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/nation/ - Nation Games and the Lost Generals


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Day 670. Not all hope is lost.

File: 0e65915104364db⋯.png (302.8 KB, 1800x1157, 1800:1157, Lumea.png)


The Empire is dying. Over 600 years of dominance over half of Lumea slowly coming to an end. The Empire of The Golden Rose has overextended itself, civil unrest and revolts close to the heartland have stifled imperial reach to the marches and barbarians raid and pillage almost unhindered. Bloated Aristocracy and corrupt Bureaucrats have made reforms almost impossible and central government is non existent because of a young, weak emperor. Emperor Alphonsus II inherited the throne three years ago, after the untimely death of his father. His father had suffered a wound and contracted an infection on the front, but he continued back to the capital after his doctors treated him and diagnosed him healthy enough. It flared up when he got back and he died two days later. Alphonsus II was only 15 at the time and inexperienced, totally not ready to lead the empire through the crisis. It's been three years since and things have only gotten worse. Alphonsus II rule is dominated by councilors and court officials who line their own pockets and effectively rule the country, Alphonsus II himself shielded from outside news and not fully aware of the dire straits his empire is going through.To make matters worse, he is not married, adding fuel to the talk that he is not fit to rule. Many of the Provinces and Kingdoms operate effectively autonomously, the Imperial armies loyal to their generals and divided, unable to reliably support the Emperor's vassals. The condition of the Empire has reach the ears of the eastern barbarians and typically divided tribes and clans have united into warbands that raid deep into imperial territory, past the marches and even into coastal core imperial lands. To the far east, there are talks of rival empires in the making, eager to tame the savage wildlands and lead the barbarians in dismantling the Empire.

16 posts and 4 image replies omitted. Click reply to view.



But he isn't from there



That is neither here nor there



What does that mean. Is there no Celtic cultures in this world?



Correct, only the ones I listed are available to choose from.



ok go with germanic

File: 961bad08abd2615⋯.jpg (132.85 KB, 483x700, 69:100, Heinrich_fueger_1817_prome….jpg)

File: dd875773b804f46⋯.jpg (1.22 MB, 2000x2000, 1:1, Hundred_years_war.jpg)


"Harken all thee that care for their Country, that care for their King's sovereignty! Our proud and noble people are under siege, beset on all sides. The Kingdom of Toletanum to the south is eager to assert claim on fertile Provencia, that their forefathers conquered from us and lost ages ago. The Basileíou Tholos to the southeast have been sending their people into the Tirolien Marche for years and now seek to "liberate" their "subjugated" kin from our "tyranny". The Grand Principality of Rascia to the east, our greatest ally, were forced into vassalage by the Sakā-Ötüken Khaganate a few years ago, and now their Khagan leads his great horde through their lands into ours, for what their leader calls "total war". The Cimbric Confederation to the north, long a peaceful nation that kept to their own, have risen up against their Kindins Reik's authority and have begun settling and pillaging in our lands. I tell you all this because, as the People, you have a right to know, and as the King, I have an obligation to inform you all. The People are the King and the King is the People, therefore, I have decided on an heir! Our fair Kingdom is in danger of being overrun by the barbarian hordes, thus I declareth that whosoever shall rally our people and save the Kingdom will be declared Prince of Alemannia, and Heir to the Throne. And so good people, I ask you all kneel and pray with me, as we usher in a new age! An age of tragedy, an age of virtue, an age of cruelty, an age of bravery… an Age of Heroes!"


On hiatus until further notice

File: adda3f908285a4e⋯.png (444.29 KB, 7232x5832, 904:729, The Isle.png)


The start of nations was a spontaneous thing. Across the Continents the discovery of farming seemed to happen all at once. The abundance it brought, aiding in the creation of the first Nations. Ones that would later rule the world.

Please give: (Location / color)

Nation Name:

Nation size: 1d6

Nation Population: size * 1d20

You are allowed to take 2 actions each round.

Each actions success will be determined by the roll of a 1d20

Every fifth round there will be an event which you will roll 1d100 for.

Fluff your nations people and how you came to settle but keep it simple. As the game progress We will update the fluff of the people


YouTube embed. Click thumbnail to play.
Dice rollRolled 4 (1d6)

Location/color: See pic, red

Nation Name: The United Tribes of Liberty

Nation size: 1d6

Nation Population: size * 1d20

The Unified States of Liberty are a group of strong, patriotic people fighting around the cause of liberty and justice for all. They rebelled and took over the kingdom of a despotic asshole and ever since they have rallied on the side of freedom, seeking to liberate any and all chained down by the shackles of tyranny and remove their villainous rulers.

(in short America but in the bronze age)


File: ff91bd395eae73a⋯.png (469.63 KB, 7232x5832, 904:729, here.png)

Dice rollRolled 16 (1d20)

Roll for population + location


Dice rollRolled 2 (1d6)


Nation Name: Diser

Nation size: 1d6

Nation Population: size * 1d20

Diser is a human city state formed by some nearby tribes. Ruled by an elected council of men to run the city.


Dice rollRolled 8 (1d20)


File: 1441014742195.png (55.08 KB, 768x1536, 1:2, Bellatorum.png)


The year is 632.

In the Byzantine Empire, the threat of schism and revolt intensifies, with the peoples of Egypt and Galilee becoming increasingly oppressed by the harsh religious edicts of the imperial governors.

In Sassanid Persia, the fate of the nation seems uncertain, with the Persian crown having passed, after a long succession of royal assassinations, coups, and otherwise suspiciously short rulerships, to Yazdegerd III, a child at only twelve years of age, whom many claim is unfit to rule.

The Byzantines and Persians, militarily and economically exhausted from decades of war with one another, struggle to maintain their control over the outlying territories of Syria and Mesopotamia.

In Armenia, Alania, and Lazica, much of the land lies devastated after numerous raids by the Khazar and Magyar Turks to the northeast, and word has spread of what may be an even greater threat in the northwest: A ruthless tribal chieftain by the name of Kubrat has proclaimed himself King of the Huns and Bulgars, and now leads a vast nomadic army across the Pontic Steppe.

Nearly all of Arabia has been conquered by the armies of the prophet Muhammad, and many of the previously disorganized and unruly tribes of the land are now united under the banner of a new nation, the Caliphate of the Rashidun, and a new religion, Islam. Though apostasy has begun spreading through the tribes of Arabia in the wake of Muhammad's death, the prophet's appointed successor, the Caliph Abu Bakr, has vowed to preserve the unity of the Caliphate by any means necessary, and to spread the word of Islam to all the nations of the world. The Ghassanid and Lakhmid Kingdoms to the north are all that stand between the righteous army of the Caliphate and the vulnerable frontiers in Syria and Mesopotamia.

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File: 81e016527b13404⋯.jpg (235.08 KB, 1000x1189, 1000:1189, Benjamin-Constant-L'Impera….jpg)

Dice rollRolled 9, 52 = 61 (2d100)


Military: 20 Heavy Cavalry, 58 Cavalry, 62 Heavy Infantry, 400 Infantry, 637 Rabble

Allies: Armenian Freedom Fighters: 600 Rabble, 120 Infantry, 30 Cavalry]

[Caravan, Palisade Camp Fortifications at Vagharshapat, Siege Engineers]

[Palisade Encampment at Trapezous, Trade Route: Trapezous to Vagharshapat: +1 Chest of Wealth every 2 turns, 3 Cavalry, 5 Infantry (withheld for Trade Route Guard)]

Wealth: 3 Chest of Wealth

Villages: Khizan; Berkri-[Weak Stone Fortifications][Armenian School: Passive small bonus to research and information gathering rolls]

Towns: Moks; Vostan; Artamet; Gazarta-[Markets: +1 Chest of Wealth every 4 turns][25 Cavalry, 75 Infantry, 150 Rabble]; Vagharshapat-[Markets: +1 Chest of Wealth every 4 turns][Barracks: Convert 7 Rabble to Infantry per turn]

Cities: Van, [Weak Stone Fortifications]


Cultural/Religious Modifiers: [Armenian Miaphysite] -10 to diplomatic rolls towards Persians, Mongolics, Turkics, and Tengrists, and -5 towards Nestorian Christians. +10 to rolls towards Armenians, and +5 towards other Hellenics and Miaphysite Christians.

Bonus: [Zealot] Vindicated by your faith, you are unphased by the words and actions of blasphemers, heretics, and pagans. +10 to combat rolls against religious enemies. -10 to combat rolls against religious allies.

Bonus: [Sleuthy] You've always had a knack for the art of stealth. Getting into places you weren't supposed to go, moving undetected in the shadows, blending into unsuspecting crowds. +10 to all infiltration, ambush, and other stealth rolls. -5 to personal combat rolls.

Bonus: [Champion of Armenia] Your accomplishments for the common cause of a united and prosperous Armenia have earned you great loyalty, respect, and admiration from the Armenian peoples. +5 to all combat and recruitment rolls in Armenia. Additional small passive bonus to diplomatic rolls tPost too long. Click here to view the full text.


Dice rollRolled 4, 21 = 25 (2d100)


Name: Sertorus Bastianus

Culture: Eastern Roman

Fluff: Rome lives on. The Eastern Empire has adopted many greek words and phrases but latin still held sway in my house. The Kingdoms to the South were christian and could be conquered and one day become states contributing to Roman Supremacy in the East. It would start with Nubia. If I could make citizens out of influential families, divide the state into pro-royals and pro-pops I could remake state after state into Imperial-supported states that rely on Byzantium.

Religion: Christian

Colour: Purple

Military: 20 Heavy Cavalry, 207 Cavalry, 408 Infantry, 210 Heavy Infantry

Cultural/Religious Modifiers: [Byzantine Chalcedonian] -10 to diplomatic rolls towards Persians and -5 towards Nestorian Christians and Zoroastrians. +5 to rolls towards Byzantines and Chalcedonian Christians.

Bonus: [Tribunus Militum]: Your long service in the Imperial military and the inherited prestige of your elite house give you some degree of agency and leverage within Imperial society. Passive small bonus in negotiating with Byzantine officials of similar or lower status. Passive moderate bonus to requisitioning resources or personnel from the Empire.

Bonus: [Ethnarch]: You have taken upon yourself the campaign of bringing the peoples of Nubia and Ethiopia into the vigilant watch of Constantinople, and uniting them in new common nation-states client to the Empire. +10 to rolls on administrative and internal diplomatic actions within owned territory in East Africa. +5 to diplomatic rolls towards Nubian and Aksumite nobility and statesmen. +5 to combat rolls against stateless East African peoples.

Wharf: Philae +1 Chest of Wealth every 4 turns, -10 Heavy Infantry and -20 Infantry (Withheld for Wharf Guard) 2/4-Turns

Barracks: Talmis: Convert 5 Rabble to Infantry per turn, 161 Infantry and 39 Rabble Garrisoned

Markets: Talmis: +1 ChestPost too long. Click here to view the full text.


i LOVE month-long waits between fucking updates, really immerses u in the scenario



Fuck yea! It's the best!




really makes you think

File: 10abb6c4734bf47⋯.jpg (117.25 KB, 1000x1000, 1:1, 1474424562095.jpg)


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delet this


File: df704d0d0387020⋯.png (2.1 MB, 1119x1333, 1119:1333, 1476429248207.png)


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Sploon 2 confirmed.


File: 4a8582987631f9c⋯.jpg (774.97 KB, 2141x3000, 2141:3000, 1471909993140.jpg)


>Crimefest 2016


>Workshop Manual


>Upcoming Payday 2 Tournaments:


>Guide on the Mechanics of PAYDAY 2


>Skill/Weapon Stat Calculator:


>Old Skilltree Guide:


>Old Perk Deck Guide:


>Old Stat Ranking and Breakpoints Guide (only useful for console players):


>Old Weapon/Armor/Damage/Pickup Spreadsheets:


>Weapon Skin Checklist:


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File: e4175a111237bbe⋯.png (322.92 KB, 1045x613, 1045:613, sayhello-logo.png)

File: 7962d9e918ae184⋯.jpg (67.58 KB, 800x514, 400:257, 1481141753255.jpg)


The /g/ Wiki:


/g/ is for the discussion of technology and related topics.

For tech support/issues with computers, try one of the following:

http://startpage.com/ or http://duckduckgo.com



Please check the rules before you post:

Begging for cryptocurrency is against the rules!

File: 1441018541628.jpg (24.99 KB, 252x478, 126:239, Merc_Front.jpg)


The year is early 2013, as the Brain Scorcher within the Zone of Alienation, bordering within Ukraine and nearby Belarus, has been deactivated by a STALKER named 'Marked One'. STALKERs, Dutiers, Freedomers, looters, and bandits alike have flocked towards the center of the zone, in hopes of a treasure trove of artifacts, or for the legendary wish granter. Whether you decide to adventure deeper within the lands of The Zone, or stay, only you can decide.





Skills: [Do not fill out]

Gear: [Do not fill out]

Fluff: [Your backstory, how you got here, what happened when you got here, etc.]

Bonus: [Do not fill out]


File: 1441023602795.jpg (114.13 KB, 640x960, 2:3, b3eb8c7344be0ababbcb55844c….jpg)

Name: Binte-Zahra King

Age: 22

Appearance: see pic

Gender: Male lol

Skills: [Do not fill out]

Gear: [Do not fill out]

Fluff: The son of an old Rhodie mercenary, King inherited his thirst for adventure, and in the wake of the Brian Scortcher's deactivation, he headed out to find fame and fortune in The Zone.

Bonus: [Do not fill out]



You enter the zone with some minor gear, and enough money to buy a weeks worth of food.

>Gear: [Makarov] 3x[Makarov Magazine] [Box of Ammo] [One thousand rubles]

>Bonus: [Gifted] +5 to Combat Rolls

Oh, and I forgot to mention, rolls are 1d50.


there's no way anyone's still here is there?

File: e8f7013e7ad8cfc⋯.png (521.64 KB, 442x660, 221:330, 1432769194509.png)


>What is this?

/indie/ is the general for all indie games, such as Hotline Miami, Risk of Rain, Yume Nikki, Middens, Underrail, Machinarium, Vampire of the Sands, Braid, Limbo, Axiom Verge, Guacamelee, The Desolate Hope, Dorito Galaxy, Cookie Clicker, Stardew Valley, etc. as well as other games that just don't fit in any other general, such as Atelier, Rayman, Rise Of Nations, and Valkyria Chronicles.

Mobile or consoles, flash or unity, freeware or early access. This place is a home for the indie game community and indie and obscure games that don't have a home. So be free to talk and share all your hidden gems, forgotten games and starving devs here.

>Can I talk about games that already have a general?

We mostly discuss games that are not popular enough for their own threads (since they have no other home in /nation/), however, all indie games are allowed. So talk about them if you want, but don't overdo it since you already have other generals for that.

>How can I contribute?

All we need right now is people to talk about their loved indies, so don't be afraid to post, bump, and reply your fellow anons. We're also looking for anons to make new pastebins/wikis/images and update the ones already made. Please give lots of feel, love, kind and nice to everyone, except fags and mutants. Also be sure to make a new thread if nobody else does.



File: 1434861147880.png (40.79 KB, 1420x657, 1420:657, original.png)


The dawn of civilization, such a sight to see. You are one of the lucky few that get to lead their people into a grand, new age. With basic knowledge of agriculture and metal working, you set up shop.

-Fill this out-

Nation name:



Laws and Policies: (Without law there is chaos. Changing/adding a law is a free action but must be stated in the actions)

Fluff: (won't neccessarily give you a bonus but if it is good it might)

Starting place:

Nation Colour:

-don't fill this out-

Active Military: civilians (50d1)



Tech: Basic agriculture, Copper


Population: 50



214 posts and 51 image replies omitted. Click reply to view.


Dice rollRolled 18, 3, 11 = 32 (3d100)


>Nation name: Kuu

>Race: Human

>Government: Matriarchal Republic

>Laws and Policies:

>>every woman must attend milita training for one weekend each month, and there are to be two weekends for training, that not all women be taken away from their ordinary employment at once.

>>every field and orchard must be surrounded by a hedgerow, for the purposes of defence

>Fluff: tl;dr: There are a lot of people, not a lot of whom are men, and they really like farming. Also, militias.

>Starting place: {see pic}

>Nation Colour: Lavender

>Active Military:

[civilians (888d2)]

[militia (90d3)]






[Livestock Domestication]



[Alphabet and writing]

[Copper carbonate and carbon oxide]

[Iron Working and Ferronese working]


[Iron hoes]



[The Academy]



[More farms]



[Timber-frame Construction]


[Basic physics]

[Simple machines]

>Population: 978

Post too long. Click here to view the full text.


File: 1437617977269.jpg (32.6 KB, 500x386, 250:193, hahaha oh wow.jpg)


Dice rollRolled 74, 42, 53 = 169 (3d100)


Nation name: TAMTATU

Race: Beholders

Government: Monarchy

Laws and Policies: Caste System: By sub-type of beholder, Elected Monarchy, Labor Laws, Domestic Aid emergency relief, Slavery

Fluff: Very concerned with law, order, and private status as an individual, the Beholders of TAMTATU are a xenophobic, fairly hostile species, the creatures a large flying orb of tissue with numerous eyes attached to numerous tentacles around the eye, a single large eye in the center of the head, and a mouth with complex needle-sharp teeth. Their eyes have a variety of spells they may use, (Nimble may fiat which specific spells a beholder does or does not have), and their main eye is able to see in total darkness (main eye only). Beholders can get up to 10 feet wide, but it is very uncommon, as only the very oldest do that. Beholders livespan is variable to their caste, but around 16,000 to 18,000 years is a good estimate of their lifespans.

Starting place: Central southern region, biggest island.

Nation Colour: Aqua-blue

>Active Military: civilians (49d2) Mercs (20d3)

>Tech: heat magic, Agriculture, copper, Writing & Alphabet: Cuni-form, Formalized Religion, Currency

>Population: 49

>Buildings: Farms, Houses, Silos, Firing Range, Ziggurat, Copper-working schools, Sports Arena

>Culture: 5

>Happiness: -1


1-3: ExpandPost too long. Click here to view the full text.







File: 1441299325214.png (93.96 KB, 2000x2000, 1:1, Hammer_and_sickle_red_on_t….png)

Nation name: Natsiya Vodki

Race: Humans/Slavs

Government: Dictatorship

Laws and Policies:

>Always report to your nearest town hall for your daily truths

>Working every day in every week is mandatory

>Thieves found stealing military weaponry or corporate goods will be met with a gulag, along with your arms being chopped off

>Murder, Armed Robberies, and Burglarly will be met with a lifes worth of time in the Gulag

>Damaging property results in a ten thousand ruble fine, and more depending on the damages

>Do not harass soldiers of the military. This is to the soldiers discretion

Fluff: Natsiya is a tiny-sized nation infamous by its locals for slaughtering hundreds of civilians in their country every year, for simply 'annoying' military personnel of the country. If it wasnt obvious enough, the country seems to spy on its citizens daily.

Starting place: As north as possible

Nation Colour: Dark Red

Active Military: civilians (50d1)



Tech: Basic agriculture, Copper


Population: 50



File: 1436997780313.jpg (818.2 KB, 2474x1653, 2474:1653, 1436317868357.jpg)


New players can either replace afk nations or pm me for another *secret* option.

You are a Lord of a Province of the Great Empire.

>Lord's Name:



>Heir/Heiress: [Fill according to fluff]


>Kingdom's Name:

>Color: (Also write the number of your location)

>Fluff: (Fantasy Races are allowed)









>What happened last thread

Emperor Bello has died.

Now for the sake of the Empire, the majority of the Lords must vote who shall be the new Emperor.

The Voting happens every 10 turns. All Lords, Ladies, or representatives must travel to the throne before then.

Rules not mentioned above: http://pastebin.com/0FtuGsBA

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Split the proggress of action#2 (92) to add to action 4.



You know me well enough to know I'm seldom sorry for anything I do or say. I was at that time upset because I thought I was doing the good-will thing and letting the various GMs know what was going on and that I would be gone for possibly a long time. When that exploded in my face and everyone started demanding it to be private, I felt like I was being herded towards getting banned no matter what happened by having no witnesses to back up my side of things when a workable excuse was found by the mods to ban me.

I respect bello enough that I'm not going to shit in his thread any further than I already have.

You do what you are going to do. I would LIKE to return to your chatroom, but if I have to drag myself through the mud and humiliate myself to get back to your chatroom, yeah, theres no way I'm doing that and no way I'm apologizing to redaeth in public or private.

My only gripe with you maldaris is that you either didn't understand or didn't care to understand what I was trying to say previously.

I'm through talking about this, Maldaris. Either unban me or don't, thats your choice, but just know that if you DO unban me, I plan to avoid starting shit.

Would prefer not to shit up this thread any further. May only be in your chat on a seldom / hardly ever basis if you unban me, but I'll keep my word if you do unban me.



I'm also sorry things have developed the way they did, and that I wasn't able to emphasize enough how I feel you could have trusted me as a confidant to not hide your words.

I remember you for Titan, and I remember you for Thucyld, I hope you are up to staying in this game for that at least.



Only reason I haven't posted my next action is because I haven't been responded to yet. I'm still in this game.



#2 should be trade with Desolace.

File: 1438558735587.jpg (221.51 KB, 1920x1080, 16:9, maxresdefault.jpg)


Where are you?

You don't know.

Everything seems like a haze. Like you just woke up from a trance. How long has it been? Where are you? You remember almost nothing. You only remember who you are. Now then, who are you?

Fill in:

Name: [obvious]

Age: [obvious, how old you are]

Gender: [male, female, genderless]

Race: [you can be any standard humanoid, demi-human, or monstrous with my approval.]

Fluff: [What is your personality, what is it you do? Remember you remember nothing of where you are, what is around you, and what is really out in the world. You do remember any living family and the recently deceased though.]

Do not fill in:

Class and Levels:



Money: 5 copper



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Dice rollRolled 49, 51 = 100 (2d100)


>Name: Esric Green

>Age: 27

>Gender: Male

>Race: Human

>Fluff: Face down in the dirt is not where any self-respecting…wait. What are you, actually?

Let's see, forest looks familiar, though that may be just recognizing what a forest is like. Not that you know how many or where, you just feel like you know forests.

And how to catch things in them.


+ Class/Levels: Hunter lvl 3

+ Skills: Tracking I, Forrest Navigation I

+ Equipment: Poor Bow, 20 arrows, Hunting Knife, Hunters Clothes

+ Inventory: 2 Rabbit corpses

>1/2 Northwards!

Hmm. Follow the road, but be sure to keep off to the side until I reach… The destination.


Dice rollRolled 70, 39 = 109 (2d100)


Look for an animal while we walk. Might as well get some food.


1. This is castle, a place where people ruled from. Look for a map to help me figure out where to head to.

2. Practice my stealth.

Name: Lily Tombstone

Age: 23

Gender: Female

Race: Cat-Girl

Fluff: I remember … apprehension, fear, exhilaration. Sneaking past those awake, through darkened windows and locked doorways. The glint of silver, gold and gemstones. The sheer rush of a successful heist

A flash of silver. A streak of blood

I remember dancing, honeyed words and quiet laughs. The touch of skin on skin. An evening of pleasure after an evening of thrill. Money spent as quickly as it obtained.

gently closing empty eyes. A job well done

I think I was a thief.

I think I was an assassin

Do not fill in:

Class and Levels: Rogue lvl 3

Skills: Stealth I, Lockpicking I


Money: 5 copper

Inventory: Male servants clothes, rags

Equipment: Poor dagger, Female servants clothes



Dice rollRolled 29, 85 = 114 (2d100)


Name: Sasha Belmont

Age: 12

Gender: Female

Race: Tiefling

Fluff: Wh-wha..? Wh-where am I? Th-this is all new and k-kinda scary.. ooh, I-I can't remember what I w-was l-last doing… w-wait, why can't I t-talk? Right, I remember never being able to talk.. or do I? Wh-what's this mark along my neck, some kind of birthmark? It doesn't matter, I guess. I just gotta find out where I am now and why…

Class and Levels: [Tiefling lvl 3]

Skills: [Demon lore I], [Fire Resistance I]


Money: 5 copper


Equipment: [Good dress]

1-2; Get to work! Pick up the books, we gotta put them in the right order though… Is there a dewey system here to put the books in the right place, I hope so!



Testing testing 123

File: 1431980164885.jpg (1.13 MB, 1920x1080, 16:9, 1333707570821.jpg)


Welcome to a universe of chaos. Unlike many others in the multiverse, this one is still pure raw aether, waiting to take its form. There is no sky, there is no land, there is only the aether…and the beings that are forming in it. In this mighty maelstrom of power, order is finally asserting itself and creating the first living things…

And the first living things are Gods.

There are no concepts of time and space, no mortal thoughts or perceptions, but as these gods come into being these concepts shall be made, for these beings are the precursors to all that shall come. Their actions will shape a world that does not exist, and create a universe of order. But first, they must make a kingdom of order in the realm of chaos…

>God name:

>Kingdom name:

>General Description of god:

>General Description of Angels/Servants:

>Concept:(Only one for now)


Do not fill this in

>Servants: 500

>Legions: 1(500 troops)

>Aether Flame: Spark

>Servants Flame: Blip

114 posts and 30 image replies omitted. Click reply to view.


Dice rollRolled 37 (1d100)


>Name: Ashushulazhat

>Concept: Energy

>Fluff: Born from the "echo" of the various other gods births, Ashushulazhat is energy deified. All energy that is spent comes back to him, and like a giant battery, he releases waves of power back to the other gods. Energy transformed into a unique state of matter, Ashushulazhat resembles a really, REALLY huge blob of indeterminate matter that simply forms whatever limbs or features it needs. Despite this simple exterior, Ashushulazhat is intelligent, and makes conscious decisions. His body gives off both light and heat in the form of dull prismatic patterns that move across it in a continuous cascade of light, though the heat it gives off is only a few fractions of a degree above absolute 0.

Note: The energy absorbing tentacles that I created in my first action remain throughout all other actions unless I specify otherwise, so they are always present unless removed by something or by my choice.


1. Radiate the energy of motion, exerting 1/1,000th of 1 pound of pressure on every material object in space. (this is expected to cause slow motion movement to become general in space)


Dice rollRolled 72 (1d100)


>Name: Natha, Nethenda, Buisel, the Forge-maiden

>Concept: Metallurgy/Armoury

>Fluff: This is a blank slate, tabula rasa. A world full of possibilities, a blank metal in need of shaping. Natha is the shaper. She crafts weapons, armor, tools, everything that is made from metal is given by her blessing. As a female creation deity, she is often used to represent abundance or fertility, literally 'forging' new life.

>Appearance: A short haired, albino woman, usually wearing a forging smock and ornate armwear. She either carries a hammer for her forge, or her most recently forged weapon. Motifs of molten metal and flame are common as embellishment or decoration on her outfit or around her.

>+Celestial Forge

>+Akmon, the Hammer

>+Seeds of Life

>+Raw Order

>+Daugher: Rigna, Goddess of Civilization

>+500,000 Archons (w/ Koros)

1 - Natha is bemused by the prudish antics of her husband and friend, but she has more important things to do. She must spread the gift of metallurgy as she has made it to all the races. No being shall be unable to shape metal and work a forge. Her blessing is given to all.


Dice rollRolled 2 (1d100)

>Name: Keptus

>Concept: Secrets

>Fluff: Keptus is the god of shadows, those that conceal great danger and great treasure. He is the author of whispers, those of conspiracy and of forbidden passions. Keptus travels where no light may touch and despises the boisterous and brutish.

>Appearance: A wraithlike being shrouded in a flowing cloak. It is said that the being below it has no true form, nebulous and ever-shifting as the secrets the dark god holds dominion over.

+Labyrinth of Whispers

1. Keptus works on creating a race of creatures to gather secrets from the many worlds, to hold them as they would any treasure, to guard them until onlythose worthy of them may know. Secrets of unknown discoveries, secrets of hidden treasure vaults, of forbidden love, of hidden murders. He would call them shades and they would be his children.


Dice rollRolled 79 (1d100)


>>Name: Seinus

>>Concept: Defense

>>Fluff: Seinus doesn't much care about who said what, but if you throw the first punch, he'll be there to catch it. The god of walls, trenches, defensive linemen, and anything that needs protecting.

>>Entities: 300,010 Eternal Guardsmen

1. create 300,010 Eternal guardswomen, that my chidren might themselves bear children, and the universe might have a limitless supply of protecters


Dice rollRolled 60 (1d100)

>>Name: Slaanesh

>>Concept: Pleasure

>>Fluff: Slaanesh is a being of pure Pleasure and was created for that soul purpose, so as (s)he emerged from the chaos of the Aether (s)he would immediately begin the personal conquest of pleasure (s)he desperatly craved


1. Retreat further into the aether

File: 1432581368657.jpg (764.4 KB, 3070x1459, 3070:1459, City-skyline-copy.jpg)


Welcome to Ars Bay; a quiet town near the sea. You are a resident of this town and have, most likely, been in this town all your life or moved here to get away from the city life. The town is not very well known for much but boasts a beautiful beach front.

Notable town features: City Hall, City Park, Ars Bay Water Park, Docks, Ars Bay Beaches, Ars Bay High (and elementary/middle schools too), City Library, and Avie's the fanciest restaurant in town.

But no one in this town would have thought how it would become the focal point for the changing of the world. Now who are you?

Fill in:




Don't fill in:








As well roll a d10

65 posts and 9 image replies omitted. Click reply to view.



Roll again, too many life mages as it is. I want some variation.



Again, enough demonic too


Dice rollRolled 5 (1d10)

I'm just gonna go and delete all the useless rolls after this.


Is this going to update, ever?



>tfw randomperson has forsaken us

File: 1428541066058.jpg (179.56 KB, 2176x1701, 2176:1701, OMRB_55.jpg)


The year is 2368, and atheism has largely been accepted by the majority of the world. The scientists of the 21st century, pushing the Theory of Evolution into scientific fact, convinced growing portions of the world that there was no god. Just recently, however, archeologists discovered human remains at the lowest geological levels, deeper than dinosaur bones. This disproved evolution, and destroyed people's faith in science. Religion came back to Earth in a big way. But which one is right? Surely the true god of the universe will bless the correct religion, and they alone will prosper…

(Actions are 2d100, up to 2 actions a turn)

Fill this out:
>Religion's Name:
>Major Deity's name:
>Major Deity's description:
>Starting Location/Principle Holy Land:

Don't fill this out:
Post too long. Click here to view the full text.
332 posts and 75 image replies omitted. Click reply to view.


Dice rollRolled 44, 74 = 118 (2d100)


>Religion's Name: The Holy Knights of the -U-S-A-

>Major Deity's name:Jesus

>Major Deity's description:Our Lord and Savior shall help others under his wings. Those that don't accept our lord and savior however shall be treated with special care. Those that have no god to follow shall be treated with extra care from the M.B.A Associates

>Fluff:There had been reports of Christian insurgency in the -U-S-A-. The other religions masques, monasteries, and the so called churches of scientology. Many atheists had tried to leave the country enmass and even tried to escape to the Canadian Wilderness illegally. Rumour is that they started in Florida where the insurgency is still thriving and growing with every minute.~ George ,Essay of the Concerning Nature of the Insurgency of the Holy Knights of the -U-S-A-

>Starting Location/Principle Holy Land: Florida the Land blessed

>Dogma:Blood shall fall so blood will be pure agian (red)

>>Don't fill this out:

>Followers: 4356

>Bonus: Established - Because your religion started before the Great Atheist Lie, more credence is given to your ideas by non-believers

>Detraction: Ignorance - Your people will be slower to accept the technologies and sciences discovered from here on out.

>Divine Armies[Angry Rednecks:HP:1000/1000 Attack: 10: {Military Vehicles: +8 to combat rolls]}][Redneck Militia: HP: 1000/1000 Attack: 10: {Government Weapons: +5 to combat rolls}]

>Rituals:[Raiding: +2 to Combat rolls][Target practice - +2 to Combat Rolls][Terror Suspects: The Government in the United States is now working against you][Government Weapons: +5 to combat rolls][Military Vehicles: +8 to combat rolls][State Fair: +4 to all recruitment rolls][Base attraction: +3 to all Recruitment Rolls][Cletus's Construction on the Cheap: +2 to all ProjePost too long. Click here to view the full text.


Dice rollRolled 96, 39 = 135 (2d100)


>Religion's Name: 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001

>Major Deity's name: 01010100 01101000 01100101 00100000 01000110 01100001 01110100 01101000 01100101 01110010 00100000 01101111 01100110 00100000 01001101 01100001 01100011 01101000 01101001 01101110 01100101 01110011

>Major Deity's description: A great lord that slumbers under the surface of Mars, the father of machines is the cause behind all of mankind's creations and advancements in the eyes of his worshippers.

>Fluff: The 01010100 01001000 01000101 00100000 01010011 01001111 01001110 01010011 00100000 01001111 01000110 00100000 01010100 01001000 01000101 00100000 01000110 01001111 01010101 01001110 01000100 01010010 01011001 believe that all of Mankind's advancements were caused by inventors and scientists being influenced by the dreams of a slumbering being that lies under the surface of Mars. They try to get closer to this Father of Machines by replacing parts of themselves with machinery and view all mechanical objects as sacred in some way.

>Starting Location/Principle Holy Land: The Arctic

>Dogma: 01000110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00100000 01100001 01101110 01100100 00100000 01101101 01100001 01100011 01101000 01101001 01101110 01100101 00100000 01101001 01110011 00100000 01100111 01101111 01101111 01100100 00101110 00100000 01001011 01101110 01101111 01110111 01101100 01100101 01100100 01100111 01100101 00100000 01101001 01110011 00100000 01110000 01101111 01110111 01100101 01110010 00101100 00100000 01101001 01100111 01101110 01101111 01110010 01100001 01101110 01100011 01100101 00100000 01101001 01110011 00100000 01100110 01100001 01101001 01101100 01110101 01110010 01100101 00101110

>Followers: 8,869

Post too long. Click here to view the full text.


Dice rollRolled 82, 13 = 95 (2d100)


>Religion's Name: Bastism

>Major Deity's name: "Based" Tone Abbott

>Major Deity's description: A man with very big ears that makes up for in the budgie smugglers department for what he lacks in public speaking skills.

>Fluff: A long time ago in an Australia much more different than it was from today, there was rumored to be a man who ruled, called Tony Abbott. He was the last bastion of the white world before it was brought down by the Swedenists. Recently, researchers in the Mawson Station in Antarctica have dug up his legacy, and have started to treat him as a deity.

>Starting Location/Principle Holy Land: Mawson, Australian Antarctic Territory

>Dogma: Real Solutions for All Australians, and Battle Lines, by Tony Abbott

>Followers: 12,541

>Bonus: 'Straylian Attitude - The laid back nature of a primarily Australian religion makes converting all nonbelievers easier for you.

>Detraction: Sparse Population - You started in a region that has very little population, so you don't have as many followers to start with.

>Divine Armies:

[10 Orca Riders:

50 HP

10 Naval Attack

+Ability to cross oceans]

[+Ship: Can Cross the Ocean to more than just Tasmania.]

[Flinder's Men:

HP: 1000/1000

Attack: 10]


[Great Deity: - 10 to all Follower loss]

[SuperAussies: +2 to all conversion rolls]

[ABC: All conversion rolls will result in a minor amount of territory expansion]

Let's get the Brewery done!

Post too long. Click here to view the full text.


Dice rollRolled 40, 3 = 43 (2d100)


>Religion's Name: Vatican Section XIII - Iscariot

>Major Deity's name: God.

>Major Deity's description: Jesus Christ is in heaven.

>Fluff: For thousands of years, the Catholic Church has had 12 sections. Vatican Section III - Mathew, in charge of the collection and maintenance of holy relics and items of value. Section XII - John, in charge of interpretation of signs, miracles, and saints.

But hidden from all but the highest eschelon of the Church, existed a 13th section: Judas Iscariot.

By millenia, their charge was to defend the Holy Church from the great evils that existed in the world. Witch hunters and vampire slayers, crusaders and inquisitors. It might have taken the scientific disproval of atheism to convince the rest of the world of the existence of the supernatural, but Iscariot has fought off these evils in the name of the church long before.

And in this modern age, with a new Modern Christianity Church, and the unveiling of a thousand other heretical faiths led by pagan gods and their unholy armies, Iscariot once more rises up to the task of defending the Church from the evils that beset it, and ensuring that no darkness dare approach the light of the true faith.

Currently, while the Modern Christianity Church reorganizes itself, they have moved much of their force to Spain, in the old crusader castle of Calatrava la Nueva.

>Starting Location/Principle Holy Land: Spain

>Dogma: In our right hand, daggers and poison. In our left hand, 30 pieces of silver and a straw rope.

Don't fill this out:

Followers: 2370

Bonus: Defenders - Because your people have traditionally fought the battles of the faith, they are more prone to combat. -25% Follower loss when organizing divine armies.

Detraction: Brutal - Because of your organization's Militaristic wPost too long. Click here to view the full text.


Dice rollRolled 19, 5 = 24 (2d100)



Religion's Name: The Nazi Occult

Major Deity's name: Hitler

Major Deity's description: Going above and beyond (or below in this case) to achieve ascension for the Reich's glorious leader millions of souls were sacrificed to great science and occultism to grant eternal life to our Fuhrer.

Fluff: Scientists and Warlock occultism to create the perfect human race as dictated by the Hitler our ever living God and Savior.

Starting Location/Principle Holy Land: Germany

Dogma: Eliminate the lesser peoples of the world, unite the world under an Eternal Reich

Followers: 86,339

Bonus: For the State - Governments, having forgot the German Nazi Legacy, tend to like your pro-state agenda, and will aid some of your endeavors

Detraction: Prejudiced - Your disposition against certain minorities will make it very difficult for you to convert them

Divine Armies:

[Police Force:

HP: 1000/1000

Attack: 10]


[Gemstone: +3 to all Ritual Rolls]

[Fun Reputation: +7 to all conversion rolls]

[Trendy: +1 to all conversion rolls]

+Submarine: Can Cross All Bodies Of Water Connected to Oceans

Cloning: 159/500

State Religion: 81/500

Lab: 248/300

1 I thought the Lab was finished with that but I guess it still needs some work. Nazi Lab

2 Convert more Germans to the Cause.

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