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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 your location)
>Fluff: (Fantasy Races are allowed)
(Keep blank everything below)
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:

>New players:
Can take over/replace afk nations or become a supporter/hero/or solo person.


>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.
>>
Confirming not afk
>>
Baku is here too
>>
Snow peaks are here.
>>
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Spewpy Salvynia greets you.
>>
Hawthorn's Academy is here
>>
Albreton reporting.
>>
I am here too!
>>
Oi
>>
here too, waiting for an AFK spot if one opens up.
>>
I'm here as well
>>
>>1151379
Elves are mobile
>>
>>1151379
IS HERE
>>
Rolled 1, 2, 3, 1, 5, 2, 2, 4, 2, 3, 2, 5 = 32 (12d5)

For the pirates and the monster
>>
The Black Raven is watching
>>
>Azok the Defiler
Breeding Ground 3/4
Thinkers 1/4
Insect 4/8

-Event
The nations around you feel pretty mixed about having insect neighbors.

+[Racial Tensions : Expedition, Krogar, Roa]


>The Black Raven
Gambling Den 3/8
Illusion Magic 4/10

-Event
There are rumors of some illegal smuggling of items through your market.

Also, you can automatically set up a new trade route since Greenwhich is gone.

>Basilicastous, Patriarchous Monolitheous

Soldier 6/8

-Event, Amplified by 1
Before the Synodotous could have been fully built, a miscalculation in one of the pillars caused the whole thing to collapse.

All the progress has been lost and the builder inside has been killed.
[-1 Builder Token on Turn 15]

Rubble 0/2
You need to clear the rubble before you can continue building.

>Krogar, Lord of the Six Rivers

Trolls 4/12
You started recruiting a unit! You can a BONUS ROLL to continue training this unit until its complete.
It'll cost 35 Supply when the unit is complete.

Currently, you can only create one unit at a time.

-Event
Your people feel pretty mixed in having insects as neighbors.
[Racial Tension - HiveKingHive]

There is a small dispute between the fishermen of Six Rivers and Roa.
Both sides apparently lay claim to one area that is known to bring heavy amount of fish.

>Count Sohnzwei
Soldiers 2/8
You started recruiting a unit! You can a BONUS ROLL to continue training this unit until its complete.
It'll cost 25 Supply when the unit is complete.

You sen

-Event
After the monster incidents, there has been some heavy tension between the population of Salyvania and Bluholm.
[Heavy Tension - Bluholm]


>Aric Bryne, Raider Captain and Regent of Roa
+Docks [Trade Routes: 3]
Upgrading Docks 3/4

-Event
Your people feel pretty mixed in having insects as neighbors.
[Racial Tension - HiveKingHive]

There is a small dispute between the fishermen of Six Rivers and Roa.
Both sides apparently lay claim to one area that is known to bring heavy amount of fish.
>>
>Ser Keaghan of Colhen
+Building:
Hospital

Training Yard 3/4
The Soldier is fully healed!
-Event
Your people are happy with their new lives, but some are still skeptical.

They ask what is the point of rebelling the mighty Empire. They are just commoners and the Empire is mighty force that can easily crush them.

Brash suggests that we should spread our influence or give the commoners a small victory of some kind.

>Bob Hexxus
Cotton Factory 7/8
[+1 Two Worlds, One Sea]

Gym [Happiness: E, Training: E]
Upgrading Gym 1/4
-100 Supply [Military Movement + Alberton Bonus]

-Event
There have been rumors of some illegal smuggling of items through your market.

Combat and Religion is next turn.

>Lord Tyandir Stormsong
Geass Magic 11/14

Spearmen Training 1/4 (Earth Boots)
It's a free action to continue training! It'll cost 5 supply when the training is complete.

-Event
Some merchants are interested in buying some Yern Lumber Mill.
You can sacrifice your next Yern Lumber for 50 Supply.

A young Hybrid woman named of Gail Jones has been spotted to come in and out of your nation. There has been multiple of accounts of the woman observing elves as they use magic and furiously taking notes of such actions.

>Baku Abaghadadi
(You get to roll to continue recruit units)

Lowbowmen 2/12

Combat next post.

-Event
Next post.

>Captain Ariela Nema
-50 Supply
+Building: Forge [Creating: E]

Trade Route 2/2
Upgrading Trade Route 3/3
Your trade route is complete, but Alberton does not have extra space for you in his docks!
-Event
Your people feel pretty mixed in having insects as neighbors.
[Racial Tension - HiveKingHive]

There are rumors of some illegal smuggling of items through your market.

>Lord Baeric Brundt
Precious Stone Mine 2/8
+2 Points [Precious Stone, Two Worlds - One Sea]

-Event
There are rumors of some illegal smuggling of items through your market.

The market price of coal and iron increased! The demand is in an all time high. For trades, you will get the higher cut of supplies in the next supply drop.
[Market Advantage - Coal, Iron]

>Treesonar
848 / 1332

Salyvania has put some soldiers around you so you won't kill yourself with whatever mayhem you're creating.
-Event
Next post
>>
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>Professor Nimbledon
Air Magic 14/16

-Event
The students realized that Hawthorne is prioritizing Air Magic than all other magic.

The Air Magic courses suddenly attracted many students and became incredibly competitive. The upside is that this competitive attitude brings the best of the studies of some kids. The downside is that it brings a cutthroat and ruthless temperaments to the students.

+Magic:
Air [C, Competitive]

>Alberton
Joint-Stock Company 11/20

+Building:
Domestic Market [Happiness: E, Supply Gain: E]

+Military:
Tradeship [Trade Supply Gain: D]
-10 Supply [Cost of upgrading unit]

-Event
There are rumors of some illegal smuggling of items through your market.

You found a note on top of your desk.

"Let's make a deal. See you in [Turn 16]." - L.T

>Valdean Rothouse

You sent your letters. Most of them replied back with agreement to keep the coin flow.
Other replied to "drop dead". You guess with the Emperor dead, some don't really care about the state of the nation now.

You went to the capital in quick haste. Before you can yourself a copy of the Imperialis Debitum, you found yourself meeting with Jokah, the past-Emperor Grand Assistant.

Jokah : "Greetings, Rothouse. Welcome to the Capital."

Jokah always creeped you out a little bit.
(Don't need actions to continue the convo")
>>
>Basilicastous, Bob Hexxus, Scythia

[The Peaceful Conversion] refreshed to all those converted.

>Basilicastous, Bob Hexxus

[Epidemic Religion]
>Morg talk to me in the IRC for this real quick

>Combat, Bob Hexxus, Alberton, Scythia

The pirates, drunk from their drinking contest, did not anticipate the sudden rush of soldiers.

Three ships filled with soldiers suddenly dropped down and swiftly engaged the pirates.
The soldiers and drunken pirates began their messy clash, while Bob Hexxus fought the pirate leader on a duel.

The Pirate Leader- clearly more trained in duels -had the clear advantage, but after witnessing his pirates going down, he quickly turned away and escaped in a hidden tunnel.

"Bob Hexxus, you destroyed my crew and today is your victory. So while I escape today, the next day will be the day I have your blood in my sword."

The soldiers chased after the Pirate Leader, but the Pirate Leader obviously practiced maneuvering through the dark tunnels with many forks.

-2 Pirates [Dead]
+2 Pirates [Prisoner]
-1 Pirate Leader [Escaped]
+1 Ship [Storage: 4] *Damaged
Your soldiers found 100 Supply. The Alberton and Scythia soldiers did not see the loot.

>Combat, Bluholm

Your 4 soldiers surrounded the "warbeast", which now looked more like a giant blob of mess.

The first soldier rushed in and landed a heavy cleave through the meat, but the monster attacked back and caused heavy damage on the soldier.
Then the second, third, fourth soldier rushed in from all sides and killed the monster.

1 Soldier [C: E, D: E, M: E] *Injured till [Turn?], Sick

>Event, Bluholm, Treesnor
The reports said that the monster killing was successful, but the rumors on the barracks says some conflicting info that are quite...strange.

The soldiers say that the after the second unit rushed in the monster stopped moving. Like the monster gave up the will to fight and just let the soldiers continue ripping it to shreds.

Some say the monster accepted death and did not want to fight.
Other argue monsters can't possibly think like that and probably just died from the first strike.
The few says that this is all bullcrap and the monster died. End of story.
However, the VERY few say that maybe "giving up" was the monster's plan.

Other strange occurrences are happening too.
The man who was injured in the fight isn't healing and there has been sightings of a strange Hybrid man who shouted, "Haha! I did it! I found the perfect experiment. I, Raed Jones, am so going to beat my siblings!"

And finally the weirdest rumor, yet widely known, is the one that's been most talked about.
Right before the monster died, the soldiers swear they heard the monster [speak]. The "sentence" sounded like three syllables and intelligible.
However, most believe the monster simply grunt.
Other think it said "Don't kill me."
But, the the soldiers who were up front-and-close to the monster swear they heard these words, instead.

....
>>
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Rolled 33, 57 = 90 (2d100)

>>1152586
>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
-Training Yard 3/4
-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.

Does Hospital grant anything?

>Give a Speech to the people.
"I will not fill your heads with pretty lies, if it came to a fight between us and the whole of the Empire, the battle would be short and our defeat swift. But those odds are low. The Empire isn't a unified force, especially not since the Emperor's passing. The Empire was a single fist, now it is divided into its individual fingers. The lords of the realm will not be quick to pick any fights, because of the looming threats from their neighbors. Imagine, one noble picks a fight with us and sends his army to take us, he has now weakened himself at his home, and is easy pickings for the vultures that wait for easy prey. With that said, force is the last resort we want to use in uniting and uplifting the common people. My plan instead is to build us up as a shining example of what we could be. What we SHOULD be. Anyone can send messengers with empty promises of a better future. I'd rather give them an example. I want the people to look to us and see our schools for all children, not just the rich and noble. I want them to see the Hospitals tending to the sick and the wounded. I want them to see our Guards protecting the people, not exploiting them. I want them to see what we have to offer, and DEMAND the same. I don't want them to wait for me to do it for them, I want them to cast down their "Lords" from their ivory towers, to pick THEMSELVES up from the muck, like you did. I didn't build your homes, your roads. I didn't teach your children or care for your wounded. YOU, THE PEOPLE DID. I only gave you the chance, you are the ones who made something of it. And for that, you should be proud. The road we walk will be long, and it will be hard, make no mistake about it. But as long as we walk it together, we will eventually make it."

Finish Training Yard

I hope my Speech isn't fucked by a shitty roll.
It will be.
>>
Rolled 15, 32, 50 = 97 (3d100)

>>1152586
>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]

-Event: I'm sorry gentlemen, I fear that there is much construction planned and the wood will be invaluable to those efforts.

1. Finish up Geass magic. Soon we will be able to control anything we create. 11/14
+Magic Research D
2. Send some scouts to look for that Hybrid woman constantly coming in and see what she is up to. I dislike the thought of someone stealing the secrets of my people for their own profit.
3. Spearmen training with Earth Boots 1/4
+Enchantment [E]
+Earth Magic [E] added to the boots of the soldier to allow for better grip in even the slickest mud or steep slopes.
>>
>>1152815
Using Sorcererous bloodline on action one, getting it to 51 then spending 120 supply for two progress finishing the research.
New Supply total: 15
>>
Rolled 24, 89, 42 = 155 (3d100)

>>1152396
>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.

Events:Racial tensions have risen in following country: Expedition, Krogar, Roa

Breeding Ground 3/4
Thinkers: 1/4
Insect 4/8

1. The Hive keeps on improving the breeding grounds, for the glory of Azok.
2. The queens, keep on trying to figur out how to produce the thinkers, which Azok wants.
3. The breeding of more bugs are still under way.
>>
Rolled 44, 54 = 98 (2d100)

>>1152396


>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 criminal) (wounded for 2 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.
>Works in progress: Gambling Den (3/8), Illusion Magic (4/10)

Actions:
1. Put the gambling den on hold for now, these rumors of illegal smuggling have me interested. No goods are illegal in Syndicate territory, and indeed we encourage the flow of them for sale to others. Upgrade our market to the Black Market, where we can cater to the "needs" of such individuals and the people interested in what they carry. (essentially an upgrade to my market and a shift to illegal items)
2. Continue illusion magic (+Workshop) (+Illusion Magic I)
3. (Automatic Action): Set up a trade route with Bluholm, specifically Baku Abaghdadi.
>>
>Morgoth
>Scythia
>>1151581

>Epiedmica
1 Soldier died.
>Scythia
1 Soldier [C: E, D: E, M: E] *Injured till Turn20
>Alberton
1 Soldier C: E, D: E, M: E] *Injured till Turn22
>>
Rolled 92, 29 = 121 (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. Go and find a vein of Precious Stone. This building material is amazing and incredible.

>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 to them in turn.
>>
>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.

>>1152602
"'Grand Assistant'. To what do I owe this, great honor, of being visited by such an important and influential individual these days."
>>
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>>1152586
>I missed my update in the last turn, sorry

>>1153387
I would like to change action 1-2. to discovering and stopping the illegal items.

No food, water, fire or mushroom oxygen for those caravans who don't show up to the gates and let their wares be inspected. Lock up anything suspicious until we can investigate it later.
>>
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Rolled 36, 24 = 60 (2d100)

>>1153545
1+2. I smell opportunity on the wind. Figuratively speaking, I do not dare breath the air of Epidemica without a plague mask while I am there. I use the Imperialis Debitum as capital to purchase cotton and textiles, offering local factory owners to pay off their bank debts and loans through transferring direct assets to the state. To me. I will ship this to the Snow Peak where a thick coat is worth more than its weight in gold, and acquire Iron and Coal that is in so much more abundance than warmth and worth much more to the market these days.
>>
Rolled 23, 47 = 70 (2d100)

>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 Soldier C: E, D: E, M: E] *Injured till Turn22
1 Ship [M: C, Storage: 4]
Tradeship [Trade Supply Gain: D]
>Supply: 82
>Buildings:
+Docks [Trade Routes: 3, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: 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 11 / 20
Upgrading Ship 2/12

Word of the victory at sea was already streaming in to Albreton even in the dead of midnight. Future celebrations for the victors would be planned, but in the spirit of Albreton business came before pleasure. Though the threat of the pirates had been suppressed, a new threat to the great trade endeavor loomed. Smugglers. Illegal and black market goods were a parasite on honest trade and capitalism, and nothing short of Rebellion to the Empire.
>>1151606
>>1151504
Albreton sends a message to Epidemica, Captain Nema, the Snowpeaks, Roa, and the Black Legion. All of its trading partners. "We have defeated the Pirates, but still criminal enterprises seek to disrupt and destroy the hard work of our peoples and suffer them their deleterious effects. These are Rebels to the Empire and are a menace to all honest work. I ask each and every one of you to consider contribution to an international effort to stamp out these illegal goods wherever they are found. If you have heard or received rumors that illegal goods are making their way to your ports, take action. We defeated the Pirates together, we can defeat the smugglers too."

1. Our efforts shift to a major anti-smuggling policy. All our trade routes and docks are to be upgraded with Inspection to stop illegal goods. Other kingdoms are welcome to join.

2. Albreton will also complete the new set of docks to open up trade with Roa 2/3
>>
>>1153545
"Please, you humor me. My position matters not with the Emperor gone. I just wish to give you this."

Jokah hands you [20 Supply].

"Take this. Call it an investment if you wish. Just promise me, you'll do me a small favor in the near future. Don't worry, I might seem ominous, but the favor will be something small."
>>
Shit, hope I'm not too late.
>>
>>1154155
Can't seem to find my latest stat sheet, and I think irc blocked my ip address?
>>
>>1152396
>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: 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.

>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: 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]
[peaceful conversion]
>>
Rolled 47, 22, 45 = 114 (3d110)

>>1154233
1-2: clear rubble.
3. Proceed with soldier, currently at 5/8.

d110s instead of d100s due to peaceful conversion.
>>
>>1154155
Here you go friend.
>>1140488

>>1153604
>>1154111
The Snowpeaks officially supports this, and joins its action to Albretons.
>>
>>1154111

An unmarked letter finds its way to Mr. Seaworth, written in red ink...or is that..blood? It reads the following:

"B E C A R E F U L"
>>
>>1152733
>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:
3 Soldiers [C: E, D: E, M: E]
1 Injured 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

1-2. Focus on the longbowmen
free action, also focus on the longomem
>>
Rolled 15, 6, 79 = 100 (3d100)

>>1154468
Forgot them rolls
>>
Rolled 41, 58 = 99 (2d80)

>>1154471
rerolling the fails
>>
>>1151606
Professor NImbledon travels on a flying broom the expedition, arriving at the giant metal thing that walked over the land like a crab. he donned on an enchantment that would allow him to breathe underwater, and went to meet the Captain Nema. "Greetings Captain. you asked me here to visit, and here I am. I noticed you declined the offer of an alliance with Kol'Talla, and Hawthorn's had to as well. I hope what you have called me for isn't a counter offer of alliance with your cousin, otherwise this will have been quite a long journey to little gain for both of us."
>>
>>1154521
(Just a note Nimbledon, talked with bello in the irc; there is no imperial court. Still not sure about imperial laws. Just informing ya.)
>>
Rolled 2, 41 = 43 (2d100)

>>1152396

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: Upgraded 3/4, [Trade Routes: 3, 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

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.


To ease our people's minds, we recruit RAIDERS to help them feel safer.

1. Recruit raiders. Supplies required to do this are halved. Spend 20 supplies to add a progress.

2. Recruit raiders. Supplies required to do this are halved. Spend 20 supplies to add a progress.

>>1154111
A letter is sent to Lord Seaworth, stamped with Roa's now-familiar seal.

"Lord Seaworth,

"Congratulations on your victory over the brigands and rebels; the Empire should look to your people as an example of what it means to be "proactive." As you may or may not know, there are more possible malcontents within our Empire's borders: a very large congolmerate of -insects- that we share a sea border with. These creatures are base, dangerous, and are quickly agitating my people and our neighbors. I fear that, with or without my involvement, war may break out. As an ally, would you pledge your naval and economic prowess to staunching this insectoid threat if need be? I entirely understand if you would be hesitant to do so when the situation has only just evolved. Do not feel pressured to err your decision on our account.

"We await your reply and will soon begin to also establish similar checkpoints and laws to curb illegal trade.

"-Lord Aric Bryne of Roa."
>>
Rolled 7, 52 = 59 (2d100)

>>1152586
>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] (status:????)

Warbeast "Independent" "Hunter" 848 / 1332

Action 1-2: Keep working on warbeast
>>
>>1154521
“Welcome Professor! Hmm? Alliance? Oh no no no, I leave that sort of political mumbo jumbo to Arthur. The only thing I have to tell you about that is that there’s some issues with smugglers going on. But that’s not important, there’s something REALLY important I want to show you. Follow me!”

Captain Nema leads the wizard on. He can see lots of homunculi staring at him for some reason. He’d find himself in a big study room, where carefully preserved was a stone mural being studied by her and carefully tended too by more homunculi.

“This mural tells the story of the homunculi’s history. I’ve managed to translate its runes with their help.
It’s talks about their wizard creators. About why their old leader disappeared. About the philosopher’s stone.”

https://www.youtube.com/watch?v=uo6X184-lSA

“A long time ago, many ages before the Emperor of Land, a group of powerful wizards came together to create the philosopher’s stone. With the power of this stone, they did wonders. They healed any illness and made themselves young again, transmuted any material they wanted into another, and created the homunculi as loyal servants to help them in research and study. The stone was a powerful source of energy of all kinds, and the wizards used it to power electricity, magic, fire, and light.
The story goes on that a foolish wizard unleashed a great evil on the land, and caused much devastation. The wizards took the stone and used it to battle the evil. They were victorious, they smote the evil and destroyed it forever. But the wizards saw the power of their stone and were afraid, the stone was well. . .too powerful!

That’s where the mural ends sadly. It doesn’t say what happened next. All the homunculi can remember is that one day the stone and the wizards vanished forever. Then the Emperor came and protected them while they were without a leader.
Sometimes a leader would rise from the Homonculi but each time they would leave on a journey on foot to find the Philosopher’s stone and the creators. None of them have returned.”
>>
>>1155498
Captain Nema then pointed to the homunculi, who were sadly listening to the story of their own people. “I think the Homonculi deserve to know what happened to their creator and their lost leaders. And look, this is the reason I called you here! Do you see this part of the mural where the Wizards are making the stone?”

Captain Nema pointed to the part of the mural that depicted a big magic circle, surrounded by different unnamed wizards blasting a stone with magic. Under each wizard was a symbol, some of them were scratched out while others were long since forgotten. But a few of them were recognizable. There was the symbol of Salvynia under a wizard with fangs and bat wings, there was the symbol of Kol’talla under an elf wizard, and there under a wizard with a tall pointed hat and long robe. . .the symbol of Hawthorn himself!

“I’m planning on a big journey to find the stone and what happened to the wizards. And where all the other leaders failed, I won’t. Because. . .because I have a big metal land ship!”

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

“I’ve got crewspace for all my people, supplies, armaments, research centers all on the go! I can take my whole little kingdom with me, and the homunculi too. If a big monster or something tries to attack us on our journey we’ll be ready.

It’s the perfect reason for me to go exploring the different parts of the land. And I’d like to ask for your help. Hawthorn’s has a history of solving magical riddles and making magical discoveries, and maybe when we find the stone we’ll find out about your history too. What do you say?”
>>
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] *injured til turn 20
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]

1. Found magic school
2. Work on commerce
>>
File: 1 (1).jpg (23 KB, 852x480)
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Rolled 81 (1d115)

>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.

+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]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Arthur Needs to build more docks please!)
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.
[racial tension]

"I'm ashamed of you guys! How can you be scared of bugs? You there, what genus of deep one are you?"

"I'm a Cephalapod, Captain."

"And you, what kind deep one are you?"

"A Crustacean, Captain"

"And you?"

"Molluscan, Captain."

"Don't you think you look as equally weird to the land creatures as they do to you? What I think this crew lacks is the spirit of discovery and investigation!"

Token Use:
Let's see if I can fix up one of my old Atlantean Projectors and start showing National Oceanographic reels to spark their sense of science and discovery again.
>>
Rolled 49, 20 = 69 (2d100)

>>1155513
1. Guess fixing up my projector is going to take a while. When its done I'm sure my crew will have a better appreciation for curiosity and wonders of land, even the bugs. And I'll be able to make new footage for posterity too!

2. I'll help Arthur fight the smugglers! From now on all goods have to come through the ship hangars where I can see them. I'll check at each box personally for anything weird or strange and keep them locked up.
>>
>>1155513
Is no one going to talk about how this anon is smoking everyone else in roleplaying?
>>
>>1155541
We're all fucked anyway
>>
>>1155541
(Well I would, but she also did leave quite abruptly during the meeting. Then again the meeting ended quite abruptly when no one else posted.)
>>
>>1152815
A crow delivers a letter

"As per the agreement of the alliance, i would like to meet to discuss the nature of the projects we are developing, and if we will be cooperating on them"

Signed Baron Treesönar of Kogris
>>
>>1155725
A reply is sent back;
"You may proceed to meet me, the guards should give you no trouble. I would love to see your current projects in person but, unfortunately, I fear I may have over-used my magic once again.

Signed,
Lord Tyandir Stormsong of Kol'Talla"
>>
>>1155498
>>1155501
Professor Nimbledon scratched his beard, but raised an eyebrow at the sight of the mural. there on the wall was the spitting image of Professor Hawthorn the 1st himself. but Hawthorn’s has no history of a so called ‘philosopher’s stone or the first schoolmaster being involved with it. he looked to the mermaid scientist and the homunculi whose eyes gleamed with hope, and gave a hearty chuckle. “everyone else just wants to make military alliances or power blocs by a different name. you are the first the one to approach me offering something purely for the sake of discovery and helping others, and offer something very important to our history. I think Hawthorn’s will be glad to aid you on an archeological quest. although, we have the big game coming up very soon and have to prepare for that before we can do much else. but I have an idea how we can be of help to you”
>>
>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, Competitive]
>Bonus:
Start out with 4 [Magic].
Every 5 turns, gain an extra action dedicated in increasing your [Magic]
Beast Hunt 2/6
>>
File: witch-broomstick.jpg (523 KB, 1000x546)
523 KB
523 KB JPG
Rolled 4, 67, 84 = 155 (3d100)

>>1155775
#1 Hawthorn’s assembles its professional Rugby team, graduate witches and wizards on flying brooms. they act as both professional athletes, and if needed, 'school security'
+Fire [E] + Wandcraftin: the team will be taught fireworks and flare spells to bedazzle their opponents
+Water [E]+ Wandcrafting: the team will be taught how to use puddles of water or even mist and fog to try and ensare opponents
+Earth [E] + Wandcrafting: the team will learn how to raise up walls of rock and earth from the ground, or fling stones and dust at opponents at tremendous speeds
+Air [C, Competitive] ] + Wandcrafting: Hawthorn’s team will boast flying brooms, as well as be taught wind spells to blast opponents with air
+Potion Brewing the team will be prepared with healing potions and drafts of “Alligator-Ade” to keep them awake and alert during long matches
+ Monster Charming the team will be trained in the use of tranquilizer spells and charms to cause opponents to sleep
#2 (Bonus Action) Air Magic 14/16
+Hawthorns Academy of Magic [Magic Research: B, Happiness: E*]
#3 Hawthorn’s has an interesting idea on how to train a new team of flyer’s for the big game. what better way to train how to catch fast moving targets than by sending out the team to chase actual fast moving targets. the team is sent some of the kingdoms currently fraught by smugglers, to go at night and try to catch them on flying brooms using magic, using fire flares, water snares, and earth walls and air blasts. Sally Sochel is given a chance to shine too, as part of the team. she will be given the privilege of being the teams “spotter.” her eyes are gifted by dark magic, and attuned to both light and the pitch black darkness of Salvynia, her Dark Magic will help the team capture the some smugglers moving through the shadows at night.
+ Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D]
>>
>>1155544

By whom exactly? I'm sure a few of my criminal tokens would really fuck up that lobster if I decided to use them
>>
>>1155922

Or if you bought a few and used them yourself *wink wink*
>>
>>1155923
lol so thirsty
>>
Can someone link me to the IRC please?
>>
https://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
Rolled 82, 79 = 161 (2d100)

>>1155509
...rolls i guess...
>>
Rolled 41, 55, 15 = 111 (3d100)

>>1152396
>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
+ Soldiers 2/8

1. Tensions were rising and supplies would be needed sooner than later. It was important that Count Sohnzwei convinced the Cursed Lords to pay their taxes.
+ Tax 2/8

2. A library to further research into the Dark Arts would no doubt prove to be a great boon in the long run.

3. More unfortunate souls were joining the Salvynian army.
+ Soldiers 2/8
>>
I am here Bello
>>
Rolled 81, 8, 69, 39 = 197 (4d100)

>>1152396
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. Send out some trolls to taunt the bugs and call them maggotsuckers! That's sure to bring peoples morale!
2. Begin constructing more fish boats, we'll out fish the fuckers.
3. Recruiting Trolls 4/12
4. DEFY DESTINY
>>
Rolled 99, 70 = 169 (2d110)

>>1152396
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
[Epidemic Religion]
Military:
2 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 7/8
Join Stock Company. Outer Imperial Trading Company 11/20. This is a shared project between Epidemica, Albretton and Nema
2 Pirates [Prisoner]
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)

[+1 Two Worlds, One Sea] on 7/8 Cotton Factory Rank C to finish it
With a new thread I will use my bonus to upgrade my Gym Rank E

1 Investigate the rumors of illegal item smuggling, Interrogate the prisoner pirates to find out who they were working with and what they know. I thought with the pirates dead or fled, their ship and cove taken we would be done with this Crime.

I was promised a Cove I could use for my affairs now that the pirates are dead or fled.

2 Begin Training a Soldier at the Gym Rank E(Or D with the bonus). We will need to toughen up against future threats.

>>1154233
http://pastebin.com/JQtydchD (speech from last thread)
Dear Patriarch, I would like to be able to send my scholars to research in your famous School of St.Aegon the Academic. We have had some trouble furthering research in cloth and cotton armor that would protect our soldiers in future skirmishes against pirates.

I should also like to discuss whether the policy of West Castle being put into my care with the support of Nepzusa and Scythia. You would be welcome to build a room for worship in the castle, preferably to enshrine the Epidemican Saint George Hexxus and his remains. I realize these are weighty decisions I hope for a prompt response in the affirmative, Good Health and Good Fortune.

>>1154155
Good to see you, I also hope Scythia can appreciate my intentions as well
>>
>>1157359
A letter is sent to the trolls, in very big, easy to read letters with very simple writing.

"Trolls of the Six Rivers,

"Roa has claim over the waters near your river delta. This claim is enforced by the Empire. The same Empire that bested you, I am sure.

"You are entirely within your means to fish -some- parts of this disputed territory, but we insist on arranging clear terms. Terms that respect our rightful claim.

"We may be encouraged to give you more leeway in this matter if we agree that the neighboring insects are a menace and, perhaps, some allied operation can be done to deal with them.

"-Lord Aric Bryne of Roa."
>>
>>1152795
+Building:
Hospital [Happiness: E, Healing: E]
Training Yard [Training: E]

Your people realized you actually did work really hard in building their homes. This gave them a boon of energy!

[Amplified with Happiness]
+Bonus:
+5 Roll value in the next 3 turns.

>>1152815
[Sorcerous Bloodline]
-120 Supply
+Magic:
Geass [D]
+Bonus:
Every thread, roll a 1d5 to tame a beast.

1/4 Search Party
You get an extra roll to continue the search party!
Earth Boots 2/4

>>1152836
+Technology:
Thinkers [Research: E]

Insects 5/8
The trolls of Krogar taunted your insect and called them maggotsuckers. Eventually, this led to some conflicts between the two races.
[Racial Conflict - Krogar]

>>1152868
Black Market 1/3
Illusion Magic 5/10
+Market [Trade Route : 1, Bluholm [E]]

>>1153387
Your procedure was incredibly thorough, but some of the smugglers were incredibly crafty and were making headway in bypassing your screening.
However, a group of mages broom flying on their brooms caught the smugglers red-handed and assisted in their capture.

If it wasn't for your excellent measures and the mages, then you probably would have never caught them.

After a quick investigation, your people found this in the smugglers' possession.

40x [Albreton Supply - (Forgery)]

>>1153883
Your trip to the capital to Epidemica is underway!
ETA : [Turn 16]

You can not buy any material as of now, but you can check the cotton price in Epidemica.
[Epidemica's Market]
(Selling)Cotton - 20 Supply
(Selling)[1 Royal Blood Charge] - 150 Supply
(Buying)Iron - 40 Supply

>>1154111
+Building:
Docks [Trade Routes: 4, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[E]]
-Bonus:
Crime

>>1154237
Rubble 1/2
Soldier 6/8

>>1154468
+4 Progress on Longbowmen

Someone set up a trade route with you!
+Market [Trade Route : 1, Blackraven [E]]
>>1155359
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton [E]]
-40 Supplies
Raider 9/10
You get a free roll to continue training! It will cost 30 supply when the unit is complete.

With your current [Recruiting] stat, you can only train one soldier at a time.
>>
Rolled 25, 57 = 82 (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 criminal) (wounded for 2 turns)
>Supply: 315
>Buildings:
Market [Trade Route : 1, Bluholm [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.
>Works in progress: Gambling Den (3/8), Illusion Magic (5/10)

Actions:
1. Continue on the black market. Seeing as how the world is after them, promise the smugglers a place to hide out and use the Black Market to let the buyers come to them in exchange for pledging their loyalty to the Syndicate (which means making them non-combatant criminals under my control). (Progress: 1/3)
2. Continue illusion magic. (Progress: 5/10)
>>
>>1155378
907 / 1332

Some of the guards are worried that you are spending in the lab far too long...
It could prove unhealthy if you keep up your habits like this.
>>1155509
Magic School 3/4
Commerce 5/8

>Forgot [The Peaceful Conversion]
>Also can you write your nation name in your sheet

>Event
Your population felt uneasy with the new religion in your nation. Priests and believers forcing the unknown into their faces became a bother and sort of scary. Some had left and migrated to Kol'Talla, where it's known to be free of the religion.

Creating a Church or something to represent the religion can fix this dilemma.

-Bonus:
Crime
+Bonus:
[Small Migration - Kol'talla]

>>1155513
+Technology:
Altanteoan Projects
[+3 Progress from TBACO]

>>1155776
Air Magic [B, Competitive]

Your team went to the Snowpeaks docks to find some smugglers. Luckily, Snowpeaks just implemented a tight procedure to combat against the smugglers. With your mages and the aid of the dwarves, you successfully captured some smugglers!

Since it's in Snowpeaks' territory, they took the captives and handled the investigation.

>>1156868
Tax 3/8
Magic Library 1/4
Soldiers 3/8

>>1157359
The trolls of Krogar taunted the insect and called them maggotsuckers. Eventually, this led to some conflicts between the two races.
+Bonus:
[Racial Conflict - HiveKingHive]
But now they aren't so afraid of no dirty insect!
Trolls 6 /12

You tried to outpace Roa's fishers! If Roa manages to claim the disputed land, they will get more supply, while you will get less.

>>1157537
(Already gave +1 to your cotton factory, but I'll just take one point from your gym to your factory since you prob wanted to finish the factory first)
-Bonus:
Crime
+Building:
Cove
Cotton Factory [Supply Gain: B]
Gym [Happiness: E, Training: D]
Gym 1/6
>Ship is 4 because damaged.
>What do you wish to do with the 100 supply founded in combat?
Your navy patrol actually found some smugglers! After investigation, they found this in their possesion.
20x [Alberton Supply - Forgery]
The pirates confessed they were part of some operation led by the Pirate Leader, Myin, to steal from the rich nations. And by creating a hole in their economy, the fake supplies can be used to generate large amount of profits for them. Myin chose to make fake Alberton supply because it is the trading center of the Empire.
>>
It is the supply drop turn. Please update your stat sheet completely.

>>1152815
Some people from Scythia migrated to your nation to stay away from the new religion.
+Bonus:
[Small Migration - Scythia(From)]
>>1155359
>You get a free roll to continue training! It will cost 15 supply when the unit is complete.

Krogar is trying to outpace you in fishing the disputed area. If they manage to get all the fish in the area, then you will lose supplies and they will gain supplies.

>>1157537
>>1154233
Can you guys tell me what kind of bonus you guys wanted from the ceremony?
>>
>>1158926
>Since it's in Snowpeaks' territory, they took the captives and handled the investigation.
The Dwarves interrogate the Smuggers, demanding they tell them everything they know. Where they are from, where others like them are operating, who is supporting them and anything that can tie together a leader or an organized movement. "There's no bloody way five different nations just suddenly get smugglers without this being an organized and planned event"

The smugglers are kept in one of the dwarves sky cells, which is open and sloped to the wind and elements. The frigid thin air and bitter cold winds, while just behind the door is a warm fire and food if they talk. If they fall of, as it stands for these cells slope and are slippery, it may appear to their comrades that their friend has fallen beneath the clouds to their death. A clever net is actually hidden underneath the clouds to capture the first smugglers who fall, but should intimidate the rest to talk openly.
>>
Rolled 35, 75, 56 = 166 (3d100)

>>1158933
>>1158819

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: 290
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton E]
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

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1/2. Our waters will not be infringed upon by -trolls-. Spend 20 supply, load our raiders upon our warship, and send it out to the contested tract of water to escort our fishing fleet. Hopefully the trolls will be cowed and scared right back into the damned rivers while we engage in... "diplomacy."

+Mass Fishing

3. Raider Training. 9/10.
>>
Rolled 14 (1d25)

>>1158944
[GRAND FISH] Roll
>>
>>1158941
At first, the smugglers wouldn't talk and had a smug look in their face.
But after seeing their comrade fall to his death, they started talking.

The smugglers confessed they were part of some operation led by a Pirate Leader, named Myin, to steal from the rich nations. And by creating a hole in their economy, the fake supplies can be used to generate large amount of profits for them. Myin chose to make fake Alberton supply because it is the trading center of the Empire.

They don't know anything else.
>>
>>1158947
This information is publicly given to all nations in the empire, and recommendation of a public bounty to be placed on this Myin. Their methods revealed, it is also suggested that perhaps some sort of quality control check to verify for counterfeit or low quality goods be carried out.
>>
Rolled 56, 79 = 135 (2d100)

>>1158844
>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] (status:????)

Warbeast "Independent" "Hunter" 907 / 1332

Action 1: Hmm they might be right. I shall go outside and pratice my necromancy!
Action 2: Work on warbeast
>>
Rolled 61, 41, 77, 88 = 267 (4d100)

>>1158819
>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: 15
>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:
Geass [D]
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.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

1. Begin construction of an enchanter's workshop to speed up our ability to make enchanted items. Use a bit of magic to speed up construction. Also enchant some light magic into the place so that there is always good working light.
+Enchanting [E]
+Earth Magic [E]
+Nature Magic [E]
+Transmutation Magic [D]
+Light Magic [E]
+Construction [E]
2. Begin building a training yard so that the soldiers have a proper place to practice and train with magic items. As well use a bit of magic to speed up construction.
+Enchanting [E]
+Earth Magic [E]
+Nature Magic [E]
+Transmutation Magic [D]
+Light Magic [E]
+Construction [E]
Using bonus to give this building the +1 progress.
3. Search Party roll 1/4
4. Spearmen training for the Earth Boots continue. 2/4
>>
Rolled 4 (1d5)

>>1159224
Not sure if I can do this, but fuck it bello will say no if I can't. Rolling beast taming.
>>
>>1158934
I would guess since its another peaceful conversion the same thing you gave me and Scythia with [the peaceful conversion].

The bonus for that was that we rolled d110s instead of d100s for 3 turns.
>>
>>1158957
A condemned counterfeiter (who is a counterfeiter but is not related to the pirates by anything other than bad luck) is taken outside the city walls and publically burned alive.

A message from the office of the patriarch confirms this was done and explains that since the counterfeiters are under the command of pirates, they are considered accessory to the pirates, and the extirpando order applies to them as well, meaning there is no sin whatsoever in executing them in any of the approved ways; hanging, burning, stoning, drowning, burying alive, dismembering, or disemboweling.

Additionally, the message states that there is 'minimal' sin in using the pulling and crushing interrogation on them.

'Pulling and crushing' is an old practice in which a dental instrument is used to either crush teeth to a pulp or simply rip them out, its non-fatal, but very painful.
>>
>>1158957
>>1159378
The burning was done in nepzusa, not in snowpeaks. Sorry that wasn't clear.
>>
Rolled 61, 24 = 85 (2d100)

>>1158819
>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]
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 [Happiness: E, Healing: E]
-Training Yard [Training: E]
-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.

Develop Printing Press

Develop Chemistry.
>>
Rolled 10, 1, 6 = 17 (3d10)

>>1158934
>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:
Thinkers [Research: E]
>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.

Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 3/4

Insect 5/8


1. Azok feels it is beneath him, to even look at the trolls, so he commands his people to keep on improving the breeding grounds.
2. Azok commands that the thinkers start researching ways to improve his insects.
3. The queens keep breeding insects.
>>
File: XYLOPHOTOUS PTRC..jpg (17 KB, 199x300)
17 KB
17 KB JPG
Rolled 89, 25, 33 = 147 (3d100)

>Lord's Name: XYLOPHOTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: Xylophotous, age 79, was a senior teacher of religious law and an assistant senior teacher of Etruro, the nepzusi language, at the School of St. Aegon the academic before he ascended the throne and became the Patriarch. Much earlier in life, (long before turn 0) Xylophotous didn't want a career in the church, but he was persuaded by an encounter with the then-still-living St. Nikon, the first patriarch, on a road, in which St. Nikon famously asked him "Quo vadis?".
>Skill: (given by bello)
>Bonus: (given by bello)

Currently 1 builder token.

>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: 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]

Expend 35 supplies to make sure action 1: trade route - epidemia succeeds safely and correctly.

ACTIONS
1: Open a trade route to epidemia.
2: Continue to clean up rubble. 1/2.
3. Continue to work on the soldier, now 6/8.

Bello: if I was supposed to roll 3d110 here due to a bonus you were going to give for the conversion, please roll the d10s for me.
>>
Rolled 91, 92, 10 = 193 (3d100)

>>1159533
wrong dice, so here is the correct ones
>>
Rolled 17, 29 = 46 (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 Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
>Beast Hunt 2/6
#1-2 for helping to catch the smugglers, Sally Sohel found herself a celebrity among her peers and one of the more popular students in the school. to think, one of Hawthorn's own students not yet graduated would take part in the Rugby Cup! but the team was not yet ready, Hawthorn's had only so much time to prepare their flyers for the big event. intense training in depth was to begin for the team of athletes.
+ Sally Sohel [C: 0, D; 0, M:E, Dark Magic: D]
+Fire [E] + Wandcraftin: the team will be taught fireworks and flare spells to bedazzle their opponents
+Water [E]+ Wandcrafting: the team will be taught how to use puddles of water or even mist and fog to try and ensare opponents
+Earth [E] + Wandcrafting: the team will learn how to raise up walls of rock and earth from the ground, or fling stones and dust at opponents at tremendous speeds
+Air [B, Competitive] ] + Wandcrafting: Hawthorn’s team will boast flying brooms, as well as be taught wind spells to blast opponents with air
+Potion Brewing the team will be prepared with healing potions and drafts of “Alligator-Ade” to keep them awake and alert during long matches
+ Monster Charming the team will be trained in the use of tranquilizer spells and charms to cause opponents to sleep
>Three turns till Wizarding Rugby Cup
>>
>>1159956
the fliers struggled hard, and training was intense and at times painful. Sohel crashed her broom and earned many injuries, but still she drank down a draught of healing potion and fought on. Professor Nimbledon, touched, lends his power to the team.
>Rearrange the dice from 17, 29 to 71, 92
>>
Rolled 96, 68, 55, 54 = 273 (4d100)

>>1158926
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.
-----
1-2. Does fucking pink cunts think they can outfish and scare us with der big fukkin boat. We trolls ain't scared of no fukkin humies. We will outfish those fuckers no matter what.
3. Recruiting Trolls 6/12
4. DEFY DESTINY
>>
Having difficulty posting, test.
>>
Rolled 65, 86 = 151 (2d100)

>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 Soldier C: E, D: E, M: E] *Injured till Turn22
1 Ship [M: C, Storage: 4]
Tradeship [Trade Supply Gain: D]
>Supply: 82
>Buildings:
+Docks [Trade Routes: 4, Black Legion[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: 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
Joint-Stock Company 11 / 20
Upgrading Ship 2/12

>>1155359
"Albreton is a kingdom of its word and its honor. We would not abandon an ally in need. We must warn that it will take time to militarize in the event of hostilities despite noble efforts of Roa. But, as our current goals are economic than military growth, it would be preferable to be given as advanced warning as is possible under the given circumstance."

>>1158947
>>1158957
>>1155776
>>1157537
"Albreton sends its utmost thanks and regards to the kingdoms that have successfully captured the smugglers and revealed the existence of this Myin. Rest assured we will make efforts to deal with him and his organization in due time."

1. Even more expansion of the Docks is needed, to open up a trade route to Captain Nema's ship.

2. Arthur resumes his own personal investment into the Joint-Stock Company, ensuring his shares in the business and Albretonian interests along with her allies 11 / 20
>>
Rolled 43, 20, 73 = 136 (3d100)

>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:
3 Soldiers [C: E, D: E, M: E]
1 injured soldiers
>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

longbowmen 6/12

1. Kill the ruling blues

2. continue training the longbowmen.
3(free action). Train longbowmen
>>
>>1157537
I only just saw your message to me just now, I'm waiting for bello to give my new leader his skills and bonus before I respond to you about this, but I plan to respond to you about this soon.
>>
Rolled 31, 48 = 79 (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.

+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]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Arthur Needs to build more docks please!)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Technology:
Altanteoan Projects
>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.
[racial tension]

1. Yay, the movie projector is working! What my ship needs now is a big movie theater! I can use it to show off some Atlantean documentaries and training videos to my crew. I'll start showing reels of the National Oceanographic Society, especially of the rare land bug collection. That will surely spark scientific curiosity and do away with that silly fear of bugs they have! Let's build that movie theater.

https://www.youtube.com/watch?v=bp-ICI-9gXs&t=38s

2. These technician homonculi are very interesting! They look like land humans but. . .different. I don't know how to explain. They're all very extravagant looking and they have quirky personalities. It's like someone drew them for a moving cartoon or a picture book instead of being born! But they are smart. Very very smart. I'll harness that! Let's organize some Homonculi Researchers.
>>
Rolled 97, 59 = 156 (2d100)

>Lord's Name:
Valdean Rothouse
>Skill: [C: E, D: E, M: E], Wit
>Supply: 100
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.

>>1154131
"Do you see this gold coin? Barely the size of a thumb, but with it a man can buy another mans life from a sellsword. I find 'small' favors rarely ever small. Nonetheless I will take your offer."

1-2. "Creative financing." It is a great miracle privvy only to bankers that we can, with ease, make money of debt. Every time a bank loans out credit and debt, money is created, conjured if you will like a magician. All the gold and treasure in the world is of little value compared to the true money circulating out in the world as credit, mere ink numbers on paper or numbers in men's head but nonetheless as real and potent as a metal coin. It is this invisible river of money and credit that makes up our world economy. and I did not become treasurer by being ignorant to it. controlling the flow of debt to your interest is a skill as any other, and one which must be practiced and refined. I put down the Imperialis Debitum on a table, and start studying, looking for opportunities for me to capitalize on other's debt. this will give me ample capital to purchase supplies and resources to trade with.
>>
>>1160701
Baku watched the Manor von blue atop a hill while behind him a company of men prepared for battle. Baku, under the pretense of hunting down a beast that posed a danger to the nearby village, had been allowed to operate without impunity within the forest that bordered the Ruling house's estate.

"The Dawn of a new age is at nigh." Baku turned to the west where he saw another company of soldiers marched to von blue's Manor.

"No longer shall we live under the rule of absentee leaders." He looked to the east where another company marched.

"Today we break free from a collapsing empire." He turned to his men who had tied an emmisary from von blue asking for their aid.

"Draw your swords and let loose the drums of war men, for today we shall taste the blood of our enemies." He mounted the messengers horse and drew his sword.

"and take the first step to a free bluholm!!" His men roared as they ran down the hill to the manor. Within hours baku and his band of rebels had taken the gates and overhelmed the paltry force of house hold guards outside the manor trapping the Blue family there. Another hour passed and the second company of soldiers arrived and together they stormed the Manor sparing none. By the time the third company had arrived the Manor was burning and the men were dancing around the decapitated corpse of Von Blue and the quartered remains of his family. The revolution had begun and the end of hereditary rule within bluholm was nigh
>>
Rolled 93, 51, 15 = 159 (3d110)

>>1158926
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
[Epidemic Religion]
Military:
2 Soldiers [C: E, D: E, M: E]
Supply: 273
20x [Alberton Supply - Forgery]
Buildings:
Market [Trade Route: 1]
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E, Training: D]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Smugglers
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Trade Route with Nepzusa 1/2
Upgrading Gym 1/6
Cotton Factory 7/8
Join Stock Company. Outer Imperial Trading Company 11/20. This is a shared project between Epidemica, Albretton and Nema
2 Pirates [Prisoner]
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)

I wish to add the 100 supply to my treasury, since it perfectly covers the costs of sending mine and Scythia's troops.
>>1159364
I think we already have that Dafty.
>>1160727
Righto
>>1158934
Well I was thinking that it could increase my max hero pool Bello. Double or plus 1 or 2 to the max hero pool with the condition of being religiously minded.
The guidance that Epidemica was seeking by Bob Hexxus converting to Monotheism was once manifested in a miracle to make George Hexxus a hero capable of leading his people to prosperity and power. So to my people it is a force capable of moving people, hopefully, to greatness.

>>1161500
A palanquin and an official of the Epidemican Court is found waiting for the Lord Rothouse.

[Two Worlds, One Sea] Turn 15 Free Action to Finish Trade Route with Nepzusa 1/2 through the Market.
(I was kinda hoping to find Myin again with that 99 to investigate, or atleast a lead?)
1 Anti-smuggling policy. Albreton has already moved and been successful against the smugglers so we will join them in this policy. With the center of their smuggling ring prepared to stop smuggling in its trade routes and docks there is not much the criminals can do so we will also upgrade our routes and docks with Inspection to stop illegal goods, since we know what to look for it will be simple.

2 Continue upgrading my Cotton Factory Rank B

3 Continue Training A Solder? (I had a 70 last turn for training a Soldier with my Gym Rank D Training but didnt see any progress on that?)
>>
>>1162610
>two 90+ rolls on investigating and stopping smuggling for basically no real gain
>a roll of 23 would have sufficed without even investigations to stop the smuggling
>>
>>1161500
"Lord Rothouse" the official bows, the surrounding folk recognize the name of the famous Merchant Lord and appear delighted and amused, 'Rot'house sounds quite Epidemican after all.

"Welcome to Epidemica. His Majesty sends his greetings."
>>
Have been incredibly busy as of lately. Next update should happen tmrw night or Friday night the latest.
>>
>>1162696
"You guess correctly, my father was an Epidemican man himself. His Majesty's welcome is most generous. I am here to aid in the facilitation of trade between Epidemica and the rest of the Empire."
>>
Rolled 48, 61 = 109 (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
40x [Albreton Supply - (Forgery)]

>Also Coal and Iron are worth more for the next few turns

1. Study the forged supplies and use them to establish a guidebook on how to determine fake supplies from real supplies. The snowpeaks can ill afford bad goods.

2. This precious stone is very valuable, search for a vein of it and build a mine.
>Use the precious stone
>>
>>1163925
"Excellent, let me get right to the point. Obviously you are here to purchase some Epidemican Cotton, and take it somewhere it will no doubt sell handsomely. His Majesty is very mindful of how productive Epidemca can be, so he would like to lend you 200 supplies worth of Cotton and see a return of say...320 supply."

The palanquin takes you close to the markets and the arrays of goods brought in from Albreton
"Some do have a bit of a phobia of Epidemican goods, but once they buy it and see that Epidemica only sells clean sheets, (no one would buy dirty sheets after all) then the people themselves will ask their rulers to pursue trade routes with Epidemica. Of course traveling with so many goods will be much quicker and safer by ship so His Majesty also is willing to lend you his ship the Veritas to take you wherever you may wish to go. You may take your time to decide Lord Rothouse and enjoy your time in Epidemica."
>>
Rolled 82, 42, 57 = 181 (3d100)

>>1158926
>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 3/8
+ Soldiers 3/8
+ Magic Library 1/4

1. Only two things were certain in Salvynia. Death and Taxes.
+ Tax 3/8

2. Certainly expanding the Magic Libary would assist in future research. The trade route to Hawthorne would most certianly come in handy.
+ Magic Library 1/4

3. Books would not protect the Salvynian people when the raving mad Bluholm barbarians decided to come for their heads. Cold steel would.
+ Soldiers 3/8
>>
"A smart merchant never banks upon a deal not yet made. I can't guarantee a profit of 120 anymore than I can guarantee against a loss. But, where I to accept this generous offer and supposing I did make 320 out of 200. . .of what cut of this would I make?"
>>
>>1167996
>>1164821
>>
>>1159467
Dear Ser Colhen

I write to you now on the eve of my people's revolution to ask of your support in the coming years. I know you value the peoples safety however I beg of you to support us in our plight for we will surely fail without your support and relegate my people to imperial tyranny or worse Bluholm and her people would die a slow death from the radical rebels that would sacrifice the people to their own ends under the guise of freedom. Sadly all I could offer is my gratitude and oath that in your time of need we shall answer the call.

Sincerely, Baku Abaghdadi.
>>
>>1167996
"Supposing you could sell the first 5 units of Cotton for double at 40 supply each, then the next 5 at 30 each to account for a total of 350, your cut would be 50 supply, above that and your cut will be 15% anything below 350 will be a cut of 10% and if you can make 400 or more then your cut will be 20%.
>>
I hope OP isn't kill, I didn't get to do all the dickish shit I wanted to do...
>>
>>1169126
He's not,he's been on the irc quite recently
>>
>>1169126

Good to hear
>>
>>1168363

Sir Baku,

Should I help, what assurance do I have that I'm not helping one lord keep his power and hold over the people in favor of another? I will admit, I am not familiar with the goings on of your lands, but in my experience Lords typically do not care for the well being of the people until it begins to hurt them.
>>
>>1158844
+125 Supply [Supply gain]

The smugglers like your deal!
+10 Forgery Supply [Smugglers]

Illusion Magic 6 / 10

>>1158944
+138 Supply [Total]
--
+165 Supply [Supply Gain]
-5 Supply [Snowpeaks Coal (Currently Important, Monopoly)]
-5 Supply [Snowpeaks's Iron (Currently Important, Monopoly)]
+12 Supply [Master of Sea]
-20 Supplies [Raiders going out]
-9 Supplies [Trolls fishing your fish]
--
+1 Free Action on a Building [Coal and Iron]

Your raiders positioned themselves to scare the trolls out, howevever, they already fished a large part of this year's gain.

-15 Supply [30 Supply / 2]
+1 Raider [C: D, D: E, M: D]

>>1159154
Necromancy 1/4

Warbeast 986 / 1332

>>1159224
+153 Supply [Total]
--
+140 Supply [Supply Gain]
+5 Supply [Wood (Currently Important, Monopoly)]
+8 Supply [Bonus]
---
+1 Poor Yern Lumber
+1 Free Action on a Building [Wood]

+Building:
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]

Earth Boots 4/4
[C: E, D, E, M: D]
-5 Supply
Air Spear 3/4

Your search party found the woman!

>Beast Taming
+1 Rare (Movement Beast) *You can name it whatever you want
You found a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>>1159467
+140 Supply Gain

Printing Press (3/4)

>>1159533
+120 Supply [Supply Gain]

+Building:
Breeding Ground [Recruiting: D, Training: E]

Upgrading Breeding Ground 3/4

The Thinkers came up with three methods. You can choose one.
>Evolution
>Stronger Claws
>Intelligence

Insect 6/8
>>
>>1159535
You can just roll 110 for the next 3 turns.

+2 Builder Token
+148 [Total]
--
+135 Supply [Supply Gain]
+13 Supply [Tax Code]
--
[Epidemic Religion]
Hero Pool upgraded to 2.
+Building:
Market [Trade Routes: 2, Scythia [E], Epidemica[E]]

Upgrading Trade Route 1/3

The rubble is now all clear!
Solder 7/8

>>1159956
+125 Supply [Supply Gain]

[Magic Professor]
Because, this was the first time you activated your ability, your body didn't suffer that much damage.

Intense Training 6/10

>>1160213
+119 Supply [Total]
--
+110 Supply [Supply Gain]
+9 Supply [Fishermen]
--
Your fishers got a great haul! However, before they can finish their job, the Roa's raiders and their ships positioned themselves to block off and scare your fishermen.

Trolls 7/12

>>1160621
+211 Supply [Total]
--
+210 Supply [Supply Gain]
-5 Supply [Snowpeaks Coal (Currently Important, Monopoly)]
-5 Supply [Snowpeaks's Iron (Currently Important, Monopoly)]
-10 Supply [Epidemica's Bandages (Currently Important)
+20 Supply [Commerce]
--
Then next [Two worlds, One Sea] bonus will activate Turn 20.
+1 Building Free Action (Snowpeaks Iron and Coal)
Soldier *Injured till Turn 20

Docks 2/4
Joint-Stock Company 14/20

>>1160701
+135 Supplies [Supply Gain]

Dont forget, the Black Raven created a trade route with you.
Your people roared in excitement of the start of their revolution!

+1 Extra Roll next turn

Longbowmen 9/12
>>1161473
+150 Supply [Total]

Movie Theater 1/3
Homonculi Researchers 1/4

>>1161500
>P.S. I believe the Black Legion is afk.

You found these three opportunities.

>In Hogwarts, they are in some need of supplies for their upcoming grand event. Demand will be high and the event will generate a lot of foot traffic.

>In Captain Nema's Expedition, they are a brand new nation and have an large amount of information on technology. Getting one of those [Invention Tokens] can boost your supply.

>In Black Raven, there is one man who failed to pay his debts, repeatedly.
>>
>>1162610
+265 Supply [Total]
--
+235 Supply [Supply Gain]
+10 Supply [Bandages, Monopoly]
+20 Supply [Commerce]
--
+1 Royal Charge
[Epidemic Religion]
Increase hero pool by +1

Market [Trade Route: 1, Nepuza[E]]
Upgrading Trade Route 2/3

The Anti-smuggling policy is in place. Your people recovered even more forgery.
+x25 Forgery

Your people finished their investigation in Myin's location. He is apparently hiding somewhere in the Black Raven.
Hearing the efforts of their past plans being ruined, one of the Pirates asked if they can join your ranks. He said he will gladly give you all the information he has on Myin.

Cotton Factory 1 / 10

>Sorry didnt see the roll last turn
-5 Supply
Training 5/12
(1/3 progress will upgrade one aspect of your soldier and cost 5 supply)
1 Soldier [C: D, E: E, M: E]
>>1164213
+205 Supply (Total)
---
+185 Supply [Supply Gain]
+10 Supply (Coal, Monopoly)
+10 Supply (Iron, Monopoly)
---
+1 Snowpeak Emblem
+1 Free Building Action (Coal and Iron)
The Anti-smuggling policy is in place.

-Precious Stone
Precious Stone Mine 2/8
>>1167302
+125 Supply [Total]
+2 Bloodsucking Token

Tax 6/8
Magic Library 2/4
Soldiers 4/8
>>
File: map.png (150 KB, 900x771)
150 KB
150 KB PNG
>>1171167
>Black Legion is now considered afk
>1 Open Space
>>
>>1171179
Claimed!
>>
>>1170739

So is my market complete then?
>>
>>1171248
It is not completed.
>>
>>1171267

What's the progress at?
>>
>>1171274
You got a 25. You did not make any progress.
>>
>>1171179
>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. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: [C: E, D:E, M:E] Necromancer, Experimenter, Dark Magic [A]
>Bonus:
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
Warbeast "Independent" "Hunter" 987 / 1332
>Military:
>Supply:
>Buildings:
>Technology:
>Storage:
>Magic:
>Bonus:
>>
Rolled 55, 94 = 149 (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: 4
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
2 Raven Thieves [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 440
>Buildings:
Market [Trade Route : 1, Bluholm [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.
>Works in progress: Gambling Den (3/8), Illusion Magic (6/10), Black Market (1/3)

---

Actions:
1. Put everything on hold and locate the escaped captain of the pirates. Tell them that he essentially has two choices - continue to push his luck against an international effort to hunt him down and eventually go down with his ship or join the largest and most feared criminal syndicate in the Empire. I promise a place of power for him in exchange for his loyalty.

2. It is good that we have some fresh meat, but they will likely become a serious liability if they continue to have such piss-poor fighting skills. Send them to the barracks and refine them into D-class Raven Enforcers. (+Barracks) (+Faster criminal training bonus)

Dice be with me

Also I'm staying out of the little shitshow in Hawthorn's, I have more important things to do..
>>
Rolled 79, 59, 5 = 143 (3d100)

>>1171167
>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: 5
>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: 355
>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 6/8
+ Magic Library 2/4
+ Soldiers 4/8

1. The people of Bluholm had completely lost their mind. Slaughtering the Lords and declaring independence they had commited all kinds of treason only punishable by Death. Then again, Count Sohnzwei was not the law and he certainly did not have the resources required to force Bluholm back into the fold by force. It would appear the time of the Empire had come to an end. It wasn't even dead yet and the vultures were already digging into its flesh.

But beyond bleak mountain tops and foggy marshes, order remained.
+ Tax 6/8 (Use some Supplies for final bribes to hopefully finish this turn)

2. Filled with Books imported from Hawthorne the Library of Salvynia's capital grew every day. Soon all of the Salvynian people would benefit the spells described therein and perhaps the people too could use the Dark Energies to their advantage and finally master the Salvynian Wasteland.
+ Magic Library 2/4 (Use some Supplies and the trade route for Hawthorne imports)

3. Spears, axes, pitchforks. Bearing whatever they could the Salvynian Soldiers would drive any invaders out of their homeland. Naturally being torn apart and eaten was not new to them, however if it happened under the orders of a foreign Lord the entire thing got a little more rude.
+ Soldiers 4/8
>>
>>1171288
Bello, you forgot to give Zylophotous his skills and bonus.
>>
>>1159535
>Skill: Intelligent, Research [A]
>Bonus:
[The Religious Teacher]
Your leader is also considered as a hero with the Research [A] skill.
Characters (current leaders, future leaders, heirs, heroes) can learn under you and gain an extra bonus.
>>
>>1171379
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus:
[The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Military:
3 Soldier [C: E, D: E, M: E]
>Supply:
200
>Building:
Bio Academy - [Research : E]
-1 Charge , 1d50 for a warbeast
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
>>
Rolled 38, 31, 32, 67 = 168 (4d100)

>>1171156
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: 319
>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. Build a big Warboat
2. Build another training hall
3. Recruiting Trolls 7/12
4. DEFY DESTINY
>>
Rolled 23, 75, 1 = 99 (3d100)

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:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 428
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton E]
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

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.

1. Any troll fishing boats that continue to be sighted in Roa's waters will meet an accidental end at the hands of rogue waves and javelin fire.

4 Raiders, 1 Warship, Water Magic: E

2. Continue researching Whale Oil Refinement. 1/10

3. Begin upgrading our Whaling Yard. [Coal and Iron]
>>
>>1170739
Free: A group of soldiers is sent to intercept the hybrid woman and ask her what her business is recording information as our mages practice. If she seems suspicious or tries to resist apprehend her.
>>
>>1157537
A message from the patriarch and the office of the patriarch, sealed with the offices Steeple-hat & 2 keys, and the seal of the new patriarch, Xylophotous, is sent.

The new Patriarch's seal is the holy man standing on the whale's forehead with the monolith to the left and the gods to the right. Xylophotous is depicted wearing an ornate graduate's cap and holding two books, one reads 'PATROLOGICA NIKONAE' the other reads 'JUSTI DIVINOMOUS'. The motto the picture seal contains, reads 'Extirpando Ignoramusi', which means 'eliminate ignorance' but could also mean 'eliminate those who don't know / believe wrongly', since etruro is a contextual language.

"We welcome students to the school, however the school is not a general education school, students there learn religious law, rote memorization, nepzusi history, some maths, sailing, geography, and weaving. If you still want to set up a student exchange program of some kind, we welcome such an option. Regarding the west castle, we would proceed with such an arrangement only if the exact and specific terms of any such arrangement were spelled out in treaty, signed, and verified by a neutral party, after which all parties involved including the neutral party keep a copy of the treaty. As far as Sainthood goes, I could simply proclaim him a saint, as is within the power of my office, but I would like it to have more weight than that and to do that I need to know more about him, namely at least 1 specific thing of momentous good-doing and merit that he did which merits making him a saint. I am not at all opposed to the idea of making him one, I just wish to be able to make a reasonable statement of why it is being done, as is within the rules of saint proclaiming, and what is more usually done than simply me making it so with my holy authority."

Addendum: "Following the blessed hermit Nikon's declaration, we re-affirm that there is absolutely no sin in executing a legally condemned to death or caught red handed pirate so long as it is done by burning, stoning, drowning, live burial, decapitation, hanging, or dismemberment. Additionally, we proclaim that there is minimal sin in using the strapando or the pulling and crushing technique on any said pirate who is reluctant to give information."

The strapando is an insanely brutal torture in which a person (usually a male) is hung up by their wrists (wrists tied in ropes) and then has their genitals whipped with a salted whip until they confess. Pulling and crushing is just as bad, its a dental torture in which teeth are crushed to a pulp or simply torn out with a dental tool.

Sounds like the new guy might be a "fun"-damentalist.
>>
>>1171508
>>1171379
>tfw
I would have liked to get that spot. I had hoped >>1151650 asking for a reserve would have worked but I guess if Bello wants first come first serve. Doesn't seem like anyone else is going to go AFK any time soon.
>>
>>1171740
*cough* Scythia *cough*
>>
>>1171740
Also sorry, Druza has been waiting as a hero for a bit longer in the second thread.
>>
>>1171769
>>1171781
If Scythia is open, I would like to take it.
>>
>>1171781
By the way Bello with my previous action I was more intending to develop/train a skill that would allow me to purchase resources from nations using the debt of certain vendors, for example if a Cotton factory owner or a Coal Mine foreman owed money to the banks I could offer to pay off their debt to the state in exchange for some extra resources. Although I do like the opportunities you listed.
>>
>>1171740
Hey man, if you want I can cut you off some part of my lands. It will be landlocked, sure, and its not exactly prime real estate. And the neighbors are secessionist Maneaters, but you know what they say.

Clay is clay is clay.
>>
Rolled 40, 40, 25 = 105 (3d110)

>>1171156
>Lord's Name: XYLOPHOTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1159535
>Skill: Intelligent, Research [A]
>Bonus: [The religious teacher] - leader is a hero with the Research [A] skill.

Currently 0 builder tokens.
[epidemic religion: hero pool upgraded to 2]
[peaceful conversion, roll 1d110 instead of 1d100 for each action for 3 turns]

>Fluff: see >>1159535
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 383
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]] (upgrade, 1/3)
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

Actions
1. Use building token, build the Synodotous, an administrative chapel for synods, financial meetings, etc.
2. Use building token, build the Liturgical school, where people who are to become temple staff, priests, and priestesses study.
3. Train soldier, currently at 7/8.
>>
>>1171740
Make friends with nepzusa. There may be a posting for you as a member of a (((neutral))) international bank if you do. I can't say more than that as it might give away some aspect of my overarching plan.
>>
>>1171783
Just wait 2 or 3 more turns and itll be yours or
>>1171809
You can take up Whitedeath's proposal and gain a slice of his land.
>>
Rolled 11, 76, 6 = 93 (3d100)

>>1171508
>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. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus: [The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>Military:
3 Soldier [C: E, D: E, M: E]
>Supply:
200
>Building:
Bio Academy - [Research : E]
-1 Charge , 1d50 for a warbeast
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
Warbeast "Independent" "Hunter" 987 / 1332

Action 1: Finish the warbeast
Action 2: Upgrade the academy
Action 3: Search within the academy for students with a lot of talent in monster making
>>
>>1171874
Disregard third action, forgot it was two actions only
>>
>>1168850
"My Lord Hexxus, I will be frank and honest as is due any Lord of true worth. I cannot accept this offer, I am a practical man and I must only deal in that which is practical.

If you wish for me to become a trader under your employ for this, I must insist upon 50%. No more and no less, for now."

>>1171872
Did you see >>1171804. If there's anything unclear about what I was trying just say so.
>>
Rolled 69, 43, 9, 12 = 133 (4d100)

>>1171156
>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. [x][]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 injured soldiers
>Supply: 365
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
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

longbowmen 9/12

1.Finish researching constitution
2.Liquidate the blue's and noble's property and transfer the funds to the state
3&Free action. finishing longbowmen
>>
Rolled 19, 63 = 82 (2d80)

>>1171968
Rerolling the 9 and 12
>>
Rolled 54, 47 = 101 (2d100)

>>1170739
>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]
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:
370
>Buildings:
-Farm+ [Supply Gain: C]
-Forge [Crafting : E]
-Roads [M:E]
-School [Research:E]
-Homes[Happiness:E]
-Hospital [Happiness: E, Healing: E]
-Training Yard [Training: E]
-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.

Finish Printing Press [3/4]

Improve Schools.
>>
>>1171905
>>1171804
+Skill: Debt Collector
>>
>>1171905
"50% of the profits...one moment" the official takes out a small purple flag wraps it around a spare palanquin pole and then waves it in the air facing the palace. Moments later a green flag can be seen waving from the palace
"His Majesty finds this agreeable, for now. We usually use this flag method with colored bandages to signal men to purchase and sell shares of companies and goods. The market has been advancing rapidly these days."
>>
>>1171156

Also, my territory's technical name is Raven Watch, or just Syndicate territory for short.

If it's a free action I'd like to have a word with this Myin as well.
>>
>>1170294
Ser Colhen

My promise men ser Colhen, I made an oath to them that I shall bring about the dawn of a new republic and due to this promise my power is legitimized which binds me to the people who will soon be governing themselves should all go as plan.
>>
>>1159972
A letter carried by a small black Bat arrived,

"To the illustrious Professor Nimbledon,

it has come to my attention that you will be hosting a Wizard Rugby Tournament.

Firstly I would like to announce the participation of Salvynia's rag-tag underdog Team. The Salvynian RTUs.

Secondly I would like to petition for a more prestigious rebranding of the event to something along the lines of:
"Wizardbowl World Cup"
or
"Hawthorn Mager League" "

- Gunning for participation Trophies,
Count Sohnzwei of Salvynia
>>
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Rolled 83, 39 = 122 (2d100)

>Lord's Name:
Valdean Rothouse
>Skill: [C: E, D: E, M: E], Wit, Debt Collector
>Supply: 100 + (200 supplies worth of cotton from Epidemica)
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.

>>1172548
"Give his Lordship my thanks. I will return wit his investment of 200, and 50% of whatever net profit I gain from it. And tell him his offer of a ship is generous, but I have my sights on another vessel."
>>1171156
I will keep a note of these opportunities, but I need some additional capital before I go purchasing tokens.
>>1154111
I write a letter to Sir Seaworth. "My Lord Seaworth, I see a potential for profit for yourself and Albreton. The great Wizards Rugby is soon, there will be a great need of supplies for the vendors to sell to the mass and throng of the crowd. Albreton has the domestic Market to provide these commodities. My plan is to drop of a load of Cotton to your Quarantine process so it can earn an official stamp of cleansing, and while this happens I wish to load up on commodities from your domestic market and sail to Hawthorn's at once. After the event, I will take the cotton to Snowpeak where I will sell them to the dwarves for iron. I seek to be loaned the use of your trade ship as soon as can be done for this endeavor. I will see to it you gain a handsome cut of the profits from the event for usage of your ship."

1-2. I have a very limited amount of time before the Wizards tourney if I am going to make a profit off of that. I have the cotton I came here for, now I just need to move it. I can use the Albretonian trade network for this. Once there, I intend to spend about 100 of my own supply on Commodities from their Domestic Market, and set sail for Hawthorn's.

Thankfully Albreton is but across the channel to Epidemica.
>I set sail for Albreton on their trade route, and to purchase commodities from their domestic market and borrow their trade ship if permitted
>>
>>1171623
The woman peacefully allowed herself to be questioned by the scouts.

She said she just wants to research magic in this nation.

>>1172817
Myin is currently hiding in your territory.
>>
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Rolled 78, 56, 31, 32 = 197 (4d100)

>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.
+2 Snowpeak Emblem (Cost 2 points to make)
>Military:
3 Soldiers [C: E, D: E, M: E]
>Supply: 570
>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

+1 Free Building Action (Coal and Iron)
The Anti-smuggling policy is in place.

[Precious Stone] - +1 to any building project
[Precious Ore] - +4 Progress to training a unit
40x [Albreton Supply - (Forgery)]

1. Build a huge dwarf hearth, now that we have coal, where dwarven mothers can warm their bellies or their children. wealthy dwarven families can buy homes in these warmed places.

2. Build a dwarf workshop. it will allow us to create tools, and modify our technology.

3. Free building action

Keep working on the precious stone mine 2/8

4. Snowpeak Emblem. Work on the precious stone mine 2/8
-35
>>
>>1173067
Inform her that there is a school that isn't too hard to get into. If there are special circumstances that require her border hopping then something could be arranged to accommodate her research.
>>
Rolled 7, 45 = 52 (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 Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
>Beast Hunt 2/6
#1-2 the intensive training continues, as Sally tries to keep up with the professional atheletes who themselves try to push their own limits, preparing for the big game 6/10
#3 Bonus: +Every thread, you gain a student. You can choose which nation this student came from.
today, a young merboy walked up to Hawthorn's shores from the ocean. he explained that he had swum very far from the west in Albreton looking for us. he wanted to apply to Hawthorns as a student. the Professor asked him why, and he said it was to prove a point to his girlfriend. evidently, he and her were both...engineers? they were competing with each other along with her other siblings. he explains he met his girlfriend as they shared a desire to integrate of magic and technology. but they differed in the methodology. the girl believed that "magic should form the foundation, with technology integrated into it" where he espouses that "technology should provide the inspiration, and incorporate magic into it. it's the key difference between Technomagic vs Magictechnology." Professor Nimbledon does not at all understand what he is talking about, but is interested in finding out. Professor Nimbledon decides to accept him student if he promises to also learn magic properly.
>two Turns until Wizarding Rugby Cup
>>1173027
"any magical team is welcome to the cup, and I suppose we could discuss a name change to the fellow schoolmasters during the event."
>>
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>>1173422
>>
>>1173351

She said she might visit the school, but to enroll to that school since it doesn't really teach her passion.

She said she wishes to create magic-technology and wants to hear about the accomdations for her research.
>>
>>1174089
This is also of interest to myself and if you are able to give me a list of what you need in a facility I can have one built quickly.
>>
>>1174098
Gail gave you a blueprint of a [Magic Workshop [E]] that comes with textbooks on magic and some assistants.

She also told you that at some point, Gail will have to travel to Salyvania to learn some dark magic.
>>
>>1170739
>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: D]
>Supply: 163
>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
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>Magic:
Geass [D]
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.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

Stats
>>
Rolled 60, 22, 36, 89 = 207 (4d100)

>>1174249
>>1170739
1. It is about time we begun the games to choose the team to go to Wizarding Rugby Cup. Prepare the field and have a good game everyone.
+Geass [D]
+Light [E]
+Transmutation [D]
+Earth E
+Nature E
+Air E
2. Begin to build palisades around our border towns. Use magic to speed up construction and enchant them to increase their durability and protective properties.
+Enchatment [E]
+Enchantment [E] from workshop
+Construction [E]
+Geass [D] (So dangerous bests ignore the towns)
+Transmutation [D] (So the walls are hardened and reinforced.)
+Earth E (So the foundation and earth around the walls are hardened)
+Nature E (So the wood of the paliside is strethened again)
+Air E (So projectiles coming towards the walls are weakened or pushed back.)
3. Begin construction of Miss Gail's Magic Workshop [E]. Spending the Poor Yern Lumber in the construction. As well as using a bit of magic to speed up construction.
+Construction E
+Poor Lumber Wood
+Transmutation [D]
+Earth E
+Nature E
4. Continue training the spearmen with all the new enchanted gear.
+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]
+Enchanting [E] From workshop
+Training [E]
>>
>>1174285
Air spear is at 3/4 if it matters.
>>
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Rolled 97, 76, 100 = 273 (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 Soldier C: E, D: E, M: E] *Injured till Turn20
1 Ship [M: C, Storage: 4]
Tradeship [Trade Supply Gain: D]
>Supply: 393
>Buildings:
+Docks [Trade Routes: 4, Captain Nema[E], Epidemica [D-*1]] *1: Quarantine, Snowpeaks[E], Roa[E]]
Naval Academy [Recruiting: E, Training: E] Domestic Market [Happiness: E, Supply Gain: 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
Joint-Stock Company 14 / 20
Upgrading Ship 2/12
New Docks 2/4

The Black Legion is currently out of action. I am shifting the trade route to Captain Nema.

>>1173054
"Excellent idea. You have use of my ship. I will provide you with supplies from our domestic market. I am giving you commodities from our domestic market, I expect 50% income from your net profits from the game. Albreton will lead the world through transportation, and we are proud to let you use of our great vessel."

1-2. I invest 300 supplies of Albretonian goods and loan our Trade Ship [D] to Rothouse. In addition, prepare a great [Advertising campaign] for Albretonian transportation and delivery services. Logo's on boxes, packaging, pamphlets, posters, to be delivered to crowds at the Wizarding game. These will be delivered with the goods. The goal is to monopolize transport and consolidate the trading fleets under our banner, and become the superior middleman of the Empire. The cotton of Epidemica, the Iron of Snowpeak, the Fish of Roa, all the goods and products of the whole world at their fingertips thanks to Albretonian ships. That was our edge, transportation and sail, to bring the goods of the world to the masses.

Albreton and Edpidemica are as much allies of commerce as they are rivals. It is a competition, of production vs marketing. They build factories and the means of production, but Albreton invested in the logistics of movement. For now, Epidemica's manufacturing gave them the edge. But soon enough Albreton would seek to lead them superior transport and trade networks delivering the goods they produce to the kingdoms of the Empire. And after that Epidemica would seek to surpass them again, and the great game of commerce would go. And prosperity would come to all.

3. +1 Building Free Action Build another Trade ship

Lumbermill [Construction: E]
Boatbuilding [D]
Naval Academy [Recruiting: E, Training: E]
>>
>>1174974
https://www.youtube.com/watch?v=KeLkd8nNxBY
>>
>>1171397
Your people went out and searched for Myin, the captain of the pirates. Rumors of your search must have spread fast, because the guards returned with a message from Myin.

This letter says this.
"Why should I trust you?"
It gives no methods in how to return a response.

You started training one Raven Guardsman! You get one extra roll to continue training until the project is complete!

-5 Supply
Training 6/12
(1/3 progress will upgrade one aspect of your soldier and cost 5 supply)
1 Raven Guardsmen (C: E, D: D, M: E)
>>1171403
+Technology:
Tax

-50 Supplies (Building)
+15 Supplies (Hawthorne Trade Route)
+Building:
Magic Library (Research: E)

Soldier 5/8

>>1171531
>BONUS CHANGE
>Bonus:
[Defy Destiny]
Every failed action gives you [1 Vision Charge].
[1 Vision Charge] turn rolls of 20-29 into successes.
In the beginning of every thread, you can discard X amount of [Vision Charges]. You will then be presented X amount of [Good Events]. You can choose X/2 of these event to happen. (Rounded to the lowest #)
>Vision Charge
+2 Vision Charge

(Charges can not be given but you can use your own charges to give [Good Events] to other players)

Warship 3 / 15
You do not gain an extra action since your already building another unit!

Upgrading Training Hall 1/4
Trolls 8/12

Roa's raiders have taken control of the fishing area and pushed your fishers out!
>>1171565
Your soldiers received the orders.
-2 Supplies (Stationed near your sea)

Your people now control the area.
Whale Oil Refinement 3/10

Either your people hunted too many whales or they just stopped appearing, but the whaling yard has been getting no gains this entire year.

The Whaling Yard has shut down and you can not continue your Whaling Oil Refinement project until it comes back up.

Whaling Yard [Supply Gain: E]*Turn 20 will not give supply

>>1171841
-2 Token
Synodtous 2/4
Liturgical 2/4

-20 Supply (Unit supply cost)
+Military:
1 Soldier

>>1171874
+1 Bio Charge

Upgrading Bio Academy 2/4

>>1171968
Constitution 7/8

You received the funds from liquidating the blue's and noble's property!
+75 Supply
The other nations have begun to hear about your exploits...

Longbowmen 11/12
>>
>>1178449
I got here just in time! I'll give you a post real quick.
>>
>>1178449
>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. [x][x]
>Bluholm
>Military:
3 Soldiers [C: E, D: E, M: E]
1 injured soldiers
>Supply: 365
>Buildings:
University [Research : D]
Market [Trade Routes: 1(Trading with the black raven)]
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 7/8
upgraded Bow+arrows 1|8

longbowmen 11/12

1. Finish Constitution
2.Start building barracks
Free action: Build longbowmen
>>
>>1178475
Can I spend supplies to speed up construction
>>
>>1172289
+Building: Printing Press
School 1/4

Brash suggests to spread our influence in other states, but to do in small manners.
He believes that we need to find talent and that we're safe since the other Lords don't see us as a threat as of now.

>>1173054
+200 Supplies (Epidemica's Cotton)
+300 Supplies (Albreton's Investment of Goods) [If you wish to accept Albreton's investment]
and/or
+100 Supplies (Albreton's Commodities)

+Military:
+1 Tradeship [D]

You have begun to set sail to Hawthorne!
It will take [Turn 19] to get there.

(If you are going to rule Scythia, is it fine if I make a NPC to continue your merchant adventures?)

>>1173331
Hearth 2/4
Workshop 1/4
Stone Mine 3/8

>Bonus buff
-25 roll value

>>1173422
Training 7/10

+Military:
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>>1174285

After some testing and games, you believe you found the best team to compete!

+Military:
Magic Team [C: 0, D: 0, M: E]

Palisides 2/4

-Poor Yern Lumber
Magic Workshop 2/4

-5 Supply (Enchantment cost)
Training Transmutation Armor [3/4] (You still get a free action when an enchantment is done)
1 Spearmen [C: D, D, E, M: D] *Air Spear, Earth Shoes

>>1174974
-300 Supplies (If Rothouse accepts your investment)
-Tradeship [D]

>HERO GAINED

Samuel Lakefold.
A simple man of many paradoxes. Compassionate but greedy. Caring but ruthless. Honest but cunning.

Even with so many weird tendencies, there is still one thing constant and simple in Samuel's life.

It's that he can make money. A lot of money.

+Military:
Commercio (Tradeship) [C: 0, D: 0, M: E]
Samuel Lakefold [C: 0, D: 0, M: E] *Captain of Commercio, Trader and Merchant
>>
>>1178471
Alrighty

>>1178478
You can. It's usually 50 supplies to give +1 in buildings
>>
Rolled 71, 59 = 130 (2d100)

>>1178471
I'm posting from Arthur's house BTW! We're about to go to class.

>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.

+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: 350
>Buildings:
Market [Trade Route: 1]
Hangar Docks [Trade Route 2/2] [Upgrading Trade Route 3/3] - (Albreton)
Technician Castle [Defense: D, Rolls: E]
Research Facility [Research: E]
Common College [Research: E*] *Can share technology with other nations
Technology:
Altanteoan Projects
>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.
[racial tension]

1-2. I'm going to go to the quidditch game at Hawthorn's with all my crew. But I don't want their silly little racial tensions to be scaring them again, especially if the bugs decide to visit too! I'll work extra hard on finishing the Theater so my crew can learn about bugs and stop being so scared of them!

And I'll be able to make a footage reel of the football game too, that will be great. 1/3

>>1174974
Hooray, a trade route is open!
>>
>>1178489
+Building:
Theater [Happiness: E]

Remove [Racial Tension]!


>Bonus Buff
A player can only use a token once every thread, but YOU can use it after every 5 turns and/or a new thread.

The Albreton trading route is complete!
>>
Rolled 89, 28, 63 = 180 (3d100)

>>1178475
Adding 100 supplies to action 2
>>
Rolled 51, 97 = 148 (2d100)

>>1178449
>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. He now rules over skallerskön with a great focus on experimenting on local animals although some rumours claim he has far more sinister things in the making.
>Skill: Necromancer, Experimenter, Dark Magic [A], Research [A]
>Bonus: [The Black Coat Experimenter]
Your leader is considered as a hero with the Research [A] skill and Dark Magic [A].
If your [Bio Academy] is up, you gain +1 Bio Charge for every failed roll. You can consume these bio charges to gain an effect. These effects are determined by the level of your Bio Academy.
>Kingdom's Name: Skallerskön
>Color: Orange
>Fluff: The lands of SkallerSkön used to be a dangerous land where wild beasts roamed the land terrorizing the people, Thus they had to turn to darker powers to stay alive. The power gave them the abilty to drive off the warbeasts from the lands temporarily. The powers that they were given came at a price, 1 in 8 died and thus the leader was forced to rule with an ironfist for decades. And now Treesönar coming back from his journey he took up the role of the leader when the previous one died of a mysterious heart disease...
>Military:
3 Soldier [C: E, D: E, M: E]
>Supply:
200
>Building:
Bio Academy - [Research : E]
-1 Charge , 1d50 for a warbeast
Docks [Trade Route: 2]
Farm [Supply Gain: E]
>Technology:
Monster Creation
Biology
>Magic:
Dark Magic [D]
>Bonus:
You can create [Bio Academies] in other nations (with the Lord's permission). Other nations, with Bio Academies, boost both of your research level and gives you charges if they fail a roll.
Warbeast "Independent" "Hunter" 987 / 1332

Action 1: Finish the warbeast
Action 2: Upgrade the academy
>>
Rolled 21, 5, 53 = 79 (3d100)

>>1178449
>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: 4
>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: 320
>Buildings:
+ Market [Trade Route: 1, Hawthorne [E]]
+ 'House of Black Tomes' (Magic Library) (Research: E)
>Technology:
+ Tax
>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

+ Soldiers 5/8

1. Not far from the House of Black Tomes a new structure would rise in the Salvynian Capital. A set of Barracks where the older Cursed Lords could teach their younger brethren how to fight. To improve upon their skill and make the Salvynian army a fearsome force to be reckoned with.
(Invest Supply)

2. Throw together a rag tag team of underdogs to participate in Hawthorne's Wizard Rugby Tournament. Salvynia did have a lot of other worries and not a lot of resources to spend on the matter, however Count Sohnzwei insisted on partaking in the grand spectacle either way. It would after all serve to cement what little common culture there was between the Salvynians and their neighbors.
(Just take this single roll to get together whatever team we can)

3. While a new structure was under way in the Salvynian Capital in the bleak landscape the recruitment drive continued. Young men with no perspective were armed and trained. They too would serve to defend Salvynia until their dying breath and, given time, even beyond that.

>BONUS:
Spend one Bloodsucking Token for [Bloodsucking Bond] to benefit from >>1174974 rolls.
(Token already subtracted)
>>
>>1178735
Actually nvm it says ally and I'm not sure this requires a formal alliance or whether this is just a term used in context of the bonus. If it requires a formal alliance just tell me and I'll write the token back in next turn.
>>
Rolled 28 (1d50)

>>1178634
Rolling my bonus for warbeast
>>
trying to post, test
>>
Rolled 96, 48 = 144 (2d100)

>>1178480
I'm actually having fun playing a merchant. Could I keep playing a merchant while having a nation?

>>1174974
"You know my terms well, My Lord Seaworth, and I accept. You will see Albretonian goods sold in the Hawthorn's tourney and I will return with your share of the profits. Might I inquire as to whether or not I may be considered for a position on the company board?"

>Lord's Name:
Valdean Rothouse
>Skill: [C: E, D: E, M: E], Wit, Debt Collector
>Supply:
+200 Supplies (Epidemica's Cotton) {Epidemica}
+300 Supplies (Albreton's Investment of Goods) {Albreton}
+100 Supplies (Albreton's Commodities) {Myself}
+Military:
+1 Tradeship [D]
>Bonus:
[The Bonus Merchant]
You can buy any active Lord's [Tokens], [Charges], [Emblems], and [Points] from the Market.

1-2. People say the galley or the flyut is a slow ship. They are both right and wrong. It cannot make swift turns or sharp battle maneuvers like a Roa'n longboat or. . .well, Albreton and Roa are the only sea kingdoms worth mentioning.

But on long voyages, no other ship can match. It has the tallest masts and the largest sails and when pushed may not be able to make turns very well, but can sail a straight line faster and longer than any other.

I want to try and push the crew of this ship. Our estimates are to arrive on turn 19. Let's see if we can beat that and arrive on turn 18. Train a skill in speed sailing.
>>
Rolled 15, 38, 6, 34, 93, 83 = 269 (6d100)

>>1171167
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
[Epidemic Religion]
Increase Hero Pool by +1
Military:
1 Soldiers [C: E, D: E, M: E]
1 Soldiers [C: D, D: E, M: E]
Supply: 333
45x [Alberton Supply - Forgery]
Buildings:
Market [Trade Route: 1, Nepzusa[E]]]
Cotton Factory [Supply Gain: B]
Textile Factory [Supply Gain: C]
Cove
Docks [Trade Route: 2, Alberton[D-*]] *Quarantine
Gym [Happiness: E, Training: D]
Technology:
Cotton (Bandages)
Commerce
Navy Patrol [Small Defense: E]
Bonus:
Crime [Supply Loss: E]
Criminals:
Smugglers
Every thread, upgrade any building with a rank of [E].
Linothorax 2/8
Upgrading Trade Route with Nepzusa 2/3
Upgrading Gym 1/6
Cotton Factory 1/10
Join Stock Company. Outer Imperial Trading Company 14/20. This is a shared project between Epidemica, Albretton and Nema
2 Pirates [Prisoner]
1 Ship [Storage:4] * Damaged (It was Storage 5 before, or is this because it is damaged?)
-200 Invested in Lord Rothouse
Training 5/12
(Sorry I couldn't get this in sooner)
I Accept the ex-pirate's offer, he will join me "Myin left you for dead, I will make you a new man. A man capable of finding and eliminating Myin and those who follow his example. In death there is no chance for men to redeem themselves. Prepare yourself for the rigors that may follow you will need strength and vigor to survive here but it will be your duty to hunt down the rebels and pirates in their dens that would threaten us abroad." Convert this pirate into a pirate hunter.

With this investment of 200 supply into Lord Rothouse we will begin the road to furthering production and the power of Epidemican Cotton. The duty of trading to expand and ensure the fortunes of one's family is an honored position in an Epidemican House. Only a son of great merit will find the position or in this case a lord of considerable skill. It is perhaps time for Ruber to educate himself of the world and conduct the sacred duty of trade. As is tradition my heir will conduct the trade of the Hexxus House. He inherits

2 Free Actions to continue upgrading Soldier 5/12
1 Continue Upgrading Cotton Factory 1/10
2^
>>1171720
34 Exchange Student Program with Nepzusa; Epidemican students and scholars may enter the famous School of St.Aegon the Academic to aid in research. Our scholars can use its facilities to expand their knowledge, pick up new languages and learning skills and perhaps most importantly a chance to understand our neighbors. Bob Hexxus will bring his heir Ruber along to meet and congratulate the new Patriarch on his ascension. Given this opportunity to enter the School with the famed teacher ask him for a lecture on scholarship and law to enlighten the Royalty of Epidemica
>>
>>1178877
it was getting a little cramped in there
12 free action comes first
34 Cotton Factory
56 Exchange Program with Leader and Heir learning.
>>
>>1178855
I also believe I have one Two World's One Sea +1 bonus for the turns (15-20), but I would like to arrive in Hawthorn's first before using it.
>>
>>1178480
>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, D, M: D] *Air Spear, Earth Shoes
Magic Team [C: 0, D: 0, M: E]
>Supply: 158
>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
Enchanting Workshop [Enchanting: E]
Training Yard [Training: E]
>Technology:
Enchanting [E]
>Storage:
1 Slipnir (Movement Beast) a rare horse-like figure that could greatly improve movement and movement cost on a unit.
>Magic:
Geass [D]
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.
Every thread, roll a 1d5 to tame a beast.
[Racial Tensions]
[Small Migration - Scythia(From)]

Stats
>>
Rolled 15, 4, 23 = 42 (3d100)

>>1178907
1. Continue to build palisades around our border towns. Use magic to speed up construction and enchant them to increase their durability and protective properties. 2/4
+Enchatment [E]
+Enchantment [E] from workshop
+Construction [E]
+Geass [D] (So dangerous bests ignore the towns)
+Transmutation [D] (So the walls are hardened and reinforced.)
+Earth E (So the foundation and earth around the walls are hardened)
+Nature E (So the wood of the paliside is strethened again)
+Air E (So projectiles coming towards the walls are weakened or pushed back.)
2. Continue construction of Miss Gail's Magic Workshop [E]. Spending the Poor Yern Lumber in the construction. As well as using a bit of magic to speed up construction. 2/4
+Construction E
+Poor Lumber Wood
+Transmutation [D]
+Earth E
+Nature E
3. Continue training the spearmen with all the new enchanted gear. 3/4
+Transmutation magic [D]: Added to the armor and spear to reinforce them and make them stronger.
+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]
+Enchanting [E] From workshop
+Training [E]
>>
>>1178921
Spending 100 supply to finish up Gail's Magic workshop.
Supply total now at 58
>>
>>1174974 Noice

A letter sealed with a forest green wax comes from across the channel. It is pressed with the symbol of a mask and symbol of Epidemican royalty denoting it a letter from Bob Hexxus himself.

To Lord Arthur Seaworth
I have discovered the whereabouts of Pirate Lord and Arch Smuggler Myin, he is in Black Raven. As to whether he is under their employ or simply seeking the best place to avoid detection is not known to me but this is rather troubling all the same. I am considering what methods to employ and would welcome any council you have to offer. It is now that I most miss the late Emperor but am gladdened by the friendship and allies of Epidemica. Good Health and Good Fortune.
>>
Rolled 110, 16 = 126 (2d110)

>>1178449
>Lord's Name: XYLOPHOTOUS, PATRIARCHOUS MONOLITHEOUS
>Fluff: see >>1159535
>Skill: Intelligent, Research [A]
>Bonus: [The religious teacher] - leader is a hero with the Research [A] skill.

Currently 0 builder tokens.
[epidemic religion: hero pool upgraded to 2]
[peaceful conversion, roll 1d110 instead of 1d100 for each action for 3 turns]

>Fluff: see >>1159535
>Military:
4 Soldiers [C: E, D: E, M: E]
>Supply: 263
>Buildings:
Market [Trade Routes: 2, Scythia [E], Epidemica [E]] (upgrade, 1/3)
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]
The Synodotous 3/4
Liturgical School 3/4
>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

Expend 100 supply to give the synodotous and the liturgical school an additional 1 point, meaning both are now 3/4.

ACTIONS
1: Finish the Synodotous.
2: Finish the Liturgical school
>>
Rolled 53, 93, 41 = 187 (3d100)

>>1178480
>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: 320
>Buildings:
Market (?) [Trade Routes : 1]
Tunnels [M: C]
Breeding Ground [Recruiting: D, Training: E]
Insect (Product) Shop [Supply Gain: D]
>Technology:
Thinkers [Research: E]
>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.

Events: Racial tensions have risen in following country: Expedition, Roa
Racial conflict: Krogar
Breeding Ground 3/4

Insect 6/8

Azok has informed his thinkers that evolution shall be chosen.

1. Azok orders his thinkers to research more options for possible evolution, especially some kind of insekts like the Brood mothers of old, whom were able to constantly produce a steady flow of insekt subordinates that could take out the enemy, through sheer numbers.
2. Azok orders that his people shall keep on upgrading the breeding ground
3. The queen keeps on producing the insekts that shall join their gods army.
>>
Rolled 33, 84, 35 = 152 (3d100)

>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: 4
>Military:
3 Raven Guardsmen [C: E, D: E, M: E]
1 Raven Guardsman [C: E, D: E, M: E]
1 Raven Thief [C: E*, D: E, M: E] (*noncombatant criminal)
>Supply: 435
>Buildings:
Market [Trade Route : 1, Bluholm [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.
>Works in progress: Gambling Den (3/8), Illusion Magic (6/10), Black Market (1/3), Raven Enforcer Training (6/12)

1. If Myin does not want to play nice then make him play nice. Capture him and bring him to me. If he does not agree again I'll personally haul his ass to Seaworth or Hexxus or whoever else wants to do the honors and he'll be hung by them the next morning. That's his fucking reason to trust us. 3 Raven Guardsmen and myself will do this and a Raven Thief to scout. If we win, we get a valuable hand. If we can't convince him, we get to snuff out one of the biggest competitors in the crime market. If we fail to find him, he'll be out of our territory and no longer our problem, Make liberal use of illusion magic, don't forget that it is one of our greatest weapons. (+Illusion Magic E)

(If Hexxus's men happen to wander into our territory escort them out, they (or anyone else) should not be in our lands without permission. This is our problem now and it is up to us to decide how to deal with it.

2. Continue with our illusion magic efforts. (+Workshop: Research E)

3. Continue training the Raven Enforcer (+Barracks: Training D) (+Faster criminal training bonus)
>>
Action #2 is at 6/10 progress, Action #3 is at 6/12.
>>
>>1178877
>>1178972
(Nice 110)
Under the Arch of Neutrality awaits Bob Hexxus and his vested heir Ruber Hexxus. Tall and with a heavy build they both have an intense physical presence but their demeanor could not be more different. The father is fiercely gregarious, quick to smile and the kind of man who can share his thoughts and feelings on this not-too-formal occasion to meet the new Patriarch with his aides, officials and neighbors. His son tends towards introversion but is equally fierce in his quiet observations, he greets his neighbors dutifully and respectfully as is expected towards a state so close to his own. When Bob Hexxus sees the Patriarch he greets him
"I greet and congratulate you Xlyophotus on your ascension. Here also is my son Ruber whom has for the first time come to your state. I hope this exchange program will bring your school the renown it deserves and if all goes well perhaps an Epidemic Wing to pursue curriculum not yet offered at St.Aegon's. I had considered what to do with the pirate who is both unrepentant and caught-red handed, his greatest crime is that of Murder for the death of my soldier in battle. Were it a lesser crime I might have put him to hard labor but he must die for his crimes but you being an expert on law I had wanted your personal recommendation of what execution would be most fitting."

"We have heard of your considerable fame as a teacher and hoped we could have a lecture on law and other scholarly pursuits today while we have you. I do hope you will indulge us, Ruber is a powerfully focused student and Education is a lifelong affair."

Later Bob Hexxus would ask what the Patriarch thinks on what to do about Myin the pirate leader and smuggler who is now in Black Raven's land though the circumstances of his stay there are hidden. With the Emperor gone the law seems unclear.
>>
>>1179268
Tall, heavily bearded, with some color in his very long beard despite his 79 years of age, Xylophotous meets with Bob and Ruber under the arch of neutrality.

Xylophotous is accompanied by 4 trumpeteers with long narrow strange looking instruments that resemble a 'kangling' thighbone horn, which they sound as he approaches.

Xylophotous is also accompanied by 8 red and black robe wearing cardinals and 7 Liturgosi, temple priestesses and priestesses, each wearing a golden cape with silver robe and a blue 'mohawk' hat, the cardinals wearing purple steeple caps.

Finally, 2 pages are present, 1 carrying a ceremonial sword & sheath (it is display only, not a weapon), and the other carrying an ornate steeple-cap that seems to belong to the patriarch.

"We welcome you to Nepzusa, Lord Hexus, Prince Ruber. By all gods that are good, righteous, valid, and holy, we bless you."

The patriarch makes a holy sign.

The old man continues.

"The curriculum of St. Aegon's school is covered in much more detail than any single conversation can cover by the writings of the blessed hermit Saint Nikon, the first patriarch. We offer to you access to these writings to study them while you are here, but we forbid them from being taken from here, with the exclusion that a copy you made could be taken off with you. Since these writings are written in Etruro, we will give you a translator to assist you."

The patriarch relates a parable, the parable of the apple tree, the barren tree, and the pear tree. The simple, short parable is about how faith prospers only when its shared with others sincerely, with the apple tree (which is on top of a mountain) beautiful but useless and inaccessible, the barren tree dead and unproductive, and the pear tree bringing happiness to all after it grows up out of a fountain in the middle of a town.

Later the patriarch tells bob that the pirate is to have his beard and head hair torn out, his eyes burned out with red hot coals, then to proceed to the place of execution in public wearing a black tunic and a sign which reads 'I am a pirate', then to be publically stoned to death, with the body either thrown into a garbage dump afterward, or hung upside down outside of a town, and no last rites performed on it in either case.
>>
>>1178480
>+Building: Printing Press
What does this give me?
>>
>>1179187

Spend however many supplies it takes to complete illusion magic.

>>1171565

A letter arrives addressed to Lord Bryne, with the seal of a raven atop a skull.

"Greetings, Lord of Roa. I've come to you today to discuss an offer that you may not want to pass up.

I would propose a solution to your problem with the trolls and your problem with the insects as well. The Syndicate prides itself on being masters of subterfuge, and this can work very well in your advantage if I were to, say, turn the two against each other. The trolls will be too busy fighting the insects to bother you with your fishing, and the insects may likewise be crushed under troll hammers. While I normally charge quite the pretty penny for these services, I will do it for free, all it would take is for you to establish a trade route with us.

You will undoubtedly find the Syndicate to be a powerful tool to accomplish what you need. The Emperor did, after all, as we had a very nice deal going with him similar to the deal I offer you.


Do let me know what you think.

-The Black Raven"
>>
Rolled 85, 44 = 129 (2d100)

>>1178449

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:
5 Raiders [C: D, D: E, M: D]
1 Ship [M: C, Storage: 4]
1 Warship [C: E, M: C, Storage: 6]
>Supply: 426
>Technology:
Boatbuilding
Mass Fishing
Rum-Making
>Buildings:
Docks: Upgraded 3/4, [Trade Routes: 3, Snowpeaks [D], Albreton E]
Fishing Port [Supply Gain: E]
Whaling Yard [Supply Gain: E]* SHUT DOWN
>MAGIC: Water [E]
>Bonus:
Supplies to build raiders or ships are halved.

Whale Oil Refinement 1/10

Cultural Hostility: With the Swarm.
Cultural Tension: With the Trolls.


1. Irksome. With our whaling yard now inoperational, we must resort to other measures: most specifically, relying more heavily upon merchantile trade with other nations.

Upgrade our Trade Route with Albreton.

2. Establish a Trade Route with The Syndicate.

>>1179381
A letter is left for "pickup" in a rather bland location, with the seal of Roa upon it.

"To interested parties,

"We hear your offer and accept. We wish to prevent open warfare with either party, but letting either live unmolested is counter to our interests.

"Understand, however, that we expect absolute secrecy and subtlety in your efforts on our behalf. It would not do well to have this agreement blown wide open. But then, you would already know this.

-Lord Bryne"
>>
>>1179356
(To gain the bonus for my leader and my heir from your Teaching skill we may decide here. I suppose Intelligent or Researcher but in being able to learn some history or spiritual understanding I could get Military Leader or Spiritual Leader. For Bob I think Spiritual Leader would be a good trait and appropriate since he embodies the spirit of the Epidemican culture. As for Ruber, perhaps Geography? Or a Nepzusan fighting style? I think Geographer would be a good one."
>>
new thread soon?
>>
Rolled 35, 7 = 42 (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
Trist Andels [C: 0, D: 0, M:E or C*] *Water, Mermaid, Engineer
>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 Magic [B, Competitive]
>>Bonus:
>Start out with 4 [Magic].
>Every 5 turns, gain an extra action dedicated in increasing your [Magic]
>Beast Hunt 2/6
#1-2 the training has been brutal and thorough. Sally Sochel and the Hawthorn team have bled and worked together through an intense training regimen. morale is high and they've learned how to work coherently as a team. Hawthorn's team of flying witches and wizards prepares for the Rugby Cup. Training. 7/10
>one Turns until Wizarding Rugby Cup




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