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(A Multi-civ game)

In the year, [Turn 0], the Empire boasts its strengths in having a cooperative multi-racial nation. Through the unique skills presented by each different race, the Empire led in many aspects of advancements. Of course, this couldn't have been done without the leadership skills of Emperor Bello, the Reborn-er. Through his leadership, the Empire was happy, successful, and great.

Until, the Emperor died that is.

[Now you play as a noble, who has to lead in this time of need when the Empire is leaderless, a powder-keg of racial tension, and all the while other nobles get in your way in whatever your goal is.]

Hereditary, Noble Builder.

>Lord's Name:
>Fluff:
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
(Keep blank everything below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:

>Setting: Medieval Fantasy. All race is fine. Magic is severely limited.

>How to play?
Just think of a regular civ-game but each player controls one civ.
Each player has 2 actions.
Use these 2 actions to build your nation to whatever you wish.

>Location:
Give me the location you want to be placed.

>East, South, West Castle
Controlling one castle gives 1 bonus action.
-Requirements
Must control all the land around the castle or the players around the castle gives an unanimous vote to give you the castle.
Can not control another castle or the Capital.

>Capital
Controlling the Capital gives 2 bonus actions.
-Requirements
Must control the land around the castle.
Can not control a castle.
Players with 50% of the territory of the whole map must vote you in.
>>
!!!Important news!!!

>Rolls
Rolls are now changed so players can have an easier time!

2-29 Fail
30-59 Success
60-89 Double Success
90-94 Triple Success
95-99 Quad Success

>Bonus
Balancing issues.
With the new rolls and the speed the thread is going. Most bonuses are now getting changed. I'm trying to make it so no bonuses get nerfed so be happy with that.

So I would be very glad if no one use their bonus the first turn.

>Update
Update was last turn.

>New Players
Either be a supporter or take over a nation thats been afk for too long. There is a possibility that you can completely replace that nation.
>>
>>1112944
Not afk o/
>>
>>1112944
>Update
Update was in last thread***
>>1112936
>>
!!!Final Thing I promise!!!

>Events
Every new thread, I add in an event for each player depending on their fluff, location, and current status.
These can be either terrible, bad, neutral, or good. The nature of your events are completely based on your actions and progress last thread.

EX)
If you only cared about gaining supply and not about your population, then its possible that crime got heavier.

If you cared about your people's education, then its possible they can find new technology.

>Capital Meeting
Every new thread, Jokah sends an invite to every Lord to discuss the status of the Empire.
Players can choose whether or not to come.
>>
>>1112950
I am interest AFK nation's spot. Which one is it? I'd like to call dibs but I want to know which one.
>>
>>1113007
*interested in
>>
Rolled 3, 70 = 73 (2d100)

>>1112939
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: Basilicastous, age 74, was a cardinal architect before he became the patriarch. Cardinal architects only build churches, holy monuments, and temples, but their training covers masonry, architecture, and holy teaching. Unlike a learned elder, who always goes through a 16 hour Q&A verbal exam, a Cardinal Architect’s entry exam is only 5 hours long, though it is actually somewhat harder because it covers masonry and architecture as well as holy teaching, instead of just the holy teaching like a learned elder’s exam would. Basilicastous was the son of native nepzusi humans, and his mother is said to have had a dream that a golden brick descended from the sun, flew around the family’s house outside 3 times, then changed-shape into an infant and flew inside her, the day before basilicastous was born.
>Skill: [to be given by bello]
>Bonus:
[to be given by bello]
>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: Nepzusa is a quiet backwater of the empire, situated north of the west castle, and notable for 2 things. First, nearly 1000 years before the game, a whale vomited a nearly 20 foot long monolith on the north coast, where the locals raised it in an event called the Advent of the First sign. The Church of the monolith believes primarily 1, that all gods who don't wantonly torture their follows, act villainously, or demand human sacrifices, are valid and worthy of worship, and 2, that many cultural practices of theirs, such as washing their hands before they eat, praying and temple-visiting mostly on 1 specific day of the week, giving charitably to other members of the church, and striving for greatness in craft, deed, or legacy, is the point of existence. Nepzusa is ruled by a Patriarchatus, who is elected by a synod of learned elders, teachers, and temple priests, it is an elected position, not a hereditary position, though Patriarchatus may sire children and may have a spouse, IF, they were married before they ascended to the holy office. Up until very recently, Nepzusi were a non-proselytizing religion, so they are primarily humans, with small numbers of other generally civilized fantasy races (such as dwarves and elves), and there is no onus on nonhuman members of the church, which is allowed.
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 110
>Buildings:
Market [Trade Routes: 2]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS

Pic related, Basilicastous.

ACTIONS
1-2: Tax reform, precious metals, labor, and foodstuffs an be used to pay 1/8th of taxes in Nepzusa.
>>
>>1113505
Nikon was taken to an apple tree in the last hours of his life, where he prayed, gave himself last rights with an assistant moving his unable to respond hand, then, laying on a stretcher, he simply closed his eyes and was dead a few minutes later.

Since hermits are forbidden the 'extravagance' of having a known resting place or a funeral, and since Nikon was technically a hermit, his burial place is secret, so secret that even Basilicastous doesn't know where it is located, though Nikon was simply placed in a hole with a few very private personal belongings and then walled into the hole, it didn't take place in a big ceremony or in a church. The burial site is in nepzusa, but it wasn't disclosed, to -any- one.
>>
Rolls for this turn: >>1113573
>>
>>1113600

Also bliss is at 1/7
>>
>>1112939
boy you better keep my rolls or i cuck your mother

>>1113078
>>
Rolled 14, 27 = 41 (2d100)

>>1112939
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 255
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
>Storage:
>Magic:
Light [E]
Transmutation E
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.

1. Continue research into enchanting. 5/8
2. Finish up research into stronger Transmutation magic. 6/8
+Magic Research [D]

>>1112970
Lord Stormsong is currently ill due to overuse of his magic and as such sends a stand in to listen in to the news.
>>
Rolled 60, 59 = 119 (2d100)

>>1112939
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Once per thread. Before rolling, you and two of your allies can't fail one turn.
[Royal Curse - Immunity]
Twice per thread. If you fail both of your actions, you can choose two players to fail their lowest rolled action.
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 315
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: D]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Technology:
Cotton (Bandages)
Bonus:
Every 5 turns, upgrade any building with a rank of [D] or a [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Commerce 4/8

1 Commerce 4/8. Understanding the best methods of using supplies to produce better facilities, train troops and further research at home.

2 A gymnasium complex. The people of Epidemica enjoy sports and want to maintain their fitness even under the encroachments of life. Spending energy to get energy and it may make a fine place to recruit some athletic soldiers.
>>
Rolled 28, 58 = 86 (2d100)

Skill: Charisma
>Bonus:
["Pacifism"]
Both you and a player gain a temporarily bonuses when coming to a diplomatic agreement. You can choose whether the other player will receive a positive or a negative bonus.
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
>Supply: 240
>Buildings:
Market [Trade Routes: 2, Kol'Talla [D], Napzusa [D]]
Fishing Dock [Supply Gain: D]
Farms [Supply Gain: E]
>Bonus:
Some buildings' [Supply Gain] instantly rank up to [D].

>>1113505
Oh man, RIP in piece. Olga sends a letter asking if there is anything Scythia can do to help ease the transition of power. I also inquire about the possibility of converting to monlithiesm.

I one roll to start construction on a mine, and the other to develop a better system of infrastructure to help increase trade. Pacifism bonus is still in effect?
>>
>>1114183
Oh damn! 85 and 82, two double successes.
...I need to come to more diplomatic agreements ASAP.
>>
Rolled 63, 71 = 134 (2d100)

>>1112939
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 200
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
>Bonus:
You can learn another player's technology very quickly but only with their consent

1.Overthrow the ruling blues
2.Research constitution
>>
Rolled 77, 83, 29 = 189 (3d100)

>>1112939
>The Black Legion
>Leader: Commander Galen
>Skill: Leader, Warrior
>Bonus:
[Far Too Long]
In the beginning of every thread, you can either...
-Gain two extra action for the first turn.
-Give you and all of your allies a +10 roll value the first two turns.
>Military:
1 Heavy Infantry [C: D, D: D, M: E]
2 Soldiers [C: D, D: E, M: E]
>Supply: 235
>Buildings:
Barracks [Recruiting: D, Training: D]
Market [Trading Route: 1[E]]
Fortifications [Defense: C]
Technology:Logistics
>Bonus:
Twice per thread. Instantly rank up yours or allies soldiers with a Combat rank of [D] or [E].

You seem to want us to hold off on using our bonues so I'll wait to use my extra actions

In progress: upgraded fortifications 1/7

Continue building the Mine 1/4

We try again to construct a Logistics building

Continue training the heavy Infantry 6/10

Once again we remind everyone we are open to contract and we do not disappoint when hired.
>>
>>1114179
Out of character: I'm still in this game even though I'm no longer on the other board or the chat, what we discussed briefly in PM previously is still in effect and can still be pursued.

unless bello would prefer I not be in the game (which is fine, its his game).
>>
>>1113509
Condolences and Congratulations are in order. I hope after you have settled in I may visit on a suitable occasion where we might discuss some policies I had discussed with your predecessor and transfer a copy of our history if such would interest the scholars of Nepzusa. Good Fortune and Good Health.
>>
>>1114440
(I am good to go ahead with what we had in mind. I will prepare something to initiate it.)
>>
>>1112948
You havent made any actions in the past turns.
>>1113007
Salyvania and maybe Our Territory(?)

Also do you wish to change the entire nation? I would prefer if you keep the nation fluff and stats, but you can change the leader.
>>
Rolled 5 (1d5)

Hey Bello, did I get no progress on the crossbow research last turn for 69?

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
Completing a [Technology] or a [Building] gives you an extra action next turn with a -35 roll value. Extra action can only be used on [Technology] or [Buildings].
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 245
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 4/6
Iron Mine 2/4
Elevator Bridge (Dock) 3/4

Rolling for a precious mineral
>>
Rolled 3 (1d10)

>>1115793
Huh, that should be 1d10.
>>
Rolled 12, 89, 94 = 195 (3d100)

>>1115793
1-2. The Dwarves are hopeful about the promise of breaking the great impass of their coastline, and having blubber and meat and fish to spice their meals and give them strength through eternal winter.

3. Continue the Iron Mine 2/4
>>
>>1112939
is there a nation i can take over?
>>
>>1114685
I don't want to play as a landlocked country. I also don't want to steal from Our Territory if they need more time to post. If they truly do become AFK, then I call dibs on that territory as a player. I'd just use my current nation and stats.
>>
Rolled 65, 87 = 152 (2d100)

>Lord's Name: Captain Ariela Nema
>Skill: [C: E, D:E, M:E] Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
No penalty in actions towards technology. However, your technology projects turns into [Items], which can only apply to one unit at a time. [Items] can be applied to yourself, a lord, a military unit, or be sold.
>Military: (Given by your lord)
>Supply: 40
>Buildings: (Given by your lord)
Altantean Engineering Manual 2/4
Mini-Forge 5/8

1. I'm halfway done with the manual. Then I can train some engineers to help crew my ship! 2/4

2. Good ol' cousin Arthur. With the forge almost ready, I'll be able to make spare parts and get the Nephropidae running again. 5/8
>>
>>1115894
I'd like to spend some supplies on 1. if I can get the manual done this turn.
>>
Where is Salvynia player?
>>
>>1115930
no idea
>>
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134 KB
134 KB JPG
Rolled 32, 26 = 58 (2d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Trading with other players gives you both one extra action the next turn. For every two new trade routes, you gain another extra action the next turn.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 185
>Buildings:
Docks [Trade Routes: 2, Black Legion[E], Epidemica [D-*1]] *1: Quarantine ]
Naval Academy [Recruiting: E, Training: E]
Lumbermill
>Technology:
Boatbuilding [D]
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Seaweed Farm 1/4
Commerce 4/8

1. Albreton's Lumbermill is finished, and can now formally begin the exchange of goods and resources with its trading partner Epidemica. Cotton is purchased, Lumber is sold. In our Isles common man will soon have access to good sturdy clothes, while the wealthy will have new venues for fashion. The cotton is perfectly safe from contagion, thanks to the extensive quarantine efforts.

1 Tradeship [Trade Supply Gain: E]

2. Albreton's joint commerce research with Epidemica continues, as trade is expanded between the two nations. Commerce 4/8
>>
>>1116079
Spend up to 80 supply each action to get progress to happen
>>
Rolled 85, 15, 84 = 184 (3d100)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821 (You)
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 55
>Buildings:
Hawthorns Academy of Magic [Magic Research: C]
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [D]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic].
#1 the new facilities will include an excellent field and stadium perfect for the Wizarding Rugby Cup 1/10
#2-3 the professors work hard on perfecting their knowledge of Air Magic 9/12
>9 Turns till Wizarding Rugby Cup
+Extra action every five turns to increase magic
>>
>>1112939
I'm a real boy and not afk.
>>
Rolled 72, 44, 18 = 134 (3d100)

>>1112939
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Once per thread. Can only use one of theses bonuses for the thread.
[Bloodsucking Bond]
Choose one ally. Your roll value goes up depending on how high your ally's roll value was last turn.
[Bloodsucking Curse]
Choose one player. Player gets a -5 roll value on their first action for the rest of the thread.
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
>Supply: 80
>Buildings:
+ Market [Trade Route: 1]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]

1-2. There was this thing about refining Dark Magic to an extend where the Sun may be cast out of Salyvnia entirely so that in times of need it may be banished to bolster the Cursed Lords defenses while under Siege. Make it happen!

Bonus Action:
Recruiting Witches all day and all night.
+ Recruiting Witch 2/8
>>
>>1114107
Spend as many resources as needed to finish up both researches, or until I run out.
>>
>>Rolls
Typo in the rolls.
2-29 Fail
30-59 Success
60-79 - Double Success
80-89 Triple Success
90-99 Quad Success

>>Colhen
>>1113730
Hospital 0/6
>EVENT (AMPLIFIED BY 1)
There are still people who are loyal to the Empire in your nation. These Loyalist has attacked and taken refuge in your hospital!

Letting the Loyalist occupying your hospital will eventually deny the care your people need and can spread diseases!

You must destroy the Loyalist before its too late!
(TIMED EVENT. 3 Turns)
[Get Rid of the Loyalists.]


Town Guard [3/8]
>>1113600
Bliss 2/7
+1 Criminal Token

>Bonus Change
[The Title of the Black Raven]
Once every 5 turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players. Must wait 5 turns before using a token on the same player.

(Upgrade token count)
(Just can't use 100 tokens at the same player in 1 turn)

>EVENT
The people noticed there were barely any improvements to their enjoyment. They weren't so happy about that.

Some thieves even decided to try their luck against the Black Raven and steal some supplies.

You can find them and make an example out of them, of course.

-50 Supplies

[Find The Thieves]

>>1113952
+Technology :
Mass Fishing

This technology amplifies your [Fishing Port] and your [Whaling Yard]!

(Put the extra action in Mass Fishing towards Water magic)

Water Magic 5/6

Warship 6/15

>EVENT
The people noticed there were barely any improvements to their enjoyment. They weren't so happy about that.

The workers at the Fishing Port decided to riot and refuse to work.

You can either wait it out or try to solve the problem.
Waiting it out means you won't get any supplies generated from the Fishing Port the next supply drop.

[Worker Riot!]

>>1113505
>Bonus
Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

>NEW LEADER DEBUFF
-You do not gain any tokens this turn. You will gain them at [Turn 10]

Tax Reform 2/6

>EVENT
Lately, there has been some conflict with the neighboring nation, Kol'Talla.
While Nepzusa does have some elves in their midst, the elves of that nation still dares to reject your religion and mock your ways. This creates some racial tension between the population.
Your people wishes to convert the neighboring nation.
[Racial Tensions]

>>1114107
Lately, there has been some conflict with the neighboring nation, Nepzusa.

Nepzusa's population constantly tries to force their religion towards your people. Some elves tries to kindly reject the offer but once denied, the elves often find themselves mistreated or abused by the humans. This creates some racial tension between the population.

[Racial Tensions]
>>
Rolled 94, 74, 33 = 201 (3d100)

>>1116408
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 in hopes in getting a gift from your people.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Hero Seigfriend, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
160
>Buildings:
-Farm+ [Supply Gain: C]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 2/6
-Stone Quarry 1/4
>Technology:
Hero Training [Max Heroes: 1]
Town Guard [3/8]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Did I lose all my progress to Hospital?

Fight the Loyalists.

Fight the Loyalists

(Free) Train Town Guard.
>>
>>1116408
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill:
>Bonus:
>>
>>1114107
80 Supplies/1 point in Enchanting
65 Supplies/1 point in Transmutation


Distribute in however you please.

>>1114179
>BONUS CHANGE
[Royal Blood -No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.

(REMOVE Royal Curse - Immunity)
+1 Royal Blood

Commerce 6/8
Gymnasium 1/4

>EVENT
Your nation is becoming rich in supply! A bit too rich...
The people noticed there were barely any improvements to their happiness. They weren't so happy about that.

The crime rate increased throughout the nation.
If nothing is done about the crime, then you will lose supplies every 5 turns.

Criminals:
Pirates that attack your southern docks and ships.

+Bonus:
Crime [Supply Loss: E]

[Crime Rate Increased]

>>1114183
Sorry when did you create the trade route Napzusa[D]?

[Pacifism]!

Mine 3/4
Commerce 3/8

>EVENT
>EVENT
Your nation is becoming rich in supply! A bit too rich...
The people noticed there were barely any improvements to their happiness. They weren't so happy about that.

The crime rate increased throughout the nation.
If nothing is done about the crime, then you will lose supplies every 5 turns.

Criminals:
Pirates that attack your Southwestern docks and ships.

+Bonus:
Crime [Supply Loss: E]

[Crime Rate Increased]

>>1114322
>Overthrow the ruling blues
Can you clarify this?

Constituion 2/8

>EVENT
The dark nation's, Salyvania, leadership has been pretty absent for a while. Some of the dark monsters decided to go rogue and cause some harm to small villages near your nation.
-40 Supplies
>>
>>1116457
Still not done with the update, but i have to do something for a while. Be back in 2 hours-ish.
>>
Rolled 8, 28 = 36 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Once per thread, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 1
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
>Supply: 235
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

1. Yes, we will make an example of them. No one crosses the Black Raven. You should also find those supplies. Use illusion magic to your advantage. And just to clarify, I want them ALIVE. (+Illusion Magic)
2. Continue on the Bliss (+Workshop) (+Illusion magic E) (Progress: 2/7)
>>
>>1116465

What. The. Fuck.

I don't know what it is with this game but I rarely if ever roll well. If it happens again I might leave and save myself the frustration of having to go through this every turn.
>>
>>1116461
Bello, you forgot to assign skills to my new leader, you only gave a bonus.
>>
Rolled 11, 62 = 73 (2d100)

>>1116457
Skill: Charisma
>Bonus:
["Pacifism"]
Both you and a player gain a temporarily bonuses when coming to a diplomatic agreement. You can choose whether the other player will receive a positive or a negative bonus.
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
>Supply: 240
>Buildings:
Mine 3/4
Commerce 3/8
Market [Trade Routes: 2, Kol'Talla [D], Napzusa [D]]
Fishing Dock [Supply Gain: D]
Farms [Supply Gain: E]
>Bonus:
Some buildings' [Supply Gain] instantly rank up to [D].
Crime [Supply Loss: E]

I spend my first roll to improve my police equivalent (town guards? idk), and the second to start work on a navy to patrol the waters around my docks. Also, I'm going to spend resources to finish the mine, I think it should be like 50?

The trade route to Napsuza happened last thread I think, I just couldn't use it because my market was shitty.
>>
>>1116658
Skills: Architect, Intelligent
>>1114372
>Bonus change
[Far Too Long]
Every 5 turns, you get 15 Roll Value [Points] to use that turn. AFTER rolling, you can assign any number of points to ANY actions. 1 point to YOUR actions give +1 roll value. 1 point to allies' actions give +1.5 roll value.

EX)
Rolls: 55, 65
Ally Rolls: 60, 45

Give yourself 5 points for first action.
Give ally 10 points for second action. (x1.5)

New Rolls: 60, 65
Ally Rolls: 60, 60

Mine 3/4
Logistic Building 3/4
Heavy Infantry 7/10

>EVENT
The nations from the North became rich in supply! Unfortunately without any preventing measures, the crime rate increased heavily.

Pirates began to attack any nations around the gulf between your nation and Epidemica.

+Bonus:
Crime Rate: [E]

If nothing is done about the crime, then you will lose supplies every 5 turns.

>>1115793
You found some minerals that was sold for a good price in the market.
+15 Supplies

Dock 4/4
Dock Upgrade 2/2

Dock [Trade Route: 2, *] *Elevator Bridge

>EVENT
The people noticed there were barely any improvements to their happiness. They weren't so happy about that.

The workers at the Mine decided to riot and refuse to work.

You can either wait it out or try to solve the problem.
Waiting it out means you won't get any supplies generated from the Mine the next supply drop.

[Worker Riot!]


>>1115894
+Inventory:
Manual

+Buildings:
Forge

>EVENT
Three youths visted your workshop and introduced themselvs as the "Three Inventor Siblings".
They offered their assistance, but said only one can work with you, while the other two must find work somewhere else.
They want to compete with each other on who can be the better engineer.

>Choose One
Gail Jones [Efficient]
Michael Jones [Innovative]
Raed Jones [Highly Skilled]
>>
>>1116079
>BONUS CHANGE
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action.

Upgrading Tradeship
Tradeship 1/8

It's a free action to continue upgrading the Tradeship!
Commerce 6/8 (With Morgoth assistance)

>EVENT
Your nation is becoming rich in supply! A bit too rich...
The people noticed there were barely any improvements to their happiness. They weren't so happy about that.

The crime rate increased throughout the nation.
If nothing is done about the crime, then you will lose supplies every 5 turns.

Criminals:
Pirates that attack the water around you.

+Bonus:
Crime [Supply Loss: E]

[Crime Rate Increased]
>>1116306
Facility 4/10
+Magic:
Air [C]
>EVENT
Roll a 1d10.

The dark nation's, Salyvania, leadership has been absent for a while. Some of the dark monsters decided to go rogue and cause some harm to your nation.
-20 Supplies
>>1116334
+125 Supply
Market [Trade Route: 1, Hawthorne [E]]
Dark Magic [B] 3/16
Witch 3/8

>EVENT
In your absence, the dark monsters decided to go rogue and hurt the nations around you.
-Hawthorns
-Bluholm
>>
>>1116440
As a supporter, your actions mean very little to the greater scheme of things and control a much smaller population.
You will not have that much affect towards buildings, technology, magic or any big-scale changes to the entire kingdom.

This can change if you control a kingdom through...
-Taking over your lord's/other players' nation
-Inciting a rebellion of a large population
-Other crazy means

While you don't have that much control over somethings, you can still make an influence through military, trade, or creating heroes.

So while nations have control in macro, supporters should care more about the micro of things.

>Quick things
You can use any of the technologies, supplies, or military that are GIVEN by your lord.
Can not use your Lord's buildings (there are of course exceptions).
Lords can create buildings JUST for you.
Obviously, you can switch alliances any time.
You have two actions as usual.

>>1116440
Read above.
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus:
[Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.

>Your bonus changes once you become a Lord

>>1116080
Tradeship
20 Supply per point

Commerce
50 Supply per point

Feel free to distribute however you wish.

>>1116414
>Did I lose all my progress to Hospital?
yes
>>
>>1116457
>Overthrow the blues
Eliminate or bribe any millitary officials still on the side of the ruling blues
>>
>>1117364
Is there any way to influence the creation of heroes?
>>
Rolled 29, 87 = 116 (2d100)

>>1116408
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 15
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
Enchanting [E]
>Storage:
>Magic:
Light [E]
Transmutation E
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
[Racial Tensions]

Spending the 240 resources needed to finish enchanting [E]

1. Finish up research into better transmutation magic 6/8
+Magic Research [D]
2. Send scouts out through our lands to take note of the resources we can make use of.
>>
>>1117416
instill loyalty to the state and ideology in which you present to represent so people will be more inclined to follow your orders. Also anyone else creating a cult of personality?
>>
Rolled 17, 22 = 39 (2d100)

>>1116408
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

DEBUFF-You do not gain any tokens this turn. You will gain them at [Turn 10]

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 110
>Buildings:
Market [Trade Routes: 2]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS

ACTIONS
1. Tax Reform continues. Currently 2/8.

2. Create new soldiers.
>>
>>1117416
Ya there's countless of ways. Just be creative in how you want to approach it.
>>
>>1114107
A message arrives from Basilicastous.

The message has a different seal from messages that came from Nikon.

Basilicastous's seal is a holy man standing on a whales forehead while a monolith is to the left and a crowd of gods to the right, but now the holy man is holding a small ceremonial-only hand-held spade and a hand-held model of a temple, the spade held in an upraised hand and the model held by the other hand. The motto "CONSTRUCTO LABOREX MAGNO", which roughly translates as 'I will build the holy up'.

"An animus grows between our populations, and it is my wish that we resolve it in an orderly and beneficial manner, and in a manner which benefits both our kingdoms, our people, and our selves. We request your kingdom's assistance in quelling this discord, and are willing to work hand in hand with your kingdom and it's people to answer this issue."
>>
>>1117822
Can we do a direct approach of using an action to explicitly search for a hero?

EX

action 1: Search out a (race) (character class) hero/heroine (or villain)

Dice roll result is #

...you found/didn't find X
>>
>>1117882
Of course. Though it would help if you explain how you want to approach it.
>>
>>1117834
A letter is sent in reply, sealed with the lightning striking an oak tree of the Stormsong house. The penmanship is shaky as the Lord still recovers from his use of powerful magic.
"Dear Lord Basilicastous,
I too wish to end this discord as quickly as possible. I have heard reports of some of your citizens assaulting or abusing mine when they reject conversion. I wish for these men to be tried fully for the crimes of assault where needed. I would also like to ask your permission to try citizens of yours who commit criminal acts in my domain under my laws as to expedite the process. I ask this in good faith and not to impede on your sovereignty.
Signed,
Lord Stormsong."
>>
>>1117822
Would getting an evil overlord to imprisn me and rule my kingdom with an iron fist, cruelly oppressing all who disobey, until a simple peasant decides to rise up and instill the proper ruler to her throne, work?
>>
Rolled 60, 20, 89 = 169 (3d100)

>>1117311
>The Black Legion
>Leader: Commander Galen
>Skill: Leader, Warrior
>Bonus:
[Far Too Long]
[Far Too Long]
Every 5 turns, you get 15 Roll Value [Points] to use that turn. AFTER rolling, you can assign any number of points to ANY actions. 1 point to YOUR actions give +1 roll value. 1 point to allies' actions give +1.5 roll value.
>Military:
1 Heavy Infantry [C: D, D: D, M: E]
2 Soldiers [C: D, D: E, M: E]
>Supply: 235
>Buildings:
Barracks [Recruiting: D, Training: D]
Market [Trading Route: 1[E]]
Fortifications [Defense: C]
Technology:Logistics
>Bonus:
Twice per thread. Instantly rank up yours or allies soldiers with a Combat rank of [D] or [E].

Crime Rate: [E]

In progress: upgraded fortifications 1/7

Continue on the mine 3/4

Finish up the logistics building 3/4

Keep training the heavy Infantry 7/10
>>
>>1118284
By chance could I use my new bonus now since I just got it to put 11 point in logistics building and and 2 points in heavy Infantry?
>>
>>1118206
Converting to Monolithism can be arranged. Sorry I missed your message with the madness lately, but I'm unclear on whether it would be fluff only or what.
>>
>>1118161
A reply is sent with Basilicastous's seal.

"I have heard reports of your citizens blaspheming and making mockery of the gods. However, I believe this can be resolved. As yet there is no formal policy statement on the manner of achieving conversion, because we have only just switched to even seeking converts within my lifetime. Trying my citizens by your laws is quite impossible, I'm afraid, but me making it a formal policy point that forced conversion isn't valid could be done. Also and further, I have a information request, namely as follows."

>What gods do your people worship?

The letter goes on to explain.

"We of the monolith believe that all divines who do not engage in the 4 great sins are valid. The 4 great sins are as follows for divines; 1, Acting villainously, 2, Demanding sacrifices of sentient beings (such as followers, sacrifices of explicitly not sentient beings such as cows etc are valid), 3, aiding and abetting evildoers, and 4. wantonly torturing their followers. If your gods don't do these 4 terrible things, our religion considers them valid, and would welcome them into the list of recognized and affirmed deities, thus doing away with any need to convert, as your gods would be part of our religion afterward and seen as valid and affirmed suitable recipients of worship."
>>
>>1118332
A reply

"While we have not had something akin to a state religion since the time of my great-grandfather many of my people believe in the Nu'war which was the state religion during that time. In it's teachings there are four gods. Na the god of beginnings, who created the world and life, and his wife En the goddess of endings, who guides the soul to rest and decays the body to nourish others. These two created the world by pulling upon the primal Aether, and spread plants and animals through the world. En then gave birth to twins, Ol and Un, gods of the light and dark respectfully. Long parts story short Ol and Un created the sentient races from different animals and materials and gifted them three gifts: The gift of knowledge, the gift of kindness, and the gift of magic. It bans sacrifice of any living being, and teaches that all beings are like sculptures with a base form but carved by the world around them and that what is 'Evil' and what is 'Good' is based on who is looking.

As for the reports of blasphemy I hope that this account clears some of those cases up, and for the others I apologize. Many of the elderly of my people grew up under the inquisition of my great grandfather and may have lost family during the time, and some of their hatred may be passed to younger generations. I do not condone their actions but I also do not wish to see them punished for foolish anger without violence."
>>
>>1118507
A reply with an invitation attached.

"Our religions sound fairly similar. In our religion we have more gods, but their fundamental role in our lives and in the greater universe is very similar to the roles you ascribe to your gods. The gods of monolithism are as follows."

>The Great God - His name is written inside the monolith deep in its core. He is so powerful that even saying his name could destroy the world. He is worshipped only indirectly, but is believed to be the source of all valid and affirmed gods and goddesses, regardless of their culture of origin. Absolutely never depicted.

>Aescher the Knight - Protector of the weak, helpless, and unjustly accused, a patron of chivalrous conduct, the great god's nephew. Depicted as a tall handsome knight with lorica armor and a glowing spear.

>Connacht the Oath king - witness to all oaths and pledges, steward who rules in place of the great god, the great god's brother. Depicted as a benevolent old king with a long beard.

>Gyrd the great mother - The earth (the physical plane itself) and its bounty (all true and natural life forms, all edible plants), Ylioud's wife, usually represented as a giantess like being with green hair, the great god's daughter.

>Ylioud the sweeper of waves - the sea and its bounty, Gyrds husband, usually represented as a whale. Water more generally as well. The great god's son.

>Blouddyn the lady of dismay - chooses what beings die in or are affected by disasters. Despite her role, she is not considered evil because it is believed that disasters form a natural part of life, and that struggle to overcome is good. Huldr's wife. The great God's second daughter. Depicted as a redheaded woman with a black (color only, not race) face and blood-soaked hands. Seldom depicted.

>Huldr, the never speaking - Mortality, limits, the world of the dead, land boundaries, and the deepest underground regions. Blouddyn's husband. He speaks only once in each person's life, when he calls them to join him in the world of death, at the end of their lives. The great god's cousin. Absolutely never depicted anywhere but on the inside of a coffin expected to house a body.

The invitation is to a public ceremony at the Arch of Neutrality, where it will be declared and verified that both sets of gods are co-equal, valid, and affirmed. It is requested that statuary of the deities honored be brought with you, and that a mutually agreed upon neutral witness be present for the ceremony, or a diplomat representing such.

In some diplomatic legal-speak it explains that the arch of neutrality is neutral ground in the legal sense of the word and that no weapons or armor are permitted there, unless it is ceremonial-only weaponry or armor, such as ceremonial display-only armor, swords, etc.
>>
Rolled 87, 66 = 153 (2d100)

>>1116457
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 315
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: D]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Technology:
Cotton (Bandages)
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every 5 turns, upgrade any building with a rank of [D] or a [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Commerce 6/8
Gymnasium 1/4

1 Gymnasium 1/4. The People need a place to exercise, build strength, and build lasting friendships through good athletic competition.
2 Anti-Piracy Policies; Dock Guard Station, adjust shipping route with Albreton, possibly change Quarantine procedure to leave less product lying around in storage in the docks.
>>
Rolled 15 (1d100)

>>1117364
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.

Assuming i can use my bonus immediately
Action 1: Scour the land, so i can find some corpses to resurrect
Action 2: Use whatever i find to create a warbeast
>>
Rolled 520 (1d666)

>>1118956
roll for warbeast
>>
>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
Completing a [Technology] or a [Building] gives you an extra action next turn with a -35 roll value. Extra action can only be used on [Technology] or [Buildings].
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 260
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Dock [Trade Route: 2, *] *Elevator Bridge
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 4/6
Iron Mine 2/4
[Worker Riot!]

Stat post

Do I get any Leader of the Snowpeaks action for completing the docks and its upgrade?
>>
>>1118311
I mean, it would give use the bonus from conversion for sure, probably the diplomatic one from me as well, and maybe give us a permanent thing with trade or culture or something?
>>
>>1119470
1-2. Sometimes, even the stubborn stout dwarves let misery and cold get to them. They were still living beings, they felt hunger, pain, and loss just as much as any if perhaps not more so than others due our land being so awful.

We did not have plague like Epidemica, or corruption like Salvynia, and that was the problem. We did not have /anything/ in the Snowpeaks but mountain, ice, and death. But despite that, this place was our home. And they had forgotten the meaning of living in it.

Baeric Brundt arrives to the riot himself, and talks to the miners personally.

"Snowpeaks. Heed my words.

You are angry, angry that you are made to labor in the bowels of the mountain to bring up cold stone, and have no items for joy and merriment.

But this I say, you have forgotten.

You have forgotten the story of our ancestors, who chose to live and survive here, only able to sustain themselves by mining the ores to give to the Empire for precious food. What meager supplies they received, for the mountains were treacherous for supply convoys and the coastline impassable, they had to supplement with tiny, frozen mushrooms and what few birds they could kill. But often it was not enough.

And in their desperation, they did what they had to do to survive. Just as we have done. In your anger, Snowpeaks, you have forgotten what time of year it is.

You have forgotten it is the time of the Ritual of Bones, passed down to us from generation to generation."

Lord Baeric Brundt and his loyal men bring out boxes and a chilling silence breaks out among the crowd. He busts open the boxes, spilling out the "supplies" within.

Lord Baeric repeats the ancient words of the Ritual.
"This is the Ritual of Bones, this is the legacy of those who died, of those who came before.

These are their words:

This is the meat we leave behind. Eat it to live, so that we too may live on in your flesh.

This is the fat we leave behind. Put it in your body to stay warm.

This is the hair we leave behind. Use it to start your fires, and give light in darkness.

This is the skin we leave behind. Use it for leather to shelter yourselves as it did us.

These are the bones we leave behind. Use it as tools, to serve your bodies as they served ours."
>>
File: 790024825_d43eb6b7d7_z.jpg (136 KB, 640x480)
136 KB
136 KB JPG
Rolled 92, 95 = 187 (2d100)

>>1119502
The Dwarves felt the weight of those words.

Many of them had helped to pack those boxes during Dwarven funerals. In them they knew was a dead parent, or brother, a sister, often even their own children. Killed by cold, killed by hunger, killed by drowning in the thin air. Many of them now were wearing items crafted from the dead of last year.

"Since the dawn of our people, our dead have been the only steady supply of meat we can give to ourselves and our children.

But it is no longer true. We have finally managed to conquer the blasted cliffs of our coast. Now we have access to other kingdoms.

Meat and fat of great fish and whales from Roa, instead of our dead.
Lumber from the forests of Alberton, to fuel our hearths.
Cotton from Epidemica, to replace the hair of our dead that we stuff in our clothes for warmth.

All of this and many more by sea, but only if we mine the metal and jewels from the ground to trade for it.

Remember that we cannot always afford what we want. But we will always afford, what we need. If you want to make a better, happier life for your children it is in your own hands to mine and buy it from other kingdoms.

But never shall we forget our history and our lost ones. The Ritual of Bones will be passed down weather our children be princes or paupers."

Begin Cultural Improvement/Riot Appeasement: "Ritual of Bones" every year, the Snowpeaks eat the frozen meat of our dead and use their bones and hair, too remind ourselves about the bitter facts of our frugal existence, and to remember good times or bad about how we and our forefathers always survived despite terrible scarcity. Despite brutal hardships, we are lucky to be alive.
+Bust out 40 supplies
>>
>>1112948
If you aren't AFK, then you should post.
>>
Rolled 8 (1d10)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821 → (You)
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 35
>Buildings:
Hawthorns Academy of Magic [Magic Research: C]
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [C]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
Facility 4/10
Rolling 1d10
>>
Rolled 64, 97 = 161 (2d100)

>>1119848
#1 this is an excellent time to keep to our promise to Salvynia to make their realm a safer place. let us study monster charming, so we may tame these dark beast. some tranquility potions should help. along with sedation spells.
+Hawthorns Academy of Magic [Magic Research: C]
+Potion Brewing
+Wandcrafting
#2 let us continue improvements to Hawthorns 4/10
>>
File: 1384480381695.gif (81 KB, 750x661)
81 KB
81 KB GIF
Rolled 53, 67, 53 = 173 (3d100)

>>1117314
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Once per thread. Can only use one of theses bonuses for the thread.
[Bloodsucking Bond]
Choose one ally. Your roll value goes up depending on how high your ally's roll value was last turn.
[Bloodsucking Curse]
Choose one player. Player gets a -5 roll value on their first action for the rest of the thread.
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
>Supply: 205
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 3/16
+Witch 3/8

1. Dark Monsters infringing upon the territories of other lords were nothing new, however as Hawthorne was an ally and dared Sohnzwei say, a friend, who or whatever had roamed into his territory would be punished. Should the creatures prove to be able to comprehend language they would be offered to serve Sohnzwei to make amends for their actions, otherwise they would have to be caught and trained like the beasts they were. Should none of these options be possible they would be put down, after all an uncontrolled menace did good to noone.

2. Certainly the Dark Magic that was used to darken the skies and turn the sun black could be used to gain control over the raving beasts of Salvynia as well. Ghouls without masters were a sad sight to behold. Surely they too could be brought into the fold once Sohnzwei had refined his understanding of Dark Magic.
+Dark Magic [B] 3/16

Free Action: Who doesn't love a good Witching?
+Witch 3/8

Bonus(?) Action: Can I get that Bloodsucking Bond to profiteer of Nimbles good rolls or do I have to do something special for that?
>>
>>1119476
Bello should fiat what it will and won't do statistically.
>>
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Rolled 19, 88 = 107 (2d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Trading with other players gives you both one extra action the next turn. For every two new trade routes, you gain another extra action the next turn.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 185
>Buildings:
Docks [Trade Routes: 2, Black Legion[E], Epidemica [D-*1]] *1: Quarantine ]
Naval Academy [Recruiting: E, Training: E]
Lumbermill
>Technology:
Boatbuilding [D]
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Seaweed Farm 1/4
Commerce 4/8

1 + [Two Worlds, One Sea]

"This increase in crime and lack of happiness is the result of poor public wellfare, causing the impoverished and uneducated mass to turn to crime.

Let us endeavor to create a Public Education program by constructing more schools for children and young adults. They will be provided a lunch, given sports programs, but most of all the education required to apply successfully to a future job occupation. Parents will have the benefit of knowing their child is safely catered to and prepared for the future, as well as the benefit of a free lunch and companionship of fellow peers. By ensuring the common persons have a positive future we will surely promote happiness."

Spend up to 100 Supplies on this to get the most progress this turn.

2. Our joint commerce research with Epidemica will not be delayed! 6/8

3. Free Action Upgrading Tradeship
Tradeship 1/8

>>1113952
>>1118700
You each get a [Two Worlds, One Sea]+1 to progress for an action this turn.
>>
>>1120288
>3. Free Action Upgrading Tradeship
Tradeship 1/8

Sorry, I meant bonus action.
Your bonus does not apply here.

Once you start training/recruiting a unit, you get one bonus action each turn until the training/recruiting is complete.
>>
I wonder where all the AFK posters went.
>>
Rolled 43, 62 = 105 (2d100)

>Lord's Name: Captain Ariela Nema
>Skill: [C: E, D:E, M:E] Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
No penalty in actions towards technology. However, your technology projects turns into [Items], which can only apply to one unit at a time. [Items] can be applied to yourself, a lord, a military unit, or be sold.
>Military: (Given by your lord)
>Supply: 40
>Buildings:Forge
>Inventory: Manual

I choose Michael Jones. I need a smart young lad with new ideas!

1. Ooh, Arthur is starting up public schools? This is the perfect opportunity for me to get some new engineers to man my ship. I'll use the Manual and set up an engineering program as part of his schools and train more Albertons crew my ship.

2. Alright Michael, it's a good thing you're a Hybrid. I'm going to show you the in's and out's of the Nephropidae! Take a tour with me, I'm going to check which parts of the ship have been damaged and start replacing the parts using the new Forge. You'll get to help me repair the ship, and learn about Atlantean engineering.
>>
>>1121050
Can you elaborate what:
>Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success).
Means?

Does it mean every 5 turns I get 1 success to an action? that was what I was trying to do here.

Do I still have to roll for bonus actions when making a unit?
>>
>>1121382
Your bonus applies at [Turn 10], [Turn 15], etc...

But your free action for upgrading units is a separate thing.
When ANYONE spend one action upgrading/recruiting a unit, he/she gets a free action to keep on upgrading/recruiting that unit.

So when you spent one action on upgrading that tradeship, that action gave you the free actions.
>>
>>1121405
Okay, my bad. I was trying to use my eccentricity bonus this turn then wait 5 turns from now to use it again.

I get the concept of the free action specifically for upgrading/training a unit. I just wasn't sure if I was supposed to roll for that or if it was auto success.
>>
>>1118650
"Unfortunately I am still nearly bedridden and still recovering from overuse of powerful magics. I would send someone in my stead but I do not believe such a thing will have the same effect."
>>
Rolled 5, 5, 75 = 85 (3d100)

>>1116408

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.

ROA, The Empire's Southern Fishing Colony
>Military:
4 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
>Supply: 220
>Technology:
Boatbuilding
Mass Fishing
>Buildings:
Docks [Trade Routes: 2]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>Bonus:
Supplies to build raiders or ships are halved.

[Worker Riot]

1. With a distinct sense of deja vu, as if this has somehow happened before in another time, another place, Aric slams his hand down upon his desk and rises to his feet at being told of such impudence from his people.

"Ridiculous. Beyond ridiculous. They want for 'entertainment?' What am I to do? Build a damn -circus-?"

Aric grimaced. "We cannot do without -fish-, however... I have a plan."

Begin reviving the fine art of distilling rum. Rum will help keep the workers happy and eager, for we will make much of it available to them and sell the rest as exports!

2. Finish our expansion into the realm of magic. Water Magic 5/6

3. Continue building the Warship. Warship 6/15 +[Boatbuilding]

>>1120288
Since we've yet to actually establish the trade route I do not think your bonus applies to me. It will once the trade route's established.
>>
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>>1121707
>>
>>1121713
well...

...at least you got a cool boat ? i guess
>>
Rolled 26 (1d100)

>>1118956
Big man wanted another roll
>>
>>1116465
The thieves realizes you are trying to find them and started to hide even better.
[Harder to find]

>>1116942
Hmm, can you link me when your trade route was made and upgraded to D? Maybe, I'm retarded and cant find it.

>Technology:
Navy Patrol [Small Defense: E]

The patrols help but the pirates don't stop. Maybe some Lord should launch an assault on the pirates.
-50 Supply
+Buildings:
Mine [Supply Gain: E]
>>1117488
Your scouts reported back...

Yern Wood, a great tool to be used for building or other wooden crafts.

Yern Wood [Building Material: A]

>>1117753
Nothing this turn.

>>1118206
Sure, why not. You don't have to ask me about this stuff. Just make sure you have your goal clear for me and ill most likely allow it.
>>1118284
[Far Too Long] will activate at Turn 10.
+Building:
Mine [Supply Gain: E]
Upgrading Mine 1/4
Heavy Infantry 9/10

>>1118700
Gym 3/4
+Technology:
Navy Patrol [Small Defense: E]
The patrols help but the pirates don't stop. Maybe some Lord should launch an assault on the pirates.

Your ally finished the technology!
+Technology:
Commerce

>>1118956
Warbeast 520 / 666
Put two characteristics for your Warbeasts!
(Choose two words to describe how your warbeast will turn out)

>>1119470
>Do I get any Leader of the Snowpeaks action for completing the docks and its upgrade?
yes
-40 Supply
[NEW TAB]
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>>
>>1119848
>8
Some students complained that the school was showing heavy favoritism towards Air magic.

Monster Charming 5/6
Hawthrons 8/10

>>1119998
>BONUS CHANGE
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.

+2 Bloodsucking Token

You let your message spread your nation. Some of the monsters ceased their actions, while other monsters decided to go against your rule!

>Enemy Soldiers
+2 Monster [C: E, D: E M: D]

You can either let them be or attack them! This might prove your worth as a lord, but there's no need to attack them now.

Dark Magic 5/16
Witch 5/8

>Can I get that Bloodsucking Bond to profiteer of Nimbles good rolls or do I have to do something special for that?
You use the rolls from last turn. You can still use it now if you want to though.
>>1120288
>>1121382
> I just wasn't sure if I was supposed to roll for that or if it was auto success.
Oh ya, you have to roll for that. Next turn, you can roll twice for the tradeship. Sorry, if this is a bit confusing. I get myself confused on bonus and free action all the time.


-100 Supply
School 2/4

+Technology:
Commerce

>>1121245
Engineering Program 1/4
Upgrading Ship 2/12

Michael began to learn under your wing!
+Military:
Michael Jones [C: E, D:E, E: E] *Innovator
>>1121707
Warship 8/15
>>
Rolled 87, 46, 38, 58 = 229 (4d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Trading with other players gives you both one extra action the next turn. For every two new trade routes, you gain another extra action the next turn.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 85
>Buildings:
Docks [Trade Routes: 2, Black Legion[E], Epidemica [D-*1]] *1: Quarantine ]
Naval Academy [Recruiting: E, Training: E]
Lumbermill
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Seaweed Farm 1/4
School 2/4

1. Our school programs will steer our population away from crime and bring the joy of knowledge and job security to the masses 2/4

2. Albreton will need a 2nd docks. We've got many more trade routes to build and more trading deals to fulfill.

Thankfully now we have a lumber-mill, this should make construction much faster.

3-4. Tradeship 1/8
>>
Rolled 76, 67 = 143 (2d100)

>>1122611
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

DEBUFF-You do not gain any tokens this turn. You will gain them at [Turn 10]

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 110
>Buildings:
Market [Trade Routes: 2]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS

ACTIONS
1. Tax Reform continues. Currently 2/8.

2. Create new soldiers.
>>
Rolled 58, 42, 16 = 116 (3d100)

>>1122612
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens:
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
>Supply: 205
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 5/16
+Witch 5/8

1-2. Challenges to the Count's authority would not be accepted! Count Sohnzwei would lead the Crimson Cloaks and Moon Disciples to hunt down and exterminate those who refused to heed his commands. Utilizing his Dark Magic they would strike in the night and prove once and for all who truly was ruler of this realm.

Bonus: Also Witches were having a tea party cause they couldn't be arsed to help.
+ Witch 5/8
>>
>>1122506
A letter would be sent to Treesönar,

"To the Great Creator of all things Unliving Treesönar,

your Liege, Count Sohnzwei of Salvynia requests your assistance in the hunt for wayward subjects who have refused the Counts direct Orders to seize hostilities against Hawthorne.

Your Service shall be Rewarded"
>>
Rolled 92, 91 = 183 (2d100)

>>1122611
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.

Warbeast (Plagued, Absorbing) 520 / 666

>>1122756
TreeSönar send a letter back
"As i am quite busy with a project of mine i will only be able to provide limited help but none the less i will be arriving soon to help you out in the hunt for the traitors."

Signed Treesönar

Action 1: As with the order from my lord i must hurry wth the warbeast, to suit it for the comming battles i will give it the abiltity to absorb corpses and attain their bodymass and properties so that it may always improve and become stronger, furthermore it is vital that i carries a disease that i will expend at will towards enemies so even if they would escape they would not survive the comming days
Action 2: Head towards the count to assist him (if moving to help him doesn't require an action then it will go towards the warbeast)
>>
Rolled 41, 96 = 137 (2d100)

>>1122611
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 15
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
Enchanting [E]
>Storage:
Yern Wood [Building Material: A]
>Magic:
Light [E]
Transmutation E
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
[Racial Tensions]

1. Finish up transmutation magic research 6/8
2. Begin recruiting spearmen and adding enchantments to their equipment. Transmutation and Earth magic to reinforce the metal, Air magic to sharpen the blade and speed up attack, nature to reinforce the shaft of the spear, and light to create lanterns to see in the dark.
+Enchanting [E]
+Light [E]
+Transmutation E
+Earth E
+Nature E
+Air E
>>
>>1122711
[racial tensions] still in effect, I just forgot to mention it on the sheet.
>>
Rolled 49, 61 = 110 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Once per thread, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 1
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
>Supply: 235
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

1. Damn, why am I surrounded by such incompetence? I'll find the thieves myself then! (+Illusion Magic)
2. Continue with the bliss research (+Workshop E) (+Illusion Magic I) (Progress: 2/7)

Making good on my earlier statement if my rolls are shit again
>>
>>1122837

Supplies should be at 185 as well, I keep forgetting to update that
>>
Rolled 75, 81, 61 = 217 (3d100)

>>1122611
>The Black Legion
>Leader: Commander Galen
>Skill: Leader, Warrior
>Bonus:
[Far Too Long]
Every 5 turns, you get 15 Roll Value [Points] to use that turn. AFTER rolling, you can assign any number of points to ANY actions. 1 point to YOUR actions give +1 roll value. 1 point to allies' actions give +1.5 roll value.
>Military:
1 Heavy Infantry [C: D, D: D, M: E]
2 Soldiers [C: D, D: E, M: E]
>Supply: 235
>Buildings:
Barracks [Recruiting: D, Training: D]
Market [Trading Route: 1[E]]
Fortifications [Defense: C]
Mine [Supply Gain: E]
Technology:Logistics
>Bonus:
Twice per thread. Instantly rank up yours or allies soldiers with a Combat rank of [D] or [E].

Crime Rate: [E]

In progress: upgraded fortifications 1/7, upgraded mine 1/4

We seem to be gaining some crime in our land. Very well, we'll be constructing a guard house so crime will be reduced due to our people cracking down on it.

Once again try to finish the logistics building 3/4

Finish the heavy Infantry 9/10
>>
>>1121707
A parchment of skin is delivered to Roa. "we would like to open our Iron Mines to your country, and exchange metal for meat and blubber"
>>1122671
A parchment of skin is delivered to Albreton "we would like to open our Iron Mines to your country, and exchange metal for lumber and wood"
>>
>>1122612
I think you missed me
>>1116414
>>
Rolled 7, 86, 8, 43 = 144 (4d100)

>>1122611
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 160
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow 1/2
Arrow 0/2
Constitution 2/8

Missed turn:
1. Research constitution
2.Research bow

Current turn
1.Research Arrows
2.Build laboratory
>>
Rolled 50, 48 = 98 (2d80)

>>1123156
rerolling the 7 and the 8
>>
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Rolled 51, 82 = 133 (2d100)

>>1122611
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 315
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: D]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every 5 turns, upgrade any building with a rank of [D] or a [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2

No Pain Bonus +1 succeed for myself and two allies; Albretton and Nepzusa
1 (Depends) Gym 3/4

2 The pirates must rest in some cove on the shore. I will use the Patrol to find them and purge them, they must be dealt with. Their violence will not be tolerated this burden not shouldered by the honest folk of Epidemica. I will reclaim what they have taken and reshape their vessel and abode to my own purposes as a warning to pirates and if possible a secondary and more secure dock for trade and other maritime activity.

With an understanding of Commerce I think I now see how to efficiently deal with these pirates. I will offer a license that allows merchant vessels themselves to attack and capture enemy vessels and bring them before admiralty courts for condemnation and sale. With this question of pirates the merchant vessels should already understand the virtue of being armed and so with this the State can subsidize naval power. (Will pursue Letter de Marque research; trade routes {naval} levels will translate into stronger Patrols, chance of a free ship , supply/happiness reward or the like. Id argue that land trade routes that bring goods into my land could also go into my trade ships for an indirect investment into the importance of protecting the ships so maybe half the patrol level bonus from land trade routes.)
>>1120288

Lord Arthur Seaworth. I, Bob Hexxus, will hunt down the pirates that seem to have taken roots in our seas and hope you will join me in the glory and spoils.

>>1122612

(Bello I wasn't sure if the free action +1 to progress of Albretton's [Two Worlds, One Sea] was good but if it was id like to retroactively put it towards Gym 3/4 so it doesn't go to waste. IF it was good id like for my Action 1 progress to go towards catching all the pirates in their cove or Linothorax)
>>
>>1122611
Right, the trade route should be level E, just a typo on my part. I don't know how I could find the last thread tho.
>>
>>1121683
A formal letter of well wishing arrives as a reply to your reply to my reply to your reply.
>>
>>1116414
Town Guard 4/8

Troops Deployment:
>Supply Cost:
-40 Supply (Little to no movement)
10 Supply per soldier
15 Supply per hero
[Send how many soldiers you are going to send)

>Enemy Forces
2 Loyalist Soldiers [C: E, D: M, E]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.
>>
Rolled 39, 51, 72 = 162 (3d100)

>>1124713
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 in hopes in getting a gift from your people.
>Military:
1 Soldier [C: E, D: E, M: E]
1 Soldier [C: D, D: E, M: E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
120
>Buildings:
-Farm+ [Supply Gain: C]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 2/6
-Stone Quarry 1/4
>Technology:
Hero Training [Max Heroes: 1]
Town Guard [3/8]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Before we result to force, try to talk the Loyalists down. Tell them how the Empire, the royals, and the nobles, have failed not just the people, but the country as a whole. If they care for the people and the country at all, they will lay down their arms and join us in our cause.

Scout for Iron.

(Free) Continue training Town Guard [4/8]

(Free) If talking doesn't work, surround the Hospital. Have Seigrfreid force his way in through the front, with the other two soldiers finding other ways in. Find and surround the Loyalists and cut them down.
>>
Rolled 2, 2, 3, 1, 5, 4 = 17 (6d5)

>>1124835
>>
>>1122671
+Building:
School [Research: E]
Upgrading School 1/4

The school can help some of the criminal aspects of the city, but some town people are still unsatisfied.

Lumbermill [Construction: E]

Upgrading Docks 2/3
Tradeship 4/8

Captain Nema began to upgrade your ship!
Upgrading Ship 2/12
>>1122711
Tax Reform 4/8

You started to create a new solder!
Soldier 2/8

You gain a bonus action dedicated to continue recruiting this soldier until the project is complete! It'll cost 25 supply when the unit is complete.

>>1122743
Troops Deployment:
>Supply Cost:
-40 Supply (Little to no movement)
10 Supply per Vampire
10 Supply per Werewolf
15 Supply for Treesonar
30 Supply per Warbeasts
[Send how many soldiers you are going to send)

>Enemy Forces
2 Monsters [C: E, D: M, D]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have. (Not including Treesonar and his Warbeast)

Treesonar wishes to help you!

Witch 6/8

>>1122776
Had enough left over actions to go to the count and create the warbeasts.

+Military:
Warbeast [C: D , D: D, M: E] *Absorbing, Plagued, Highly Unstable

You went to the Count to assist him. If he allows it and pays for your supply cost then you roll 2d5 for each unit.

>>1122794
Transmutation 7/8
Spearmen 4/10

You created a new unit!
You gain a bonus action dedicated to continue recruiting this soldier until the project is complete!
It'll cost 30 supply when the unit is complete.

(You can give it enchantments after)
>>
>>1122837
>BONUS CHANGE
Change once per thread to "Every Turn [5n],"
+1 Criminal Token

(Wait did you happen to read King's Dark Tidings?)

As expected of Rezki- I mean - the Black Raven, you found a lead of the thieves already.
They are currently in a hideout with 2 Thieves [C:E, D: E, M: E].

(Regular Action) You can deploy your soldiers or (Free Action) fight them yourself.

Actions to send troops do not fail.

Bliss 4/7

>>1122845
+Buildings:
Guard House [Small Defense: E]
Logistic HQ [Logistics : E]

Upgrading Logistic HQ 2/6

You finished a Heavy Soldier! Spend 40 supplies if you wish to add it in your military. (There is no need to pay for the unit now)

While Crime did went down, the pirates on the sea above are still rampant. Other nations are trying to combat the pirates, but maybe its up to you to strike the pirates' base once and for all. Your adviser suggest to contact the other nations.

>>1123156
Constitution 3/8
+Technology:
Bow+Arrows

Upgrading Bow+Arrows 1/8
Laboratory 1/4

>>1123296
>Albertons bonus activate next turn
[No Pain]
+Building:
Gym [Happiness: E-, Training: E-]
Upgrading Gym 1/4

Your patrols has found the pirates up in some cove.
They bring back a very detailed report.
4 Pirates [C: E, D: E, M: E]
1 Pirate Leader [C: D, D: D, M :E]
1 Ship [Unit Carry: 5]

You will need a ship to send your troops in.
The scouts also report that the pirates will start drinking at [Turn 12] and their defenses will be down.
(Actions to send in troops do not waste a turn)

>>1124835
The Loyalist care little for your words. They always believed in the Emperor and will not tolerate rebels.

+Storage:
Poor Iron [Resource: E]
You did find a good place to mine, however.

(Combat next turn)
>>
Rolled 4, 4, 5, 1 = 14 (4d5)

!!! INFO !!!
>Supply
You will get supplies after posting your stat sheet this turn. Please update them completely so you get the right amount of supplies!
[Worker Riots], [Crime] and other negative supply bonuses can drop in this supply drop depending on your counter-measure actions.

>Bonus
Actions with "Every Turn 5" is now refreshed.

>Our Territory
If the nation, "Our Territory", does not do their actions this turn, they will be dropped.

>>1124839
Rolling.
>>
>>1125429
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 160
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution 2/8
upgraded Bow+arrows 1|8

Action:
1.Research constitution
2.Continue building laboratory
>>
>>1124835
Seigfreid was at the top of his game today.
He rushed his way in and instantly, cut down the men before they even realized what was going on.

Your other soldiers attacked the flanks but one still got injured from an alarming Loyalist who went all out on attack. Luckily, that Loyalist didn't care much of defense.

-2 Loyalist
+1 Soldier [C: E, D: E, M: E] *Injured [Turn14]
>>
>>1125429
Are my building tokens ALA-KAZOOT! a new building is present without me rolling any dice or using any actions, or do I still need to roll/use actions to use the tokens?

Also, is the new soldier 1 specific person, or, is it a token that represents more than 1 person?
>>
Rolled 94, 81 = 175 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 3
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
>Supply: 185
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

---

Action #1: Finish Bliss production
Action #2: Good, we have the element of surprise. Send two Raven Guardsmen and we will let the fun begin.
>>
>>1124835
Seigfreid was at the top of his game today.
He rushed his way in and instantly, cut down the men before they even realized what was going on.

Your other soldiers attacked the flanks but one still got injured from an alarming Loyalist who went all out on attack. Luckily, that Loyalist didn't care much of defense.

-2 Loyalist
+1 Soldier [C: E, D: E, M: E] *Injured [Turn14]

>>1122671
[Royal Blood - No Pain]

Upgrading School School 2/4

+Building:
Dock [Trade Route: 3]
>>1122711
>>1125472

No need to roll to use tokens.
And realistically, the 1 soldier should represent more than one soldiers but I like to leave that to the player's imagination.

[Royal Blood - No Pain]
Tax Reform 5/8
Soldier 3/8
>>
Rolled 51, 11, 27 = 89 (3d100)

>>1125307
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 15
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
Enchanting [E]
>Storage:
Yern Wood [Building Material: A]
>Magic:
Light [E]
Transmutation E
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
[Racial Tensions]

1. Finish up Transmutation magic research. 7/8
+Magic Research D
2. Begin construction on a tree farm for the production of Yern wood for construction purposes. Enchant poles with nature and earth magic to enrich the soil and allow for healthier and faster tree growth.
+Yern Wood [Building Material: A]
+Enchanting E
+Earth Magic E
+Nature Magic E
3. Spearmen recruitment continues. 4/10
>>
>>1125471
Do I get my Hospital back to where it was, or is it gone for good?
>>
>>1125498
It lost all its progress.
>>
>>1125429
>The Loyalist care little for your words. They always believed in the Emperor and will not tolerate rebels.
>
>+Storage:
>Poor Iron [Resource: E]
>You did find a good place to mine, however.

What about the Town Guard roll?
>>
>>1125479

And just to make it clear the Black Raven will be participating in the fighting as well.
>>
Rolled 2, 2 = 4 (2d100)

>>1125307
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505 (You)
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

DEBUFF-You do not gain any tokens this turn. You will gain them at [Turn 10]

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505 (You)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 110
>Buildings:
Market [Trade Routes: 2]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS

TOKEN ACTIONS
Use Builder Token - The Salero, a crafts building that produces salt blocks and fresh water by boiling sea water.

Use Builder Token - The Duoma, a castle used to house precious metals and other treasures such as valuable works of craft, gemstones, valuable coinage, etc.

DICE USING ACTIONS
1. Work proceeds on tax reform. 4/8.

2. Work proceeds on new soldier. 2/8.
>>
>>1125633
Jesus god in heaven spare my anus the fires of tartarus. GREAT GALLOPING GOBLINS! THAT ROLL IS WORSE THAN THE MOVIE TROLL 2!
>>
>>1125568
5/8
>>
Rolled 88, 96, 32 = 216 (3d100)

>>1125429
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 in hopes in getting a gift from your people.
>Military:
1 Soldier [C: E, D: E, M: E]*Injured [Turn14]
1 Soldier [C: D, D: E, M: E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
120
>Buildings:
-Farm+ [Supply Gain: C]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 0/6
-Stone Quarry 1/4
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
Town Guard [5/8]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Build Forge

Build Stone Quarry [1/4]

(Free) Town Guard [5/8]
>>
Rolled 14 (1d20)

>>1125721
>>Bonus:
>[Lord of the Commoners]
>Every 5 turns, roll a 1d20 in hopes in getting a gift from your people.
>>
Rolled 49, 8 = 57 (2d100)

>>1125429
>The Black Legion
>Leader: Commander Galen
>Skill: Leader, Warrior
>Bonus:
[Far Too Long]
Every 5 turns, you get 15 Roll Value [Points] to use that turn. AFTER rolling, you can assign any number of points to ANY actions. 1 point to YOUR actions give +1 roll value. 1 point to allies' actions give +1.5 roll value.
>Military:
2 Heavy Infantry [C: D, D: D, M: E]
2 Soldiers [C: D, D: E, M: E]
>Supply: 195
>Buildings:
Barracks [Recruiting: D, Training: D]
Market [Trading Route: 1[E]]
Fortifications [Defense: C]
Mine [Supply Gain: E]
Guard House [Small Defense: E]
Logistic HQ [Logistics : E]
Technology:Logistics
>Bonus:
Twice per thread. Instantly rank up yours or allies soldiers with a Combat rank of [D] or [E].

Crime Rate: [E]

In progress: upgraded fortifications 1/7, upgraded mine 1/4, Upgrading Logistic HQ 2/6

I'll be recruiting the soldier now. Also about my rank up ability, could I use it to put a D soldier to C skill?

We'll be working on our fortifications upgraded fortifications 1/7

We'll also continue upgrading the mine 1/4
>>
Rolled 7, 39, 28 = 74 (3d100)

>>1125307
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 1
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
>Supply: 205
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 5/16
+Witch 6/8

>BONUS
Use Bloodsucking Bond Token on Treesönar (already substracted Token)

1. Delve into the deepest and darkest secrest of Dark Magic. Certainly Treesönar too holds knowledge that will aid greatly in advancing the Count's own abilities.
+Dark Magic [B] 5/16

2. Centralizing Salvynia was a larger part of utilizing the Counties full potential. The Cursed Lords would be asked to provide a steady stream of Supply in exchange for their continued rights to act as they had before. Certainly it would not be popular within the first few years but in due time it would become normality.

Bonus: Witches ain't shit but hoes and magic tricks.
+Witch 6/8

>WAR
Send EVERYONE.
Should amount to -25 Supplies.

The Battle Plan is as follows:
Count Sohnzwei and some of the Crimson Cloaks will pose as traders to lure out the marauding elements while the rest of the Strike Force would remain hidden to then ambush whatever monsters decided to make their move.

Rolling in next post.
>>
>>1126714
1-2. Crimson Cloaks
3-4. Moon Disciples
5-6. Treesönar
7-8. Warbeast

Make me proud boys.
>>
Rolled 5, 2, 5, 1, 5, 3, 1, 5 = 27 (8d5)

>>1126719
Now with actual rolls.
>>
>>1126723
>(Not including Treesonar and his Warbeast)
My bad I can't read.
>>
Rolled 79, 35 = 114 (2d100)

>>1125307
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.
Military:
Warbeast [C: D , D: D, M: E] *Absorbing, Plagued, Highly Unstable

Action 1-2: : Darken the skies with dark magic

Bonus action: create another warbeast with "Hunter" and "Terrifying" in mind
The plan is for this specific warbest to hunt criminals and beasts that threaten the local populace, and to scare and even traumatise the hunted to discourage further attacks on Salvynia.
>>
Rolled 488 (1d666)

>>1126745
Roll for warbeast
>>
Rolled 5, 5 = 10 (2d5)

>>1126745
And roll for combat
>>
Rolled 72, 30 = 102 (2d100)

>>1125429
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
1 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 315
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: D]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E-, Training: E-]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every 5 turns, upgrade any building with a rank of [D] or a [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Upgrading Gym 1/4

Bonus: Upgrade Textile Factory Rank D

Once they begin celebrating and their defenses are down I will lead the attack on these pirates! (do I get a stat line for my leader?)

Royal Pain +2 to both my actions (4 Progress to ship)
1 Begin constructing in the Docks on a ship for the attack. With our own cotton to make rope and textile to make sails along with the trade route with Albreton to bring in lumber we have what we need to build a great vessel. Then with knowledge of Commerce it will be easier investing in some local business to bring in the other materials and skilled workers at an efficient and reduced cost. Her name will Veritas.
2 Continue building the Veritas

Two World One Sea
Free Action +1 to constructing the Veritas
>>
>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
Completing a [Technology] or a [Building] gives you an extra action next turn with a -35 roll value. Extra action can only be used on [Technology] or [Buildings].
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 220
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Dock [Trade Route: 2, *] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 4/6
Iron Mine 2/4
[Worker Riot!]

Stat post
>>
>>1126885
>>1125429
(Could I make a hero tier ship with 8 progress in one turn Bello? Or is that the regular cost for a ship?)
>>
File: banarasi-saree31.jpg (32 KB, 640x480)
32 KB
32 KB JPG
Rolled 50, 60, 55 = 165 (3d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Trading with other players gives you both one extra action the next turn. For every two new trade routes, you gain another extra action the next turn.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 85
>Buildings:
Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine ]
Naval Academy [Recruiting: E, Training: E] School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Docks 2/3
Tradeship 4/8
Upgrading Ship 2/12

>>1122884
A letter is returned back, stamped in the wax seal of Albreton.

"To the Dwarves of the Snowpeaks.

Albreton has heard of your plight, and find it abhorrent to our conscience not to condone what surely must be an item of great importance. We will supply you our lumber for your iron post haste."

1. Set up a trade route to the Snowpeak dwarves

2. People are what they love. And what they love is cargo. They love spices, and linens, and silks, and plantains. And as long as it is delivered on time and in sufficient supply, they are content to do nothing more than figures on a ledger.

Supplies are worthless unless they are distributed where they are needed. Establish a internal Domestic Market, so that our populace can actually profit and reap the rewards of international trade. For every trade route and resource we import, the more luxury items derived from them are available to increase happiness. Cotton for fine linens and bedding, Iron for cutlery and furniture, fresh whale meat and blubber for our merfolk, and so on.

3. Upgrading Tradeship 4/8

>>1126552
>>1126909
>>1121713
A letter is sent to these lords.

"Albreton has not forgotten the threat of pirates, many of whom we must regret find inhabitance near our isles. We are dealing with the issue of crime at the source, but to deal with the pirate base itself we are prepared to offer naval transport when neede. This is not the first time Albretton has taken a stand against piracy, and if ever piracy returns, it will not be the last."
>>
>>1127183
Epidemica and Albreton's contribution to understanding commerce will be a useful aid to developing our Domestic Market. As will the Lumbermill for constructing it.
>>
testing, can't seem to post
>>
Rolled 3, 4 = 7 (2d5)

>>1126750
Forgot second roll
>>
Rolled 91, 66 = 157 (2d100)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821 → → (You)
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 35
>Buildings:
Hawthorns Academy of Magic [Magic Research: C]
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [C]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
Monster Charming 5/6
Hawthrons 8/10
"the official stance of Hawthorns is that we are an A school. currently, all four of our core curriculum's barely reach a score of E. our goal is to get all our magic courses to A, we are but starting our focus on Air for now but we will continue to advance our other magics."
#1 finish the Monster Charming methods 5/6
sedation spells.
+Hawthorns Academy of Magic [Magic Research: C]
+Potion Brewing
+Wandcrafting
#2 the new Hawthorn expansions and facilities are almost ready. the Stadium addition will be quite handy for the World Cup 8/10
>7 Turns till Wizarding Rugby Cup
>>
>>1127183
>>1126552

Lord Seaworth/Commander Galen, and those plagued by the pirate menace, I reply to tell you that through my patrol's tireless work Epidemica has uncovered the location of the pirate cove and the number of troops within. I have a plan to strike on [Turn 12] when their guard will be down as guaranteed by my informants. Bring your ships to my docks on the dawn of that day to join my assault and end the pirate raids we have all endured. I will have constructed my own vessel by that time but the offer is one I am deeply gratified to have received. I will condemn their ship, their cove and hopefully the goods they have stolen to be put to use for the benefit of the State to deter future piracy. I hope you will join me in glory and in the adoration of our peoples. Good Fortune and Good Health.
>>
>>1127457
We understand the situation, very well we'll aid you in taking down these criminals plaguing the lands.
>>1127183
I trust we can rely on you for transport correct? We will require your ships if we shall wipe out the pirates with our soldiers.
>>
Rolled 75, 18, 17, 74 = 184 (4d100)

>Lord's Name: Captain Ariela Nema
>Skill: [C: E, D:E, M:E] Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
No penalty in actions towards technology. However, your technology projects turns into [Items], which can only apply to one unit at a time. [Items] can be applied to yourself, a lord, a military unit, or be sold.
>Military: Michael Jones [C: E, D:E, E: E] *Innovator
>Supply: 40
>Buildings:Forge
>Inventory: Manual
Engineering Program 1/4
Upgrading Ship 2/12

1. I'll keep working on the Engineering Program1/4

2-4. I take Michael on an inside outside tour of the Nephropidae, so I teach him all about my ship!

"I designed the Nephropidae like lobster, because I think it's one of the finest amphibious creatures of the sea. It has a metal exoskeleton several inches thick, laid out in segmented overlapping plates exactly like the lobsters. It has hind fin to swim, but also legs to walk on land. It has two powerful hydraulic claws in the front, fast and strong, able to snip down trees or smash rocks in its way. Under the armored exoskeleton are the water tight crew compartments. Each compartment is separated by a bulkhead door, so in the event one room starts taking on air the crew can escape into another and seal the door shut.

The Nephropidae has room for provisions and housing of a crew of about three hundred. There are hydroponics where we grow seaweed for food and to oxygenate the water, research rooms, barracks, and cargo storage. The main command room is in the very center, with periscopes to allow me to observe and steer.

It's all powered by several batteries of Atlantean shock-rock in the generator room. The shock rock has to be manually charged by turning a large magnet many many times.

I've spent my whole life building this ship, I think of it as my true home. My dream is to use it to explore the mysteries and wonders of land no deep has ever laid eyes on before."

Let's repair more of the Nephropidae's parts using the forge and get it ready to be crewed. 2/12
>>
>>1127597
See you then.
>>
>>1127971
Olga sends messengers to Epidemica, asking if they would be interested in forming a loose alliance between them and the other nations "plagued" (pun intended) by pirate attacks. Scythia doesn't have an especially powerful army, but we do have a boat and enough supplies to mobilize several armies. Is there anything I can do to help?
>>
Has the pirate situation gotten bad enough that every leader (including those who aren't specifically being presently targeted) knows about this yet?
>>
>>1128060
Sure, they dont know the full extent but other nations know there is some crime there.
>>
>>1128130
If Our Territory doesn't come back, I'd like to become a real kingdom where they were please. Still as me.
>>
>>1128025
More aid would be welcome and if you also wish to commit troops against the pirates then you may send your vessel to the docks of Epidemica on [Turn 12] where I will lead the assault to pacify the pirate cove where they will be caught off guard and I will condemn their ship, cove and goods to the State's cause of preventing further piracy. Though with so many troops at our disposal we could perhaps capture the pirate leader and learn what he knows before sentencing him to justice. You are welcome to join the Anti-Piracy League.
>>
Rolled 54, 44 = 98 (2d100)

>>1128335
Skill: Charisma
>Bonus:
["Pacifism"]
Both you and a player gain a temporarily bonuses when coming to a diplomatic agreement. You can choose whether the other player will receive a positive or a negative bonus.
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
>Supply: 190
>Technology:
Navy Patrol: [Small Defense: E]
>Buildings:
Mine [Supply Gain: E]
Commerce 3/8
Market [Trade Routes: 2, Kol'Talla [D], Napzusa [E]]
Fishing Dock [Supply Gain: D]
Farms [Supply Gain: E]
>Bonus:
Some buildings' [Supply Gain] instantly rank up to [D].
Crime [Supply Loss: E]

OK first I convert to Monolithiesm. This should give me both bonuses (pacifism is positive for both, obviously, but I'm not going to use the conversion bonus just yet). This increases the goodwill between our cultures, especially as many of Scythians take to going on pilgrimages to the Monolith and other holy sites. I also try to use my trade alliance with Kol'Talla to help lessen racial tensions with Nepzusa.
I also use any supply necessary to finish upgrading my Commerce infrastructure.
For my actual actions:
1. Level up Navy Patrol.
2. Send troops and ship to Epidemica.
>>
>>1127388
>>1127183
>>1126890
>>1126885
A message arrives from the Patriarchate, sealed with both Office of the Patriarchate, which is a steeple-miter with a red key and a purple key crossed under it, and the Patriarchs private seal, a holy man standing on the forehead of a whale, a monolith to the left and gods to the right, the holy man holding a spade held above and a model of a temple in the other hand, the motto "CONSTRUCTO LABOREX MAGNO", which means "I will build up the holy."

The message comes in 2 copies each. 1 copy is the statement in latin with all caps and no punctuation or spaces, each sentence a -LATINWORDSLIKETHIS-, each sentence contained between 2 hyphens.

The 2nd copy is easier to read, as its in the common language.

"The Patriarch has heard the cries of the people, and condemns utterly the deeds of these damnable pirates, endorsing a greater union within the land to answer the threat of their behavior. Yet we believe that every lawful and unlawful purpose can be used to a righteous end and reveal greater good, and in this spirit we invoke the ancient law of Extirpando Absolutous, which means that there is no sin, at all, in killing, pillaging, torturing, terrorizing, hanging, stoning, burning, burying alive, skinning alive, or dismembering, of a legally accused and convicted, or, alternatively, caught red handed, person engaged in piracy. This special status of no sin being invoked upon the person involved in the execution of the law's writ if they are a practicing member in good standing with the Church of the Holy Monolith. An additional caveat follows; Extirpando does not under any condition apply to pirates engaged in the service of a king lord queen or emperor, nor any license-giving potentate of any land, it only applies to unaffiliated pirates with no such licenses of permission, and finally, seizure of the ship and other goods of a defeated pirate is right and lawful, and is not in the gods eyes stealing, so long as it doesn't touch upon state matters, and so long as it isn't used to an evil and villainous purpose afterward."

There is an area of space and a final paragraph.

"While the special privilege of sin blocking is not retroactive, it is instantly in effect if one sincerely converts, and we have now set aside the Arch of Neutrality as a recognized and lawfully declared neutral ground, where any such conversion could go on for any visiting leader, under our law only ceremonial weapons and ceremonial armor may be worn in neutral ground."
>>
>>1128473
Holy shit, great idea. Instead of spending my supply on leveling up commerce, how much would it cost to hire some pirates as privateers to attack the Pirate cove with us next turn?
>>
>>1128495
Ask bello, I'm not sure.
>>
>>1128499
Sorry, that was supposed to be directed at him.

This one is to you tho: does your religion have any holy books? If so, what language are they in?
>>
>>1128511
They're in Etruro, a language that resembles Etruscan. And while they haven't been collected into 1 big book just yet, I'm sure they're floating around out there, my religion is at least 2000 years old, it was just a non-missionizing religion until very recently.
>>
>>1128534
Would you mind if I spent an action in a couple of turns to make the religion more "accessible"? eg compile and translate the holy texts, build local churches an get them mission-ing to other countries, maybe get myself canonized eventually? (I want an excuse to be called Saint Olga)
>>
>>1128245
I think you have the nation.
Go ahead and repost a blank stat sheet with updated fluff if you wish.
You will be compensated with some of the actions you have now.
>>
>>1128644
I'm planning on doing that myself actually, but I'm not opposed to making you a saint, though that's usually done after a person is long dead. See what you can achieve in battle against the pirates.
>>
>>1128473
(here is that post I was preparing dafty)

After a night of contemplation on the glory to come and a rereading of the 'Epidemic Migration' Hexxus retired to his bedroom on the finest cotton sheets in the Empire, and dreamed.
He saw a familiar face; classically handsome under a powdered wig he knew it to be his ancestor George Hexxus who lead the founders to their new home of Epidemica. Legend had it that he was guided by a dove with the horn of a narwhal. He could see it now as radiant gold light was reflected in the eyes of the pilgrims present.
The people here were the strong who had survived the culling of the plague that would claim enough lives to have a nation devoted to its power but beyond that it existed the knowledge of its origin is lost to time and kept only by the ancient dead.
Still the people went on and on under what all believed could only be divine guidance, but to be guided was not the purpose of their people and the truth of the epidemic was that to survive one must be strong, man is a struggler of his existence and only those that care for nothing are truly dead to this world. Those that fell has lost their cares one by one and came to oppose the nature of his existence as a being that fought and killed for survival. The ones that remained had conquered and found a land suitable to their crafts and rich in open countryside to bury the past and leave monuments to their achievements to come. George Hexxus would lead them under the guidance of the gold-horned dove and when their journey was complete it flew off into a twin tailed dawn that had miraculously come from the north instead of the west.

Bob stirred from his sleep at the sound of knocking on glass and saw with his bare eyes the golden-horned dove. It spoke to him "Seek the monolith" and it once again flew off into the north.
He would prepare his journey to the land of the Monolith; seek the father of that religion, recite the tales of my ancestor and my dreams to give wisdom of Epidemican values to the Napzusan leaders and hopefully receive the blessings and knowledge that would convert me to this Monolith. it was high time the strength of Epidemica reunited with divine guidance.

(do as you will to write for the ceremony to convert keeping in mind our prior agreements, dunno if I need to roll to move my leader but it should be fairly simple to do so I imagine.)
>>
>>1129597
Bello needs to fiat whether conversion can be done fully offscreen or if it requires a travel and ceremony, and should also fiat whether the travel and ceremony requires dice or not. I can't answer that, but the dream seems mostly fluffy to me, so I don't see how it would affect me or you statistically/mechanically, so I'm fine with it.
>>
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>>1128828
>Lord's Name: Captain Ariela Nema
>Fluff: A mermaid noble and scientist who with her select crew escaped the cataclysmic destruction of Atlantis on her fantastic amphibious ship, The Nephropidae, a gigantic mechanical vessel of iron and metal able to explore above water! She fled to the Isle's of Albreton, where her cousin Arthur Seaworth sheltered herself and her crew long enough to get the ship running again. A graduate of Hephaestus Technical Institute, and filled with wanderlust and curiosity, she continues on her great journey to explore the world above the waves.
>Skill:
>Bonus:
>Kingdom's Name: Captain Nema's Expedition
>Color: Bronze
>Fluff:Thanks to the help of Arthur Seaworth and her newest protégé the young Michael Jones, Captain Ariela Nema was able to restore her great ship to full function. Thanking Arthur and vowing to repay the favor, her ship once more crawled off in exploration. The huge vessel crawled the coast of the Black Legion, testing its land legs, checking for water leaks, and investigating the effects of long term isolation away from the sea while being surrounded by air, staying close to the coast in case of an accident. That was when their giant ship encountered a strange sight. Up and down the coast were lined what looked like human girls staring in awe and following. To her surprise Captain Nema discovered they didn't need air to breathe, and so let them inside her ship. They called themselves 'Homonculi', artificial beings created by wizards long ago who vanished. They told her of the great Philosopher's Stone and their beloved Leader, both vanished without a trace just like their wizard creators. Without leadership their home crumbled, and they begged Catpain Nema to take them aboard. Feeling pity but realizing their "Technician" caste would be the perfect supplement to her depleted crew, she welcomed them aboard the Nephropidae, saying it would be their new home and promising them to help search for their Philosopher's Stone. Captain Nema and her crew of mermaids and homonculi now live inside the giant Nephropidae, conducting experiments, manufacturing supplies, and navigating her large vessel. She intends to continue her great voyage of science and discovery, to reach new heights never before seen by deep ones, one journey that will take she and her brave crew 20,000 leagues above the sea bed!
https://www.youtube.com/watch?v=nPbmOYvahD0
>>
>>1132040
Oh damn, this is a good song.
>>
Rolled 55, 56, 1, 97 = 209 (4d100)

>>1126890
1. Finish the Crossbow research 4/6

2. Finish the 2nd Iron Mine 2/4

3-4. Dig a coal mine. Coal is one of the most precious resources to us, and striking a vein of it is a time of great joy and celebration. For coal burns and gives life giving warmth and heat.
>>
>>1132229
those poor dwarven coal miners
>>
>>1132229
lol holy shit dude
>>
>Lord's Name: AZOK THE DEFILER
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name: HiveKingHive
>Color: purple,
>Fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew.
(Keep blank everything below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:


I do hope that there is room for more people
>>
>>1132432
I think you might have to be a supported for now. Just ask someone if you can join their nation.
>>
>>1132464
I think Greenwich and the Deep Ones aren't being very active. He might be able to replace them.
>>
>>1132432
>>1132480
If not you can join me CC until you can.
>>
>>1132485
i would like to join you random
>>
>>1132502
You could also join me if you want.
>>
>>1132432

If you're seeking a more evil route, you may find refuge in Syndicate territory as well.
>>
>>1132919
You could also join me if you want.
>>
>>1132931

Sure, if you don't mind getting all your shit stolen
>>
>>1128828
Question Can one change if one institute changes that turns a monarchy into a democracy?
>>
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net

Daily reminder to use the chat if you have questions for bello
>>
Rolled 73, 56, 91, 81, 12, 33 = 346 (6d100)

>>1122612
>>1125429

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.

ROA, The Empire's Southern Fishing Colony
>Military:
4 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
>Supply: 220
>Technology:
Boatbuilding
Mass Fishing
>Buildings:
Docks [Trade Routes: 2]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>Bonus:
Supplies to build raiders or ships are halved.

[Worker Riot]

1/2. Continue our research into the semi-lost art of making rum. This needs to be completed and the workers need to be pacified.

Researching Rum-Making

3. Continue furthering our knowledge of Water Magic. Water Magic 5/6

4. Establish a TRADE ROUTE with Brundt and his dwarves. [Docks, 2 slots]

5/6. Warship Rolls. +Boatbuilding
>>
Rolled 17, 12 = 29 (2d100)

>>1125455
the rolls I forgot em
>>
Rolled 49, 18 = 67 (2d80)

>>1133833
Final rerolls boi
>>
>>1125455
+110 Supply
Constitution 3/8

>>1125479
+125 Supply

+Technology:
Bliss (Hallucinogen Drugs)

Upgrading Bliss 1/10

>Supply Cost:
10 Supply per Raven Guardsmen
5 Supply for your Leader

[Type out how many soldiers you are going to send)

>Enemy Forces
2 Thieves [C: E, E: M, E]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.

>>1125495
+155 Supply

+Magic:
Transmutation [D]
+Bonus:
Every 5n Turns, add one progress point in one of your Buildings.

-Yern Wood
Yern Lumber Mill 4/8

Spearmen 5/10

>>1125633
>Apparently you have a trade route with zxc
Market [Trade Routes: 2, Scythia[E]]
+125 Supply

Builder Token gives you a roll.
You can just roll two more actions next turn.
Be sure to indicate which is ur builder token roll since those rolls can't fail.

>>1125721
+140 Supply
Forge 3/4
Upgrading Stone Quarry 1/4
+Building:
Stone Quarry [Construction : E]

Town Guard 6/8
[Lord of the Commoners]
+Building:
Forge [Crafting : E]
+Military:
Town Guard [ C: E, D: D, M : E]
(-30 Supply if you wish to add unit)
+1 Action next turn
+1 Free action next turn
+Bonus Upgrade
You can ask your people in what kind of gifts you want now.
>>1126552
+125 Supply
-20 Supply [Crime]
>I'll be recruiting the soldier now. Also about my rank up ability, could I use it to put a D soldier to C skill?
Yes.
Solder [C: C, D: E, M: E]
Fortifications 2/7
>>1126714
+125 Supply
+2 Token (Unless you already added it in)

Dark Magic 6/16
Tax (1/8)
Witches 7/8

-25 Supply
>Combat roll next post
>>1126745
A radius of 100 meters around you gradually turned dark.

Warbeast 488 / 1332

Combat will be next turn.
Also there is a chance you can take over Deep Ones if you wish.
>>
Rolled 8, 15 = 23 (2d100)

>>1132229
Forgot my leader of the Snowpeaks action.

1. Set up a Trade Route with Albreton using the Elevator Docks
-35
2. Set up a Trade Route with Roa using the Elevator Docks
-35
>>
>>1126885
+185 Supply
-20 Supply [Crime]
+18 Supply [Commerce]
Textile Factory [Supply Gain: C]
Veritas (Ship) 8/10
You started recruiting a unit! You get a free action to continue making this unit! (Cost 50 supply when the unit is done)

>BONUS CHANGE
-Every 5 turns, upgrade any building with a rank of [D] or a [E].
Every thread, upgrade any building with a rank of [E].
>>1127183
+170 Supply
-30 Supply [Crime]
+17 Supply [Commerce]
Trade Route 1/2
Domestic Market 3 / 8
Tradeship 5/8
You can use [Two Worlds, One Sea]
>>1127388
+Technology:
Monster Charming

Upgrading Monster Charming 3/8

+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events

>>1128468
+205 Supply

+Farm [Supply Gain: E]
>Lessening Racial Tension
Requires an action

Navy Patrol 1/4
Religious bonus next post

>How many units do you want to send to Epidemica
30 Supply per Ship
10 Supply per Soldiers travel via land
0 Supply per Soldier travel via Ship
ETA 0 Turn
(This is a free action)

>>1132040
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit.

+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 200
>Buildings:
Market [Trade Route: 1]
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.
>>
>>1132040
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must pay at least 25 supply to use the Token and you get 1/5 the profit.
>>
Rolled 59, 52 = 111 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 3
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
>Supply: 285
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Technology:
Bliss (Hallucinogenic Drug)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

1. Begin building a gambling den so we can entertain these poor fools and gain some income at the same time.
2. Deceit and shadow are the thief's greatest weapons, and we should always be honing ours. Research further into illusion magic. (+Workshop) (+Illusion Magic E)

(Combat coming)
>>
>>1134422
Just to make sure I understand what I'm reading,

>A builder token action still uses a dice roll, but cannot fail.
>The formula is; Declare token use, specify action, then roll dice.

Is that right?
>>
Rolled 4, 5, 5, 4 = 18 (4d5)

>>1134739

Battle plan: The Black Raven and one of the Raven Guardsmen unit will move in to engage the enemy thieves. The remaining Raven Guardsman unit will guard the entrance to their lair and be ready to join in if things get bad. The attack will be an ambush, using illusion magic to sneak up on our enemies.

The goal is NOT to kill but to incapacitate. I have use for these two.

(Dice order: 1-2: Black Raven, 3-4: Raven Guardsman)
>>
>>1134770
Yes, that's right.
>>1132229
+145 Supply
Crossbow 5/6
Iron Mine 3/4
+Docks [Trade Route: 2, Roa [E]]
Upgrading Trade Route 1/3
>1
>97
[Ritual of Bones]
+Building:
Coal Mine [Supply Gain: E]
As soon as the coal mine was finished, the front entrance completely collapsed and all the workers got stuck inside
+Building:
Clearing the Coal Mine 0/2

You can still recover your coal mine by recovering the entrance, but having a SINGLE fail in the processes of recovering will completely destroy your coal mine and kill the workers inside.

>>1132432
You can take over Greenwhich if he doesn't post his actions this turn But, I have doubt they are going to post so just put some fluff for your kingdom AND your leader and I'll do your sheets.

>>1133641
+145 Supply
+15 Supply [Master of Sea]
-10 Supply [Worker Riot]
Rum-Making 3/4
+Docks [Trade Routes: 2, Snowpeaks[E]]
Upgrading Trade Route 1/3
[Master of Sea] +1 Roll next turn

+2 Progress Warship
-[Worker Riot]
>>
>>1134844
Second question then I'm ready to post.

>Do I presently still have my builder tokens, or did my attempt use them?
>>
>>1134860
A desperate message on yet more parched skin is sent from the Dwarves to Nepzusa. "Though believers we not be, we beseech thee in the name of that which is good and decent to hear our plight. Some dwarves of ours are in grave peril, and we seek to aquire a builder token or two to ensure their release. We are willing to pay."
>>
Rolled 2, 5, 5, 3 = 15 (4d5)

>>1134860
I don't mind if you still want to keep them for now.

>>1128468
>>1125633

Scythia has converted!

>Both Players
[The Peaceful Conversion]
Next turn, you can not fail your actions besides a nat1.
Rolls become 1d110 for the next 3 turns. 101-110 are Quadsuccess.
Converting other players reactivate [The Peaceful Conversion] to all converted players.

>>1126723
>>1126750
>>1134803
1-2 : Whitedeath and Druza
3-4: Black Raven
>>
>>1126723
>>1126750
Just kidding, all 4 rolls from the last post is for you guys.

The other monsters really didn't have a chance.
Your soldiers attacked hard and managed to kill one of them before he could even make a move.
Tessenar and his Warbeasts charged in and killed the other one with perfect technique.
The Warbeast absorbed and shredded all of the enemies in front of him. It was a great killing machine... maybe a little too great.
Suddenly, the Warbeast became highly unstable and started to attack friendlies. Your soilders and Tessenar escaped before the Warbeast can do any real damage.

Currently, the Warbeast is remaining at the battlefield absorbing the corpses and attacks anyone that dare go near it.

-2 Monsters (ENEMY)
Warbeast [UNSTABLE] (Tessenar)
>>
>>1134422
>+Bonus Upgrade
>You can ask your people in what kind of gifts you want now.
Is this now, or for future Bonus Turns?
>>
>>1134979
Future.
>>
>>1134844

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.

ROA, The Empire's Southern Fishing Colony
>Military:
4 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
>Supply: 370
>Technology:
Boatbuilding
Mass Fishing
>Buildings:
Docks [Trade Routes: 2, Snowpeaks [E]]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.


1. Finish our Rum-Making Endeavors. [Rum Making 3/4]

2. Upgrade our Trade Route with the Snowpeaks. 1/3 +[Master of Sea]?

3. Whales are filled with oil and fatty tissues within their sizeable girth. This can be used to make oil and, even, perfume, in addition to the heaps of ivory and meat that we accrue from harvesting the beasts outright.

Aric launches an initiative into furthering the knowledge of what to do with whale oil. Perhaps it can be refined into even better fuel, or used for other purposes. Purposes that would surely benefit our people, of course, too.

Research [Whale Oil Refinement] so that we can create better lamps, soaps and foodstuffs from whale oil.

4. Continue building the Warship. Warship 10/15, +[Boatbuilding]
>>
Rolled 32, 66, 53, 57 = 208 (4d100)

>>1135091
>>
Rolled 78, 58 = 136 (2d110)

>>1134658
Skill: Charisma
>Bonus:
["Pacifism"]
Both you and a player gain a temporarily bonuses when coming to a diplomatic agreement. You can choose whether the other player will receive a positive or a negative bonus.
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
>Supply: 365
>Technology:
Navy Patrol 1/4: [Small Defense: E]
>Buildings:
Mine [Supply Gain: E]
Commerce 3/8
Market [Trade Routes: 2, Kol'Talla [D], Napzusa [E]]
Fishing Dock [Supply Gain: D]
Farms [Supply Gain: E]
...Farm [Supply Gain: E]?
>Bonus:
Some buildings' [Supply Gain] instantly rank up to [D].
Crime [Supply Loss: E]

I move my 3 soldiers and as much supply as I can hold in to my ship and send that shit right on over. Costs 30 supply, bringing me to 365

1. Lessen racial tensions.
2. Finish upgrading Navy Patrol to level [D].
I also use any supply needed to finish the Navy, and if possible the Commerce building, neither of which should be a problem with the loads of dosh I somehow (?) have.
Anything extra I use to hire some privateers to add to my navy.
>>
>>1135112
so...success, double success :/
That's going to be at least 30 supply on finishing up that navy, maybe fifty. Iirc its about 50 for each point to build a level [E] buillding, so that'll set me back 250. Best-case scenario, I have 65 supply minus whatever I just sent off to go fight pirates and however much it costs to buy privateers. I cannot believe how quickly I just blew 400 units of wheat and fish.
>>
>>1135213
*worst-case lol
>>
Rolled 58, 11, 47, 30 = 146 (4d100)

>>1134422
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 in hopes in getting a gift from your people.
>Military:
1 Soldier [C: E, D: E, M: E]*Injured [Turn14]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
230
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 0/6
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Build Hospital

Build Hospital

Build Training Yard

(Free) Build Barracks
>>
Rolled 36, 80, 60 = 176 (3d100)

>>1134422
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 165
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
Enchanting [E]
>Storage:
>Magic:
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
[Racial Tensions]

1. Yern Lumber mill continues to be built. Continue to add magic to the building to increase production of Yern wood. 4/8
+Enchanting E
+Earth Magic E
+Nature Magic E
2. Begin to research magic that can befuddle the mind or bind a person to a contract or course of action. It will be quite useful for gaining information from criminals and controlling monsters.
+Magic Research D
3. Spear-men recruitment continues. 5/10
>>
Rolled 7, 74, 18 = 99 (3d110)

>>1134905
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505 (You)
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

DEBUFF-You do not gain any tokens this turn. You will gain them at [Turn 12] (please correct if not right, bello)

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505 (You)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 235
>Buildings:
Market [Trade Routes: 2, Scythia [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
+2 builder tokens

ACTIONS
1: Work on tax reform. 4/8
2: Progress with soldier, 2/8.
3, [Builder Token used] - The Fontino, a large courtyard of public-access drinking-water fountains.

Peaceful Conversion in effect for 3 more turns.
>>
>>1134888
A reply arrives with seal and etc as is appropriate and proper for the Patriarch and the Office of the Patriarch.

"We are not adverse to helping those imperiled dwarves whom you speak of. But what is the value of their life in comparison to entry in the bright lands of the above-world? Metal rusts and wealth dissipates. We would offer you the building token in exchange for a treaty signed as follows."

>That dwarves within your land shall have the free and open choice to convert to monolithism if they wish to do so, and shall suffer no legal penalty or onus if they elect to do this.
>That monolithist hermits may reside in your land without impediment or antipathy
>and finally, that you shall receive a building token for an oathed bound and sworn guarantee to not act militarily against nepzusa for 16 years.
>>
Rolled 62, 86 = 148 (2d100)

>>1134658
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
0 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 498
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: C]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E-, Training: E-]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Upgrading Gym 1/4

BONUS: Every thread, upgrade any building with a rank of [E].I will use this new bonus on the Gym Rank E

>>1125633
(Hey dafty I do want to finish our trade route with eachother as well since we both have a free opening)
1 Convert. In accordance with the guidance that was received I will convert with ceremony to the religion of the Monolith and be blessed by the Patriarch and so too my Nation.

2 Upgrade Cotton Factory Rank C. I think I have had a revelation; once our Cotton Factory has reached its maximum domestic growth or a suitable level I can embark upon a Project that will allow Cotton to reach all the Markets of the Empire because the real thing stopping the growth of the Cotton industry is that at this moment I can not put Cotton in every Market so I will simply have to change that. I call it West Empire Trading Company. (may require Stock Market or maybe Monopoly research I suppose and I do intend to find some investors.)

Free Action for Veritas (ship) 8/10 recruitment +1, spend 25 supply to finish it. (additional 50 when the unit is done so I will deduct 75 in the next turn post)
>>
>>1136060
Perhaps Outer Imperial Trading Company
>>
>>1136079
An Outer Imperial Trading Company you say.
>>
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Rolled 22, 38, 44, 49 = 153 (4d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Trading with other players gives you both one extra action the next turn. For every two new trade routes, you gain another extra action the next turn.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 242
>Buildings:
Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine ]
Naval Academy [Recruiting: E, Training: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Docks 2/3
Domestic Market 3 / 8
Tradeship 5/8
Upgrading Ship 2/12

>>1136060
"If there are any in this world who have an equal, or I dare say, even greater sense of trade as we of Albreton, it is the Epidemicans. Perhaps due to rather than in spite of their hardships, they have learned how to efficiently manage their resources.

Dare I say they are the greatest trading partner we have."

A letter is sent to the Epidemicans.

"Although we do not share in your new religious beliefs, the bond we share through trade cannot be denied. Albreton has come to recognize, and request, two things.

Number One - To jointly work on, together as we have before, the notion of a joint stock corporation, the Outer Imperial Company. We shall combine your production and manufacturing capabilities with our transportation and delivery
Number Two - The establishment of a definitive non-aggression pact and defensive-pact, an alliance if you will, to ensure that our prosperous trade and relationship is not sullied by foreign entanglements. Above all, we will never meet each other on the battlefield but on the same side or no side at all.

This is what we propose, Albretton is hopeful for a positive reply.

We also ask that you be sure to inform us when the time is appropriate to send a fleet to the present Pirate Menance."

1. As the Epidemican's invest in their Factory, lay the groundwork for a proposed Outer Imperial Trading company. Albreton might not be a major producer, but we can be a major supplier and reap the rewards. Trade itself will provide us supplies. It will combine fantastically with our Domestic Market. Begin developing charters and laying the ground work for the joint stock company.

2. We shall continue to develop our domestic market so that our populace may reap the rewards of trade, and find joy in wealth. 3/8

3. Complete the trade route to Snowpeaks 1/2

4. Not only will we gain the great cotton and textile resources of Epidemica, and they our lumber, upon completion of this trade ship but it will aid us adequately when the joint stock company is created. 5/8
>>
>>1136449
Spend up to 100 supplies on the Trading Company and up to 100 supplies on the Domestic Market to get progress to happen.
>>
>>1132040
A letter arrives, brought by merfolk to the Nephropidae. It's from Arthur Seaworth.
"Lady Nema, I'm very happy that you have managed to find and claim some land for your own. Perhaps now you can explore it to your hearts content. I pray you will look fondly upon your time in Albretton, and that the bonds of blood and merfolk remain eternal.

Arthur Seaworth."
>>
>>1135098
10 turns have passed, some years, and Galley and Longboat meet on the ocean again. Arthur Seaworth goes to deliver both the promise he gave and Lord Bryne's son. No more a two year old when he arrived, Veric is now a young adult. He has learned much in his time in Albretton, their culture, their language, their species.

Arthur spared no expense in training Veric in the Albretonian weapons of war and hiring the best swordsmen for the lad. The cutlass and the rapier, crafted for speed and designed to parry heavy blows or jabbing into even the smallest gaps in defense, and how to use swiftness, stamina and skill as great advantages. He learned of the pike and the harpoon, a weapon suitable for a single man or lined up in ranks upon land or the decks of ships. He learned how to ride a horse and use of a cavalryman's saber. He learned how to steer and rope the sails of an Albreton galley, and how to conduct himself as a sailor. His mind was sharpened as well. He proved not only to be an intelligent lad, but a cunning one as well. In addition to numbers and writing he learned the art of trade, bargaining, and negotiation right at the very docks and trade ports, how to measure the value of one good against another, and of supply lines and logistics, and how to turn anything into a profit.

Veric prepared himself to meet a father and a people he hadn't seen in a long time and knows only in memories and tales of home. Also on his mind, a young mermaid girl, Arthur's daughter and friend he had grown especially fond of, and wondered in his head if he might find a chance to marry her some day. Arthur presented himself and Bryne's son to him. "Lord Bryne, we meet again. Roa has proven itself a nation of honest goals and honest intent, eliminating all worries of a return to darker times that now truly seem well past. I have cared for your son to my utmost, as I am sure you have cared for mine. As promised, Albretton is prepared to open up to a formal military and defensive alliance with Roa, and to begin establishing a proper trade route. With our combined naval prowess, we will be unmatched on the seas."
>>
>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: Bronze
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit.

+2 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 200
>Buildings:
Market [Trade Route: 1]
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.

I love my bonuses QM. Thanks!
>>
Rolled 3, 69 = 72 (2d100)

>>1134422
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.
Military:
Warbeast [C: D , D: D, M: E] *Absorbing, Plagued, [UNSTABLE]

Warbeast 488 / 1332

Action 1: Work on new warbeast
Action 2: Bait the warbeast towards bluholm in order to push the problem towards other people
>>
Rolled 54, 35 = 89 (2d100)

>>1134844
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 270
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution 3/8
upgraded Bow+arrows 1|8

1-2 Research constitution
"Democracy, not the best form of government but it is better than most"~Dmitry of Bluewich
>>
Rolled 5, 48, 81 = 134 (3d100)

>>1134422
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
>Supply: 305
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 6/16
+ Tax 1/8
+ Witch 7/8

1. Progress on advancing our knowledge in the Dark Arts.
+Dark Magic [B] 6/16

2. Introduce our Taxation system. Spent some Supplies on various Gifts to bribe the Cursed Lords with. See it as an investment for future cooperation.
+ Tax 1/8

3. At last the Witch Guard would join the Crimson Cloaks and the Moon Disciples in the defense of Salvynia.
+ Witch 7/8
>>
>>1136454
Ariela is inside her plush living quarters, singing cheerfully and playing a tune on an underwater organ when she hears a knock on her door. A homonculi swims in, with a seaweed letter in hand "Captain! Captain! It's a letter from Albreton."

"Oh! It must be cousin Arthur. Give it to me."

Ariela puts on her reading glasses, smiles, and grabs a pen and some octopus ink to write back.

"Dear Cousin Arthur.

I don't think I'll ever be able to repay you for how kind you were to me. I'm very happy here. I wouldn't have been able to get my ship running without you.

I've found some wonderful new friends, the homonculi. They're all like little girls but very intelligent, just not very independent. The homonculi are looking for a philosopher's stone, from the way they describe it its some kind of power source or transmutation relic. It sounds very powerful, Atlantis only had a handful of something like that and I suspect they were all lost to the volcano.

Who knows, maybe on my expedition I might find the stone. But I still need to get elements of my ship up and running. I'm going to need lots of supplies and parts, but I have an idea how I can get them from you while also helping you out.

Sincerely yours, Ariela."
>>
>>1134945
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
(Keep blank everything below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>>
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Rolled 35, 88, 6 = 129 (3d100)

>>1136449
"Arthur I have a big idea! I need steel, lots and lots of it to make more parts for my ship. You're trading with the Black Legion and Snowpeaks who have iron mines right? Well, I'm going to make an Atlantean forge. You can supply me the iron through your ships, I refine them into steel, and give you a share to make a profit off of selling it. It's the perfect use of a trading company."

>>1136668
1. I'll make an Atlantean forge, the best in the world. It's shaped like a big conch shell, which is where we got the idea. Back in Atlantis we used actual conch shells from the giant lava crabs, but I'll just have to make my own here.

I'll be able to convert raw iron ore into lots and lots of steel in no time. I just need to go and study the process in one of my books.

2. Invest in Arthur's big company and help him set it up. We'll be stockholders!

3. My ship and I are going to be on the move a lot soon. A stationary docks won't do. Let's upgrade my ship cargo hull instead, that way I just need to go near a source of water to let ships in and out for trading.
>>
Rolled 30 (1d115)

>>1136778
Let's see how good one of these inventing tokens are. I'll use it on the Atlantean Steel Mill
>>
>>1136782
Barnacles, that stinks.
>>
>>1127388
>>1136714
>>1136668
A letter is sent to each of your lords bearing the crest of the house of Stormsong. It is an invitation to discuss business in person within the Stormsong manor in the heart of Kol'Talla.
>>
>>1136778
Oops, I think I rolled too many dice. Sorry, used to the Primal game with three dice. Just get rid of one of them.
>>
>>1136449
>>1136060
>>1136450

The response letter arrives promptly

"These times without the Emperor are uncertain and it is a joy to find a partner so well suited to the tasks at hand. When the merchants cross the ocean on commercial trade ships and present their wares in the most distant markets it shall be under the flag of the Outer Imperial Trading Company and all shall profit.

We recognize the wisdom of these requests, we are agreed."

The pact is signed by Bob Hexxus and his vested son and heir Crown Prince Ruber Hexxus in Good Fortune and Good Health.

Epidemica will invest 150 supply in addition to your 100 to start the founding of the Trade Company.
We should also find this Domestic Market notion to be beneficial to the Epidemican people and if you will allow us we would invest up to 150 supply to further and finish it jointly if it so pleases you.

As for the forces, send them to me [Turn 12, this next turn] and I shall lead them to the pirate cove where we will quash this pirate menace.
>>
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>>1136787
A giant armored mechanical lobster the size of a castle bursts from the waves near Kol'Talla. Captain Nema was giddy at the wheel of her ship, to think they had been invited to a foreign land!

Although she couldn't leave the ship, her ship was just tall enough to let one of its windows gaze into his manor window and allow her to hear and speak.

(Sorry have to go somewhere so won't be able to RP for some time, but consider the invite accepted and me there)
>>
>>1136676
A large Bat carrying a letter approaches Treesönar,

"In recognition of your support you shall be named Protector of Northern Salvynia.

With it you shall receive some land in the North of Salvynia for you and your children to hold in my name. You shall enjoy my protection and my favor.

From this day forward you shall be named Baron Treesönar of (Barony name of your choice)."

- Signed Count Sohnzwei of Salvynia

You are also welcome to accompany me to the Kol'Talla meeting.

>>1136787
Accompanied by a small group of Crimson Cloaks Count Sohnzwei would arrive in the late of night. A few selected Salvynian wines and more acquired Salvynian tastes would be offered as gifts.
(Transfer 25 Supply in form of Salvynian Food and Drink)
>>
Reminding all lords that if you need a dirty job done but don't want to get dirty yourself, the Black Raven Syndicate is always up for hire. Access to the Black Market can also be discussed, where you can get goods that are otherwise illegal. Trading partners are respected and are less likely to get "visits" from the Syndicate.
>>
>>1136859
The large bat returns to Sohnzwei

"I gratefully accept your gift and title, from from now on i will be Tresönar of Kogris., I will also accompany you to the meeting."

Signed Baron Treesönar of Kogris
>>
>>1137131
Not to be rude, but what kin of good would we want to get on the black market that we couldn't just make legal in our country, or just use our authority to bypass the laws? Pretty much everyone is a totalitarian state in one way or another. If you mean illegal in the sense that the empire bans it, the only way to enforce that would be to get other players to act against the person breaking the rules, which would probably happen anyway if they knew someone was trading with you.
If you mean assassinations, on the other hand...

...that might be a different story.(/edginess)
>>
>>1137368

I mean more of a trade route kind of deal..plus, a lot of things...end up in the Black Market for some...strange reason so there's quite a lot of variety.

And yes, we do assassinations
>>
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>>1136471
Aric, clad in almost the exact same outfit as their meeting some odd years ago, strode his way along with Albert in tow, dressed similarly: dark leathers, clothes to keep out the cold and the wet. Like Aric's own son, the merfolk boy had learned much and had in him a wealth of information upon how to trade, barter and measure up matters of stock and supply.

Unlike Veric, however, the boy had gotten no courses in the rapier, in horseback, or in the pike. He had no tutors ascribed to him, for he had been put for months on end on some of the nastiest, roughest ships that Aric could possibly fined, and learned through tired and true firsthand as opposed to the tutelage of a nobleman's aide. Aric had seen some hint of untapped potential in the boy, and it now showed in his swagger, his expression, the scars and rope-burns that adorned his skin and helped to accentuate the corded muscle he had accumulated from months of drumming, rowing and fighting. The boy's chest, though covered, was even graced with a thin greenish scar, for he had been well versed in sword and axe and shield, first hand. The boy had learned, more than anything, what it meant to lead by example, and how to learn on his own and from his own mistakes.

As Aric sized up his son, now grown, rapier on his hip, he turned his one remaining eye to Lord Arthur, smiling a small, closed smile. "As I told you before, my word is good. And I'm pleased to see that young Veric seems well looked after. His baby brother and sister will be pleased to see his return, and disappointed to hear their foster brother's gone home. Your boy," he said, roughly clapping the half-merman on the shoulder, "is a natural leader and a crack shot with a javelin.

"We can discuss the intricacies via post and sign the necessary documents here. But, as you say. This is the beginning of a prosperous union between our domains."
>>
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>>1137449
>possibly fined
>fined
>>
>>1136721
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+200 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points].

EX)
200 Swarm Points
Turn 15)
You can roll...
2d110 = 200
4d50 = 200
1d 199 and 1d1 = 200
1d80, 1d40, 1d60, 1d20 = 200

>Military:
6 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 200
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: E, Training: E]
Insect (Product) Shop [Supply Gain: D]
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.
>>
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>>1135939
"We will accept these terms on these conditions."

>Your hermits will not approach our sacred mushroom forests where reside our Old Gods of many faces in the wyrshrooms, nor our burial grounds
>You will provide for your own hermits shelter and lodging here, we can scarce afford handouts ourselves and starvation is a regular occurrence here
>(16 years = 16 turns) we will not act militarily against nepzusa. this has no bearing on trade or exchange of goods and items (including possible weapons/tech) whatsoever

"Our old gods will be respected, but we will respect your right to preach the new gods as well."
>>
>>1137453
>tired and true
>>
>>1137685
A sealed and signed message is returned.

>Our hermits build their own meditation enclosures in the most remote areas, and forage in the nearby regions, as they are not allowed to visit towns. They are also very few in number. You will know them by their beards, and by their eating and drinking only the very smallest of meals, as they drink only 1 sip of water per hour and eat only 1 bite of food per hour.
>We welcome to the pantheon any valid and affirmed gods, here defined as gods who do not act villainously, wantonly torture their own followers, demand sentient sacrifices, or aid and abet evil-doers. So long as a god or goddess doesn't engage in these behaviors, their worship is welcomed by us and desired by us.
>Re: Mushrooms, Our Earth Mother Goddess, Gyrd, has a myth in which the creation of mushrooms (we believe she created every good and righteous living thing, plant or animal, upon the land), features and acts as an aid to her in her deeds in that story. We respect your boundaries with regard to the mushroom forests being a sacred place.
>We have heard of your crafts and skills, and we welcome trade with you.

"I, Basilacastous, Patriarch of the Holy Monolith, Leader of the Faith, Master of the holy steeple, Annointer of the Monolith, and voice of the faithful, hereby swear and affirm, oathed before the gods and the people, that nepzusa is not the enemy of the dwarves of the snowpeaks."
>>
Rolled 53, 25, 87 = 165 (3d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
Completing a [Technology] or a [Building] gives you an extra action next turn with a -35 roll value. Extra action can only be used on [Technology] or [Buildings].
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 365
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Upgrading Trade Route 1/3

1-2. + 3. Builder Token
>>1138330
In agreement with Nepzusa, we use one of their gifted Builder Tokens to safely clean the mine and rescue the miners without fail.
>>
>>1138375
Confirmed, a builder token was gifted to bazrael.
>>
attempting to post from mobile, test
>>
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>>1136787
Professor Nimbledon arrives, in his traveling garbs, wondering what important business the sorcerer elf lord has for a meeting.
>>
>>1136721
>>1137465
>>1136787
Now that you are finally in the game you should also get an invitation.

(This is totally not so I can procrastinate fluff and none of you can prove otherwise >_>)
>>
Rolled 30, 91, 16 = 137 (3d100)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 35
>Buildings:
+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting, Monster Charming
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [C]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
#1 there may be some beasts still roaming our forest grounds. charm them, if they are intelligent send them home, if they are beasts keep them in a cage for now.
#2+3bonus continue advancing our Air Magic knowledge. Hawthorns will become an A school in the four elements of magic, but we will master them one at a time first.
+[Magic Research: B, Happiness: E*]
>6 turns till Wizarding Rugby Cup
>>
>>1134739
Gambling Den 1/8
Illusion Magic 1/10

>>1135091
>BONUS CHANGE
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls from other players.
Every [Turn 5n], roll a 1d25 for a [Grand Fish].

You can roll for a [Grand Fish] this turn.
+Technology:
Rum-Making
+Building:
Docks [Trade Routes: 2, Snowpeaks [D]]

Whale Oil Refinement 1/10
Warship 11/15

>>1135112
-20 Supply [Crime]
(Sorry, I meant your Farm Supply Gain is now D)

Your contributions helped but telling elves and priest to stop hating each other is kind of not effective.
How exactly should your people lessen racial tensions?
-100 Supply
+Navy Patrol [Small Defense : D]

Your people shouted a small outcry! Some didn't understand the new religion. Others cried out that suddenly implementing the religion without any process is a little too sudden.
And the believers asked for a Church to show their dedication.

>>1135236
>BONUS CHANGE
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.

(Gifts increases in how much support you get from that nation population. Gifts changes on the type of nation you ask from.)

Hospital 1/6
Training Yard 1/4
Barracks 1/4
>>1135327
Yern Lumber Mill 6/8
Geass Magic 3/14
Spearmen 7/10

>>1135855
You can remove the debuff now. You will get your tokens at Turn 15.
-2 tokens
Tax Reform 5/8
Soldier 4/8
Fontino , Water Fountains 1/2

>>1136060
You assembled the Ceremony.
The ceremony will start next turn. It's a free action to continue the ceremony.
With this ceremony, you can talk to the Patriarchous in what kind of blessings you want, but ultimately, he decides.

Cotton Factory 4/8
-75 Supply
+Military:
Veritas (Ship) [M: C, Storage: 4]
>>1136449
Domestic Market 4/8
+Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E]]

>Update your bonus btw
Tradeship 6/8
>>1136676
Warbeasts 491/1332

You dropped some fresh meat that leads towards Bluholm. The warbeast recieved the bait and moved to Bluholm.

>>1136703
Constitution 5/8

A problem! Another monster attack from the nation of Salyvania! A wild Warbeast from the broders of Salyvania and is about to attack your villages! You can send in troops to quell the beasts or just hope it calms down.

Warbeast [C: D, D: C, M: E]

Your people shouts in outcry of the second monster attacks from the neighboring nation. They demand retribution.
>>
Rolled 1, 2, 3, 3 = 9 (4d5)

>>1136714
-20 Supply
Tax 2/8
The Cursed Lords appreciate the gift and less complaints were made.

-30 Supply (Cost of creating the unit)
+Military:
Witch [C: E, D: E, M: E, Support: E]

>>1136778
-1 Invention Token
Forge 2/4
You send some supplies to Alberton's company. They will automatically gain progress when their project starts.

>>1138375
The Coal Mine has been cleared!

-1 Builder Token
>>1138688
After becoming well known as a great magic school, you get a new bonus!

>GAINED A NEW NATION BONUS
Every thread, you gain a student. You can choose which nation this student came from.

Beast Hunting 1/6
You get an extra roll to continue the beast hunting! The extra roll goes away once the hunt is done.

Air Magic 8 / 16


>>1134803
Combat Rolls
>>
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>Map

>>1134803
The thieves didn't even seem it coming.

You and the Raven Guardsmen came in swift and precisely.
It was so quick that even I, the narrator, didn't even exactly saw what happened.

The thieves are incapacitated and you found their supply stash.

+30 Supply
>>
>>1138375
>BONUS CHANGE
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. After a player uses an emblem, for 3 turns, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -30 roll value just for buildings and technology. Only two can exist at a time.

+1 Snowpeak Emblem (Cost 2 points to make)

>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every [Turn 5n], you get a Snowpeak Emblem..
>>
Rolled 89, 25 = 114 (2d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -35 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 365
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Upgrading Trade Route (Roa) 1/3

>if one player completes/upgrades their end of the trade route do we get it too or do we have to make actions to keep up with them?

1-2. The families of the Dwarves and many more give thanks to the many old gods, visiting the sacred mushroom forests beneath the mountain, and whisperings prayers and having small feasts and leaving small gifts before their carved faces. They rejoice in the lives of the dwarves saved, and in the founding of a new life giving coal mine. As is our culture, the worship of the old gods is strong, and many who worship the new gods still cling to their tradition.
>>
>>1139874
Oh sorry,
Dock* [Trade Route: 2, Roa [E], Alberton [E]] *Elevator Bridge
>>
>>1139878
Thanks. I was just wondering if Albreton or Roa did upgrade their trade routes if mine would automatically, or if I had to do it myself too to catch up.

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -35 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 365
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [E], Alberton [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4
Upgrading Trade Route (Roa) 1/3
>>
Rolled 69, 56 = 125 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 3
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
>Supply: 315
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Technology:
Bliss (Hallucinogenic Drug)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

Actions:
1. We should properly deal with the thieves now.

The thieves are bound in rope, brought to Raven Watch's undercity, and dangled upside down. When they awake, they are greeted by the sight of the Black Raven and a few guardsmen. "Hello gentlemen, so good of you to drop by. I must say, to steal from the Syndicate...a rather ballsy move. The Syndicate rewards such attitudes, but we do not tolerate unaffiliated criminals within our territory. So, I am going to make you a deal you can't refuse. I am feeling very generous today, so I will offer you a place in the Syndicate. You will gain access to all the privileges we in the Syndicate enjoy, and you will never go back to the old way of thievery again. However, you will pledge your lives to us. Should you accept this little deal, you will live a Raven and die a Raven. There is no other life for you now.

Oh, and if you refuse? We gut you like fishes, right here and now. Choose wisely."

(Action is to convert the thieves into Syndicate criminal units)

2. Keep working on the gambling den. (Progress: 1/8)
>>
Rolled 87, 22 = 109 (2d100)

>>1139765
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
0 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 423
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: C]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E-, Training: E-]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Upgrading Gym 1/4

Cotton Factory 4/8

1 I will lead the assault on the pirate cove with Bob Hexxus and 3 soldiers aboard the Vertias, 3 Soldiers from Scythia aboard their own vessel and the troops to arrive from Albretton and the Black Legion shortly.
They have begun their celebrations and their guard is down. We will slay the 4 Pirates, Capture or kill the Pirate Leader and take their ship and cove to benefit the State and deter future piracy.

30 Supplies for the 1 ship (less if we can rely on our ally Abretton's bonus?)
Supplies for 3 soldiers traveling via ship

2 Cotton Factory 4/8
>>
>>1139954
Military:
Veritas (Ship) [M: C, Storage: 4]*

You assembled the Ceremony.
The ceremony will start next turn. It's a free action to continue the ceremony.
With this ceremony, you can talk to the Patriarchous in what kind of blessings you want, but ultimately, he decides.
>>
>>1136714
A crow arrives with a letter

"It is urgent that you give me the help i need with the current warbeast, since the previous project went berserk, i shall finish this one so i can make appropite changes to deal with it

"Signed Baron Treesönar of Kogris"
>>
Rolled 31, 17 = 48 (2d100)

>>1139799
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
>Supply: 230
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 6/16
+ Tax 2/8

1. Research into the ways of Dark Magic was slow and Count Sohnzwei had planned on setting up a library to foster the Dark Arts, however it would appear his recently appointed Baron was in need of assistance. Count Sohnzwei would use his limited understanding of Dark Magic in order to aid Baron Treesönar in the creation of his warbeast.

2. The Troops were idle and lacking Discipline. Still the introduction of a reliable Taxation system remained problematic and a of a higher priority. Count Sohnzwei would take some time out of his day to explain to the various Cursed Lords why a strong Salvynia would benefit them and perhaps provide the occasional gift to convince them.
+ Tax 2/8

Questions: Do I need to roll for Troop movement? If not place our Military in Baron Treesönar's lands to be able to quickly respond should the monster return to Salvynia.
>>
Rolled 86, 83 = 169 (2d100)

>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.
Military:
Warbeast [C: D , D: C, M: E] *Absorbing, Plagued, [UNSTABLE]

Warbeast 491/ 1332

Action 1-2: Time is slipping, the longer it takes for the warbeast to finish the stronger the old one will be, We need countermesures now! Treesönar sees the warbeast in the making and gets to work
>>
Rolled 40, 37 = 77 (2d100)

>>1139765
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

More builder tokens received on turn 15.

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 235
>Buildings:
Market [Trade Routes: 2, Scythia [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino - 1/2 presently
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS

[racial tension - elves] (forgot this earlier)

Expend the needed supplies to finish the fontino, which is currently at 1/2.

ACTIONS
1. Proceed steadily with the tax code, presently at 5/8.

2. Soldier on with the soldiering. presently at 4/8.
>>
Rolled 3, 4 = 7 (2d10)

>>1140133
damn I just realized I mis-rolled, I was supposed to roll a 1d110 for the rolls due to peaceful conversion.

If this is invalid, please ignore it, but I would like to roll a pair of 1d10s now to represent the 10s that didn't get rolled in my turn's normal roll.
>>
>>1138611
Azok receives the invitation for a meeting in Kol'Talla. Although the insignia is a bit unfamiliar for the king, He recognises that it is from someone important, since they recognise his own power and rule. Azok takes two guards and begins to travel to Kol'Talla.
>>
Rolled 71, 74, 61 = 206 (3d100)

>>1139765
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]*Injured [Turn14]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
230
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 1/6
-Training Yard 1/4
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Hospital

Hospital

Barracks
>>
Rolled 41, 65 = 106 (2d100)

>>1139818
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+200 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points].
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
6 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 200
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: E, Training: E]
Insect (Product) Shop [Supply Gain: D]
>Technology:
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.

1. Azok commands that the breeding ground gets improved in order to breed more soldier insects.
2. Azok finds his Army to be puny and bad, so he orders the queen to lay more eggs in order to grow the army.
>>
>>1140169
Whoops, got too used to that free action with Town Guard. Ignore the Barracks.
>>
>>1139765

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
4 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
>Supply: 370
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks [Trade Routes: 2, Snowpeaks [D]]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

1. Construct another set of docks.

2. Establish a Trade Route with Albreton. They have upheld their end of the bargain; we will do so, too. +[Master of Sea]

3. The warship nears completion. Let it be finished. Warship 11/15 +Shipbuilding.
>>
Rolled 61, 84, 85 = 230 (3d100)

>>1140404
god fucking son of a bitch
>>
Rolled 66, 38 = 104 (2d100)

>>1139765
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 160
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
Laboratory 1/4
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution 5/8
upgraded Bow+arrows 1/8

1. Dispose of the monster, send 2/4 soldiers
2. Train Longbowmen
>>
>>1140041

Dear Count Sohzwei

It has come to my attention that a warbeast has attacked another village, as you can see due to the current climate of my nation I am forced to take action lest the people turn against my family thus I must ask for reparations or I will be forced to take action against you and your county.

Sincerely Baron Von Blue of the Blue family.
>>
>>1140133
(druza said you can come back to the irc soon
The conversion ceremony is assembled and will begin next turn with a free action to continue it.
Ill let you set up the scene of the ceremony in the Arch grounds or before the Monolith and then I recite my epiphany, offer history and insight into epidemican values, then I guess a response that turn or the continued turn where we will go on to form the policies we had in mind?)

>>1128468
Olga of Scythia is invited to attend the ceremony of Bob Hexxus's Conversion
>>1136449
>>1135112
>>1127597
The attack on the pirates will commence as planned, Scythia has sent their troops and it will be fine for Albretton and Commander Galen to send them this turn to join if they wish, verified by Bello.
>>
>>1139765
Skill: Charisma
>Bonus:
["Pacifism"]
Both you and a player gain a temporarily bonuses when coming to a diplomatic agreement. You can choose whether the other player will receive a positive or a negative bonus.
>Military:
3 Soldiers [C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
>Supply: 245
>Technology:
Navy Patrol: [Small Defense: D]
>Buildings:
Mine [Supply Gain: E]
Commerce 3/8
Market [Trade Routes: 2, Kol'Talla [D], Napzusa [E]]
Fishing Dock [Supply Gain: D]
Farms [Supply Gain: D]
>Bonus:
Some buildings' [Supply Gain] instantly rank up to [D].
Crime [Supply Loss: E]

I spend up to 250 on finishing commerce/infrastructure. For rolls (using conversion bonus):
1. I begin to try to make a form of Monolithiesm that will be more accessible to everyone. I collect holy writings and translate them in to common, building missions in neighboring states (especially Kol'talla), and commission artists to make sculptures, paintings, stories etc about the new religion; just generally pushing for 100% acceptance. I make sure to emphasize that stealing and crime and shit is v bad and evil. Also, I build a small memorial in the capital to the late patriarch.
2. I found a university in the capitol, also dedicated to Nikon, not as a religious figure but as a scholar and leader.
>>
>>1140460
I'm coming for sure. If possible, I want to be able to present the new holy book I've been working on.
>>
Rolled 22, 29 = 51 (2d100)

>>1140488
>>
>>1140493
...well
they didn't fail, I guess?
Did I already use up pacifism?
>>
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>>1139818
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: It is said that on birth each troll is granted a vision of their destiny, nothing certain but a little glimpse of things to come. Krogar was given a simple vision, one of him calmly fishing by a river surrounded by his children. This did not bode well with Krogar who then made it his mission to defy his destiny! Though strength and cunning he tricked, murdered and married his way to domination of the Six Rivers. Now with the death of the Emperor things are sure to get more interesting.
Skill: (Keep blank)
Bonus: (Keep blank)
Kingdom's Name:
Color: Green (Empty)
Fluff: The Trolls of the Six Rivers region are a brutal and cunning folk. Most plide there trade as fishermen or barge workers transporting goods to the capital region. However this was not always the way, in the days before the Empire the Trolls where the scrounge of the more civilized lands using their considerable boating skills, strength and regeneration to attack where ever the rivers would carry them.
>>
>>1140488
also, turns out I very much do not try to send missionaries over to Kol'talla at all, everything else stays tho
>>
>>1140460
the ritual is to go on at the arch, not the monolith, and this sounds fine.

As far as returning to the chat goes, I'm not sure I truly desire to do that.

You'll get a response from me the next turn, and we will go on with the policies as discussed.

I foresee a time that I don't understand something basic because it is inconsistent, incomprehensible, illogical, poorly worded, poorly explained, unclear meaning, unclear implications, or just vague period, this thing fucks me up because I didn't understand it for any of or all of the above listed reasons, I get purple face mount Vesuvius detonating mad, people think its funny for some reason, and it simply escalates relentlessly until I'm banned all over again.

I would prefer to avoid a repeat of that, and I would also prefer not to use this threads valuable posts to discuss it, though I am open to discuss it in an irc room.
>>
>>1140658
Good, with that in order we are good to go.

An irc room is fine, it is useful to have after all.
>>
>>1140448
Count Sohnzwei looked at the scroll before him pondering, the words of Von Blue rang true and yet Sohnzwei knew already that he could not give into his demands.

Founded on a shaky foundation his claim to the County of Salvynia would only be further eroded by paying tribute to other Rulers. Von Blue must have been well aware of the fact.

With a sigh he grabbed a piece of paper:

"To the Count of Bluholm,

There will be no Tribute. Do with that as you will.

- Signed the Count of Salvynia"

Silently Count Sohnzwei watched as the Bat carrying the message disappeared into the night.
>>
Rolled 95, 83, 87 = 265 (3d100)

>>1139765
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
>Supply: 165
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
>Technology:
Enchanting [E]
>Storage:
>Magic:
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
[Racial Tensions]

1. Finish up the Yern Lumber mill. 6/8
+Enchanting E
+Earth Magic E
+Nature Magic E
2. Continue research into Geass Magic. 3/14
+Magic Research D
3. Continue recruiting Spearmen 7/10
>>
>>1140539
Damn, you took the last free spot.
>>
>>1136833
>>1136859
>>1138582
>>1140158
The lord of the elves is a tall but sleight man, showing the signs of recovering from the overuse of powerful magic.
"Ladies and Gentlemen of the empire, and Insect Lord. I have not seen some of you since the death of the emperor, and for some of you this is our first time meeting. I'm sorry to start this meeting off with a question; but what do you think of the current state of our fair empire since the emperor's death?"
>>
>Lord's Name:
Valdean Rothouse
>Fluff:
Rothouse was chief treasurer in the Empire privvy to its vast coffers and gold stores. The son of a lowly sellsword who served a great lord, he was esquired in that lords house until he was kicked out for falling in love with the noble's daughter,. Vowing to uplift himself, he gave up being a squire to not end up like his father, and apprenticed himself to a merchant. With cunning and intellect he became rich and powerful. He used gold and wit as a weapons far more powerful than steel ever was. When he became a wealthy man himself, the same lord offered his daughters hand in marriage. He refused, out of spite for being rejected earlier but now because of a greater love of gold. When the Emperor died and his coffers began to dry up, Valdean took what gold he could through dubiously legal means and left the capital for opportunity. He now lives in Alberton, a famous trade nation where a multinational company is being founded, and will use it as a springboard to become the richest man in the world.
>>
>>1141025
>mysteriously the second or third person to come out of the blue trying to be this one specific guy's courtier

hmmm
>>
>>1141048
lol right
>>
>>1141048

No one wants to be evil with me :(
>>
>>1141048
I wanted to play a wealthy nation in the green empty territory, but Krogor took it. His nation just felt like the next best place and I saw his other supporter had abandoned him.
>>
>>1141072
Uh huh.
>>
>>1141072

The fuck is it with Alberton anyway? Maybe I should send him some criminals
>>
>>1141099
yo how much for one of those assassins?
>>
>>1141099
Can I buy some thugs senpai, Need to train militias in a hurry
>>
>>1141069
"Even the vilest of deeds can serve a holy purpose, at times."
>>
>>1141069
Are you willing to support bloody and repressive revolutionary regimes?
>>
>>1141120
>>1141635

State your offers. And yes Baku, I am indeed. I also have a trade route open now that Greenwhich kicked the bucket.
>>
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Rolled 42, 32 = 74 (2d100)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit.

+1 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 200
>Buildings:
Market [Trade Route: 1]
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.

To-do list: Forge (2/4)

1. I'll keep working on this forge, I need lots of steel to fix up my ship. 2/4

2. Come on crew, we need to fix up the Nephropidae's hanger so we can use it as a docks wherever we go. Let's gets our hanger dock up and running!

(I was actually suggested this game by the person who plays Albreton, he linked the first thread. I don't know who this Valdean player is though.)
>>
>>1140800
>>1140448
Is the situation between Bluholm and Salvynia known outside of the borders of those kingdoms?

Has this been ongoing long enough that I would know of it?
>>
>>1142082
this was me, 4chan 4got mein name again
>>
>>1140926
The giant metal lobster has a female mermaids voice that comes from a big funnel somewhere, and sounds wet and bubbly. From behind the window, they can see Ariela speaking into a metal tube.

"Hi, I'm Captain Nema. Um, me and my people are new here but it feels like a lot of the kingdoms don't really share a sense of being in the Empire anymore. There's lots of alliances being formed, it's almost like they stopped trusting each other. I hope this doesn't end up like the sea empire. When our emperor of the sea died, all the deep one kings went to war and are still fighting down there. Even cousin Nekassar went back to go fight!"
>>
>>1142109
"Unfortunately dear Nema, I fear it will end the same as your empire. Not even a year after the death of the emperor and everyone forgot about finding an heir to the emperor and their loyalty to it. It holds together for now because no major disagreements have broken out yet; but the moment one comes about and there is no emperor for us turn to solve the issue we will have war with our neighbors again. For all intents and purposes the empire is fracturing back into the old kingdoms that were once conquered, and new kingdoms that have filled in places unclaimed or lordless. That is why I have called you all here, as I do not want to see the empire completely fall to the chaos and distrust that your homeland has Captain Nema. Now then, I will ask you all another question: Why do you think I called you all in particular here to discuss this?"
>>
>>1142208
"I have no idea. I hope it's because you've figured out a way to ensure peace that isn't just more alliances and military pacts, that really didn't ensure peace underwater."
>>
>>1142208
*Treesönar snorts*
"Don't take us for fools, i'm pretty surr we all know why you summoned us here. It's because you want an alliance, the fools in the east have been threating us
>>
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>>1141069
You can be a shade of grey with me if you want to.
>>
>>1142619
>>1142208
With displeased face Count Sohnzwei looked down into his wine glass, swining the dark red fluid softly.

"It is true that Bluholm has made certain unwanted.. advances. He has demanded tribute and certainly already fashions himself Duke of the East, though little more was to be expected from a man proclaiming his Eternal Dictatorship. Naturally I refused his demands, his reaction however remains to be seen.".

Putting the glass onto the table he continued, "On the subject of the Emperor's Heir, I must admit that my hands have been tied with domestic matters and I have neither had the time nor the resources to conduct a thorough investigation on the matter. Do we have any new information regarding his children, siblings or anyone even remotely related to him?"
>>
Rolled 68, 48, 37 = 153 (3d100)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
+Every thread, you gain a student. You can choose which nation this student came from.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 35
>Buildings:
+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting, Monster Charming
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [C]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
#1-2 the professors work hard, hoping to have A rank Air Magic and the fastest brooms in the world come the World Cup Air Magic 8 / 16
#3 the search for the monsters continue, as Hawthorn staff astride the latest brooms go looking for them Beast Hunt 1/6
>5 Turns till Wizarding Rugby Cup
today, a young Salvynian witch has applied herself to Hawthorns. her family of Dark Witches and Necromancers are interested in having at least one witch trained at Hawthorn's. Hawthorn's will never reject a student who is willing to learn and use their powers responsibly, no matter what powers they have.
>>
>>1142109
"I'm sorry for your loss, Captain. Hawthorn's knows of Atlantis destruction by our own brineborn professor. may the destruction wrought on Atlantis is never visit itself here."
>>1142619
"Hawthorn's cannot engage in alliances or defense pacts, it is against our code. we are old enough to remember the ages of war before and during the Empire. war is a terrible thing, it uses noble intent to invite and allure. Hawthorn's has always remained neutral as much as possible, we promise this to our students and their families. we will defend ourselves, and we will aid others against a truly great evil and otherworldly threats, but we do not engage in political warfare or power plays either for or against them."
>>1142663
"I must speak the truth that rumors which have reached us are very different. we have heard reports that wild creatures from Salvynia had migrated to Bluholm and caused havoc and harm, several times. Hawthorn's is also trying to help control some Salvynian monsters that migrated to our lands so we have some evidence of this. we are not aware if Salvynia is making any effort to help other nations affected by monster migration. what we have heard is that Bluholm is demanding reparation, not tribute. I say this Count because it is best to be honest in your dealings and those you consider friends, I must ask is this true?"
>>
>>1142680
"Reparations and Tribute my friend are one and the same in this case. Though you may not have noticed it we specifically targeted, and may I add killed, the creatures encroaching on your territory. As for Bluholm I'm afraid that he would not have appreciated my forces crossing his border in order to hunt down what monsters managed to elude our grasp.".
>>
>>1142693
"we appreciate the effort, and while I am sure you helped to stem many of their numbers the fact is there are still monsters lurking in Hawthorn's forests causing harm and we are still trying to deal with the issue. that is the extent of the monster issue in Hawthorns at least. I do not believe reparations and tribute are the same, he requests restitution for harm and death caused by Salvynian monsters, perhaps for their families and loved ones or perhaps to fill his pockets, I cannot say. but he did have his people attacked and killed. if it is not a cruel amount he requests, I would favor peace over pride, reconciliation over hostility. though I do think it rather obscene that he claims you did nothing without asking you for aid first."
>>
>>1141048
desu Randomperson also invited CC to the game thru steam, and before he made a turn the first thing he did was offer him in an alliance. I mean, in spite of the "we are sleeping giant bugs just awoken to a 'strange land' and now want to grow a huge hive." Like, why would elves want to contact something like that and ask the about the empire when they were asleep for most of it.
>>
>>1142794
*sorry, Druza invited him.

I think its all well and good though, this game is built around player diplomacy and making alliances. Getting more players to play isn't a bad thing.
>>
>>1142794
lol
>>
>>1142693
>>1142680
>>1142208
>>1142619
Azok looks at the people around him with curiosity, and a bit of displeasure" Although it is a bit late, i suppose that a greeting is in order. I am Azok the defiler, King of the hive insects and ruler of my people of HivekingHive. We the insektz are willing to talk of trade and alliances, However there must be and order and a leader in this alliance."

Azok clatters with his mandibles, and looks at Tyandir
"i suppose that is your goal? to become the leader of the alliance and secure your own border, while slowly making sure of your own rule? Or is it that you wish to preserve the empire as much as possible, to welcome the possible heir, if he even exists?
"If the heir exists and lives, he shall come forth in time. We must however deal with the matters at the present."
>>
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Rolled 54, 12, 30 = 96 (3d100)

>>1139765
>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 242
>Buildings:
+Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E]]
Naval Academy [Recruiting: E, Training: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Docks 2/3
Domestic Market 4 / 8
Tradeship 5/8
Upgrading Ship 2/12

>I only sent Nema an invite to the game, but I didn't make them play a supporter

>>1141025
I'll permit this. Just don't betray me, and we're good.

>>1140460
1. Albreton sends its ship, a 6th rate ship of the line class C, and 2 contingents of Albretonnian soldiers swimming alongside it.
>>1126552
The ship stops off at the Black Legion to pick up whatever soldiers they are willing to send. I will reserving up to 100 supplies, don't know how much we need, will spend what's necessary.

2. With multiple investors from Epidemica, Captain Nema, and Albretton, the Joint-Stock Company is built using the funds and resources of three kingdoms. I myself invest up 100 supplies as stock for progress.
>>1136830
I accept Epidemica's investment of 150 supplies as capital toward the company. It is as much their company as it is ours.

I also accept Epidemica's investment of 100 supplies towards my Albrettonian Domestic Market, when I resume the action. Although Quarantine protocols will still be in place, Epidemican's will be able to freely visit and shop luxury goods from her markets from inside special carriages with big glass windows or on ship decks, and my tradeship will also ferry luxury goods to Epidemica. Soon the people will have a place they can buy luxury goods aquired from all over the Empire.
"Epidemica manufactures and produces, Albreton transports and markets, Nema will innovate and discovery, and prosperity and peace will flow between us all."

3. The Tradeship is still being worked upon by Albretonian laborers 6/8
>>
>>1142808
"There is one issue for waiting for the heir to become apparent Azok. The late emperor asked for the lords to chose the new emperor; and so far there has been no discussion for it."

>>1142619
>>1142226
>>1142680
"As many of you have guessed I am here to create an alliance between us, one to preserve as much of the empire as possible. You may call me paranoid but the emperor's last wish, for us to choose his heir, is a good way for the empire to crumble and I fear someone may take advantage of that weakness. Even now the empire is breaking. 'The eternal dictator' begins to carve out lands for himself; the preachers of the monolith begin to convert others and, as my people have found out, even resorting to force if needed.

I invited you all because you were the leaders of technology and magic, and in the case of Azok an unknown factor that may be of interest. All of us have our own specialties, and I want to combine them to advance the empire, to give the lords an incentive to stay through the sale of goods that can benefit their lands and, if need be, create weapons to defend the empire from rebel and outside threats. Azok I know you are not technically a part of the empire but for now I consider you close enough as any threat to the empire may as well be a threat to you."

The tentative terms:
1. Do not sell items to lords suspected of rebelling, preparing to rebel, or preparing to attack a loyal lord of the empire.
2. While I will not force you to share magic or technological secrets we shall bring them together for projects
3. Azok willing we will consider Azok the defiler, King of the hive insects, as a lord of the empire until an emperor is elected or he shows signs of working against the empire.

"Anything any of you wish to add or are concerned about?"
>>
>>1142862
And here I forgot to mention how Colhen is in open rebellion entirely.
>>
>>1142862
"The terms seem reasonable. I cannot find any faults with them"
>>
>>1140539
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Get to roll an extra dice. Your last roll does NOT count for any action.
If your last roll and one other roll failed then you get +1 success in a project.
Fail last roll and 2 other rolls: +2 success.
Fail last roll and 3 other rolls: +3 success.

>Supply: 200
>Military:
2 Trolls [C:D, D: D, M: E]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: E]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.

>>1141025
As a supporter, your actions mean very little to the greater scheme of things and control a much smaller population.
You will not have that much affect towards buildings, technology, magic or any big-scale changes to the entire kingdom.

This can change if you control a kingdom through...
-Taking over your lord's/other players' nation
-Inciting a rebellion of a large population
-Other crazy means

While you don't have that much control over somethings, you can still make an influence through military, trade, or creating heroes.

So while nations have control in macro, supporters should care more about the micro of things.

>Quick things
You can use any of the technologies, supplies, or military that are GIVEN by your lord.
Can not use your Lord's buildings (there are of course exceptions).
Lords can create buildings JUST for you.
Obviously, you can switch alliances any time.
You have two actions as usual.

>Skill: [C: E, D: E, M: E], Wit
>Supply: 80
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.
>>
>>1142964
>You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.

Are they being sold on the open market or is Valdean buying it from a player?
>>
>>1142849
With such a fleet we will surely crush the pirates.

The investment and joint completion of Domestic Market Research will represent the best method of bringing in new wealth while combating any negative sentiment that might lead to further piracy against us all. This by both of us having a Domestic Market fueled by the profits and goods acquired through the Company.

If all of us have a Company Market where the myriad goods from across the empire may be purchased at home then it further subsidizes the Company to afford the investment into the transport and protection which Albretton will be managing as well as the innovation and discovery that Nema will provide and all involved can receive the benefits of the Domestic Market.

Furthermore we should try to create an officer caste that has gone through the vigorous research and training to understand the cost and quality of goods like cotton, the cost of transportation services that accompany it, leadership and finally the sciences to better manage and understand all aspects of their world. I believe I can produce such men at St. Aegon's school. Once such men have gained experience under captains, factory managers, and scientists they could be given their own ships in the Company with a nation as their patron to earn even greater sums of profit.
>>
>>1139874
Upgrading Trade Route 3/3
+Dock* [Trade Route: 2, Roa [D], Alberton [E]

Your people had a successful prayer.
+Bonus:
[Blessed3]

>>1139905
The thieves had no other choice but to join your force. Though their loyalty is questionable, they won't be able to do anything with the fear of the Black Raven behind their back.

+Military:
2 Thieves [C: E*, D: E, M:E] *Noncombative, *Injured till Turn 16

Gambling Den 2/8
>>1139954
Troops Deployment:
>Supply Cost:
0 Supply - Little to no movement
30 Supply - Per Ship
10 Supply - Per Soldier

>Enemy Forces
4 Pirates [C: E, D: E, M: E]
1 Pirate Leader [C: D, D: D, M :E]
1 Ship [Unit Carry: 5]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have. Also explain what your leader is going to do and roll a 2d5.
(You are also in charge of Scythia units and their supply cost)

>>1140041
As a nation, your efforts quadrupled the progress.
> Do I need to roll for Troop movement?
Yes.

>>1140051
Count Sohnzwei helped you in your project! As a nation, his efforts are quadrupled.

784/1332
>>1140133
+Building:
Fontino [Happiness: E]
+Technology:
Tax Code

Soldier 5/8
>Sorry, it looks like we had a misunderstanding in this post
>You gain a bonus action dedicated to continue recruiting this soldier until the project is complete! It'll cost 25 supply when the unit is complete. >>1125307

That means you get to have a total of three actions and one of them is just dedicated to recruiting your soldier.
Don't worry I put in your wasted points into your Tax and to Fontino.

>Bluholm
You currently do not know about this information.
>Are they being sold on the open market or is Valdean buying it from a player?
Open Market. Only Rothouse can buy them.

>>1140169
Hospital 5/6

>>1140171
Breeding Ground 1/4

Insect 2/8

You gain a bonus roll dedicated to continue recruiting this soldier until the project is complete! The roll goes away when the recruiting is done. It'll cost 13 supply when the unit is complete.

>>1140404
Upgrading Docks 2/3
The Trade Route is nearly complete!
However, Albreton does not have enough space in his docks for you.

-40 Supply (Unit Cost Fee)
+Military:
Warship [C: E, M: C, Storage: 6]
>>
>>1140430
Troops Deployment:
>Supply Cost:
0 Supply - Little to no movement
10 Supply - Per Soldier

>Enemy Forces
4 Pirates [C: E, D: E, M: E]
1 Pirate Leader [C: D, D: D, M :E]
1 Ship [Unit Carry: 5]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.

Longbowmen 1/12
You gain a bonus roll dedicated to continue recruiting this soldier until the project is complete! The roll goes away when the recruiting is done. It'll cost 30 supply when the unit is complete.

>>1140488
-200 Supply
Commerce 7/8

Epidemica had sent out your troops! He will take command of your troops in battle.
>Also you forgot to roll 2d110

>>1140860
+Building:
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 3/8

Geass Magic 8/14
-30 Supply (Unit Cost)
+Military:
Spearmen [C: E, D, E, M: E]

>>1142057
Forge 3/4
Docks 1/2

Michael Jones wishes to have a conversation! (You must finish your conversation with the other leaders first)

>>1142670
+Military:
Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D] *Salyvania Witch

Air Magic 11/16
Beast Hunt 2/6

Sally is as young witch who currently has a tough time fitting in with the other students.
She's gifted in the dark arts for her age, however.

>>1142849
Troops Deployment:
>Supply Cost:
0 Supply - Little to no movement
30 Supply - Per Ship
10 Supply - Per Soldier

>Enemy Forces
4 Pirates [C: E, D: E, M: E]
1 Pirate Leader [C: D, D: D, M :E]
1 Ship [Unit Carry: 5]

>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.
-100 Supplies (Project)
Nema and Epidemica had both assisted in your project!
>Morgoth
-150 Supplies

Joint-Stock Company 8 / 20
Tradeship 7/8
>>
Rolled 66, 34, 61 = 161 (3d100)

>>1143314
>Lord's Name: AZOK THE DEFILER
>fluff: After having been asleep, for at long time Azok the defiler, the HiveKing(hive insect), has awoken in a new strange land, with some of his subjects. Now they must rebuild their Hive and return to their former strength. having a single queen with him, he plans to build his kingdom anew. Armed with his insect mutations, Azoks species, can adapt to any situation as long as they can eat some of the existing insects/fauna.
>Skill: Hive-Mind, Insect, Leader
>Bonus:
+200 [Swarm Points]
[Swarming the Rolls]
Every [Turn 5n], you can modify your rolls so that the sum of all dices equal to the amount of your [Swarm Points].
>Kingdom's Name: HiveKingHive
>Color: purple, Greenwhich
>Fluff: Greenwhich, is an inhospital place for humans. It is ruled by the insect, which produce various products, which they sell to the other empires, in exchange for various thins the hive needs. Other than this, the Kingdom of HiveKingHive, Is a hive where Azok rules over other of his species, where they see him as their god, and follows his orders no matter what. As such there’re is no place for a religion, and humans, although the insects do entertain the various merchants, diplomats and what not. However no humans are allowed permanent settlement in the lands, in order to avoid the insects from eating them when they are hungry.
>Military:
6 Insects [C: E*, D: E*, M: E*] *Values are all halved
>Supply: 200
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: E, Training: E]
Insect (Product) Shop [Supply Gain: D]
>Technology:
>Storage:
>Magic:
>Bonus:
Population can't rebel, commit crime, or go against your orders.
You can train/recruit 2x units at a time.
Consuming OTHER player's supplies, buildings, armies, or leaders gives you more Swarm Points.

Breeding Ground 1/4

Insect 2/8

1. keep improving breeding grounds
2. Research evolution, Thinkers(small pods who only has a brain and telepathy, who researchs on their own)
3. keep on training bugs
>>
Rolled 5, 1 = 6 (2d5)

>>1143314
I forgot to roll for Precious Minerals in turns 6 and turns 11. Rolling them now Bello.
>>
Rolled 6, 4 = 10 (2d10)

>>1143422
Oops, 2d10
>>
Rolled 33, 88 = 121 (2d100)

>Lord's Name: The Black Raven
>Fluff: The Black Raven Syndicate is a sophisticated network of master thieves, pirates, and other various criminals.
>Skill: Warrior, Manipulator
>Bonus: [The Title of the Black Raven]
Every five turns, gain a [Criminal Token]. Use a [Criminal] by selecting a player and then roll a 1d20. A certain effect will happen to the player. The token can be given to other players.
>Criminal Token Count: 3
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
2 Raven Thieves [C: E*, D: E, M: E] (*noncombatant) (wounded for 3 turns)
>Supply: 315
>Buildings:
Market [Trade Route : 1, Greenwhich [E]]
Barracks [Training: D* or E] *Train criminals faster
Workshop [Research E]
>Magic:
Illusion magic [E] (Reduced chance for criminals to get caught)
>Technology:
Bliss (Hallucinogenic Drug)
>Bonus:
Cost some supply. It's a free action to convert yours or allies' soldiers to non-combative criminal units; Thieves, Assassin, Dealers, etc.

Actions:
1. We should let the new thieves rest and heal up for a while before we do anything with them. For now, continue construction on the gambling den. (Progress: 2/8)
2. We should also get back to enhancing our illusion magic. (+Illusion Magic E) (+Workshop E)

C'mon dem dice
>>
>>1143477

Progress on illusion magic is 1/10
>>
Rolled 1, 99, 16 = 116 (3d110)

>>1143314
>Lord's Name: BASILICASTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1113505
>Skill: Architect, Intelligent

>Bonus: Every five turns you gain two [Builder Tokens]. Using a [Builder] gives you an extra action that can NOT fail to be ONLY used for buildings. Can send [Tokens] to other players.

More builder tokens received on turn 15.

>Kingdom's Name: Nepzusa
>Color: Gold with Purple
>Fluff: see >>1113505
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 235
>Buildings:
Market [Trade Routes: 2, Scythia [E]]
Monolith [Conversion Rate: C]
Church [Supply Gain: E, Conversion Rate: D]
School of St. Aegon the academic [Research: A, Conversion Rate: B]
Arch of Neutrality [Neutral ground]
The Fontino [Happiness: E]
>Bonus:
Once you convert a different domain, you and the converted player can NOT fail their actions next turn, besides a nat1.
>Storage
+SCUOLOREGIMENTIBUS
>Technology
+Tax Code

[racial tension - elves] (forgot this earlier)

ACTIONS
1-2: Build the Synodotous, a chapel which is for synodic* meetings, not temple services (though it is a holy place).
3. Proceed with soldier training, soldier at 5/8.

* "synodic" meetings means meetings which cover things such as; doctrine and dogma, financial meetings, selection of a new patriarch, cannon law decision issuance, public church policy debate, etc.

110 used b/c of Peaceful conversion, last turn this is in effect.
>>
>>1140460
The conversion ceremony goes as follows.

>You arrive at Nepzusa.
>Proceed to the arch of neutrality, escorted by 5 Epistoli (bishops) carrying 2 candle-holders each with lit candles, and 5 temple priestesses, each carrying a scented laurel.
>After proceeding to the arch of neutrality, the Epistoli then wave the candle-sets over you, call the names of several gods, chant the names of all the gods in their distinct 'tuvan throat singing' sounding chanting, form a circle, raise all the candles above their heads, then file out of the ceremony.
>The temple priestesses then place 1 laurel on you, and then place the remainder on the arch of neutrality.
>The patriarch then asks you 3 questions, namely, 'Do you renounce the deeds of devils and their foolish followers?' 'Do you renounce the powers of necromancy and demonology?' and 'Do you renounce the luring statements of witches, genies, and other misleaders of the good and righteous?'
>If you answer yes to these questions, the Patriarch uses a ceremonial wand, which he touches to your right and left shoulder, then touches the top of your head, then says,

"May it be known in the sight of the gods, in the sight of the people, and in the sight of every good and righteous living thing, that (your-name) is and shall ever be, a living spirit and a welcomed follower of the great god, may he bring blessing to his true followers and pain to his false ones."

>once all this happens, its more free form and you can do what you had in mind about making the recitations.
>>
>>1143487
Leader change imminent.
>>
Rolled 60, 37, 43 = 140 (3d100)

>>1142964
Lord's Name: Krogar, Lord of the Six Rivers
Fluff: Big scary troll the hates destiny
>Skill: Fighter, Military Leader
>Bonus:
[Defy Destiny]
Get to roll an extra dice. Your last roll does NOT count for any action.
If your last roll and one other roll failed then you get +1 success in a project.
Fail last roll and 2 other rolls: +2 success.
Fail last roll and 3 other rolls: +3 success.

>Supply: 200
>Military:
2 Trolls [C:D, D: D, M: E]
1 Ship [M: D, Storage: 3]
>Building:
Docks [Trade Route: 1]
Barracks [Recruiting: E]
Training Hall [Training: E]
Fishing Port [Supply Gain: E]
>Technology:
Boatmaking
>Bonus:
Your units roll a 2d6.
Boats gain +1 Movement while near your territory.
-----
1. Recruit more Trolls
+Barracks [Recruiting: E]
+Training Hall [Training: E]
Recruit more Trolls
3. DEFY DESTINY!
>>
File: 4748765003_cbc252ed2c_b.jpg (343 KB, 747x1024)
343 KB
343 KB JPG
>>1140430

You receive a message from the Syndicate, bearing the traditional raven atop the skull seal.

"Greetings, we see your nation is embroiled in a great deal of strife with the ruling class of Salvynia. I think you, more than anyone, would find the various supplies "acquired" on our black market to be of great use to you, and to sweeten the deal we can slip your orders without the Blues ever knowing a thing. We are the foremost masters of stealth in the Empire, after all.

I'll also remind you that we have other "services", such as criminal tokens, which when turned in give you access to one of my most skilled criminals to cause chaos wherever you may send him. These can be yours, but don't expect them to come cheaply. Also, since it will be YOUR criminal token, the Syndicate accepts no responsibility should your plans go awry.

Do let me know if any of this sounds appealing to you.

-The Black Raven"

(I forgot yet again to put this on my sheet but since Greenwhich died my trade route is open. The trade route itself will run through the Capitol and then along the border of Salvynia and Kol'talla)
>>
Rolled 71, 46 = 117 (2d100)

>>1140041
>Lord's Name: Count Sohnzwei
>Fluff:
Its a hard knock life.

>Skill: Warrior, Mage
>Bonus:
Get two Bloodsucking Token for every [Turn 5n]
[Bloodsucking Bond]
Consume one Token. Choose one ally. Both yours and your ally rolls get amplified depending on the other persons rolls last turn.
[Bloodsucking Curse]
Consume two Token. Choose one player. Player gets a -5 on both actions, while you get +5 both actions for 3 turns.
>Bloodsucking Tokens: 3
>Kingdom's Name: County of Salvynia
>Color: A sad grey
>Fluff:
For us.
>Military:
+ 1 'Crimson Cloaks' Vampire [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Moon Disciples' Werewolf [C: C or E*, D: E, M: E] *Depends on the time of the day.
+ 1 'Swamp Daughters' Witch [C: E, D: E, M: E, Support: E]
>Supply: 230
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
>Technology:
>Storage:
>Magic:
+ Dark [C]
>Bonus:
+ Soldiers immediately upgrade to a [Cursed Lord] (Vampires, Werewolves, Necromancer, Witches...)
+ Heroes immediately upgrade to a [Cursed Lord]
>In Progress:
+Dark Magic [B] 6/16
+ Tax 2/8

1. With some support from the Witch Units a last majority would be required to join the ranks of the Salvynian military. Those with no other options left. A band of Human soldiers, burnt out husks who could care less whether they lived or died, their families' wellbeing assured by their service for the Count.

2. It would appear the Baron had made quite a mess of things. Count Sohnzwei would see what his own limited expertise could provide to make sure Treesönar did not end up killing himself.
>>
Rolled 22, 98 = 120 (2d100)

>>1143314

Lord Aric Bryne, Raider Captain and Regent of Roa
>Skill: Military Leader, Fighter
>Bonus:
[Master of Sea]
Naval combat or raids do not cost an action.
Setting a new trade route gives you extra supplies and a bonus action the next turn.
Successful raids can steal rolls.
Every 5 turns, roll a 1d25 for a [Grand Fish]

ROA, The Empire's Southern Fishing Colony
>Military:
4 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 330
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks [Trade Routes: 2, Snowpeaks [D], Albreton (Not Complete)]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

1. Recruit Raiders to fill out our new Warship. Supplies needed to build raiders are HALVED.

2. Finish upgrading our docks. 2/3.
>>
Rolled 37, 62 = 99 (2d100)

>>1143314
>Lord's Name: Ser Keaghan of Colhen
>Skill: Leader, Charisma
>Bonus:
[Lord of the Commoners]
Every 5 turns, roll a 1d20 and ask for a gift from your people or from other supporters from other nations.
>Military:
1 Soldier [C: E, D: E, M: E]*Injured [Turn14]
1 Soldier [C: D, D: E, M: E]
Town Guard [ C: E, D: D, M : E]
Hero Seigfried, "Brash", Loran [C: B, D: C, M: C, Military Leader: C]
>Supply:
230
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital 5/6
-Training Yard 1/4
-Barracks 1/4
-Stone Quarry I [Construction : E]
>Storage
Poor Iron [Resource:E]
>Technology:
Hero Training [Max Heroes: 1]
>Bonus:
Start out with one hero. (Give a fluff if you want or I can make one for you)
Supplies needed for a military campaign is reduced heavily.

Hospital [5/6]

Training Yard [1/4]
>>
>>1143592

Ruling class of Blues, I mean. But you can use them on Salvynia too if you want. Just remember I take no responsibility for how you use the criminal tokens
>>
Rolled 64, 99 = 163 (2d100)

>>1143314
http://pastebin.com/3GyGygdn

Lord's Name: Bob Hexxus
Skill: Strong, Healthy
Bonus:
You can apply one of these bonuses per thread.
[Royal Blood - No Pain]
Gain 1 charge every 5 turns. Before rolling, you can get +2 succeed for both of your actions or you and 2 of your allies can get +1 succeed for both actions.
0 Royal Blood
Kingdom's Name: Epidemica
Military:
3 Soldiers [C: E, D: E, M: E]
Supply: 273
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: C]
Textile Factory [Supply Gain: C]
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E-, Training: E-]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Pirates that attack your southern docks and ships.
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Upgrading Gym 1/4
Cotton Factory 4/8
Join Stock Company. Outer Imperial Trading Company 8/20. This is a shared project between Epidemica, Albretton and Nema. Bello >>1136060

>>1142849
While I do enjoy having another contributor to the Company, It would be better to consult your partner before bringing in another nation. (There is a chat for most in here if that is more convenient https://client00.chat.mibbit.com/?server=irc.Mibbit.Net&channel=%23Nation )

1 Continue upgrading Cotton Factory 4/8
2 Gym 1/4

Free Action to enter combat with Bob Hexxus 2 ships and 6 soldiers
(aren't I affected by Albretton's bonus to reduce supply cost of allies to travel over water? Didn't sccythia already pay their supplies when they sent them?)
60 for the ships and 60 for the soldiers so 120 supply

Free action to continue the ceremonies
>>1143523
>>1129597
>>1140488
http://pastebin.com/JQtydchD reply and policies concerning Nepzusa, Epidemica, and Scythia
>>
Rolled 3, 4, 2, 1, 5, 5, 1, 5, 3, 5, 5, 4, 1, 3 = 47 (14d5)

>>1143793
We out number the pirates so let us swiftly engage with them before they can hide in their ship to try and make our numbers count for less.
Bob hexxus will engage the pirate leader and weather his blows until the leader wears himself out and we can capture him.
first 2d5 is Bob Hexuss
>>
Rolled 86, 56 = 142 (2d100)

>>1143409
>Lord's Name: Lord Tyandir Stormsong
>Fluff: Son of the old sorcerer king of Kol'Talla who fought the empire and died in the war. Seeing the devastation left upon his people Tyandir surrendered and was integrated into the empire. Tyandir had inherited the sorcerous bloodline of his lineage, which was said to have been given to the Stormsong line by the god of the sun himself, and has practiced relentlessly through Emperor Bello's lifetime. His people had lost due to their pride blinding them, but now he could see clear and he will not pride cloud their judgement again.
>Skill: Magician, Wise
>Bonus: [Sorcerous Bloodline]
You can flip the digits of a roll. Not applicable to a crit 1. Using this too much will kill you.

Ex: 18 -> 81. 09 -> 90.
>Kingdom's Name: Kol'Talla
>Color: Blue
>Fluff: A High Elf kingdom with a long history of pride and magic. That pride was shattered when the empire conquered their land and killed many of their sorcerers in the war. Even though they were treated well many of the elders still chafed under the rule of 'the lesser races', although many of the younger elves saw that as false pride. Now their pride no longer clouds their vision, they have been shown they are not invincible, and now they will show they world they will not be left behind.
>Military: 3 Soldiers [C: E, D: E, M, E]
1 Spearmen [C: E, D, E, M: E]
>Supply: 135
>Buildings: Market [Trade Routes: 1, Scythia [D]]
Magic School [Magic Research: D]
Yern Lumber Mill [Construction: E, Yern Gain: E*]*Every [Turn5n], gain a [RandomQuality] Yern Lumber
Upgrading Lumber Mill 3/8
>Technology:
Enchanting [E]
>Storage:
>Magic:
Light [E]
Transmutation [D]
Earth E
Nature E
Air E
>Bonus: Gain a new bonus for each new magic you gain.
Every 5 turns, get +1 Supply for every magic you have. Higher ranked magic give more supply. Maximum of 20 supply gain.
Every 5n Turns, add one progress point in one of your Buildings.
[Racial Tensions]

1. Geass magic research continues 8/14
+Magic Research D
2. Begin to add enchantments to the gear of the spearmen.
+Earth magic [E]: added to the boots of the soldier to allow for better grip in even the slickest mud or steep slopes.
+Transmutation magic [D]: Added to the armor and spear to reinforce them and make them stronger.
+ Air Magic [E]: Added to the spear tip to lessen air resistance so the spear is faster.
+Nature Magic [E]: Added to the armor so that plants will not impede their travel.
+Light Magic [E]: Added with a magic latern to allow for continuous light no mater the weather.
+Enchanting [E]
>>
>>1142862
Captain Nema's eyes sparkled. There were strange and wondrous land leaders here! Elves, Vampires, Wizards, and even a giant bug thing she hadn't even heard of before. They came together to share ideas and knowledge with each other! The thought of such vast knowledge and access to it all made her fins flap with glee. But Ariela remembered what the elf had called it, "alliance." That made her bite her lip and be quiet for a bit. Her gills fluttered as she took a deep breath and exhaled.

"I think this it's a good idea you have going on here. But I'm already in an alliance, with my cousin and my cousin's friends. It's a bad idea to be part of more than one alliance. You can't support different groups at the same time and just end up giving half attention to both. Too many deep ones have forgotten the bonds of blood and family, Nekassar did too, so now it's just me and Arthur still treating each other as family.

I won't join your alliance, but I'm not going to ignore what you said. I think it is important not to trade stuff to dangerous people and I don't plan to, and I'd be very happy to help with your projects too if you send me a message. We are very loyal to the empire, and we're fighting rebels and pirates on the sea right now. I think your alliance and our alliance can work together for the best. East and west, land and sea. I hope we can still end up working together for the good of the empire. That would be the best thing yet."

>>1143418
"Of course I'd recognize Azok as my neighbor! I want you and me to have lots of friendly dealings across our borders. I'd love to study more of the bug kind, if you'll offer me a chance."

>>1142701
"You must be Professor Nimbledon. I've heard about you. They were talking about Hawthorn's back in Atlantis, you guys trained some of the Sea Emperor's own magicians. There's something very important I need to talk to you about, but I need you to come visit me at the Homonculi's castle for it. Please stop by if you have a chance!"

Captain Nema said her peace, gave a polite curtsy, and departed amicably as the giant metal lobster pulled away back into the ocean.

>>1143409
Ariela swims down the watery halls of the Nephropidae as it swims home under the waves while taking on fresh water, and see's Michael Jones floating up to her.

"Hi Michael, was there something you wanted to say to me?"
>>
>>1143988
"Hey, Ariela. I heard you were hanging out with some of the 'magic' people out in the east. I never really understood them." says Michael as he shakes his head.

"Sorry, I just know both of my siblings are gonna be somewhere around that area. The sister loves incorporating magic with technology and my older brother likes to bioengineer with other races and all."

"Anyways, I got some great ideas! Listen to some of my ideas and if you want, we can start working on them later."

>Supply Feeder to the Insects (Efficient way to feed insects with our supplies)
>Supply-to-RollValue Token (Converts supply to boost roll values) [VERY HARD]
>Supply Ultra-Chest (Protects nation's supply and trade route's supply)
>>
>>1143438
[Precious Stone] - +1 to any building project
[Precious Ore] - +4 Progress to training a unit
>>
File: atlantisblue.gif (297 KB, 650x495)
297 KB
297 KB GIF
>>1144093
"In Atlantis there would have been a place for all three of you. Magitechnology becomes a lot easier to understand when you stop thinking about it either as magic or technology, and we had our own share of genetic engineering. The Nephropidae's shock-rock generators for example, the material and runic circuits used within are understood by both electricians and electromancers. I just devoted my efforts to doing what I loved best, exploration. I think the insect feed idea will be good for better relations with our neighbor, but I'm really interested in your idea of converting supplies to help boost our actions. Tell me about that one."
>>
Rolled 17, 12 = 29 (2d100)

>>1143409
>Lord's Name: Baku Abaghdadi
>Skills: Military Leader, Power-Hungry
>Bonus:
[Eternal Dictator]
Twice per thread. You can reroll your actions. However, your rerolls are 2d80. Can not reroll a nat1.
>Bluholm
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 230
>Buildings:
University [Research : D]
Market [Trade Routes: 1]
Granaries[Supply:E]
Laboratory 1/4
>Bonus:
You can learn another player's technology very quickly but only with their consent
>Current tech
Bow+arrow
Constitution 5/8
upgraded Bow+arrows 1|8

1. Start recruiting another soldier
2.Deploy all soldiers

Free action:
Continue recruiting Longbowmen

Longbowmen 1/12
>>
>>1144333
that feel when you get trips but not the roll
>>
>>1144333
Troops Deployment:
>Supply Cost:
0 Supply - Little to no movement
10 Supply - Per Soldier

>Enemy Forces
Monster [C: D, D: C, M: E]


>ETA of your soldiers reaching destination
0 Turns

It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.

(Sorry, I did a typo. Are you still gonna only send 2 soldiers or all of them now?)
>>
Rolled 11, 92 = 103 (2d100)

>Lord's Name: Captain Ariela Nema
>Kingdom's Name: Captain Nema's Expedition
>Color: White?
>Skill:Engineer, Intelligent, Water-breather
>Bonus:
[The Best Atlantis Can Offer]
Every [Turn 5n], you get two Invention Token. Using one token lets you roll a 1d115 for a technology. Rolls 100-115 are considered as nat100s. A player can only use a token once every thread. You can give tokens to other players. Other players must may at least 25 supply to use the Token and you get 1/5 the profit.

+1 Invention Token
(You can up the price of your tokens of course.)
>Military:
2 Soldiers [C: E, D: E, M: E]
Michael Jones [C: 0, D: E, M: E] *Innovative
1 Large Ship [M: D, Storage: 8]
>Supply: 200
>Buildings:
Market [Trade Route: 1]
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
>Bonus:
Units can travel through water without the need of ships
Any players from any part of the world can buy your Invention Token.
You get 50% of the profit from selling your token to first-timers.

To-do list: Forge (2/4) Docks (1/2)

1. I'm done with the Forge! Let's finish it up. I don't think it's worthy to be called an Atlantean forge yet, but it's a start. 3/4

2. I'll need to get the trade route up if I'm going to get iron ore from Albreton's other trade routes. 1/2
>>
>>1144367
>>1144361
Aww, I'm soo close to finishing the forge. I want to spend supplies to get it to happen if I can.
>>
Rolled 4, 2 = 6 (2d100)

>Lord's Name: Lord Baeric Brundt
>Skill: Survivor
>Bonus:
[Leader of the Snowpeaks]
You can make [Snowpeaks Emblems]. For 5 turns, after a player uses an emblem, he/she can spend supply on points for buildings and technology with a 25% discount and get an extra roll with a -35 roll value just for buildings and technology. Only two can exist at a time.
+1 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 365
>Technology:
Bow+Arrows, Mountain Hooks and Rope, Snow Mask, Mining Tools
>Building:
Market [Trade Route: 1]
Mine [Supply Gain: D]
University [Research: E]
Coal Mine [Supply Gain: E]
Dock* [Trade Route: 2, Roa [D], Alberton [E]] *Elevator Bridge
>Culture
Ritual of Bones [Happiness: E, *] *Every [Turn 5n], your failing actions turns to successes.
>Bonus:
[Blessed3]
Unprepared soldiers lose one Combat(C) rank when fighting in your starting domain.
Every 5 turns, roll a 1d10 in hopes to find a [Precious Mineral]
Crossbow 5/6
Iron Mine 3/4

[Precious Stone] - +1 to any building project
[Precious Ore] - +4 Progress to training a unit

1. This Precious Stone is fantastic. Let's look for a vein of the stuff and build a mine there at once!

>Use the precious stone

2. We now have a docks and trade routes open to Albreton and Roa. We will begin transferring Iron for their Lumber and Whale Blubber. Start acquiring those resources (so I can add them to my stat sheet) and providing the iron.
>>
>>1144838
>Rolled 4, 2 = 6 (2d100)
Just another day in the Snowpeaks
>>
>>1144361
Hey, can I be a courtier, like serving under somebody instead of ruling a land??????????????????????????????????????????????????
>>
attempting to post from phone, having difficulty. test
>>
Rolled 57, 7 = 64 (2d100)

>>1143314
>Name: Treesönar
>Fluff: One of the most talented necromancer Treesönar rose to prominence early, although he's talented in necromancy his true skill lies in his experimentation and creation of warbeasts whom serve him. His talent has attracted the attention of Count Sohnzwei whom he now serves
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus: [Creator of Horrors]
Every 5 turns, roll a 1d666 for a Warbeast. You can amplify the success rate and roll value by using resources or supplies.
Military:
Warbeast [C: D , D: C, M: E] *Absorbing, Plagued, [UNSTABLE]

Warbeast "Independent" "Hunter" 784/ 1332

Action 1-2: Keep working on warbeast
>>
>>1142862
Nimbledon listened to Lord Stormsong's proposal in full, before speaking truthfully. "on principle alone, Hawthorn's cannot and will not be part of any alliance. we promise to our students and faculty that they will not be expected to fight for or against their home, no matter whence they came from, and that Hawthorns will do its utmost to avoid war. what you ask is a technological hegemony, in the goal of preservation of the empire. it is noble, and to be expected of the Elves. but there are other concerns I will voice. I cannot speak of Nepsuza whether or not they have been violent. I can say that I have not seen bluholm carving territory out of other people's lands, they have stayed within their borders. I have heard that their new leader has demanded tribute from Sylvania, but I have also heard that they had come under attack from Sylvanian monsters and perhaps are still under attack and they ask for reparation aid not tribute. I have faith in Sylvania, in any other circumstance I would trust them, but the Emperor and Hawthorn's believed in giving everyone the benefit of doubt and to rule by justice and law, than feeling and hearsay. if it comes to pass that an Imperial Court has proven they had in fact not been attacked by monsters and asked a cruel and excessive tribute of Salvynia, then you will be vindicated and just in reprisal against them under the law. but hawthorn's cannot a part of that even so."
>>1142883
"'open rebellion'. this is a serious accusation you level against them. I'd like to know the basis. is it because Ser Keaghan had executed his lord? Emperor had sanctioned the removal of 'corrupt leaders' within his Empire by his subjects. Hawthorn's is very well familiar with this. many decades ago, Hawthorn's ruler was chosen by hereditary descent, and it came to pass that Vyger the Salyvnian was next in line. scorned by losing his homeland to his brother, he ruled Hawthorn with an iron fist, extolling much injustice and cruelty on our land using the most forbidden magics. a group of faculty members and brave students rose up to face him, defeating and killing him in battle, and set a new school charter that the headmaster of Hawthorn's would be elected by the faculty staff. and the Emperor gave us his blessing, for Vyger was corrupt and our cause was just and approved our change in leadership."
>>
File: NoblesCOurt.jpg (1.54 MB, 1679x1019)
1.54 MB
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>>1145571
"Keaghan has made public the crimes he has accused of his former lord. however, I have also heard he is spreading anti-imperial and anti-establishment sentiment among his people and nearby peoples, inciting rebellion against just noble rulers. this is truly rebellion. the Emperor was wise and just, before he died he left us his greatest tool to extract Imperial Justice, even in his absence: the Imperial High Court. its judges are a select group of wise men and scholars from different parts of the Empire, chosen by the Emperor himself, who also assign replacements in the event of their death. they can launch inquiries and legally protected investigators that all kingdoms are obliged to protect. it is also they who oversee the election process for a new Emperor. would you not bring this up to them? if Keaghan is truly a rebel, he will bar all entry to their investigation, or he will permit them entry to discover the truth, and be found a rebel or a loyalist. I pray that in your new alliance to preserve the Empire, you use the gift of Imperial law the Emperor had given us. I wish your alliance the best of luck, and I pray that all you have spoken of its preservation will come to pass. but Hawthorn's must decline. we can still engage in trade, we respect Azok and his title, and we are always open to discussing joint research which will bring benefit to the Empire. but we cannot break our vow of neutrality to our students and staff, for good cause or bad."
>>
Rolled 76, 56 = 132 (2d100)

>Lord's Name: Professor Nimbledon
>Fluff: Professor Nimbledon is the senior professor and Lord of Hawthorn Castle, and one of the oldest and most experienced Wizards of the age. a wise and intelligent leader, he treats both his students, staff, and their families with care and kindness. he has spent a lifetime studying the magical arts, and tries to pass on this knowledge to those he is charged with guiding and protecting.
>Kingdom's Name: Hawthorn's Academy of Magic and Mystics
>Color: Royal Blue. Location: south of the East Castle
>Fluff: >>1083821
>Skill: Wise, Intelligent
>Bonus:
[Magic Professor]
Once per thread. After rolling, you can rearrange the order of the digits in any order. Not applicable to nat1 or 100. Has the potential to kill you.
+Every thread, you gain a student. You can choose which nation this student came from.
EX)
Rolls: 18, 06
New Rolls: 61, 80
>Military:
Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D] *Salyvania Witch
1 Soldier [C: E, D: E, M: E]
1 Mage [C: E, D: D, M: E]
>Supply: 35
>Buildings:
+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*] *Can host major events
Market[Trading Route : 1, Salvynia[E]] Upgrading Trade Route 1/3
>Technology:
Potion Brewing, Wandcrafting, Monster Charming
>Magic:
Fire [E]
Water [E]
Earth [E]
Air [C]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
Beast Hunt 2/6
#1-2 "I have been told by Count Sohnzwei that he had already hunted the creatures encroaching Hawthorn's. perhaps this beast hunt is unnecessary. we should turn our attention to our studies. we have a limited amount of time until the cup, I do not suspect we will reach A levels in Air by then, but having B level Air Magic will be a boon. I suspect our team will have a great edge with proper flying brooms." Air Magic 11/16
>4 Turns till Wizarding Rugby Cup
+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*]
>>
Rolled 4, 3, 2 = 9 (3d5)

>>1143409
30 supplies for 1 ship
20 supplies for 2 soldiers
>>1143409
https://www.youtube.com/watch?v=u9ffEkUvXwc
From atop their ship fife and drum music begins to play, as the battle standards are raised. To Albreton is as much theater and intimidation as it is combat.

The 6th rate moves to broadsides with the pirate vessel and unleashes volleys of ballistae fire from her two decks, aiming at the pirates away from the allied boarding parties and trying to pierce and hit the ones below the decks or high up in the riggings.

Two groups of Merfolk Marines with their harpoons and pikes and sabers swim up to the ship, jabbing at pirates and entering through the porthole doors or climbing over and up the sides to the deck.
>>
Rolled 48, 95, 54 = 197 (3d100)

>Lord's Name: Arthur Seaworth
>Skill: Leader, Charisma
>Bonus:
[Two Worlds, One Sea]
Every 5 turns, you and your the people trade with gets 1 free action. (Free Action = No rolls needed, just 1 success). For every 2 trade routes, you gain another free action.
>Military:
2 Soldiers[C: E, D: E, M: E]
1 Ship [M: C, Storage: 4]
1 Tradeship [Trade Supply Gain: E]
>Supply: 92
>Buildings:
+Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E]]
Naval Academy [Recruiting: E, Training: E]
School [Research: E]
Lumbermill [Construction: E]
>Technology:
Boatbuilding [D] Commerce
>Bonus:
Soldiers can move through water without the use of ships.
Can reduce the supplies needed for water-travel for you and your allies.
Trade Route w/ Dwarves 1/2
Seaweed Farm 1/4
School Upgrade 2/4
Upgrading Docks 2/3
Domestic Market 4 / 8
Joint-Stock Company 8 / 20
Tradeship 7/8
Upgrading Ship 2/12

1. Arthur Seaworth works tirelessly, organizing the start of the Joint-Stock Company. 8/20

+2x [Two Worlds, One Sea] you and your the people trade with gets 1 free action (Used on Turn 8, now used on Turn 13)
>I have at least 2 Trade Routes

>>1143856
>>1126552
>>1144869
>You should each be getting a free action

2. The Domestic Markets take form, and it will not be long now before it opens up its wears to the masses. Trade will finally bring true happiness to all. 4/8

>Lumbermill [Construction: E]

3. Completing the trade ship and upgrading our routes will aid us greatly. Hopefully we'll be able to start ferrying resources to and from our various partners, the Black Legion, Epidemica, the Nephropidae, and Snowpeak. 7/8

>Lumbermill [Construction: E]
>Naval Academy [Recruiting: E, Training: E]

>>1143126
"I agree, if every Company member were to have a Domestic Market within their territory, it would bring an additional front for trade and placate the masses. It will take time, but be a worthwhile investment.

I believe such a Company Officer Cast ought to be comprised of individuals from its various member states, who would be familiar with their home region and the particular tastes and trade opportunities within. You are welcome to train such men at St. Aegon's, it will be a joint project between many of our members and will contribute to the whole."

>>1144372
Transcripts of these messages are forwarded to Captain Nema, as well as the suggestion she prepare herself to contribute members towards the Company.
>>
>>1145571
>>1145574
"I can understand your sentiment, and I would never ask you to send troops or, gods forbid, your students to fight anything less than a threat to us all. I only asked you to come for the discussion of joint projects. As for evidence I, quite honestly, have none. I only have the hearsay that has made it to my ear. The last time my people ignored hearsay the emperor conquered us not too long after. I will, of course, let legal imperial judgment have the call (when I confirm with bello that it is in fact a thing)."
>>
New thread soon?
>>
>>1145799

This, we're at Page 10 probably about to be archived
>>
Rolled 8, 99 = 107 (2d100)

>Lord's Name:
Valdean Rothouse
>Skill: [C: E, D: E, M: E], Wit
>Supply: 80
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.

1. I didn't become treasurer without connections. Write letters and keep up my associates, the bankers and prominent moneylenders across the Empire in different states. I was the one who put many them in their positions in the first place. We all keep close and organized, to ensure the coin keeps flowing and no one is left alone. The Emperor might be dead, but business is forever.

2. I don't have to be a magician to perform transmutation. I can turn paper and ink into gold coins using magic numbers. Go to the capital and get a copy of the Imperialis Debitum, the registry of all major debts and transactions in the Empire. I'll be able to use this and my status as Imperial Treasurer to call upon loans to the Empire for much needed capital.
>>
Rolled 11, 82 = 93 (2d110)

>>1143409
oh my god idk how i always forget
>>
>>1145246
You're always welcome in Salvynia. Then there will actually be a council of Spewpy Lords.
>>
>>1145862
Thanks, but am waiting for Bello to confirm
>>
>>1145863

Or you can be a partner in crime. We accept spooks and those who walk in the shadows with exceptional skill in deceit and trickery.
>>
>>1146018
Thanks, but am waiting for Bello to confirm
>>
>>1145246
confirmed
>>
>>1146066
Okay, how do I edit the character sheet to into courtier mode?
>>
>>1146069

>Lord's Name:
>Fluff:
>Skill: (Keep blank)
>Bonus: (Keep blank)
>Kingdom's Name:
>Color: (Also write the number of your location)
>Fluff: (Fantasy Races are allowed)
>>
>>1145627
(upgrade ya docks, cuz, so we can trade)
>>
>>1146021
You could also join me if you want.
>>
>>1144361
All of my soldiers
>>
>>1146069
I require a general in my revolution, Follow me and I shall lead you to glory,

Sincerely Baku The revolutionary
>>
>>1146218

Ay you see this yet?
>>1143592
>>
>>1146211
>>1145614
>It's a free action to continue combat. First just type out how many soldiers you're sending. Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.

>Then lay out a possible plan, if you wish. Finally, roll a 2d5 for every soldier you have.

>2d5 for every soldier
>>
Is there an archive beyond the 4chan one? 4plebs doesn't seem to have a qst section.
>>
Rolled 5, 1 = 6 (2d5)

>>1146392
Thanks.

>>1145614
Missing 2d5

>>1146156
Right, I'll get to it. Hopefully one of my other projects will have been done by next turn.
>>
Rolled 3 (1d5)

>>1146621
Not sure if ships are 2d5 also, so here's one more.
>>
>>1146610
I always use
http://suptg.thisisnotatrueending.com/qstarchive.html
>>
Rolled 4, 1, 1, 5, 3, 5, 2, 1 = 22 (8d5)

>>1146392
4 soldiers, Simply surround and overwhelm the beast with our numbers
>>
>>1146686
That's not an automatic archive like .moe or 4plebs.
>>
Is there a new thread yet? Been steadily monitoring this one and want to move to the new one if the new one is up.
>>
>>1147373
Can I join as one of your vassals?
>>
>>1147377
Any specific type of character in mind? My nation is a holy state.
>>
>>1147387
I was thinking maybe a nobles daughter who went through the typical path of learning to be le virtuous woman in the church, but was given a chance for more and you noticed me and made me vassal or whatever, what do you think?
>>
>>1147398
Sounds fine to me, however (almost) all of my leaders are elected super-popes and they change roughly once per thread, always near the end of the thread.

You can join me if you want to.
>>
>>1147405
Maybe I'm a standing noble of a part of your land that isn't fully assimilated and needs a non elected leader to make sure shit gets done or something?
>>
>>1147418
Lets discuss it in more detail tomorrow, I'm going to bed in the next few, however, what you have suggested sounds good to me, though my leaders elections are for life, and usually only end at their death.

I might throw a bigger bonus your way if you made her not!-siggy. (queen's blade, siggy, look her up).
>>
>>1147476
That's breddy much what I intended on doing
>>
>>1147489
Sounds fine to me. Your estate is 1/85th the size of nepzusa and is located in the eastern quadrant of the country, located centrally and not bordering either kol'talla or Scythia.




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