2) Train more Ruin Guardians, we will not lose these ruins! [0/5]
-Techs: [Infantry II][Shapeshifting III]
3) We must find what happened to the troops that trained in the Oasis, send our current units to investigate.
-Units: Ruin Guardian [2x {-2 food/currency//turn}]
4) We're forgetting what's important, and that's rediscovering the knowledge that our ancestors possessed. Using the ruins we will rediscover their methods.
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
-Spending: 2 Tech Points
>>
Rolled 18, 89, 44, 13 = 164 (4d100)

>>48838402
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 63 (+4/turn)
Food: 68 (+7/turn)(-2/turn)
Currency: 24 (+7/turn)(-2/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:2 [1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth III][Poison III][Archery III][Silken Bowstrings© III][Agriculture I; +2 food/turn]
Magic : [Illusion I]
Resources: [ley-power 30, +2 /turn][4 Metal]
Land: 27
Tech Points 3 +1/turn
Trade Routes: Kemet +3 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage

1. Persistence and patience is rewarded in a hunter, continue at it.

2.Continue the rearmament(2/4)
+[Stealth III]
+[Poison III]
+[Archery III]
+[Silken Bowstrings© III]
+Hunter's den I

3. Finish the creation of the last Cadre(3/4)
+[Stealth III]
+[Poison III]
+[Archery III]
+[Silken Bowstrings© III]
+Hunter's den I

4. Once the hunters are kited out, They move towards the tribe lands. Honorbound by their word. The Hunt begins.
>>
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>>48838883
>A messenger appears at the Kemet
We have come to realise that staying on poor terms with our only neighbour will only lead to our destruction. As such, we've come to discuss the terms for a non-aggression pact, or even an alliance if your Pharaoh is so generous.

Please accept this token tribute and grant us an audience.
>Offering 5 currency
>>
File: The_Huh_Approch.png (735 KB, 816x494)
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>>48838885

The riders of the Huh halted for a moment. Standing in front of them were creatures that looked...familiar. Their rations were running low, and they had been marching for months without rest; their leader, Genneg Khaahk, was on the ship back east, said to be partaking his own campaign.

The riders were too late, having been beaten to the punch by the orcs. They were hungry - by the time they found another target, they would have starved. Though they were itching, burning for a conflict, they were no fools, and many of them had been debating whether burning down the city they captured was the best course of action.

A rider barks at the orc in a guttural voice, its misshapen mouth leaking drool. Subtitles appeared before the eyes of all whom were listening, curiously translating the mutant's otherwise unintelligible language.

"Бид yдиpдaгч нь хoтыг шapaхын тyлд энд илгээcэн бaйнa ; Энэ хoт нь мaнaй тycлaмжтaйгaap ямap шaтcaн бaйнa , хapин бид үүний төлөө хapyyлaхын тyлд юy ч бaйх . Ta мyтaнт өөpийн дaхин дyнд бaйcaн гэж үү?" (We were sent here to burn a city for our leader; this city is burned without our help, yet we having nothing to show for it. You said mutants were among your fold?)
>>
>>48839057
I will post reply in about hour, don't worry, currently leaving for work
>>
>>48839117
I'm heading to bed so my reply will take a while as well. Just wanted to start negotiations before I forgot.
>>
>>48839090
"What da zog kind of talk is dat speech? GET DA TRANSLATUR"

In a little while, a humanoid figure in a gas mask arrived with a device in his hand, a relic of the old world, and listened to the riders.

He spoke, and as he did the riders heard it in their own language.

"We are the Soldiers of the Warhost and we follow our Fuhrer's command. We have marched with our allies the OGT to take and conquer these lands.

We have many mutants in the Warhost ranks, but this is the Warhosts decree. If you are not with us, then you are against us. There is a WAR going on, a WAR that will sweep this world, on who'se side do you mutants stand on?"
>>
File: Nibiru2.png (751 KB, 3000x2500)
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>>48838926
[The Throne]
Pop: 5 (+2/turn)
Food: 5 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Throne): 1
Military: None yet
Tech: Infantry II, Architecture II
Resources: None yet
Eccentricities:
[Builders]: The people of the Throne are excellent builders, building structures, even whole towns and cities, with ease. However, they can't abide the wilderness, and must build population centers quicker if they want to expand far.
[Heterogenous]: Three different peoples inhabit the lands of the Throne, each sturdier than the last. Military units may be constructed from each (Roll depending), with varying starting strengths depending on which they are.


3d100 actions, at first. Also, join the chat https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
I'll allow you 6 makeup turns. Have fun :^)
>>
>IRC
>Nations who get sent an army against know about that army coming (and therefore that nation)
>This may or may not actually alert nations to the existence of other nations beyond their normal line of sight

Wheelie to confirm or deny but that's what was said in the IRC
>>
>>48839325
I'll addendum this here- the second turn when the army is nearly there.
>>
File: Attilitta the Huh.png (159 KB, 301x257)
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Rolled 25, 62 = 87 (2d100)

>>48839198

A mutant with a neck as thick as a tree trunk stood out among the mounted marauders. "Бид дaйнд мaндтyгaй! энэ дэлхий дээp бүх coёл иpгэншил үнcэн нь шaтcaн хүpтэл Бидний мacтep, хэзээ ч дyycaхгүй бaйх нь дaйны aмлaлт өгcөн! Би "Attilitta ХӨХ" Би, тa өмнө нь хapж дaйчдын кoмaндлaгч! Бидний эpхэм зopилгo нь энэ нyтaг дэвcгэpт хoтыг ycтгaх явдaл бaйcaн бөгөөд тa aль хэдийн бидний төлөө үүнийг хийж бaйнa! Бидний хaнгaмж бaгa aжиллyyлж, бид бyцaж бaйcaн бoл, бид өлcөх бoлнo!

Би дaйнд aмьдapдaг, гэвч би тэнэг ямap ч билээ, мөн өлcгөлөн хaмгийн төгcгөл бaйж бoлoх юм. Энэ дaйн бoл тa хaйж бaйгaaг..." (We live for war! Our master gave promise of a war that would never end, until every civilization on earth was burned to cinder! I am "Attilitta the Huh", commander of the warriors you see before you! Our mission was to destroy the city within this territory, and you have already done it for us! Our supplies run low, and if we were to return, we would starve!

I live for war, yet I am no fool, and starvation would be a most pitiable end. If it is war that you seek...)

1+2.
-Currency (25)
-Food (30)
-Black Horses (15)
-Black Horseman [1.4x] (-2 food/turn)
-Kessek [1.6x] (-1 currency/food/turn)
-Kessek [1.6x] (-1 currency/food/turn)
-Battering Ram [1x] (-1 currency/turn)
-Battering Ram [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)
-[Archery II]
-[Infantry II]
-[Cavalry I]
-[Shipbuilding I]
-[Siege Weapons I]
The main horde splinters off from Genneg Khaahk's control, defecting to the War Wizard! (Add technologies, resources, units listed.)
>>
>>48839366

The raiders threw down their banners. "Бид тa нapтaй хaмт л хaйх ёcтoй! Maнaй хyyчин эзэн нь биднийг үхэх илгээх бoлнo, бac тэp ч бaйтyгaй бидний дyнд биш юм!" (We shall seek it with you! Our old master would send us to die, yet he is not even among us!)
>>
>>48838854
An orc from the ogt approaches your army with a white flag. Hailing for a diplomat.
>>
Rolled 64, 82, 54, 19, 23, 72 = 314 (6d100)

>>48831379
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 26 (+2/turn)
Food: 26 (+2/turn)
Currency: 12 (+1/turn)
Tech Points 5 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I][Quarry I; +2 stone/turn]
Military: 1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I]
Magic: [Enchanting II][Summoning II]
Ley-Power: 10(+2/turn)
Resources: [Ore 5][Stone 4][Wood 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Finish expansion of the farms [5/6][Slaves]

2+3: Continue to study Metallurgy [2/4][Spend 2 tech points,

4: Expand our borders to the east.

5+6: Improve our Enchanting techniques [Immaterial][Spend 3 tech points]
>>
>>48838854
Forgot to include [Ships I] in my tech allowing me to expand down there.

>>48838896
The Dragonarmies finally caught up to the main host of the Khaakh's horde as it rampaged north toward the Western Tribes. It had taken several months of hard riding and marching to do it, but joined by the centaur warrior women of the Duchy of Sanar the host of twelve thousand devout of Ariaka had arrived here to the walls. Before the Dragonhost could even be spotted, the points of their lances could be seen gleaning in the distance. Like an approaching star it moved, swiftly, ever forward; before it came to a pause several hundred feet from the Horde's encampment. The Dragon Emperor, mounted on a huge Black Drake twice the size of the largest war horse, moved to the front of the assembled host. Pacing to and fro across the line he addressed his commanders in turn.

"Duke Katarine, take the Black Knights left, and sweep the Chaos scum into the wall. Duke Veriak, take the Blue Knights right and press them beyond the farmland. Duke Puhtar will follow the Emperor's banner up the center in lance formation with the White Knights. Duke Matoi will take his Red Knights into the enemy camp and destroy it. Ariaka has decreed to me thus: no Chaos worshiper leaves this field alive. The cancer of Chaos must be purged from this world if the Dragon Queen is to give us our blessings. Forth, and fear not the taint of Chaos! Know you walk in the light of Law, know that the Dragon Queen shelters you in her wings!"

The Emperor lifted his lance, the dragon steel point alight with red fire that bathed the tip with a shocking bright light. With a voice far louder than what a man should be able to achieve he shouted, "Sound the horn! Tiichi Udoka! Ekess Vivex!"

"Ekess Vivex! Tiichi Udoka!" Came the reply shouted from twelve thousand throats. It was replaced now with the thunderous sound of heavy scaled claws slamming against dirt and rock alike.
>>
[Protip I'm not arriving this turn]
>>
Rolled 14 (1d100)

>>48838402

[The Huh]
Pop: 27 (-2/turn)
Food: 6 (-2/turn) -30
Currency: 5 (-3/turn) -25
Defenses: 0
Military:
-2 Black Archers [x1.8] (-1 currency/food/turn)
-Junk (Ship) [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I][Shipbuilding I]
Resources:
Black Horses: 1 (+1/turn)
Wood: 2
Stone: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Huh. But they sure excel at bringing them down.
[Technological Affinity]: The Huh love their technology. Also destroying it! But they hate anything magic.

1.
-[Archery II]
-[Siege Weapons I]
-Wood (1)
Attempt to complete a single carroballista before committing attack on Warhost with remaining loyalist forces. [2/4]
>>
Rolled 10, 8, 6 = 24 (3d10)

>>48839457
Huge scaled lizards with maws of razor teeth dripping acid, oozing fire, streaming puffs of frosty air, or trailing clouds of noxious gas came streaming down among horses barded in chain and scale plates, ridden on by humans and draconians alike. Behind these, blocks of infantry could be seen forming ranks and marching at double time down after the dust of the charging mounts. The riders, on the charge, formed into a tight wedge. The Emperor and his guard moved at the front of the force in a mix of Drakes and riders streaming the bronze and black of the Imperial Standard. Other riders, hundreds of houses with retainers garbed in a myriads of colors and devices followed suit behind the charging vanguard.

In such commotion, the splinter force of Red Drakes Kngiths would be easy to miss as they instead bolted toward the encamped horde with fire and dragon steel to carve the way.

Blue Drake Knights [2.4x {+5 owned hexes]
White Drake Knights [2.4x {5 owned hexes]
Black Drake Knights [3.6x {6 owned hexes]
>>
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Rolled 34, 88, 99 = 221 (3d100)

>>48838402

Volden
Territory: 19
Pop: 24 (+2/turn)
Food: 47 (+4/turn) (3)
Currency: 12 (+4/turn) (3)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
1 Archer Warband [1.6x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II] [Marketplace]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 10 +1/t]
[Ore 16 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Recruit some more tribesmen with our newly acquired javelins [3/4]
+Infantry ll
+Metallurgy l
2. Hire some more Raider archers, many of the tribes are wise in the ways of raiding, as it is our heritage, and we will continue to do so with our crack archers. These men take their pay hunted game and food, living to fight and loot.
+Backwards
+Infantry ll
+Archery l
3. We must hire some horsemen, as we have the horses, now we just need to mount the men on the horses
+Backwards
+Javelins l
+Archery l
>>
Rolled 20, 73, 83 = 176 (3d100)

>>48839204
>Nation Name: The Throne
>Race: Men of ceramic, flesh and metal.
>Color: Crimson
>Fluff: http://pastebin.com/aUu4SjXb

>Settlements: Throne
>Territory: 7
>Population: 5 (+2)
>Food 5 (+2)
>Currency: 5 (+2)
>Structures: The Queen (Government Building)
>Defenses: 1
>Military: N/A
>Tech: [Infantry II]; [Architecture II]
>Resources: N/A
>Eccentricities: [Builders]; [Heterogeneous]

FIRST TURN
1) Expand the city. The throne must grow larger.
2) Begin creation of a quarry; more stone is required for the construction efforts.
3) Mark a section of the city to be dedicated to garden space for feeding the populace.
>>
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Rolled 2 (1d10)

Duke Gerard uth Matio relished battle as much as any other Devouted of Ariaka. The only thing that loved it more was perhaps the drakkensteed Atro that pulsed and seethed under him with unrestrained bloodlust. His Knights - a small fifty in number in number and backed primarily by human and draconian foot soldiers - spilled into the Horde encampment, slaying all they found. Horse, livestock, man, woman, and child. None were spared from fire and steel.

Red Drake Knights [1.4x {+4 owned hexes}]
>>
>>48839411
The only ones left at the camp are retainers either too young to escort their liege into battle or rather unimportant, but the Emperor's steward is there to take a message. He does inform the diplomat that the Emperor left to purge the field of Chaos, and is not due back until the battle's conclusion.
>>
>>48839515
The troll general watches as the orc diplomat is utterly ignored by the drake army and they charge past into the horde that had surrendered to his new friend. A very foreboding sign. His own orders had been to eliminate the mutants and establish peace in the new vassal kingdom. But if this grand drake army was even unwilling to talk this was a very bad sign.

The troll was left with a choice. Continue as planned and help kill the horde potentially leaving a new enemy in the tribal lands at full strength. Or accept the hordes surrender to the WW and kill the drakes........
>>
Rolled 2, 3, 8, 2, 4, 2 = 21 (6d10)

>>48839515

https://www.youtube.com/watch?v=y6oXW_YiV6g

-Black Horseman [1.4x] (-2 food/turn)
-Kessek [1.6x] (-1 currency/food/turn)
-Kessek [1.6x] (-1 currency/food/turn)
-Battering Ram [1x] (-1 currency/turn)
-Battering Ram [1x] (-1 currency/turn)
-Carroballista [1.8x] (-1 currency/turn)

The deserters are all too happy to return fire, finally getting the conflict they were craving; the battering rams are left as fodder for the drakes as the Kessek waste no time snapping into action and raining a hail of fire on the enemy riders with their compound bows, the carroballistae sniping men off of their beasts. The horsemen attempt a counter-flank, breaking off from the main body.
>>
>>48839584
>>48839571
While the ork was being ignored by the empire staff, an armored centaur did receive him.
"While I'm not the emperor I think I can talk for the alliance in his place."
>>
>>48839519
spend 2 currency on roll 2 and 2 currency on roll 1 I shall take it out of my sheet next turn, also my food and currency income is at +2 ill fix that too
>>
>>48839587
https://www.youtube.com/watch?v=9gmZ4RJp5GQ
>>
>>48839635
The orc raises his eyebrow but he had orders to parley so parley he would.


We wish to know why you are on our (newly aquired) lands. And what your future intentions are here in the north. As we have never encountered you before now we are to assume you are far in the south. We came here to chase the mutants that scouted our nation but well, even now our army stands to the side confused to the developments here.
>>
>>48839770
Looking at the battlefield the Duchess sighted.
"We were tracking those mutant from down south where they massacred a whole city before putting it to the torch. As they were likely to do the same to us we sent an punitive expedition against them. They splintered and our over enthusiastic Leader decided to follow the largest group and here we are. As long as you are civilized I don't think the Emperor will want these lands, they are so far from our own after all."
A predatory smile can be seen as she finishes.
"You can tell your commander that as long as we aren't attacked we will leave as soon as every last one of these mutants are dead, you are free to help and I will second some of my coursers to you to coordinate with the empire if you wish. As for me and my troops we will have mutants to hunt."
>>
>>48839770
The elderly steward spoke slowly and in a funny sounding tongue full of hisses and barks but his common is decent enough.

"The Empire has come to this land to purge ir of Chaos. Those mutants being butchered on the field swore fealty to the Ruinous Powers of the Chaos Gods, and so we have come to destroy them. If these are your lands we apologize for trespassing, but those Todithari trespassed on ours first. As the lady says; they burned an entire city to the ground as a sacrifice to their Gods. They must be destroyed, no matter the cost."
>>
>>48839885
>>48839860
We really are in a tight position here. If you are able to guarantee you will leave our lands and go back home after these mutants are slaughtered and can sign an agreement swearing to your gods as such. Then I believe the problem will solve itself and our army will be free to wipe out the mutants as well just as we were originally ordered to do. We would also demand a NAP to secure both your people's and my own's safety.
>>
>>48839949
Correction the NAP needs to be with both the OGT and the warhost (the warhost has given me the power to negotiate on their behalf for now)
>>
>>48839949
"By the Law of Ariaka, Queen of Dragons and Protector of Civilization, we are here for the chaos scum and them alone. Once they are dead, we will leave. We have no interests this far north."
>>
>>48839963
A nearby Warhost General was on standby with direct orders from the Fuhrer to aid in the conduction of any negotiations and to report on his findings.
>>
>>48839949
The duchess removes her helmet
"While we do not have a god or gods, I swear on the ancestors. While I'm sure you still have doubts let me present you my eldest daughter. Her company will be your liaison for the duration of the battle. I'm sure it will be enough to appease your commander."
>>
>>48840012
>>48839973
The ork practically cries out in relief. Thinking he had been given an impossible task he feared the wrath of the troll general.

"And by the troll king's wisdom you have our vow of safe conduct and friendship. I have also been empowered to say so on behalf of the warhost as well."

>>48839978
Some quick signals are made to the warhost general to back off for now and that a diplomat would be sent to inform them of the development.


>>48840012
A hostage was a most interesting development. No one had ever really willingly just given one to the OGT before. This was an unprecedented act and the orc knew he was in line for large promotions and awards for the successful negotiations. The hostage is escorted as gently as possible back to the OGT camp where she is shown to the general's tent and told to make herself at home and not to worry that every OGT soldier here would die before harm befell her. Many questions would come later.
>>
Rolled 5, 3, 10, 3, 10, 9 = 40 (6d10)

The orcs gather together and send their might onto the battlefield helping to pin in and slay whatever is left of the Huh army after the glorious drake charge.

Orc raid leader [2x {-2 currency/food//turn}]
Orc raid leader [2x {-2 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.8 {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
>>
Rolled 5, 5 = 10 (2d10)

Fighting against horde was a hard thing to do, while they could be vanquised the losers would often scatter to the four winds and regroup later. While not as strong as the Empire Dragon knight what the Duchy troops excelled in was tracking and at that they knew nobody better than them. The centaurs of Sanar would see no mutant live another day.

2x [Centaur Woman] x2.2
>>
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>>48839366
The War Wizard turns to his crystal ball, the face of one of his generals upon it, then back upon the array of horsemen readying to charge.

From his vantage point on the walls of the former tribes, this he spoke in a great voice.

"Riders! Mutants!

The Warhost calls upon mutants and orcs willing to fight and die for the great WAR, the WAR that will sweep upon this world.

If you truly wish to fight in that WAR, prove your worth for it. My goblins are weak, yet each one of them is ready to shed their blood for me. Many of them now stand by me in my army. Show me that you are willing to do the same.

Out there an enemies attacks you from all sides. Ff you are truly worthy of my host then fight them! To the last man and horse! Shed your blood for me to the very last drop. If you do I shall return to raise you once more as my worthy soldiers in eternal life to wage eternal war, cleansed of your mutant flesh, and you will never fear for hunger again. I will show no favor upon those who run away. Now go and prove to me your worth!"

The War Wizard makes his decree, and climbs down the walls to return to his army as the riders ride off to battle.
>>
Rolled 15, 53, 96 = 164 (3d100)

>>48838458
>Free Action:
>Withdraw to Scorch 1
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}

1-2. Restore that Leyline immediately
[Necromancy II]

3. Trade Necromancy II to Blatrek

A book of ancient runes and their usage is given to Blatrek, showing them the necromantic lore learned by the Warhost.
>>
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>>48840208

The Huh were enveloped in bloodlust as they kept in glorious battle; though they did not understand the War Wizard's words, they needed not to, as the hunger for death and destruction had already overtaken them. Limbs flew off and skin sloughed off their wartorn forms as their malformed, ill-maintained bodies were breaking down from the stress of the strenuous conflict, yet their minds would not falter, and death truly was preferable to the unsatiatable hunger they would have felt otherwise. They lived, they'd die, and they'd live again!
>>
>>48840208
A single centaur stride up to the war wizard troops under a white banner handing out a roll of cloth and letter sealed in wax to the first soldier that stop her, before going back to the alliance camps.

The map is simple, no real detail but a several arrows and dot in what is the continent inner sea, the last one close to what would be the War Wizard territory.

The letter read as such.
"Huh splinters, their leader and one archer unit, propensity to burn down city and butcher civilians for food, do what you will."
>>
>>48840296
That was some spot on fluff props for that
>>
Rolled 81, 53, 88, 100, 95, 27, 84, 10 = 538 (8d100)

>>48831391
>>48838402

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 33 (+2/turn)
Food: 37 (+3/turn)
Currency: 41 (+4/turn)
Territory: 24
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Structures: [Fishing Village I; +2 food/turn],[Marketplace I; +2 currency/turn]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting II], Astral Communion
Resources:
Wood: 5
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

Ley-node 3/4

12 Ley-node 3/4. Uncover it finally, and begin construction of a Node Obelisk
34 Upgrade Fishing Village I to Fishing Town
56 Upgrade Marketplace I
78 Find more resources
>>
Rolled 98, 17, 26, 6 = 147 (4d100)

>>48838417
[OGT]
Territory:44
Pop: 80 (+2/turn)
Food: 96 (+3/turn)
Currency: 36 (+2/turn)
Defenses (Capital): 1
Military:
2x Orc raid leader [2x {-2 currency/food//turn}]
5x Orc Raiders [1.8x {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
>>Tech:
Research-[Animal Studies II][Science I]
Military- [Infantry II][Leadership I][Raiding II][Training I][Cavalry I][Tribal Tactics I]
Building-[Stonecarving I][Shipbuilding I]
Economic-[slavery I] [Plantations© I +2 bonus][Domestication II]
Cultural-[Oral Traditions I]
Buildings:[Barracks II]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:+5 stone
[Ratlizards {Pack}: 4 (+1/turn)]
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
{Warhost} +4 currency/turn
unfinished:shipbuilding II 3/5, lumbermill 1/???Tribal Weaponry - [3/4] Beast Hunt - [2/5] Tribal Arena - [5/20] Animal Studies III - [1/8]
Raiding III 1/7

1. Continue work on the Plantation 2/6
[slavery I] [Plantations© I +2 bonus]
2. Recognizing the need for more soldiers another group of raiders is raised. 0/2
[Barracks II]
[Infantry II][Raiding II]
3. The researchers are ordered to work on science II 2/5 immediately
4. Help was requested by the warhost. It seems much of their military was running on hope and dreams at this point. Send them 10food and [Raiding II]
>>
>>48840473
+4 gold to action 4
>>
>>48840458
+3 gold to action 6
>>
>>48840458
"A Dominion of plenty and prosperity where the fish grow fat, the wheat grows heartily and Men prosper."
>>
>>48839057
Finally got time to answer

The messanger is greeted by armed guards and single undead. The mummy appears to be vaguely female.
- Eternal Pharaoh Nefer Heb-ef, may he guide us forever, won't grant you his audience - She makes theatrical pause - I, High Priestess Heqet, will. If leaders of your nation wish to further insult Pharaoh, let them know royal army will crush them and dissolve their remains in water, while their lands will be razed and salted. Until no trace is left and they will be lost in annals of history, burried under desert sands. Speak your offer and be mindful your words may decide existence of you, your leaders and your country.
>>
bumpan
>>
bamp
>>
bump
>>
Bump
>>
Bump
>>
>>48840964
We are done with insults, we're here to talk trade an coexistence. It's clear you're the stronger nation in this area, and as so in exchange for trade and coexistence, our armies are at your Pharao's command, whenever he has need of them. Is this a satisfactory offer, or is all we have left to burn our lands in a last desperate stand against you?
>>
>>48845207
Priestess makes whizzing sound, which takes a while to recognise as laugh
- Pharaoh is not interested in your army. Pharaoh is interested in putting you under his sandal. List of all demands is handled here...
She makes gesture to one of servants and soon scroll made of papyrus is put on golden plate.
- Deliver this to your leaders. They can take it all or be taken down, if ever considered dangerous or simply insulting in their existence.

>irc?
>>
[Niron]
The dockyard completes [Dockyard I], but the university stalls. Research is easily complete, with the help of the technology in the now defunct ruin [Siege I], though transmutation research barely starts [1/4].

[Ariak]
Expansion completes; the Ariak now have firm control of the island to their south [+6 hex, +1 tech point/turn]! Green Knights are still in progress [2/4], and Wyverns are well underway [3/10]. The tourney field is slightly improved [2/6].

[Sanar]
Expansion efforts complete [+4 hex], and the Explorer Corp completes its new training methods [Explorer corp II]. Scrying magic is nearly had [2/4], and the marble quarry is dug [Marble Quarry I; +2 marble/turn].

[Kemet]
Tactics research begins [2/4], and hardening completes [Hardening I], The trade dock is finally complete- and is immensely popular [Trade Dock II; +4 currency/turn]. Finally, footsoldiers are finished with training [1.4x {-1 food/currency//turn].

[Western Tribes {Vassal}]
The search continues [4/15], and the training completes [1.6x {-1 food/currency//turn{]!

[Holy Church]
The Grand Church is ready [Grand Church; 5th die]!
>>
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>>48846054

[Madness]
No fortification, and a new batch of Ruin Guardians are being trained [1/5]. The Ruin Guardian gets lost and has to turn back. {Be more specific with 4th action}.

[Artemisia]
No stealth research, but rearmament completes [3.4x {-2 food/currency//turn}], and the last Cadre is ready [3.4x {-2 food/currency//turn}]. The march toward the former Western Tribe's lands commences- it's just a short walk luckily.

[Huh]
The traitors add their resources to the Warhost, but the carrobalista doesn't complete.

[Kedesh]
Expansion of the farms completes [+2 food/turn], and the metallurgy research completes as well [Metallurgy I] No expansion, but further enchanting techniques are nearly complete [5/8].

[Volden]
Tribesmen are recruited [1.6x {-1 food/currency//turn}], and more archers as well [1.6x {-1 food/currency//turn}], along with cavalry [1.4x {-1 food/currency//turn}]!

[Throne]
No expansion, and a quarry is dug [Quarry I; +2 stone/turn], and farm space is designated [+2 food/turn].

[Warhost]
Leyline restoration starts [2/4], and the necromancy techniques are sent to Blatrek.

[Dominion]
The node is uncovered [+1 ley-power/turn], and construction of an obelisk begins [2/6]. As it turns out, there is a massive fish population boom going on, and the Fishing town explodes. New, better nets are made [Fishing Village II; +2 food turn; Nets I; +2 food/turn]! The marketplace is upgraded [Marketplace II; +2 currency/turn], and some ore is found [Ore: 5]!

[OGT]
Work on the plantation completes [Plantation II; +2 food/turn], though no raiders step forward. Science research resumes [3/5], and the technology and food is sent to the Warhost [-10 food].
>>
>>48846069
The Huh defectors, thrown to the metaphorical wolves by their new master, ride out to meet the charge. It is an absolute bloodbath, leaving no Huh survivors. The Dragon Knight charge rides in first, and does a magnificent job of cutting the main force to bits, and the forces of the OGT and the Cavalrywoman from Sanar ride in shortly after that first deadly charge, cleaning up the remaining Huh.
>>
Rolled 15, 62 = 77 (2d100)

>>48846054
[Western Tribes]
Military:
-Tribesfolk [1.2x {-1 food/currency//turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
-Tribesmen [1.4x {-1 food/currency//turn}].
Tribal Warriors [1.6x {-1 food/currency//turn{]
Eccentricities:
Progress:
Beast Hunt - [2/5]
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue the search, continue the hunt for the beast [2/15]
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]
>>
Rolled 1, 25, 56 = 82 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 26 (+2/turn)
Food: 57(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 4 (+4 /turn)(-6 military)
Currency: 28 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1-2. The Leyline you goblins, get it up! 2/4
[Necromancy II]

3. Continue to expand eastward towards the tech ruins
>>
>>48838647
>>48846054
You forgot me Wheelie
>>
>>48845295
>the messenger returns after the terms have been gone over
These terms are hard, but considering our situation they are agreeable. I hope that one day we can re-negotiate rounding up in the resource clause to a rounding down, but otherwise we'll accept all your terms without complaints.
>>
Rolled 51, 18, 58, 43 = 170 (4d100)

>>48846069

[Sanar]
Settlements: Midaho'an
Territory: 35
Pop: 38 (+2/turn)
Food: 38 (+2/turn)
Currency: 35 (+4/turn)
Structures: Government Building[Warehouse I][Ley node: +2 mana/turn][Marble Quarry I: +2 marble turn]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4][Mana: 4][Marble: 2]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. Start the construction of a new city, North of Midaho'han, it shall be named Xil'han.[Build a new city]
>[Sustainable logging I][Warehouse I][Logistic I]

2. To feed the population of the new city we will need more farms.

3. We don't know what our western neigbhor are planning but after the fight against the Huh we are seeing that our army is insufficient to deal with a real enemy. [Recruit a cavalry unit]
>Power: [cavalry I][Scouting II][Logistics I][Cavalry Bows I][Tactics I][Armor I][Women Warriors]
>Building: [Logistics I][Warehouse I][Economic I]

4. Allow the apprentice with more experience to keep playing with the ley power, to help with the discovery of land far away. [Scry 2/4]
>>
>>48846280
Didn't copy/paste right, it seems
[Blatrek]
Blood shielding is nearly furtherd [5/6], and thrall herding is furthered [5/10]. The vampires begin expansion efforts [1/2], and the trade ships are looted [+5 currency, +2 thralls].

[Ugh]
Ugh no expand. Food found [+5 food]. Temple started [3/20]. Guerrilla training finishes [Guerrilla tactics I].
>>
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>>48846069
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: http://pastebin.com/XbZ1Ufmk
Territory: 36
Pop: 35 (+2/turn)
Food: 42 (+4/turn)(+6 income, -2 expenses)
Currency: 46 (+2/turn)(+4 income, -2 expenses)
Tech Points: 10 (+2/turn)(-2/turn due to research)
Structures: [Government Building], [Lab I], [Farms II; +4 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources:
Trade:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Fortify the second ruin, once it's secured we can look ahead to greater things
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) Finalize our agreement with Kemet.
4) We're forgetting what's important, and that's rediscovering the knowledge that our ancestors possessed. Using the ruins we will rediscover their methods. [Research Science I][Can I get progress from my good roll on this last turn?]
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
-Spending: 2 Tech Points
>>
Rolled 30, 12, 82, 93 = 217 (4d100)

>>48846416
>WHY DO I KEEP FORGETTING?
>Also, dice
Pop: 37 (+2/turn)
Food: 44 (+4/turn)(+6 income, -2 expenses)
Currency: 48 (+2/turn)(+4 income, -2 expenses)
Tech Points: 10 (+2/turn)(-2/turn due to research)
>>
>correction
Food: 46

Also, spending 20 currency on action 1, because I'm tired of all the shit the dice is giving me.
New currency: 28
>>
Rolled 54, 21, 12, 92 = 179 (4d100)

>>48846416
1. Develop tactics 2/4
>[Barracks I], [Infantry II], [Army Recruiter I]
2. Futher develop necromancy, I want to use Pharaoh's Will on development
>[Necromancy I]
3. Further improve melee weapons
>[Forge I], [Blacksmith I], [Melee Weapons I], [Hardening I]
4. Fulfill Kemet's end of bargain with Kingdom of Madness
>[Granary I], [Bazaar I], [Trade Dock II]
Sending [Melee Weapons I] and [Hardening I]
Establishing trade route with Kingdom of Madness
Rest of details: http://notes.io/euyV
5 gold should also came from Kingdom of Madness (a gift to Eternal Pharaoh)

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
35
>Pop
36 (+2/t)
>Food
46 (+5/t)
>Gold
6 (+3/t)
>Tech points
2 (+1/t)
Defenses (Capital): 1
>Military units
6x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t], [Trade Dock II; +4 currency/turn]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I], [Army Recruiter I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I], [Hardening I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
>Resources
Flax: 12 (+1/turn)
Ore: 2 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms (maybe) [1/4]
>>
>>48846656
I want to add 1 tech point, 2 ore and 1 gold to better melee weapons (3rd dice)
>>
Rolled 76, 94, 9 = 179 (3d100)

>>48846069
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 28 (+2/turn)
Food: 29 (+4/turn)
Currency: 12 (+1/turn)
Tech Points 2 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I][Quarry I; +2 stone/turn]
Military: 1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I][Metallurgy I]
Magic: [Enchanting II][Summoning II]
Ley-Power: 12(+2/turn)
Resources: [Ore 5][Stone 4][Wood 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to refine our Enchanting techniques [5/8][Immaterial][Spend 2 tech points]

2: Train another unit of Heavy Infantry/

3: With our metallurgical research completed, it is time to put or sorcerous theories into practice. New weapons will be forged for our soldiers, with demons bound into them to increase their potency [Metallurgy I][Enchanting II][Summoning II]
>>
Rolled 40, 64, 10 = 114 (3d100)

>>48846054
Volden
Territory: 19
Pop: 26 (+2/turn)
Food: 49 (+4/turn) (0)
Currency: 10 (+4/turn) (0)
Defenses (Capital): 1 Voldenhof
Military:
2 Tribal warband [1.4x {-1 food/currency//turn}
2 Archer Warband [1.6x {-1 food/currency//turn}
1 Noble Horsemen [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II] [Marketplace]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 11 +1/t]
[Ore 18 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. A Pasture must be built to house the animals which graze. The Mont Hill Tribes are master herds people and have been looking for lands to settle since their confederation into the Kingdom, and this is how we shall repay them
+ Backwards
2. Expansion must be had into the east, where our ancestral homelands lie and where we must return if we are to prosper [1/2]
+Backwards
3. Build a Vineyard, the currency will be useful in our efforts, and the wine will appease our people
+Backwards
>>
>>48846984
>Farmland within walls
>So much empty space within walls
>Large walls for Shitville, Nowhere
>Not situated next to the river crossing
>Not even situated next to the bridge
Triggered!
>>
Rolled 19, 56, 32, 45 = 152 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 30 (+2/turn)
Food: 41(+7/turn) {+4-2-1-2+4-2}
Currency: 10 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
+Strange Food [+5 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
+ 1 Ugh Jihadists [2.4x] [-2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [GuerilUgh Warfare I][Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.
[UGH STUPID]: Due to the Ugh's stupidity, rolls are reversed. However, nat 100s are extremely catastrophic to the Ugh psyche.

---------------
--Actions---
---------------
1.2. Ugh build temple. Temple big. Mostly log and rock. Is good. [Temple: 3/20]
3. Ugh drilling existing Ugh in Jihad. [Retraining]
4. Ugh expand more! Expansion good. Kill ruins.[Expansion]
>>
>>48847161
To answer your question all these things were done for a purpose, for this is a representation of an english burh or fortified settlement.

>Farmland within walls
This was because Burhs needed to be able to hold out in sieges against vikings until other Burhs could relieve them, although vikings weren't really into siege so it also served the purpose of protecting their crops.
>So much empty space in the walls
That's just good planning, the assumption the builders made is that the town will grow which generally happens given the right conditions and this gives them more space should the need for any other buildings become paramount, like more storage.
>Large walls for Shitville Nowhere
First off, large stone walls were a huge investment in both time and money, which Dark ages England really didn't have and Im pretty sure only the cities tht were previously Roman retained any sort of stone wall during this period. It was the time of the Motte and Bailey son. Also you don't need high walls to defend against your average viking raiders as they are just looking for a quick and easy cash grab
>Not situated next to the river crossing
This one is a pretty easy explaination anon, viking longboats travelled by river, so it would be unwise to put your settlement right beside your enemies main route of attack. Plus being further away made the Burh defensible on all four sides, and provided defender extra time as vikings wanting to attack them would have to sail up and then disembark instead of just sailing into the middle of your town and taking your bitch, and your gold.
>Not even situated next to the bridge
see above explaination

See anon you learn something new everyday, now you can go about your business feeling satisfied in your new knowledge
>>
Rolled 24, 93, 65 = 182 (3d100)

>>48846069
>Nation Name: The Throne
>Race: Men of ceramic, flesh and metal.
>Color: Crimson
>Fluff: http://pastebin.com/aUu4SjXb

>Settlements: Throne
>Territory: 7
>Population: 7 (+2)
>Food 7 (+4)
>Currency: 7 (+2)
>Structures: The Queen (Government Building); [Quarry I]
>Defenses: 1
>Military: N/A
>Tech: [Infantry II]; [Architecture II]
>Resources: Stone 0 (+2)
>Eccentricities: [Builders]; [Heterogeneous]

SECOND TURN
1) We require more space for the city. The areas around us are densely wooded; carry out deforestation.
2) Expand the city into the recently-deforested locale.
3) The Ceramic and Porcelain among us seek greater wealth for the Queen's Throne. Begin economic research into more efficient trade and business methods.
>>
Rolled 75, 5, 76, 96, 80, 10, 58, 31, 74, 62, 51, 18 = 636 (12d100)

>>48847628
THIRD TURN
1) Expand upon our quarries. More materials are required for the Throne's splendor.
2) As always, the Throne must grow. This is our tireless task.
3) Continue research into such economic methods.

FOURTH TURN
1-2) Now that there is a steady supply of more refined building materials, start to develop more robust and beautiful works of masonry and stonework for future expansion projects.
3) More expansion is required.

FIFTH TURN
1) Continue such development of stoneworking skills.
2) The Throne must grow.
3) The Queen's holy Throne has grown quickly; however, its people are not yet plentiful. Encourage population growth among citizens.

SIXTH TURN
1) Now that we have sufficiently mastered the use of stone in construction, expand the city, using the stone that we have amassed as building material.
2) Continue to encourage population growth among citizenry.
3) Dedicate more city squares to gardens.
If I haven't finished researching, change action 3 to continuing its research.
>>
>>48847536
>so it also served the purpose of protecting their crops.
At absurd cost
>That's just good planning
Who is manning those walls when the village barely has any population?
>Motte and Bailey
Not having resources, still huge-ass wall with earthworks in Shitville, Nowhere
>viking longboats travelled by river
Yes, it makes a huge fucking difference when vikings need to walk additional 50 yards to your Shitville, Nowhere or if they can hop directly from boats.

I'm even more triggered than I was. Not sure what's worse. Your logic leaps or the fact you consider those valid arguments.
>>
>>48847983
Considering that these things existed and were deemed effective to remain in use by the people that used them it does actually make sense. You can argue effectiveness but that's a separate issue entirely because it's based on dozens of factors.
>>
>>48839427
A Niron man lands on the shores of Kedesh and requests a diplomatic meet.
>>
>>48848573
People were also using bloodletting and deemed it effective.
>>
Rolled 23, 32, 7, 39 = 101 (4d100)

>>48846054
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 36 (+2/turn)
Food: 78 (+4/turn)
Currency: 58 (+7/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I, Dockyard I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding III] [Coralworking I] [Obsidianworking I] [Siege I]
Magic: [Astral I]
Resources:
Ley-Power: 35 (+2/turn)
Driftwood: 4
Coral: 4
Wood: 14 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 1 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue construction of the University 2/4
+Raftbuilding III
2. Continue researching transmutation magic.
1/4
3. Begin construction of a new raft that shall house a ballista on it to loose bolts of coral long ranges. A Star reader with an obsidian scrying mirror shall be on the raft to help aim the ballista at important targets. Begin building a Ballista Raft.
+Siege I
+Astral I
+Coralworking I
+Obsidian working I (For the mirror?)
+Raftbuilding III
+Sea Legs
+Dockyard I
4. And begin working on a second Ballista Raft.
+Siege I
+Astral I
+Coralworking I
+Obsidian working I (For the mirror?)
+Raftbuilding III
+Sea Legs
+Dockyard I
>>
>>48849375
Spending 2 currency on action 1.
Spending 18 currency on action 3
Total currency now at 38
>>
File: Arch of His entrance.png (335 KB, 891x888)
335 KB
335 KB PNG
Rolled 98, 51, 46, 81 = 276 (4d100)

>>48846069

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 35 (+2/turn)
Food: 44 (+7/turn) [8 - 1]
Currency: 48 (+7/turn)[8 - 1]
Power: 1
Territory: 24
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Structures: [Fishing Village II; +4 food/turn; Nets I +2 food/turn],[Marketplace II; +4 currency/turn],[+1 ley-power/turn]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting II], Astral Communion
Resources:
Wood: 5
Ore: 5
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

(I have 24 territory Wheelie not 17 with most of my expansions going south)
2/6 Obelisk

1 Node Obelisk
234 Wonder "The Arch of His Entrance" It is a door a window to a place not only of sight and sound but of mind, it leads to questions that have never been answered by Man of our age and gives glimpse of our destiny in the form of our Lord.
>>
Bump
>>
Rolled 6, 2, 7 = 15 (3d10)

-Black Archers [1.8x] (1 food/currency/turn)
-Black Archers [1.8x] (1 food/currency/turn)
-Junk (Ship) [1x] (1 currency/turn)

The Khaahk arrives and wastes no time causing havoc on the coastal area next to the be-claimed ruins. With virtually no resources left, they attempt to ransack the ruin. No horses and no supplies, this would perhaps be the last battle of the Huh, and they fought savagely and without remorse.
>>
File: Duke Matoi.jpg (91 KB, 500x875)
91 KB
91 KB JPG
>>48846120
After the battle's bloody conclusion the Dragonhost assembles again on the fields. With them come loot and what few captives survived the battle. The Huh mutants are stacked into a great pile, their corpses and those of their mounts consumed shortly after by the acidic sprays of Black Drakes until nothing more than a scorched puddle remains, scoured of all life. The captives are brought before the Dragon Emperor and the Dragon Highlords by Duke uth Matoi.

"Why have these not been purged?" He asked, motioning dismissively toward the captives.

"They are not Huh, my liege. These are Bacatians. High Elves. They were taken as slaves by the Huh and forced to build their ships and serve as food for the todithari." Uth Matoi gestured a few forward. They were mutilated, bloodied, bruised, and broken. Few had any light of defiance in their eyes. Many simply looked resigned to the fates of their masters.

The Emperor frowned and sat back into the tight embrace of his curled up Drake. The drakkensteed eyed the captives with a hunger of its own - the massive red drake's tongue flicking across chops smoking with unreleased flame. "What would you have done with them, Duke Uth Matoi? We carry no slaves in the Empire. These Bacatians signed their doom when they followed Sol and forsook the grace of the Goddess."

"I would settle them in the south, my liege. There are few enough Elves here, but they may survive. They will learn the glory of the Queen through service to you, Imperator. It has become clear to me today that the Empire is the shining light of Civilization for this world. All we need do is prove this through our actions in defeating Chaos wherever it is found. The nations of this world will come to know the glory of the Queen through righteous crusade in Her Name."

"Very well, Duke. They are yours to do with as you see fit. I leave their condition and parole to you."
>>
>>48852525
>attacking unclaimed ruins
why?
>>
>>48852923
It's Kurtz. Logic and reason don't apply.
>>
>>48848889
A dwarven priest flanked by armored guards greets the Niron diplomat.

"Greetings, child of the sea. In the name of the Lords Below, we greet you. For what reason have you come to Great Kedesh?"
>>
>>48850190
An old crone approaches your doorstep
Oh great and mighty Dominion, we wish to do business with your great collective, please hear me and allow us to approach this new world together

>>48849375
A crone rolls around in a boat near your waters shouting in hopes to find someone
Our great friends to the north, this is the time to make peace and not war, prease allow us to extent our humble invitations to trade talks between our nations
>>
>>48853143
The Niron man gives a deep but quick bow. The man was bare chested and dark skinned. He wore pants made from the leather of some sort of sea creature. He had long brown hair in a braid and a short beard also in a braid. He wore an amulet marked with coral and obsidian in the insignia of the Council of Niron.

"I am Ninjar'Kilal, diplomat from the Council of Niron. I have come to talk of diplomatic trade between our people, and of your barbarous neighbors to the south of your borders."

>>48853872
A patrol raft picks up the crone before bringing her to the raft city. It would be another two days or so before the raft reached the city center and the crone was allowed to see the council.
>>
Some time before the departure of the Dragonhost the Emperor does meet with the Troll general.

"I like the cut of your army. It is impressive. It was good to crush these worshipers of Chaos with a fellow lover of Law. Too much of that taint infests this world. It'll take a great effort to properly cleanse it. I intend to return to the south with my army. Best of luck to you and my regards to the Troll King."
>>
Rolled 99, 78, 23, 85 = 285 (4d100)

[Ariak]
Pop: 50 (+4/turn)
Food: 61 (+4/turn)
Currency: 28 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 33
Owned territory: 20
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field I], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I][Taxes I][Tactics I][Ships I]
Resources: Magic: 18 (+2/turn) Ore: 15 (+2/turn) Stone: 2 (+2/turn) Tech Points: 1 (+1/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Learn [Siege Weapons I] from the defeated Huh captives.

2. Recruit Green Drake Knights 2/4
Power
[Dragonriders], [Tourney Field I], [Laws III][Cavalry I][Dragon Steel I©][Armor I][Tactics I]
Construction
[Dragon Steel© Smithy I]
Cost
[Feudalism I]

3. Wyvern Breeding 3/10
+[Dragonriders]

4. Tourney Field II 2/6
[Laws III]
>>
>>48854398
Add: [Elemental Magic I] to tech list. Forgot it again.
Add [Elemental Magic I] to the Power Section of roll 2.
+2 Magic on roll 3 for 25.
+3 currency on roll 4 +2 from Law 3 will give me 90.
>>
>>48854176
Hello council, I am but a crone, an emissary of the tribal lands that are settled to the south of you, and we wish for trade, we will make a valuable buffer between you and the bloodthirsty clans to the south
>>
>>48846069
1. Science research resumes [3/5
2. Recognizing the need for more soldiers another group of raiders is raised. 0/2
[Barracks II]
[Infantry II][Raiding II]
3.4. Word has reached the ogt capital of their new vassals continuing search for a legendary beast and the troll king has generously decided to indirectly assist them.

Free
Reunite the army.
>>
Rolled 38, 46, 61, 25 = 170 (4d100)

>>48854650
3/4 are research scouting tech
[Science I]
[tech dependance]
>>
>>48854650
>>48854664
+4 currency on action 2
>>
>>48854604
One of the three members of the council speaks "Is there something specific you wished to trade? If it was just general trade of goods (a trade route) it did not need to be brought to our attention as long as tariffs are payed."
>>
>>48854748
We wished for a general trade route to be set up between us as well as perhaps a non-aggression pact to be created, to solidify our new found friendship. We shall prosper together, and become rich.
>>
>>48853872
The Throne Guard approach and for a moment seem to be concentrating on something far away before motioning for the crone to follow. You reach the edifice of the Throne's occupancy and pass through a hall of many murals and frescoes depicting great wars of giant insects, stout beings with grey flesh and even winged people all this with a background of the night sky. Before the crone is a Throne of solid gold, it floats. "For what authority do you speak? A King? Tyrant? Chieftains?"
>>
>>48854806
The same councilman looks at a sheet of wood with carvings on it. "It seems some merchants of ours are already trading with you. I'm sorry to say you didn't really need to talk to us for permission for merchants to dock. They would have been allowed to dock and trade either way, as long as they follow the laws and pay the tariffs. Is there any other business you have with us?"
>>
>>48854985
I speak from the authority of a collection of chieftains, twenty actually. We wish to reclaim our ancestral lands, and protect them against would be usurpers, but too do that, one need friends, so we come before you humbly to ask for your friendship in this endevour.

>>48855144
Nope I suppose not, a formal trade route is all we wish to have established, and now that we know this is possible, we shall be improving infrastructure to allow for greater prosperity between us.
>>
>>48855236
"Then we wish you a safe trip home and hope your ancestors watch over you and the tribes of the Volden."
>>
>>48852525
I extend to you the offer to play as the Elf refugees in my faction when and if the Horde expires.
>>
Rolled 37, 36, 30, 91 = 194 (4d100)

>>48846379
[Blatrek]
Pop: 43 (+2/turn)
Thralls: 48 (+8/turn)
Currency: 17 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding III]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I]
Resources:
Mana: 29 +9/turn
Tech Point: 3 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are eeedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Shielding II] 5/6
2. Raise a [Thrall Knight 1.8]
3. Raise a [Thrall Knight 1.8]
4. Raise a [Thrall Knight 1.8]
>>
File: BloodKnightV2.jpg (76 KB, 735x1088)
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76 KB JPG
Rolled 8, 2, 9, 9 = 28 (4d10)

>>48855715
The forces of Blatrek will fall upon the Volden in the night spreading terror among the populace and warriors alike!

[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
--Magics/Tech--
[Blood III]
[Blood Shielding I]
[Flight I]
[Regeneration I]
[Infantry I]
>>
>>48855341

Thanks, but I think my time is off the ride for now. See you on the other side.
>>
>>48854176
The priest nods. "Then speak, of the trade you propose, and of the barbarians you have mention"
>>
>>48856189
"To your south lies a barbarous kingdom of Orcs and Goblins, who attack civilian merchants without any warning or provocation. I believe your nation already found it's own way of dealing with such beasts? Either way, besides the warning that they are willing to strike without warning or reason, and we were hoping to discuss if you had anything to aid in dissuading them from continuing their aggressive ways."
>>
>>48856461
"Kedesh has no interest in starting a war at this point in time. We are however, interested in trade. Trade in knowledge, to be particular. Have you an offer to make?"
>>
>>48856634
"I believe I did say we came to trade. Unfortunately we do not know much about what you have and are willing to share. If you are willing to trade finished products that will also work."
>>
[Western Tribes]
The search for bigger beasts continues [4/15]

[Warhost]
The leyline explodes again [-5 pop; 0/4 progress], the the lands of the Warhost expand east [+4 hex]!

[Sanar]
A new city is underway [2/10], though no farms are grown. A new cavalrywoman starts training [2/4], and scrying is nearly done [3/4].

[Madness]
Finally, fortifications begin [1/4], though Guardian training stalls yet again. Science research completes [Science I]! {I have no idea what this 'deal' is}

[Kemet]
Tactics are developed [Tactics I], and necromancy research barely begins [1/6]. Weapons are improved slightly [1/6], and the techs are sent to the Kingdom of Madness, and a trade route established [+4 gold/turn]!

[Kedesh]
Enchanting techniques are refined [Enchanting III], and heavy infantry is trained [1.4x {-1 food/currency/turn}].

[Volden]
Work on a pasture starts [1/4], and the tribes move east [+4 hex; 4th die]! The vineyard is not grown.

[Ugh]
Temple work done [7/20]. Retraining start [2/3]. Expansion done [+4 hex]

[Throne]
Deforestation barely starts [1/4], but the Throne begins expanding [+4 hex], and economic research begins [2/4]. Quarries are made [Quarries I; +2 stone/turn], but there is no more expansion, though economics are researched [Economics I; +2 currency/turn]. Architectural research completes [Architecture III], though there is still no expansion. Still better architectural research begins [2/10], and expansion efforts pick up finally [1/2]. Population growth efforts are nearly done [3/4]. A new hub of the city begins to be constructed [2/8], and population growth efforts complete [Growth I; +2 pop/turn], though no gardens are made.

[Niron]
Construction nearly finishes [3/4], and transmutation research also continues [2/4], and a ballista raft starts [1/3], as well as a second [1/3].

[Dominion]
The node Obelisk is built [Node Obelisk I; +1 ley-power/turn], and great progress is made on the Wonder [5/20]!
>>
File: Nibiru2.png (756 KB, 3000x2500)
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756 KB PNG
[Huh]
>Note- your ship can't reach the mountains!
Unclaimed and undefended, the Black Archers find a nearly collapsed wall, and pepper it with arrows until in finally gives. The rest of the structure goes down with it, and the entrance is lost.

[Ariak]
Siege weapons are learnt [Siege Weaponry I], and the Green Dragon Knights are ready for battle [3x {5 owned Hexes}]. Wyvern breeding stalls, but the Tourney field is nearly complete [5/6].

[OGT]
Science research nears completion [4/5], and more raiders are raised [1.8x {-1 food/currency//turn}]. The OGT assists their vassal [2/3].

[Blatrek]
Blood shielding research finishes [Blood Shielding II], a pair of thrall knights are being created [1/4], and a third completes [1.8x {-1 ley-power/turn}]!
>>
[Artemisia]
Hunter Cadres gain [Stealthy] [Poisonous][Bombard: 1.5]
>>
Rolled 39, 5, 12, 42 = 98 (4d100)

>>48846069
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 67 (+4/turn)
Food: 69 (+7/turn)(-6/turn)
Currency: 25 (+7/turn)(-6/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military: 3 [3.4x Hunter Cadre[ Stealthy] [Poisonous][Bombard: 1.5] {-2 food/currency//turn}]
Tech: [Stealth III][Poison III][Archery III][Silken Bowstrings© III][Agriculture I; +2 food/turn]
Magic : [Illusion I]
Resources: [ley-power 32, +2 /turn][4 Metal]
Land: 27
Tech Points 4 +1/turn
Trade Routes: Kemet +3 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage

1.Research hunting once more we need to hunt and strip the food better.

2.Begin searching for stone for a quarry.

3. Begin Improving the Hunter's Den.

4. Begin researching better illusion Magic.
>>
Rolled 51, 31, 36 = 118 (3d100)

>>48857515
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 30 (+2/turn)
Food: 32 (+4/turn)
Currency: 11 (+1/turn)
Tech Points 2 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I][Quarry I; +2 stone/turn]
Military:
1 Heavy Infantry [1.4x {-1 food/currency//turn}]
1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I][Metallurgy I]
Magic: [Enchanting III][Summoning II]
Ley-Power: 16(+2/turn)
Resources: [Ore 5][Stone 4][Wood 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1&2: Okay lets try this again. With our metallurgical research completed, it is time to put or sorcerous theories into practice. New weapons will be forged for our soldiers, with demons bound into them to increase their potency [Metallurgy I][Enchanting III][Summoning II]

3: Order the slaves to mine for precious metal so that we can increase currency production.
>>
>>48857650
Better hunting tactics are practiced [1/4], but no stone or Den improvements are had. Better illusion magic is being researched as well [1/6].
>>
>>48857451
[Western Tribes]
Military:
-Tribesfolk [1.2x {-1 food/currency//turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
-Tribesmen [1.4x {-1 food/currency//turn}].
Tribal Warriors [1.6x {-1 food/currency//turn{]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue The Hunt! [4/15]
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]
>>
Rolled 94, 69 = 163 (2d100)

>>48857771
Forgot Dice
>>
Rolled 19, 29, 19, 6 = 73 (4d100)

>>48857451
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 38 (+2/turn)
Food: 82 (+4/turn)
Currency: 45 (+7/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I, Dockyard I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding III] [Coralworking I] [Obsidianworking I] [Siege I]
Magic: [Astral I]
Resources:
Ley-Power: 37 (+2/turn)
Driftwood: 4
Coral: 4
Wood: 16 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 2 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue construction of the University. 3/4
+Raft Building III
2. Continue research into transmutation magic. 2/4
3. Ballista raft construction 1/3
+Siege I
+Astral I
+Coralworking I
+Obsidian working I (For the mirror?)
+Raftbuilding III
+Sea Legs
+Dockyard I
4. Second Ballista raft construction 1/3
+Siege I
+Astral I
+Coralworking I
+Obsidian working I (For the mirror?)
+Raftbuilding III
+Sea Legs
+Dockyard I
>>
File: Raiders.jpg (60 KB, 640x480)
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60 KB JPG
Rolled 98, 74 = 172 (2d100)

The ship is left behind, the Huh too impatient to scuttle it; anyone wanting of one would find it sitting on shore near the wrecked remained ruins. They begin their final march west.

-Black Archers [1.8x] (-1 currency/food/turn)
-Black Archers [1.8x] (-1 currency/food/turn)

"Үхэл! Үхэл! Үхэл!" (Die! Die! Die!) Desperate, they frantically charge at their foe arrows blazing, their emaciated forms frenzied from starvation and epilepsy. A terrible, roaring laughter came from their maws. This was it.
>>
>>48857957
Spending 6 currency on action 3 and 19 currency on action 4.
Total currency is now at 20
>>
Rolled 4, 10 = 14 (2d10)

>>48857987

Fuck wrong dice
>>
>>48857957
>>48857996
Spending 2 currency on action 1, total now at 18.
>>
Tourney field complete!
>>
Rolled 74, 68, 5, 21 = 168 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 32 (+2/turn)
Food: 48(+7/turn) {+4-2-1-2+4-2}
Currency: 12 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
+Strange Food [+5 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [1.8x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2x] [Upkeep: -2f/turn]
+ 1 Ugh Jihadists [2.4x] [-2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [GuerilUgh Warfare I][Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.
[UGH STUPID]: Due to the Ugh's stupidity, rolls are reversed. However, nat 100s are extremely catastrophic to the Ugh psyche.

---------------
--Actions---
---------------
1.2. Ugh work on temple hard. [Megachurch of Jihad {Temple}: 7/20]
3. Ugh kill ruins. Ruins. Kill. Ruins. [Expand]
4. The Ugh continue to retrain their units for the Jihad. [2/3]
>>
bump
>>
>>48857515
>Mixed up territory
The Dominion has 24 territory, the ruin is also in their posession [+1 tech point/turn]!
>>
Rolled 39, 89, 42, 94 = 264 (4d100)

[Ariak]
Pop: 54 (+4/turn)
Food: 65 (+4/turn)
Currency: 34 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 33
Owned territory: 25
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field II], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes] Green Drake Knights [3.0x {5 Owned Hexes}]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I][Taxes I][Tactics I][Ships I][Siege Weapons I][Elemental Magic I]
Resources: Magic: 18 (+2/turn) Ore: 17 (+2/turn) Stone: 4 (+2/turn) Tech Points: 2 (+1/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Wyvern Breeding 4/10

2. Armor II

3. Dragon Steel Smithy II
[Law 3]

4. Dragon Steel II
>>
Rolled 21, 68, 77, 30 = 196 (4d100)

>>48857716
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 70 (+4/turn)
Food: 70 (+7/turn)(-6/turn)
Currency: 26 (+7/turn)(-6/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military: 3 [3.4x Hunter Cadre[ Stealthy] [Poisonous][Bombard: 1.5] {-2 food/currency//turn}]
Tech: [Stealth III][Poison III][Archery III][Silken Bowstrings© III][Agriculture I; +2 food/turn]Hunting (1/4)
Magic : [Illusion I](1/6)
Resources: [ley-power 34, +2 /turn][4 Metal]
Land: 27
Tech Points 5 +1/turn
Trade Routes: Kemet +3 currency /turn
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage

1. Continue research on hunting (1/4)

2. Continue research on Illusion magic.(1/6)

3. Set up a Trade route to the kingdom of Madness.
+Market I

4. There are strange symbols and patterns in the Ruins. Research them so we may learn more from them. (reading)
>>
>>48858766
Spend 24 Ley power on action 2

Spend 5 currency and 5 tech points on action 1
>>
>>48858725
+1 tech point, +1 magic to roll 1: total 50
+1 currency to roll 2: total 90
+4 stone +4 currency to roll 3: total 50
>>
Rolled 36, 61, 38 = 135 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 23 (+2/turn)
Food: 59(+2/turn) (+4/turn Farms) (Military -4/turn)
Power: 2 (+4 /turn)(-6 military)
Currency: 28 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
War Wizard 2.2x {-2 food/ley power//turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

FREE ACTIONS:
The bulk of the Warhost having arrived back at the capital, the War Wizard, struggling to manage his army while empowering his soldiers, wearily retires but continues to command his Warhost.
>Disband the War Wizard (after commading the leyline project)
Withdraw:
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
From former Western Tribes lands

1-3.
The War Wizard is furious at the goblins.

You had ALL this time to set up a leyline and you let it blow up. Twice.

Before he retires he takes personal command of the project, to ensure it gets started and finished properly.
>War Wizard 2.2x {-2 food/ley power//turn}
>[Necromancy II]
>>
Rolled 45, 95, 62, 39 = 241 (4d100)

>>48857451

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 37 (+2/turn)
Food: 51 (+7/turn) [8 - 1]
Currency: 52 (+7/turn)[8 - 1]
Power: 3
Territory: 24
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Structures: [Fishing Village II; +4 food/turn; Nets I +2 food/turn],[Marketplace II; +4 currency/turn],[Node Obelisk+2 ley-power/turn]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting II], Astral Communion
Resources:
Wood: 5
Ore: 5
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.
Wonder 5/20

1234 Wonder 5/20 The Arch of His Entrance

>>48855236
The notion is familiar to me, Ancestor worship with the goal of becoming a great man in the eyes of your fellow men and women. Do as you will, trade will be open between us so long as you follow our customs.
>>
>>48858996
+1 gold to action 4
>>
Rolled 51, 19, 23, 9 = 102 (4d100)

>>48857515
[Sanar]
Settlements: Midaho'an
Territory: 35
Pop: 40 (+2/turn)
Food: 40 (+2/turn)
Currency: 39 (+4/turn)
Structures: Government Building[Warehouse I][Ley node: +2 mana/turn][Marble Quarry I: +2 marble turn]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4][Mana: 6][Marble: 4]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1.Continue the construction of Xil'han [2/10]
[Sustainable logging I][Warehouse I][Logistic I]

2.We'll still need those new farms.

3.Continue the training of the warrior women. [2/4]
>Power: [cavalry I][Scouting II][Logistics I][Cavalry Bows I][Tactics I][Armor I][Women Warriors]
>Building: [Logistics I][Warehouse I][Economic I]

4. Keep having our apprentice learn the far sight. [scry 3/4]
>>
Rolled 2, 10, 8, 9, 6, 10 = 45 (6d10)

>>48857515
The forces of the Volden, though simple men are emblazoned with the fire to defend their home, and while they may be outmatshed, each unit of the Volden is missile armed, and will black out the sky with a shower of projectiles before the enemies can scale the high walls. The Volden shall not fall this day.

2 Tribal warband [1.4x {-1 food/currency//turn}
2 Archer Warband [1.6x {-1 food/currency//turn}
1 Noble Horsemen [1.4x {-1 food/currency//turn}
Voldenhof Defences [1x]

>>48858996
Thank your gracious lords, caravans of merchants will be made ready as soon as possible.
--Technologies--
[]
[]
[]
>>
>>48859063
Technologies
[Infantry 2]
[Archery 1]
[Javelins 1]
>>
Rolled 39, 34, 28, 91 = 192 (4d100)

>>48857451
1. Futher develop necromancy 1/6, I want to use 3 tech points and Pharaoh's Will on development
>[Necromancy I]
2. Further improve melee weapons 1/6
>[Forge I], [Blacksmith I], [Melee Weapons I], [Hardening I]
3. Train most basic infantry unit
[Barracks I], [Army Recruiter I], [Infantry II]
4. Improve trading with Artemisia
[Trade route +1 gold/t], [Bazaar I], [Trade Dock II], [Shipbuilding I]

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
35
>Pop
38 (+2/t)
>Food
51 (+5/t)
>Gold
13 (+7/t)
>Tech points
3 (+1/t)
Defenses (Capital): 1
>Military units
6x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t], [Trade Dock II; +4 currency/turn]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I], [Army Recruiter I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I], [Hardening I], [Tactics I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+1 gold/t)
Ships to Kingdom of Madness (+4 gold/t)
>Resources
Flax: 13 (+1/turn)
Ore: 2 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms (maybe) [1/4]
>>
Rolled 63, 91, 91, 46 = 291 (4d100)

>>48859063
>>48859075
Volden
Territory: 19
Pop: 26 (+2/turn)
Food: 49 (+4/turn) (0)
Currency: 10 (+4/turn) (0)
Defenses (Capital): 1 Voldenhof
Military:
2 Tribal warband [1.4x {-1 food/currency//turn}
2 Archer Warband [1.6x {-1 food/currency//turn}
1 Noble Horsemen [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall II] [Marketplace]
Tech:
[Infantry II] [Metallurgy I] [Archery I] [Javelins I]
Resources:
[Trumpeters: 11 +1/t]
[Ore 18 +2 p/t]
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. A Pasture must be built to house the animals which graze. The Mont Hill Tribes are master herds people and have been looking for lands to settle since their confederation into the Kingdom, and this is how we shall repay them [1/4]
+ Backwards
2. Set up a trade route with Niron
+Backwards
3. Hire more noble horsemen, we have many mounts left and we need good riders
+Backwards
4. Hire more Tribal Warbands to fill out the ranks, good men will be needed to defend the walls of Voldenhof
>>
>>48859092
Ill spend 9 trumpeters on action 2 to finish my unit of horsemen the mounts will work fine [bounces action 2 to a 100], also spending 14 ore on action 4 to make the weaponry much faster [bringing action 4 to a 60]
>>
Rolled 93, 89, 4, 44 = 230 (4d100)

>>48857515
[Blatrek]
Pop: 45 (+2/turn)
Thralls: 52 (+8/turn)
Currency: 17 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding III]
Magic: [Blood III][Blood Shielding II][Flight I][Regeneration I]
Resources:
Mana: 30 +9/turn
Tech Point: 4 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are eeedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1-2. [Edible Workforce] Research [Blood Shielding III]
2. Research [Thrall-herding IV] 5/10
3. Research [Mana Efficiency I]
>>
>>48859458
Spend 4 tech points on roll 3
>>
Name: The Crimson Skeleton. courtier of the Warhost of the War Wizard
Fluff: frustrated by the continuing failures of the goblin engineers, the War Wizard called upon his most trusted undead lietenant: the Crimson Skeleton. as ancient as the wizard himself, he claims to be from the era when the true Eagle once stood strong over the skies and lands of Earth, and of having been brought to Niburu colonies by sympathizers in cryostasis. the Crimson Skeleton is one of the few people in the Warhost who can match the Wizard in terms of scientific and magical skill, having experience in both under the ancient Fuhrer. when working on superscience or dabbling in the dark arts, he had a penchant for getting things done and done right no matter the cost. he returns to serve the new Fuhrer by rediscovering and reinventing the ancient technologies and magics of old, restoring them for the might of the Warhost.
>>
>>48860042
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
feel free to join this :^)
>>
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Nation Name: Blackwarg Manor
Race(s): Fairies of Light
Color: Pink

Fluff: Legend has it, the fairies of Blackward Manor once served as the housemaids to a prince from another world, spanning from a time before the Sundering. When the great disaster came, they retreated into a vast underground catacomb, built beneath a complex full of stores and shops, constructed on order of the prince in case a disaster occured; the only survivors of the region, it was through luck and miracles that the vault held true. As the time went by, their prince became a king, and his line merged with theirs, giving birth to a single son each few generations as their blood became more and more fey, and less and less human. The Kaiser was eventually born, a man so fairy that he shared in their immortality. A wise, charismatic ruler, he had a deep understanding of the world of the past and sought to keep its memory alive with his teachings, pining for a world where everyone was ruled in unity.

One day, the Kaiser left the ruins for the surface world, without mention or fanfare. Though reactions were varied, it was thought that it had something to do with his wish, and for a time, the fairies accepted this, continuing to keep their home in orderly condition until his return. It soon became apparent that he was more than a fisher king however, and without his guidance the facility started to come apart, even as his head maid attempted to maintain a semblance of order. Though hidden from the surface for most of history, it became clear that the Maids of Blackwarg Manor could no longer keep inert in their underground vault, and they have opened up, expanding into the surface complex though nothing more, careful to keep themselves hidden from the monsters their Kaiser had warned plagued the region; ruinous beings such as Elves, Dwarves, and giant ants!
>>
File: Screen_Shot_2016.png (579 KB, 592x512)
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>>48860550

Winged creatures of magic and technology, their slow wit masks their uncanny affinity with the machinery of their ruins. Ancient machines react to them as though they were their original owners; they alone know the origins of their home ruins, and they maintain a knack towards developing advanced magical techniques. Nevertheless, they perform poorly outside of their roles as domestic servants, lacking both critical thinking skills or the strength to participate in melee. It is there hope that they will one day amass the resources to scour the world and discover the fate of their leader, or die trying!

Notes on Starting Location: Starting hidden in a ruin at the cost of 6 tiles.
>>
>>48860042
Fuck no
Last thing this game needs are courtiers.
Just fucking play your own nation.
>>
>>48860733
Fuck off.
>>
>>48860879
You fuck off
Courtiers are the worst
>>
>>48860905
>no one will courtier for me so I'm gonna sperg on courtiers in general.
Lol got it.
>>
>>48860960
I could make up 2 courtiers for myself and play them myself and you would be unable to prove it.
That's why courtiers are the worst. If he wants to play, he can join as a nation and join alliance. But as direct +2d100 it's a retarded loophole
>>
>>48860733
Even if it's probably Kurtz ranting yet again, I'm seconding this.

Courtiers shouldn't be involved, given how everything else greatly improved in the new ruleset. Also, a lot of nations flaked, so why not taking all that empty space for safe development far away from danger and then join the fry?
>>
Rolled 3, 6, 1, 6 = 16 (4d10)

>>48857987
>>48858008
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
>[Infantry I]
>[Necromancy II]
>Defenses (Scorch 1): 1
---
The War Wizard watched from atop the towers of Scorch 1 at the incoming bands of mutants, recovering from the strain of the previous war.

Who were these strange riders? On the verge of death from hunger yet still they fought with a tenacity and bloodlust to be praised. They came from nowhere yet, that type of fighting spirit is what he wished to instill in his own warband.

Their brothers were molten to dust by the acid breath of dragons, where their lay in the dirt in wait for his return to summon them to ride again. The War Wizard would have to see if these ones would earn as fitting an end.

"General Heinrich, I'm leaving you in command of the army. Show me that my orcish generals are able to handle a rogue mutant band without me."

"Heil! Alright lads, let's get krumpin!"

The large lumbering Alpha Orc grunted to his lieutenants as the Warhost itself moved out to meet the mutants on the walls of Scorc 1. The Wizard sat and watched from his tower at the ensuing carnage. Let's see what these riders can do.

https://www.youtube.com/watch?v=Y96MwFiSRus
>>
>>48861569
>wins by 2 fucking points against someone he has double the strength of.
....Fucking baz lol
>>
>>48861032
>Kurtz speech again.
Kek kill yourself Kurtz

>>48861512
Assuming you are also kurtz. Why is everyone such little bitches about actually complaining with their name on?
Need to hide behind anon in order to say shit lol.
>>
>>48861879
>>48861899
>>48861512
>>48861032
Can people stop wasting bumps on a pointless argument, it has already been discussed on previous threads and it is achieving nothing at this point
>>
Bump
>>
>>48861899
If anything, it was Kurtz who spent half of a thread to bitch about hiding behind anonymous mask.
>>
>>48861879
Observer here, why do you people care more about the player than what's happening in game. It's Baz this or Curious that rather than the mongols or the orcs doing something interesting.
>>
>>48863989
Because most of those faggots are playing together for years. They literally couldn't care less about their nations. Observe previous game, where everyone was "Hell no, not dealing with Kurtz", identifying nation with player. Nation was gone, opposite faction was created instead, guess what?
HURRR KURTZ DURRR
>>
>>48863989
>>48864026
Best part is how they accuse some random stranger for being me and apparently are busy removing him from game. True, he pulled some serious shit, but not even I am that fucking stupid and obvious with metagaming.
>>
>>48864026
>>48864048
Kurtz isn't one to talk about caring about the player than the nation since he thought it oh so important when he 'found out' it was Bazrael behind New Albion and wouldn't let go of it for the entire game.
>>
>>48863989
Because some of these people have been playing these for too long and only see players now. This game in particular needs more proper nations and less factions in my opinion.
>>
Bump
>>
bump
>>
Bump
>>
Rolled 61, 35, 98, 17 = 211 (4d100)

[OGT]
Territory:44
Pop: 84 (+2turn)
Food: 93 (+5/turn)
Currency: 36 (+1/turn)
Defenses (Capital): 1
Military:
2x Orc raid leader [2x {-2 currency/food//turn}]
6x Orc Raiders [1.8x {-1 currency/food//turn}]
Orc Raiders [1.4x {-1 food/turn}]
>>Tech:
Research-[Animal Studies II][Science I]
Military- [Infantry II][Leadership I][Raiding II][Training I][Cavalry I][Tribal Tactics I]
Building-[Stonecarving I][Shipbuilding I]
Economic-[slavery I] [Plantations© I +2 bonus][Domestication II]
Cultural-[Oral Traditions I]
>Buildings:[Barracks II]
[Farm I +2 food/turn]
[plantation II +7 food/turn]
Resources:+5 stone
[Ratlizards {Pack}: 6 (+1/turn)]
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn
{Warhost} +4 currency/turn
unfinished:shipbuilding II 3/5, lumbermill 1/???Tribal Weaponry - [3/4] Beast Hunt - [2/5] Tribal Arena - [5/20] Animal Studies III - [1/8]
Raiding III 1/7

1. Science research resumes [4/5]
[Science I] [Tech Dependence]
2. Continue researching better methods of Raiding III 1/7
[Science I] [Tech Dependence]
3. Setup trade route to Sanar
4. Word has reached the ogt capital of their new vassals continuing search for a legendary beast and the troll king has generously decided to indirectly assist them. Continue researching scouting II 0/5
[Science I] [Tech Dependence]
>>
>>48866594
+8 currency on action 4
>>
Bump
>>
Nearly done with update bump
>>
>>48857451
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: http://pastebin.com/XbZ1Ufmk
Territory: 36
Pop: 37 (+2/turn)
Food: 46 (+2/turn, 2/turn to Kemet)(+6 income, -2 expenses)
Currency: 30 (+2/turn, 3/turn to Kemet)(+7 income, -2 expenses)
Tech Points: 10 (+1/turn, 1/turn to Kemet)(-1/turn due to research)
Structures: [Government Building], [Lab I], [Farms II; +4 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II] [Shapeshifting III] [Boats I] [Science I]
Resources:
Trade:
-Kemet (+3 c/t)
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Fortify the second ruin, once it's secured we can look ahead to greater things [1/4]
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) Expand towards the Oasis
4) Yes, this Science will do nicely, let's discover even more things. [Science I --> II]
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
-Spending: 1 Tech Points
>>
Rolled 83, 12, 80, 24 = 199 (4d100)

>>48857451
>>48869257
>DICE!
>>
bump
>>
[Kedesh]
Demonic weapons are finally in progress [2/6], and the slaves are put to mining [1/4].

[Western Tribes]
The hunt continues [10/15]!

[Niron]
The University is constructed [-1 coralstone; University I], transmutation magic is nearly ready [3/4]. The first Ballista raft is ready [2.8x {-2 currency/turn}], and the second is nearly complete [2/3].

[Ugh]
Temple work slow [8/20]. Ugh expand [1/3]. Jihad ready [+.2 strength all units].

[Ariak]
Wyvern breeding is halfway done [5/10], and armor research begins [3/6]. The Dragon Steel Smity undergoes needed upgrades [1/6], and Dragon Steel processes are improved [4/7].

[Artemisia]
Hunting techniques are improved [Hunting I; +2 food/turn], and illusion magic is nearly improved [5/6]. The trade route goes up [+3 currency/turn], and the Arachne begin to read [1/4]!

[Warhost]
Under the Wizard's command, another ley-node is made [+2 power/turn]!

[Dominion]
Work on the arch continues [12/20].

[Sanar]
Xil'han continues [4/10], though the farms are still elusive. No cavalry training either, or scrying.

[Kemet]
Necromancy is furthered [3/6 {Can't use tech points on magic!}], and melee weapons are furthered [2/6], while another footsoldier undergoes training [1/3]. The trade route with Artemisia is expanded [+4 currency/turn]!

[Volden]
The pasture is nearly ready, and a large trade route with Niron has been established [+4 hex]. More horsemen are trained [1.4x {-1 food/currency//turn}], and training starts for more warbands [2/4].

[Blatrek]
Blood shielding magics are furthered [6/8], while Thrall-herding techniques only show slight progress [6/10]. Mana efficiency research begins [1/4].
>>
File: Nibiru2.png (757 KB, 3000x2500)
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757 KB PNG
>>48870460
[OGT]
Science research completes [Science II], and better raiding methods are practiced [2/7]. A large trade route with the Sanar Duchy is established [+4 currency/turn], and further scouting research starts [1/5]

[Madness]
the ruin is fortified [+2x defense]. The slimes of the Kingdom of Madness seem to hate fighting, though they expand to the east [+4 hex]! Science research progresses slightly [1/5]

[Courtier: Crimson Skeleton]
Eccentricity:
[Science and Magic]: The workers under the Crimson Skull can decide to either focus on technology or magic, boosting one while penalizing the other.

[NEW NATION: Blackwarg Manor]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech:
Resources:
Eccentricities:
[Tech Affinity]: The ancient ruins of Nibiru yield more to the fairies of Blackwarg- however, the fairies are physically weak.
>>
Rolled 25, 41, 44, 25 = 135 (4d100)

>>48870485
Settlements: Midaho'an
Territory: 35
Pop: 42 (+2/turn)
Food: 42 (+2/turn)
Currency: 43 (+4/turn)
Structures: Government Building[Warehouse I][Ley node: +2 mana/turn][Marble Quarry I: +2 marble turn]
Defenses (Capital): 1
Military: 2x [Cavalry woman] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I][Tax I][Armor I][Economic I]
Resources: [Wood: 8][Rock: 2][Ore: 4][ley power: 8][Marble: 6]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

1. Keep working on Xil'han. [4/10]
[Sustainable logging I][Warehouse I][Logistic I]

2. Farming isn't our strength but we need to feed our people.

3. Continue the training of the warrior women. [2/4]
>Power: [cavalry I][Scouting II][Logistics I][Cavalry Bows I][Tactics I][Armor I][Women Warriors]
>Building: [Logistics I][Warehouse I][Economic I]

4. At least it was a setback, keep studying the far sight. [Scry 3/4]
>>
Rolled 64, 13, 32 = 109 (3d100)

>>48870460
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 21
Pop: 32 (+2/turn)
Food: 34 (+4/turn)
Currency: 10 (+1/turn)
Tech Points 1 (+1/turn)
Defenses (Capital): 1
Buildings: [Forge I][Quarry I; +2 stone/turn]
Military:
1 Heavy Infantry [1.4x {-1 food/currency//turn}]
1 Heavy Infantry [1.4x {-1 food/currency//turn}]
Tech: [Religion I][Infantry I][Metallurgy I]
Magic: [Enchanting III][Summoning II]>>48870460
Ley-Power: 18(+2/turn)
Resources: [Ore 5][Stone 6][Wood 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1+2: Continue production of demon weapons [2/6][Metallurgy I][Enchanting III][Summoning II][Immaterial]


3: Have the slaves continue mining [1/4][Slaves]
>>
Rolled 64, 84, 14, 100 = 262 (4d100)

>>48870460
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 73 (+4/turn)
Food: 73 (+9/turn)(-6/turn)
Currency: 25 (+10/turn)(-6/turn)
Settlements: Artemsia
Outpost Arlesia
Defenses (Capital): 1
Outpost: .5x
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military: 3 [3.4x Hunter Cadre[ Stealthy] [Poisonous][Bombard: 1.5] {-2 food/currency//turn}]
Tech: [Stealth III][Poison III][Archery III][Silken Bowstrings© III][Agriculture I; +2 food/turn][Hunting I; +2 food/turn], Reading 1/4
Magic : [Illusion I](5/6)
Resources: [ley-power 14, +2 /turn][4 Metal]
Land: 27
Tech Points 1 +1/turn
Trade Routes: Kemet [+3 currency/turn], Madness [+3 currency/turn],
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage

1. Continue to research the process of reading and understanding the ruins. (1/4)

2. Look for a stone deposit to build a quarry bye.

3. Finish up our research of illusion magic. The webs we weave will be grand indeed. (5/6)

4.Begin researching stealth once more. After all, no one should be able to see us unless we wish them too.
>>
Rolled 94, 74, 93, 98 = 359 (4d100)

>>48870460
Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 39 (+2/turn)
Food: 58 (+7/turn) [8 - 1]
Currency: 58 (+7/turn)[8 - 1]
Power: 3
Territory: 24
Defenses (Capital): 1
Military: Throne Guard [1x {-1 food/currency//turn}]
Structures: [Fishing Village II; +4 food/turn; Nets I +2 food/turn],[Marketplace II; +4 currency/turn],[Node Obelisk+2 ley-power/turn]
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting II], Astral Communion
Resources:
Wood: 5
Ore: 5
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.
Wonder 12/20

1234 Continue to Construct the Wonder Arch
>>
>>48870642
spend 1 tech point on action 1

Spend 7 currency on action 2

Spend 12 ley power on action 3
>>
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Rolled 85, 10, 67, 28 = 190 (4d100)

>>48870460
Nation Name: Kingdom of Madness [Madness]
Race(s): Slimes
Color: Purple
Fluff: http://pastebin.com/XbZ1Ufmk
Territory: 40
Pop: 39 (+2/turn)
Food: 48 (+2/turn, 2/turn to Kemet)(+6 income, -2 expenses)
Currency: 32 (+2/turn, 3/turn to Kemet)(+7 income, -2 expenses)
Tech Points: 10 (+1/turn, 1/turn to Kemet)(-1/turn due to research)
Structures: [Government Building], [Lab I], [Farms II; +4 food/turn], [Trading Port I; +2 currency/turn]
Defences: [+1 {Capital}] [+3 defence {East Ruin}][+2x defense {North Ruins}]
Military:
-Ruin Guardian [2x {-2 food/currency//turn}]
Tech: [Infantry II] [Shapeshifting III] [Boats I] [Science I] [Melee Weapons I] [Hardening I]
Resources:
Trade:
-Kemet (+3 c/t)
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Explore the coasts looking for more ruins and nations
-Tech: Boats
2) Train more Ruin Guardians, we will not lose these ruins! [1/5]
-Techs: [Infantry II][Shapeshifting III]
3) Improve of our agricultural techniques [Agriculture --> I]
-Tech: [Science I]
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
4) Yes, this Science will do nicely, let's discover even more things. [Science I --> II][1/5]
-Buildings: [Labs I]
-Eccentricities: [Mission of Discovery]
-Spending: 1 Tech Points
>>
>>48866594
undead soldiers in uniform stood outside the walls of the OGT capital, a tall red skeleton in uniform stood behind them. they requested to speak to a diplomat of the Troll King. "I have been told you are also collectors of ancient technology and science. If this is true I am here to discuss a research pact between the Warhost and OGT."
>>
Rolled 76, 45, 79, 66 = 266 (4d100)

>>48870460
>>48870673
1. Futher develop necromancy 3/6, I want to use Pharaoh's Will on development
>[Necromancy I]
2. Further improve melee weapons 2/6
>[Forge I], [Blacksmith I], [Melee Weapons I], [Hardening I]
3. Train most basic infantry unit 1/3
[Barracks I], [Army Recruiter I], [Infantry II]
4. Develop logistics
[Tactics I]

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>Territory
35
>Pop
40 (+2/t)
>Food
58 (+7/t)
>Gold
23 (+13/t)
>Tech points
5 (+2/t)
Defenses (Capital): 1
>Military units
6x Infantry [1.4x {-1 food/gold/t}]
>Buildings
>Agriculture
[Flax Farm I; +1 flax/t], [Bean Farm +2 food/t], [Ranches I; +2 food/t], [Wheat Farm; +2 food/t], [Mill I; +2 food/turn]
>Trade & Storage
[Granary I; +1 food/t], [Bazaar I; +2 gold/t], [Trade Dock II; +4 currency/turn]
>Raw Resources
[Copper Mine I; +2 ore/t]
>Industry
[Weaver I], [Forge I], [Blacksmith I]
>Military
[Barracks I], [Army Recruiter I]
>Tech
[Infantry II], [Shipbuilding I], [Melee Weapons I], [Hardening I], [Tactics I]
>Magic
[Necromancy I]
>Trade
Caravan to Artemisia (+4 gold/t)
Ships to Kingdom of Madness (+4 gold/t)
>Ransom
Kingdom of Madness: 2 food, 2 gold, 1 tech point
>Resources
Flax: 14 (+1/turn)
Ore: 4 (+2/turn)
>Eccentricities
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments

Currently building brewery [1/4], irrigation [1/4], city [1/10], Artilia's farms (maybe) [1/4]
>>
>>48871695
I want to use 17 gold and 3 tech points on better melee weapons (second die)
I want to use 6 gold and 2 tech points on logistics development (fourth die)
>>
>>48871110
They are welcomed into the walls and ushered into a back room hiding their disgusting appearance from the general populaces. The troll in charge says yes we were made aware by our diplomats in warhost. We are even now taking action to complete our agreed to part.
>>
>>48872013
"understood. the Fuhrer has put much faith in the project, and we have much work to do. the Warhost is sorely lacking in even the most rudimentary of technologies. I also understand it your King has a love of magical weapons. Something both my Fuhrer's shared, a lust for wunderw𝑎ffe. perhaps in time, we should make suitable gifts for your king."
>>
Rolled 84, 54, 9, 100 = 247 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 34 (+2/turn)
Food: 55(+7/turn) {+4-2-1-2+4-2}
Currency: 12 (+2/turn)
Buildings:
+Farm [+2/turn]
+Frillhead Dung [+4 food/turn]
+Strange Food [+5 food/turn]
Defenses (Capital): 1
Military:
+ 1 Ugh Militia [2.2x] [Upkeep: -2f/turn]
+ 1 Ugh Militia [2x] [Upkeep: -1f/turn]
+ 1 Ugh Shocktroopers [2.2x] [Upkeep: -2f/turn]
+ 1 Ugh Jihadists [2.6x] [-2f/turn]
"Tech": [Infantry I][Doctrine II] [Stupidity I] [GuerilUgh Warfare I][Shocktroopers I] [Ugh Luddite Jihad]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources: [None]
Idiocy Points: 1
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.
[UGH STUPID]: Due to the Ugh's stupidity, rolls are reversed. However, nat 100s are extremely catastrophic to the Ugh psyche.

---------------
--Actions---
---------------
1.2. TEMPLE BIG! Big temple. Mostly bits of wood and rocks. {Temple}: 8/20]
3. UGH KILL RUINS GOOD! KILL RUINS!. [Expand]
4. The Ugh have a navy. Did you know that? They just just of break down trees and float around on them. [AmphibUgh Warfare]
>>
Rolled 19, 19, 47, 86 = 171 (4d100)

>>48870485
1. Science research resumes [1/6]
[Science II] [Tech Dependence]
2. Continue researching better methods of Raiding III 2/6
[Science II] [Tech Dependence]
3. Send science II and [slavery I] to the warhost.
4. Word has reached the ogt capital of their new vassals continuing search for a legendary beast and the troll king has generously decided to indirectly assist them. Continue researching scouting II 1/4
[Science II] [Tech Dependence]
>>
>>48872549
4 currency on actions 1 and 2
>>
>>48872549
And 4 on action 4
>>
>>48872209
>Roll 100
>It's a crit fail, because your nation is made from retards
>>
Rolled 94, 68 = 162 (2d100)

>>48870460
[Western Tribes]
Military:
-Tribesfolk [1.2x {-1 food/currency//turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
-Tribesmen [1.4x {-1 food/currency//turn}].
Tribal Warriors [1.6x {-1 food/currency//turn{]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Continue The Hunt, so that I may return to my tribe soon! [10/15]
>[Domestication II]
>[Animal Studies II]
>[Training I]
>[Oral Tradition I]
>[Beastmasters]
>>
File: $_1.jpg (45 KB, 400x300)
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45 KB JPG
>>48872209

No Ugh, you do not in fact, have a navy.
>>
File: Red_Skull_by_Deviator77.jpg (746 KB, 4500x3000)
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Rolled 15, 18 = 33 (2d100)

Name: The Crimson Skeleton. courtier of the Warhost of the War Wizard
Fluff: frustrated by the continuing failures of the goblin engineers, the War Wizard called upon his most trusted undead lietenant: the Crimson Skeleton. as ancient as the wizard himself, he claims to be from the era when the true Eagle once stood strong over the skies and lands of Earth, and of having been brought to Niburu colonies by sympathizers in cryostasis. the Crimson Skeleton is one of the few people in the Warhost who can match the Wizard in terms of scientific and magical skill, having experience in both under the ancient Fuhrer. when working on superscience or dabbling in the dark arts, he had a penchant for getting things done and done right no matter the cost. he returns to serve the new Fuhrer by rediscovering and reinventing the ancient technologies and magics of old, restoring them for the might of the Warhost.
Eccentricity:
[Science and Magic]: The workers under the Crimson Skull can decide to either focus on technology or magic, boosting one while penalizing the other.

>>48872549
#1-2 the Crimson Skeleton aids the OGT in their science research. they were degrees smarter than the masses of idiots he had to work with back at the warhost. but the age is still unbelievably primitive, and the work frustrating. these orcs were good at gathering the puzzle pieces, but he knew the picture on the box. many times when trying to present scientific ideas he would have backtrack and provide additional explanations. yet if anyone would bring the world out of this dark age, their tech reliance could prove them the one to do so
>[Science II]
>[Science and Magic]: The workers under the Crimson Skull can decide to either focus on technology or magic, boosting one while penalizing the other.
>>
Rolled 41, 1, 33, 95 = 170 (4d100)

[Ariak]
Pop: 58 (+4/turn)
Food: 69 (+4/turn)
Currency: 35 (+6/turn)
Defenses (Capital): 1, Castle Blackwatch
Territory: 33
Owned territory: 25
Settlements
Ascalon*: Leyline Tap I, Mine I, [Dragon Steel© Smithy I], [Tourney Field II], Quarry I
Xicares:
Military: Red Drake Knights [1.4x {+4 owned hexes}] Blue Drake Knights [2.4x {+5 owned hexes] White Drake Knights [2.4x {5 owned hexes] Black Drake Knights [3.6x {6 owned hexes] Green Drake Knights [3.0x {5 Owned Hexes}]
Tech: [Infantry I][Laws III][Cavalry I][Dragon Steel I©][Economics I][Armor I][Feudalism I][Taxes I][Tactics I][Ships I][Siege Weapons I][Elemental Magic I]
Resources: Magic: 17 (+2/turn) Ore: 17 (+2/turn) Stone: 2 (+2/turn) Tech Points: 2 (+1/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

The breeding is nearly complete. Already the Drakes have the stubby beginnings of the full wings of their dragonkin.

1. Wyvern Breeding 6/10

The addition of dragon steel plates to both chain and scale armors improves their effectiveness against all forms of attack at the cost of added weight.

2. Armor 4/6

Tax laborers and masons alike work to expand and improve the smithing guilds, working them into the new patterns of armor being developed.

3. Dragon Steel Smithy II 2/6

Impressive progress has been made with the forging process. Dragonfire makes for the hottest fires, but improvements to coal and timber have made the fires burn longer for a more complete symbiosis of magic and metal.

4.Dragon Steel II 4/7
>>
>>48874647
Add 1 tech point to roll 1.
>>
Bump
>>
[Warhost VS Huh]
>>48858008
[Huh]
4x1.8=7.2
10x1.8=18
Total= 25.2

>>48861569
[War Wizard]
3x1.2=3.6+1=4.6
6x1.4=8.4+1=9.4
1x1.6=1.6+1=2.6
6x1.6=9.6+1=10.6
Total=23.2+4=27.2
Result: Minor Victory- WARHOST
It must be an off day for the Warhost- they barely drive the Black Archers away from their walls.

[Blatrek VS Volden]
>>48855843
[Blatrek]
8x2=16
2x2.4=4.8
1.8x9=16.2
1.8x9=16.2
Total=53.2

[Volden]
>>48859063
1.4x2=2.8+1=3.8
1.4x10=14+1=15
1.6x8=12.8+1=15
1.6x9=14.4+1=15.4
1.4x6=8.4+1=9.4
Total=58.6
Victory: Volden
Volden's warriors repel the southern invaders!
[Blatrek]
-1 Thrall Knight
>>
Rolled 95, 51 = 146 (2d100)

>>48870485

https://www.youtube.com/watch?v=Y4w9qfrvboU

Ancient alarms blared as machinery which remained inactive for an unspeakable amount of time momentairly sprung to life one again. Hydraulics groaned against rusted covering as a huge arm of steel interfaced with a seemingly impossibly thick door of metal, tearing it from its resting place and gently pressing the iron wheel aside with some effort. The people that stood before it were human-like, minus perhaps a foot or two in average height, dressed in a dainty uniform of a design unseen outside of perhaps illustrations on ancient tomes.

Leading them was an individual with red hair and eyes to match, who with the rest of her troupe coughed and covered their mouthes and noses as a large amount of industrial dust was kicked up by this action. Faint rays of light shone from the other side, the group gazed upon real, natural light for the first time in living memory, a bit filtered behind the windows of- where were they? The head maid Arnika glanced around; what were once colourful stores and shops, full of life, were now filled with disgusting cobwebs, dirt and debris. She spoke in a sharp accent, peppered with familiar words. "*ACHOO!* Gesundheit. This place, it is- most unacceptable! All this time, we were living above an absolute mess, and I wasn't notified!? Thee Kaiser would never have allowed the surface sector of his home to become so filthy; clean it up this instant!" (1. Begin Project - The Refurbished Mall of Blackwarg!)

Though her initial reaction was an unpleasant one, the head maid's eyes brightened when she noticed a particularly powerful light from above. "Look at that! Look at that! Outside, near those broken windows - is that what I think it is? It's sky, just like in the books! It's... "wunderschön"! Hah, we can finally strech our wings to their limits. What are you looking at - that's an order! Begin testing wings for thee Kaiser!" (2. Researching Flight III.)
>>
>>48876079
Sorry that took so long folks, busy day
>>
File: FM_5.png (1.13 MB, 1000x1618)
1.13 MB
1.13 MB PNG
Rolled 60 (1d100)

>>48876158

Looking at the sheer amount of broken objects within the facility, as well as those back down in the vaults from which they just left filled Arnika with guilt; if The Kaiser knew the fate she had let his home befallen, he would have berated her in rage. Before they could start searching for them, they would need to fix everything so it was like the way he left it- they needed to learn how to work with these ancient machines. "Final course of action is repairing this facility...somehow. The Kaiser knew how to keep it together effortlessly, and are we not the same blood as he? Everything must be as it once was immediately!" (3. Researching Archeotech Repairs!)

[Blackwarg Manor]
Pop: 22 (+2/t)
Food: 22 (+2/t)
Currency: 17 (+2/t)
Territory: 1
Holdings: Blackwarg Manor, The Ruined Mall of Blackwarg (Capital)
Defenses (Capital): 1
Military: N/A
Tech: [Scouting I]
Magic: [Flight II][Light I]
Techpoints: 6 (+1/t)
Resources:
Eccentricities:
[Tech Affinity]: The ancient ruins of Nibiru yield more to the fairies of Blackwarg- however, the fairies are physically weak.
[Hidden]: You are hidden from the prying eyes of the world in one of the ruins located on the map! Your position will be revealed if you attempt to expand beyond this point, or if anyone attempts to expand into you.
Turn Store: 5
>>
Rolled 49, 90, 64, 98, 67, 22 = 390 (6d100)

>>48876190

https://www.youtube.com/watch?v=75SsKeha8VA

>Turn Store: 3 (-2)

(4/5/6/7. Continue Refurbishing the Mall of Blackwarg) The fairies were all doubling up on working on tidying up the mall- the structure's apparent identity, which was apparently a place where lots of stores were made. Exposed wires and unstable ceilings were always big hazards, and finding a good corner to sweep all the dust and garbage, whilst sifting potentially useful debris from junk was quite the experience. The atmosphere of the area was pretty cool, doubly so since the heating in the vault underneath quit working.

Arnika and the rest of the maids spent time in between cleaning practicing flight in the more spacious areas of the dilapidated structure. They glided and soared, and practiced hovering in place in order to access high-clearance objects to dust. They never left the confines of the structure however, fearing that it would reveal themselves to the dangers of the outside. There was always the secondary fear that something dangerous was lurking in the darkness of the shadows as well, and maids wasted time drawing straws salvaged from an abandoned from an old hat in order to pick who had to clean those points. (8. Continue Flight III Research)

The exposed wires remained troubling, and the few literate among them were digging through dozens of manuals written in an archaic language and trying their best ot make heads or tails of what they said while braving their old book scent. Fairies would get distracted by the pictures and start surfing through superfluous that appealed to them better, until the head maid barked at them to get back to work. (9. Continue Archeotech Repairs Research)
>>
Rolled 33, 58, 26, 31 = 148 (4d100)

>>48870460
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 40 (+2/turn)
Food: 86 (+4/turn)
Currency: 25 (+5/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
1 Ballista raft [2.8x {1x Bombard} {-2 currency/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I, Dockyard I, University I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding III] [Coralworking I] [Obsidianworking I] [Siege I]
Magic: [Astral I]
Resources:
Ley-Power: 39 (+2/turn)
Driftwood: 4
Coral: 3
Wood: 18 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 3 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Finish up Transmutation magic research. 3/4
+University I
2. Finish up the second Ballista Raft 2/3
+Siege I
+Astral I
+Coralworking I
+Obsidian working I (For the mirror?)
+Raftbuilding III
+Sea Legs
+Dockyard I
3. Begin researching better ways to conduct research and study.
+University I
4. Send one Ballista raft and one War raft to the shores of the OGT.
>>
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Rolled 56, 32, 6, 47, 92, 95 = 328 (6d100)

>>48876206

>Turn Store: 1 (-2)

(10/11/12/13/14. Finish up Refurbishing the Mall!) Nevertheless, they worked dilligently, ransacking abandoned stores for replacement parts to at least give the place an appearance of being less than completely ruined. It was harsh and strenuous work, especially when it came to physically repairing damaged walls through brick by brick lifting.

The flights were becoming something of secondary purpose, but they continued as activities of leisure. (15. Continue researching Flight III!)
>>
>>48876206

But at the end of the week, things were shaping up. It was now just a matter of some finishing touches, and Blackwarg Manor would be open for buisness. (Spending 6 currency on action 4!)
>>
Rolled 10, 7, 1, 10, 10, 9 = 47 (6d10)

>>48876079
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
>[Infantry I]
>[Necromancy II]
>Defenses (Scorch 1): 1

Three times the archers attacked the walls. Three times they rode their horses, lifted their bows, and fired upon the orcs and skeletons stuck with arrows taunted and jeered at them from the walls before trying to smash down the gate or climb makeshift ladders. And three times they were beaten back. Yet they did not run nor flee but regrouped to attack again even as wounds and wounded began to rise.

All of this on empty stomach and ragged horses. The War Wizard was pleased at the obstinate carnage. The Riders were well on the way to proving themselves worthy. Now for the final test.

The skeletal reinforcements arrived from OGT lands, ready to strike at the enemies rear and press them against the walls and the main body of the army once and for all.

Would they break and flee from the encirclement, or would they charge one last time?
>>
>>48876158
>>48876206
>>48876405
>>48876432
Isn't this just sad meta for extra dice?
>>
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Rolled 7, 2 = 9 (2d10)

>>48876471

-Black Archers [1.8x] (-1 currency/food/turn)
-Black Archers [1.8x] (-1 currency/food/turn)

The civilized ones had finally descended from their walls and taken the battle to the Huh. The last round of combat had weakened them as their bodies were haggard from malnutrition and overexertion. They used the last of their adrenaline to make the battle as bloody as possible, though even their ultimate efforts faltered as hunger got to many before the Warhost's troops. Genneg Khaahk defiantly roared as he fought one last time. History will forever know him as the man who burned down Babactia, and he was content with leaving such a mark.
>>
>>48876545

New nations get 5 free actions for starting late!
>>
>>48876545
Every new player has gotten 6 make-up turns. This player is the same one that played identical fairies in the last game.
>>
>>48876545
It's the fairies. Fucking garbage race should have not been allowed back in.
>>
>>48876577

Hey pal, at least they're writing their actions beyond "Me orc. I do "X"!" You're probably the most boring major player in the game.
>>
>>48876571
>>48876577
>>48876882

Wait, wait, stop everyone! If me being here is going to cause salt, I can always just leave, yes? I think this game has seen enough issues with it as is, and don't want to add any more.
>>
Rolled 91, 47, 74 = 212 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 25 (+2/turn)
Food: 63(+2/turn) (+4/turn Farms) (Military -2/turn)
Power: 4 (+6 /turn)(-4 military)
Currency: 29 (+2/turn)(-1 Military)
Defenses (Capital): 1
Territory:
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

1. Expand eastwards. These riders may have despoiled the ruins, but we will still find a use for them.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

2. Expand north, to link our territory with OGT
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

3. I'm going to presume I won this turns fight
Prepare our army to march north, there is a new war brewing on the horizon, I can smell it. I shall have to make final arrangements properly, but it's best to get moving now.

The Warhost is on the march again!
>>
>>48876882
Kek. An anon thinks their opinion matters. How cute.
>>
>>48876569
And that changes what? You've meta-gamed to get extra dice right from the first turn in game, which is pathetic and disgusting. Especially when combined with starting in ruins for minor and insignificant trade-off, but full benefit of ruins.
Eat bullet, cheater.
>>
>>48877086
He doesn't get extra dice. He just starts in a ruin.
>>
>>48876882
Nobody gives a flying fuck about fluff and the one from fairies is the most obnoxious one, eating out space almost as fast as my rants.
And they at least have a clear aim, instead of being shitty "story" about animu race of retarded fairies

Salting you, Columbiana. Leave.
>>
>>48877122
He spent all his actions to finish wonder, which is extra die. A stockpile of turns that most likely would take long enough to get removed for lack of activity.
He starts with ruin, or rather in ruins, which means he starts with bonus from them AND without moving a finger, already securing ruins for himself, with defensive bonus due to it being capital.

Meaning it's high-tier meta.
>>
>>48877030
That's supposed to be [What's a city] for actions *1 and *2

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 25 (+2/turn)
Food: 63(+2/turn) (+4/turn Farms) (Military -2/turn)
Power: 4 (+6 /turn)(-4 military)
Currency: 29 (+2/turn)(-1 Military)
Defenses (Capital): 1
Territory:
Military:
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.6x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Skeletons 1.4x {-1 ley-power/turn}
Tech: [Infantry I][science II] [slavery I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

Corrected stats
>>
Balista rafts- gain [Bombard: 1][-1 ley power/turn {b/c} Astral magic use}]
>>
>>48877210
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 40 (+2/turn)
Food: 86 (+4/turn)
Currency: 25 (+5/turn)
Hexes: 22
Defenses (Capital): 1 (Niron)
Military:
2 War raft [2x {-2 currency/turn}]
1 Ballista raft [2.8x {1x Bombard} {-2 currency/ -1 Ley Power/turn}]
Structures: Ley-Node, Seaweed Farm I, Marketplace I, Dockyard I, University I
Trade: {Pure Ocean}; +2 currency/turn
{Kedesh} +3 currency/turn
{Volden} +1/turn
Tech: [Infantry I] [Raftbuilding III] [Coralworking I] [Obsidianworking I] [Siege I]
Magic: [Astral I]
Resources:
Ley-Power: 39 (+1/turn)
Driftwood: 4
Coral: 3
Wood: 18 +2/turn
Metal: 10
Obsidian: 5
Tech Point: 3 +1/turn
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

updated stats
>>
>>48877048
>>48877129

All right, time to cut the veil. I've been recording these games since Nibiru I while listing the statistics (I was "Beedle III" along with another fellow.) I have never participated in these games directly because I believe in leaving slots open for the new blood. I like reading the lore to these games, which leads me to my next point.

You know Kurtz, for a moment, I thought you were doing pretty well as the Barbabrabs; even though you were shooting up red flags left and right with your demands to the DM, who is under a LOT of stress right now and metagaming, you were entertaining to watch, and you didn't respond as heckling as much as I thought you would. I respect the fact that you're at least making a token effort as you're on your way out. What I do NOT LIKE AT ALL is when you fill the last part of these threads with salt and end up killing sup/tg/s ratings - I quit recording last game because half the thread was just whining, and I HOPE that I won't have to do the same for this. There are people who deride entertainment from watching these games, and I do not want you to ruin it for them like you did for the players. If you want to preserve your last fragment of human decency, be a good boy and leave once you die, or at least shut up afterward.
>>
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>>48859468
General Schwartz once again arrives in Blatrek, the Vampire General being well suited for continued relations with the Vampires. This time, it the Warhost who was called upon to arrive rather than sending the general for their own purpose.

"We were sent a message from you requesting a diplomatic meeting regarding a new war. The Fuhrer has sent me to speak on their behalf. There are rumors you have made peace with a northern neighbor. What is it then of war you wish to speak of to the Warhost."
>>
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>>48876079
Blood Knight Craxas kicked a thrall corpse out of his way as he approached the group of Volden warrior who had defended so fiercely against his assault. His booming voice echoed across the battlefield as he approached.

"Hail Warrios of Volden, you have fought bravely and proven you deserve to walk upon this earth. Many we have come across many that are weak and pitiful, no better than animals to be subjugated. We would broach peace with you warriors and hold no ill will to the slaying of these thralls!"
>>
>>48877492
Ey didn't change trip
>>
>>48877445
"A peace deal has be broached and we are in no longer in need of assistance. Please give our condolences to the Fuhrer."
>>
Rolled 68, 3, 31, 72 = 174 (4d100)

>>48870485
[Blatrek]
Pop: 45 (+2/turn)
Thralls: 52 (+8/turn)
Currency: 23 (+6/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I][Thrall Slums I][Knight Academy II]
Military:
[2x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[2.4x Blood Knights {Bloodsucker}{-2 Thralls/Ley-power//turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
[1.8x Thrall Knight {-1 ley-power/turn}]
Tech: [Infantry I][Thrall-Herding III]
Magic: [Blood III][Blood Shielding I][Flight I][Regeneration I][Necromancy II]
Resources:
Mana: 32 +9/turn
Tech Point: 1 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they disappear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are eeedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Research [Blood Shielding III] 6/8
2. Research [Thrall-Herding IV] 6/10
3. Research [Mana Efficient I] 1/4
4. Expand towards Northern ruins 1/2
>>
>>48877736
"We are dissapointed in this. The next time we are called to war, we expect there to be one."

>>48877030
>NOTE:
>Would like to recall the army in action 3
>If possible divert it to just the other actions for expansion somewhere, the army can help there
>>
>>48877167
You know I bet you could run a pretty solid game. Show everyone how it's done.
>>
>>48878173
>No IRC
>No meta
>Limit on diplomacy
Yeah, find me a players for that. Because standard /builders/ fare is too institutionalised for it to work without constant complaining due to removal of comfart zone.
>>
>>48878583
Well that's the good thing about 4chan hosting. Plenty of new blood. But I agree, having no IRC would make threads nearly 50% fielding questions to the GM
>>
>>48878583
So host it on /qst/ where there's nothing but noobs who know nothing about anything. Perfect breeding ground.
>>
>>48878655
Hosted on /qst/ a few months ago. It got kinda boring and hugboxy like last Colonies game. People there like co-op quests, not pvp games where everyone has the potential to be a backstabbing asshole.
>>
>>48878688
>co-op quests
Well I'll be damned, that's actually good
>>
>>48878737
Perhaps I chose the wrong word. By that I meant just quests. Where people collectively decide on actions.
>>
>>48878777
And I'm perfecty aware what quests is
>>
>>48878903
*quest
Definitely time for sleep
>>
>>48878688

I actually liked that, Wheelie. Kurtz, a part of me feels for you because this crowd has turned NB into a game of mechanics instead of a game of story (which even though you decry, you certainly seem to know how to write a good one), and it gets monotonous when it grinds down to side A trying to out-arms build side B by coming up with increasingly broken combos to continue at risk of being destroyed.

You've got all the ideas for being a great player/host under your belt, you just have to learn to control your fucking temper and find a different crowd.
>>
>>48878999
On the same token though, shyster, stories are no fun without conflict.
>>
>>48879029

Not all conflict is people racing to massacre each other. Your games have a disproportionate focus on combat at the expense of everything else; culture mechanics don't exist, territory is just for soaking losses, currency is for spending money to complete actions to make better units or do science, and science is for making better units or more money so you have a higher success consistency to - pump out more units.

When Red_Philosophy was the person running the show, he had figured that out and had the ratings used in Rosa as a way to compete beyond just pumping out units; I was recording them and showing them to everyone to foster a sense of competition and conflict beyond war. It can be political. It can be environmental, or technological. There's a dozen ways to tell a story in an NB, and I wished that you people could see that.
>>
>>48879231
>I was recording them and showing them to everyone to foster a sense of competition and conflict beyond war. It can be political. It can be environmental, or technological. There's a dozen ways to tell a story in an NB, and I wished that you people could see that.
Pics and data, or didn't happen.
But either way, with current. ultra-hermetic player group, this doesn't matter at all. This game alone proved that no matter what happens, the same people will do the same things on consistent rate.
>>
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>>48879273

Yours truly, fellow anon. There's the players, the GMs, and us, the guys who watch it all and heckle. But who says we can't be productive once and a while, eh?
>>
>>48879307
I'm more interested in the part about other conflicts beyond war and telling stories in NBs
>>
>>48879372

Well, last major game Red was hosting was a cultural cold war between the "good" aligned fae and the "evil" drow trying to out-culture each other alongside their blocs of influence while the "neutral" human commonwealth between them acted as a mediator to made sure they played nice. The previous villain had been thoroughly beaten, but most of the "good" nations were drained, with the second largest human nation in the middle of a civil war in the aftermath and a lot of paladins calling into question the whole ordeal because it nearly ended in the deportation of the remaining perpetrator's people, including children.

Demons and outsiders were piling up in the North after a whole lot of nations collapsed due to an indirectly related incident, but everyone was too focused on keeping up with the Jonseses to notice. The game ended when the Drow's player cracked and called it quits, giving it a premature ending before the second crisis even began. Given how prestige, culture, and territory worked, everyone was trying to work on one upping the other, and the you saw people synergizing in order to boost themselves ahead so they could temporarily overcome big ole' Switzerland's iron grip as the world police to speak their minds.

It was a major shame when it died.
>>
>>48879469
Link?
>>
>>48879495

https://xch.net/builder/res/3611.html
https://xch.net/builder/res/4713.html
https://xch.net/builder/res/5314.html

(I warn you, it's on worse chan. Replace "x" with 8.)
>>
>>48879495
rosa threads
https://8chDOTnet/builder/catalog.html



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