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FUCK OFF CUCK

File: 1425691895571.jpg (49.47 KB, 616x421, 616:421, williambradford_pilgrims.jpg)

 No.165

It is the 17th century and everything has changed. Since times immemorial, the races of Ekias have fought each other over land and resources. No longer. Famous explorer Erik Leifson has returned from his voyage across the sea of monsters with news of a new and foreign land. Rideon. A land of opportunity. A land of unimaginable wealth. A land of savagery. Already, several nations are outfitting expeditions to explore this strange land and claim it for their various nations. You are one of these expeditions! Will you claim this new land for god and country? Will you rebel against your overlords and establish a state all to your own? Will you butcher the savages that you find in this strange land? Will you discover the mysteries of Rideon? Make your mark on history.

Alright fucktards, you get two actions per turn along with 2d100 for said actions. You will be starting as a expedition sent to the new world to claim it for your respective nations. Once you actually establish your colony, you will be expected to eventually send certain resources and commidities back to the Old World. If you can’t meet your quotas, your respective overlords will find a way to make you pay. If you meet the quotas, they will eventually increase as hunger for the new world’s resources grow. The goal of the game is to be the first to declare independence from your overlords and manage to survive the shitstorm that comes after. Once you learn of magic, your nations can learn it’s secrets but the race and magic creation slots are locked until turn three. At that point you can join in as a Native Nation whose goals are to push the invaders out of their lands and remain independent until turn forty.


>Fill this out

Sovereign Nation Name:
Map Color
Starting point:
Race: Human (Locked)
Fluff:

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus:

 No.166

>>165
>Fill this out
Sovereign Nation Name:Odinsons
Map Color:Blue for the All Father
Starting point:Coast
Race: Human (Locked)
Fluff: Raiders,Savages, and Pagans they were the Vikings. Sons of the north, and explorers when they're raiding they are there because the raiding shall bring the plunder and the loot. The Odinsons are amassed from exiles seeking redemption and veterans of raids long ago. Their leader Jaakko Odinson is renowned for being a fearsome raider and known for being fanatic for Odin.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Tech:
Magic: (Locked for now.)
Bonus:
Resources:
Commodities:

 No.167

>Sovereign Nation Name: The Sovereign Theocracy of Pollokix
>Map Color:Gold
>Starting point:Coastland in a wooded area.
>Race: Human (Locked)
>Fluff:Pollokix is a recently established nation, formed in a violent war over land. The small states of the are were conquerred into a single empire, ruled by an Imperator Incarnus. The country is heavily zealous, focused on their deep religious views. They despise the unhuman in all of it's forms, the tenets of pyre and flame being very important. All men are to train as soldiers, all women as riders, for a few weeks a year at least, to be ready should the time come, and they are motivated by years of indoctrination and fire purged enemies. The colony was founded at the behest of the Imperator, to gather the resorources of the new world, and to burn the native peoples to ash, with the blessing of the gods of Pyre, Powder, and Smoke.
>
>>Dont fill this out
>Population: 5
>Unrest: 0
>Independence: 0
>Economic Level: Colonial Expedition
>Military:
>Buildings:
>Tech:
>Magic: (Locked for now.)
>Bonus:

 No.168

Sovereign Nation Name: Los Empiro.
Map Colour: Sea Green.
Starting point:
Race: Human
Fluff: A nation of conquest, los Empiro had a humble beginning fighting against those across the not!Mediterranean, which soon escalated from the call of the crusade against a pagan foe, before soon controlling the entire south of Ekias through brute force, and harsh Conquistadors. While those of los Empiro are experts in suppressing native backlash from their conquests, their relationship with the rest of Ekias is tainted due to their greed.

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Resources:
Commodities:
Buildings:
Tech:
Magic: (Locked for now.)
Bonus:

 No.169

>>165
>Fill this out
Sovereign Nation Name: Kievan Rus
Map Color: Orange
Starting point:(Locked)
Race: Human (Locked)
Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Tech:
Magic: (Locked for now.)
Bonus:
Resources:
Commodities:

 No.170

File: 1425692109438.jpg (185.82 KB, 575x500, 23:20, 1417922276477.jpg)

>>165
Sovereign Nation Name: The Unified Imperial Kingdoms of Great Blackhampton and Kelsford's Expedition to the New World in the name of King Charles VI
Map Color: Red
Race: Human (Locked)
Starting point: Near the North Coast.
Fluff: Usually just shortened to 'Great Blackhampton' or 'Blackhampton', the Kingdoms of Blackhampton and Kelsford function under a single monarch, Charles VI. The two Kingdoms (And a couple smaller kingdoms under them) both form the nations of the smaller island of Icthium, off the coast of Ekias. Renowned for an incredible navy and mastery of the seas to fend of raiders and their ancestral rivalry with the nearby nation of Fronsylia, rising ideas of Imperialism and Nationalism and a recent surge of science leading to the beginning of racial superiority, Blackhampton has had a massive increase in colonial interest, sending out expeditions sponsored by the King around the world with military escorts. Though long-time believers in the religion of Pollokix, conflicts with the relatively new Imperator over theological and political matters have left something of a religious divide between the two nations.
Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Tech:
Magic:
Bonus:
Resources:
Commodities:

 No.171

Dice rollRolled 79, 81 = 160


Sovereign Nation Name:The Broken kingdom
Map Color: Purple
Starting point:inland swamps
Race: Human (Locked)
Fluff: The broken kingdom, so name due to it leaving its home of england and severing all ties, is a small group of settlers from england. Originally poor they stole the great steam technology from their english nobles and sailed across the sea in hopes of finally being free of tyranny and greed.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus:

 No.172

File: 1425692752798.jpg (51.92 KB, 395x548, 395:548, ottomanboss.jpg)

>Fill this out
Sovereign Nation Name: His Most Jubilant Excellency's Expedition of the Ottoman Empire
Map Color
Yello
Starting point: Coast
Race: Human (Locked)
Fluff: "Sultan of Sultans, may thee live forever, son of the Prophet and King of the earth.

Under your infallible rule may our peoples, as it was ordained by heaven and fortold by the Prophet, bring to order and prosperity all that lies underneath the sun.

I your loyal Prince and Servant shall with my life and gratitude, take up your wise and just decree to settle the New World and bring order and prosperity to it."

 No.173

>>165
Sovereign Nation Name: The Most Holy Theocracy of Diasten
Map Color: Dark Blue
Starting point: Anywhere I can feasably reach
Race: Human (Locked)
Fluff: Many years ago within the southern desert the tribes fought in in bloody wars and feuds over the oasis and wells that dot the land. The battles soon became so bloody that quite a few wells or oasis were lost or poisoned. In the wake of the Blood Wars came the prophet Tzius who roamed the desert and negotiated the end to the blood feuds between all the tribes. The prophet soon gained a following and preached his teachings of peace and understanding. He preached that the gods and the spirits had the same souls as humans, and when a human dies he is resurrected as a god, spirit, animal, or plant. That the way to a proper life is through knowledge and understanding of the world in preparation to become a spirit. That creation and art is better than destruction and bloodshed and that one should only fight in self defense. Over time the prophet's teachings were written down and the Theocracy was united from the tribes. In the modern day the Theocracy is a peaceful state dedicated to their sciences and art. Protected by the desert and control of the water sources. When the High priests heard of the new land they sent and exploration and colonizing expedition to learn all they could about this new and strange land.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus:

 No.174

Everyone needs to roll 2d1500 and link it to this post for starting location.

 No.175

Dice rollRolled 795, 440 = 1235

>>174

 No.176

Dice rollRolled 219, 1021 = 1240

>>174
Location

 No.177

Dice rollRolled 97, 36 = 133

>>168
>>174

What is this, time travel?

 No.179

Dice rollRolled 315, 240 = 555

>>174

 No.180

Dice rollRolled 526, 715 = 1241

>>169
>>174

 No.181

Dice rollRolled 2, 56 = 58

>>174

 No.182

Dice rollRolled 854, 223 = 1077

>>181
DISREGARD THIS
>>174

 No.183


 No.184


 No.185

Dice rollRolled 285, 1001 = 1286

>>183
>>184
that old Venetian luck, eh?

 No.186

File: 1425706559126.jpg (5.3 KB, 275x183, 275:183, download.jpg)

Dice rollRolled 90, 825 = 915

>>165
Sovereign Nation Name: Eternal Reich of the Venland
Map Color: Dark Red
Starting point: Somewhere foresty, inland from the coast a ways.
Race: Human (Locked)
Fluff: The Reich is a burgeoning empire, centered in Venland, that seeks to unite the many disparate townships and duchies that make up the region. This task would be all but impossible due to the strife and grudges the various locales hold, were it not for the charismatic and strong-willed leadership of Kaiser Lumenwald. With his own territories mostly secure, the Kaiser is eager to keep up with the 'weldsprechen' lowlanders in their race for the New World. Trained with the finest Vennish cavalry and at the cutting - and shooting - edge of military technology, this expedition comes for conquest, to bring back rich resources for the Reich's military machine.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus:

>>174

 No.187

>>186
This is me.

 No.188

File: 1425752462606.jpg (12.44 KB, 194x259, 194:259, Alkaev.jpg)

>>174
Sovereign Nation Name: Republic of Velikoye
Map Color: Lime Green
Starting point: Temperate, Maritime
Race: Human (Locked)
Fluff: The Republic of Velikoye was once prided for its rationalism, tolerance, and prosperity. But those are the days of the past. Harsh winters and droughts led to famine and destitution. Even more misfortune followed, with several invasions from Velikoye's treacherous neighbours Shagadaki and Bolonino following. Despite strained resources, the newly elected ruler, Pyotr Vasilyev, managed to secure victory, winning battle after battle. His triumph in face of impossible odds led to incredible popularity, and it seemed for a time that the times of turmoil were over. He was a humble man, using his power only to better the lives of his people. But other noble families grew envious of his power, and daggers were drawn in the dark. Pyotr Vasilyev was assassinated, along with his wife and children, and strung outside the Vasilyev estate by the neck. Some blamed Vladimir Ivanov and his ancient dynasty, while others yet placed blame upon Nikolay Alkaev, an upstart noble recently come into power. All of the electors were placed under suspicion, leading to yet more assassinations and violence. Chaos truly erupted when Vlasi Vasilyev, brother of the nation's savior, attempted to re-instate the monarchy of old, defying the electors and the traditions of Velikoye. The following civil war lasted 13 years, and left hundreds of thousands dead. The Ivanov's had finally struck down Vlasi the Tyrant - Vladimir "Ironside" slaying him down in a fierce duel atop the palace steps. But Vladimir Ivanov was betrayed in the end, and the fighting was all for naught. Nikolay Alkaev had gained the support of Bolonino, and with their armies, Velikoye stood no chance. The Ivanov's were stripped of lands and privileges, along with the other electorates. Velikoye is now a republic only in name, with Alkaev ripping the tongues from any man who dares question his rule. Vladimir Ivanov and his family were exiled, and given one last chance for redemption. Return with the riches of the New World, or not at all.



Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Tech:

 No.192

Dice rollRolled 366, 672 = 1038

>>174
>>188

 No.193

File: 1425753670554.jpg (398.01 KB, 600x869, 600:869, 1420608064944.jpg)

>Fill this out
Sovereign Nation Name: Kagen's Witchslayers
Map Color: Yellow
Starting point:
Race: Human (Locked)
Fluff: Kagen, the upstart and pompous leader of the witchslayers, long ago created a vendetta to destroy all semblances of magical artifacts and mysticism in the world. He had done well in this quest back in the home country, prompting the public lauding him with the title of "Slayer." Once news came about of a new land potentially ripe with magic, Kagen was ecstatic. He quickly summoned an expedition to conquer this land for the motherland, potentially ridding the world of more foul magic users.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus:

 No.194


 No.195

Dice rollRolled 352, 941 = 1293

>>174
here

 No.196

File: 1425761173821.jpg (570.06 KB, 1600x1600, 1:1, Map 1.jpg)

Each turn signals the passing of a season with four turns being a year of gametime.

>>166
It has been a long journey from the land of your forefathers but you have finally arrived in this strange and new world. On orders of the Fylkr, you and your expedition was sent to reinforce the one led by Leif Erikson before marking out your own territory further inland. All you see is devastation as you make shore in the burnt-out husk of the docks. The entire first expedition is dead. Erik Leifson is nailed to a pole in the middle of the small colony, what seems like thousands of knives stick out of body. All around you lies dead vikings, some butchered in their sleep and some slaughtered on the streets. Only you are your men are left alone on these dusty streets, what do you do now? Will you follow the orders of the Fylkir and attempt to start a new colony further inland or will you rebuild this husk of the first expedition?

Gain
Military: 1 Vikingr Garrison
Buildings: Burnt-Out Colony
Bonus: [Raider's Legacy] You gain a +10 to all naval actions and a +5 on top of that if you attempt to board another's ships.

>>167
May the flame guard your souls for you are not sure if even the light can see you in this deep and dark jungle. When you first made landfall, you were all excited at the prospect of bringing the light to the natives of this strange land but your morale has take a sharp downturn. That seems to happen when you try to bushwhack your way into a jungle teeming with dangerous and foreign wildlife. Wildlife that shouldn't exist. One of your best musketmen was swallowed whole by a plant that seemed sentient while your personal retainer vanished into the night. Deep tracks and stains of blood were the only thing that marked his passing, patrols became more frequent after that. Your men are scared to be frank. The only safe land you have is the small amount of coastline that connects into the jungle but that is a pretty shitty place to build a colony.

Gain
Military: 2 Zealot Units
Unrest: 2
Population: 7
Bonus: [By the Light] You gain a +15 to morale checks in battle as the light guides your units to victory. Opens up the possibility for religious shennangians.

 No.197

File: 1425761219613.jpg (352.37 KB, 625x469, 625:469, Battle_of_Sitka_by_Louis_S….jpg)

>>196
>>168
Death. That is the only thing that lies in your mind after your first hour in the pikewall. It all started out peacefully enough, you made landfall on some forgotten coastline. The first of your buildings started to come underway as your men started chopping down the trees for lumber and fuel for fires. That is when your scouts came back with half of their number missing and told you. Two armies. They smash into eachother like thunder. One seems to be like your own forgotten roots, riding atop grand horses with their lances leveled and their swordarms ready for combat. They would be like your own fuedal ages exactly if it wasn't for the fact that they were nearly twice as large as your own men and had only one eye. The other army was composed of thousands upon thousands of green men with pointed ears, swinging axes the size of most men's arms. Your scouts barely managed to pull back but they bring with them a pursuing force of these green men. You barely managed to bring your pike-wall up in time to stop their advance into your basecamp. Roll me one d10 to fight off these strange men with musket and pike.

Gain
Military: 2 Tercio Units
Population: 4
Bonus: [Conquistadors!] Though you have not yet been graced with a unit of Connquistadors, you are able to emulate their techniques. +15 to oppressing natives.

>>169
What the fuck is this land. You landed an hour ago on this penisula on behest of Tzar Scuff but you did not sign up for this shit. Walking stone men, you thought they were just statues at first but they fucking move. They seem to not even know your men are there which has led to the crushing of a few of your less observant servants. They seem to be building some weirdass fucking tower further inland, mining stone around your campsite with their bare hands for the task. What the fuck is this shit?

Gain
Military: 1 Militia Unit, 1 Hussar Unit
Bonus: [Russian Flexibility] You and your men are naturally able to adapt to anything this new world can throw at you. +10 to the learning of magic and native technology.

 No.198

>>170
For god and country, you have landed in this miserable land. Your master navy assured that your crossing wasn't fraught with many dangers but it was still quite a long shitshow. Now you are here though, you seem to have landed next to a large forest of unimaginable size. You aren't sure about how big the forest is yet but if the trees are any indication, you will have a very valuable lumber economy soon. The trees seem to reach into the sky themselves far past the sight of most of your men. Hell, they even seem stronger than your own natural woods. Yes, this will be a very valuable land for Blackhampton. Now if only you could figure out where those arrows are coming from?

Gain
Military: 1 Redcoat Unit
Bonus: [British Professionalism] Your country is know for it's well disciplined armies and navies. Gain a +5 to all combat in general.

>>173
Innovation. That is the word of the century for your people, you and yours are dedicated to bring peace and technological innovation all of the prophet's people. It has been a long journey but you have arrived at the chosen land of your people, a grand land of fer-shit. Fuck, you actually landed in another fucking desert. Shit. Ah well, you seem to have access to a very grand river and the floodplains around it. You can surely make this land your own and bring peace to it's native people. Damned shame that you didn't find a lush jungle or an iceland. A change of scenery would have really been nice.

Gain
Military: 1 Cataphract Unit, 1 Peacekeeper Unit
Bonus: [Innovation] Your people know the technological process inside and out, gain a +10 to researching new and native technologies.

>>172
Roll me a 2d1500 correctly fucker. Will add you in once you do.

 No.199

>>173
Act natural boys. Act really fucking natural. You ships dropped out of deep ocean to see the sight of a large rustic city with a grand set of harbors. You figured that one of the other colonial nations beat you here and really fucking set up fast. You weren't expecting your docking to be greeted by a annoyed looking stocky man who measured up to about half your height. He quickly started yelling at you and your men in some foreign language before walking off and throwing his hands up in the air. You and your men barely manage to get over their disbelief long enough to pull up the gangplank and get ready for combat. No natives have come at you with swords a day later so you think your safe. This land is FUCKING STRANGE THOUGH. You have been here for only a day and your men have seen all sorts of unatural monsters and strange humans walking the streets like they are normal. What are you gonna do? You can try to leave port and find another landing point or you can try something more drastic.

Gain
Military: 2 Line-Infantry Units
Bonus: [Holy Venish Empire] You and yours are long adept at the managing of client and vassal states. +15 to the making and management of said states.

>>188
Banishment. That is the word that hangs over you and your men's shoulders. No hope for a future back in the "Republic" of Velikoye. You have been forced to leave everything behind for this one final hope in the new land. You hope that you can manage to secure a future for your descendants, if not a honorable death at the very least. Your thoughts are interrupted as you make landfall. Its a boring place. No particular things that stand out about it. Its steppes, your pretty sure. Better get set up.

Gain
Military: 1 Militia Unit
Bonus: [Claimant] If and when you declare independence, you will find yourself having a much easier time due to certain doubts. Unlocks [???] Options
[???] ????????

>>193
Witches. The damned fucking witches. You were once one of the most influential orders in the entirety of the old world, you brought the cleansing fire to many a heretic and witch but then it happened. The witches got to the king, your certain. He banished you to this new land to "continue" your duty but you know that he sent you here to die. You will make this land your own and you will return one day to bring the light back to your homeland. Right now, you seem to have landed on some peninsula. There are an awful lot of graveyards around but you have made too many of your own to be scared of some savage's customs. You will bring the light to them and they will thank you.

Gain
Military: 3 Knight Units
Population: 8
Bonus: [The Order] All of your units are trained in the arts of shutting down fake magic but you find that it works just as real on actual magic. +10 to killing any type of magic user. You also gain a new victory condition, your goal is to eventually return to the Old World with enough men to conquer your former hosts and show them the light.

 No.200

File: 1425761476815.jpg (5.56 MB, 3000x1948, 750:487, Discovery_of_the_Mississip….jpg)

>>173
Act natural boys. Act really fucking natural. You ships dropped out of deep ocean to see the sight of a large rustic city with a grand set of harbors. You figured that one of the other colonial nations beat you here and really fucking set up fast. You weren't expecting your docking to be greeted by a annoyed looking stocky man who measured up to about half your height. He quickly started yelling at you and your men in some foreign language before walking off and throwing his hands up in the air. You and your men barely manage to get over their disbelief long enough to pull up the gangplank and get ready for combat. No natives have come at you with swords a day later so you think your safe. This land is FUCKING STRANGE THOUGH. You have been here for only a day and your men have seen all sorts of unatural monsters and strange humans walking the streets like they are normal. What are you gonna do? You can try to leave port and find another landing point or you can try something more drastic.

Gain
Military: 2 Line-Infantry Units
Bonus: [Holy Venish Empire] You and yours are long adept at the managing of client and vassal states. +15 to the making and management of said states.

>>188
Banishment. That is the word that hangs over you and your men's shoulders. No hope for a future back in the "Republic" of Velikoye. You have been forced to leave everything behind for this one final hope in the new land. You hope that you can manage to secure a future for your descendants, if not a honorable death at the very least. Your thoughts are interrupted as you make landfall. Its a boring place. No particular things that stand out about it. Its steppes, your pretty sure. Better get set up.

Gain
Military: 1 Militia Unit
Bonus: [Claimant] If and when you declare independence, you will find yourself having a much easier time due to certain doubts. Unlocks [???] Options
[???] ????????

>>193
Witches. The damned fucking witches. You were once one of the most influential orders in the entirety of the old world, you brought the cleansing fire to many a heretic and witch but then it happened. The witches got to the king, your certain. He banished you to this new land to "continue" your duty but you know that he sent you here to die. You will make this land your own and you will return one day to bring the light back to your homeland. Right now, you seem to have landed on some peninsula. There are an awful lot of graveyards around but you have made too many of your own to be scared of some savage's customs. You will bring the light to them and they will thank you.

Gain
Military: 3 Knight Units
Population: 8
Bonus: [The Order] All of your units are trained in the arts of shutting down fake magic but you find that it works just as real on actual magic. +10 to killing any type of magic user. You also gain a new victory condition, your goal is to eventually return to the Old World with enough men to conquer your former hosts and show them the light.

 No.201


HOW DO DICE?

 No.202

Dice rollRolled 977, 630 = 1607

>>201
dice 2d100 in email field

 No.203

Dice rollRolled 73, 67 = 140

>>196
>Fill this out
Sovereign Nation Name:Odinsons
Map Color:Blue for the All Father
Starting point:Coast
Race: Human (Locked)
Fluff: Raiders,Savages, and Pagans they were the Vikings. Sons of the north, and explorers when they're raiding they are there because the raiding shall bring the plunder and the loot. The Odinsons are amassed from exiles seeking redemption and veterans of raids long ago. Their leader Jaakko Odinson is renowned for being a fearsome raider and known for being fanatic for Odin.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 1 Vikingr Garrison
Buildings: Burnt-Out Colony
Tech:
Magic: (Locked for now.)
Bonus: [Raider's Legacy] You gain a +10 to all naval actions and a +5 on top of that if you attempt to board another's ships.
Resources:
Commodities:

1.We rebuild for almost all is lost they didn't take it they did nail his body there we shall rebuild and grant Erik Leifson a proper funeral

2.We shall raid smaller islands and bring as much loot as possible

 No.204

Dice rollRolled 6, 90 = 96

>>196
>>Sovereign Nation Name: The Sovereign Theocracy of Pollokix
>>Map Color:Gold
>>Starting point:Coastland in a wooded area.
>>Race: Human (Locked)
>>Fluff:Pollokix is a recently established nation, formed in a violent war over land. The small states of the are were conquerred into a single empire, ruled by an Imperator Incarnus. The country is heavily zealous, focused on their deep religious views. They despise the unhuman in all of it's forms, the tenets of pyre and flame being very important. All men are to train as soldiers, all women as riders, for a few weeks a year at least, to be ready should the time come, and they are motivated by years of indoctrination and fire purged enemies. The colony was founded at the behest of the Imperator, to gather the resorources of the new world, and to burn the native peoples to ash, with the blessing of the gods of Pyre, Powder, and Smoke.
>>
>>>Dont fill this out
>>Population: 7
>>Unrest: 2
>>Independence: 0
>>Economic Level: Colonial Expedition
>>Military:2 Zealot Units
>>Buildings:
>>Tech:
>>Magic: (Locked for now.)
>>Bonus:[By the Light]
1. I see only one thing can be done. The men will set alight the jungle to baptise our new land in blood and ash. I liked that retainer.
2.Begin gathering boulders from the shore to carve into structures.

 No.205

File: 1425762378661.jpg (193.19 KB, 1120x800, 7:5, SERFS.jpg)

Dice rollRolled 88, 66 = 154

>>200
Sovereign Nation Name: Republic of Velikoye
Map Color: Lime Green
Starting point: Temperate, Maritime
Race: Human (Locked)
Fluff: The Republic of Velikoye was once prided for its rationalism, tolerance, and prosperity. But those are the days of the past. Harsh winters and droughts led to famine and destitution. Even more misfortune followed, with several invasions from Velikoye's treacherous neighbours Shagadaki and Bolonino following. Despite strained resources, the newly elected ruler, Pyotr Vasilyev, managed to secure victory, winning battle after battle. His triumph in face of impossible odds led to incredible popularity, and it seemed for a time that the times of turmoil were over. He was a humble man, using his power only to better the lives of his people. But other noble families grew envious of his power, and daggers were drawn in the dark. Pyotr Vasilyev was assassinated, along with his wife and children, and strung outside the Vasilyev estate by the neck. Some blamed Vladimir Ivanov and his ancient dynasty, while others yet placed blame upon Nikolay Alkaev, an upstart noble recently come into power. All of the electors were placed under suspicion, leading to yet more assassinations and violence. Chaos truly erupted when Vlasi Vasilyev, brother of the nation's savior, attempted to re-instate the monarchy of old, defying the electors and the traditions of Velikoye. The following civil war lasted 13 years, and left hundreds of thousands dead. The Ivanov's had finally struck down Vlasi the Tyrant - Vladimir "Ironside" slaying him down in a fierce duel atop the palace steps. But Vladimir Ivanov was betrayed in the end, and the fighting was all for naught. Nikolay Alkaev had gained the support of Bolonino, and with their armies, Velikoye stood no chance. The Ivanov's were stripped of lands and privileges, along with the other electorates. Velikoye is now a republic only in name, with Alkaev ripping the tongues from any man who dares question his rule. Vladimir Ivanov and his family were exiled, and given one last chance for redemption. Return with the riches of the New World, or not at all.

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 1 Militia Unit
Buildings:
Tech:
[???] Options
[???] ????????

1. Send scouting parties inland to explore the Steppes. We need to find out what this land has to offer, and more importantly, if anyone has already laid claim to it.

2. Set up shelters. If the weather is anything like that back home, things could turn bad quickly. We'll be ready. Put the Serfs to work.

 No.206

Dice rollRolled 73, 53 = 126

>>198
>>165
Sovereign Nation Name: The Unified Imperial Kingdoms of Great Blackhampton and Kelsford's Expedition to the New World in the name of King Charles VI
Map Color: Red
Race: Human (Locked)
Starting point: Near the North Coast.
Fluff: Usually just shortened to 'Great Blackhampton' or 'Blackhampton', the Kingdoms of Blackhampton and Kelsford function under a single monarch, Charles VI. The two Kingdoms (And a couple smaller kingdoms under them) both form the nations of the smaller island of Icthium, off the coast of Ekias. Renowned for an incredible navy and mastery of the seas to fend of raiders and their ancestral rivalry with the nearby nation of Fronsylia, rising ideas of Imperialism and Nationalism and a recent surge of science leading to the beginning of racial superiority, Blackhampton has had a massive increase in colonial interest, sending out expeditions sponsored by the King around the world with military escorts. Though long-time believers in the religion of Pollokix, conflicts with the relatively new Imperator over theological and political matters have left something of a religious divide between the two nations.
Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: [1 Redcoat Unit]
Buildings:
Tech:
Magic:
Bonus: [British Professionalism] Your country is know for it's well disciplined armies and navies. Gain a +5 to all combat in general.
Resources:
Commodities:

1. Ah, marvelous! Resources, fertile lands, and savages to conquer. They'll write novels about the noble Captain William, they will. For now, let's get our settlement set up. Houses, palisades, a governor's house, the basics. In the name of the King, it will be named Charlestown. Ichium rules the waves!

2. Send out some of our boys to establish contact with the savages. Shoot them if they keep shooting their toys at us, but otherwise keep it peaceful. A savage is still a useful pair of hands when civilized, and more hands are never bad!

+ [British Professionalism]

 No.207

File: 1425762743090.jpg (116.28 KB, 465x899, 15:29, efb955bca9f6e63115ad38c3c9….jpg)

Dice rollRolled 8, 81 = 89

>>200
Sovereign Nation Name: Kagen's Witchslayers
Map Color: Yellow
Starting point:
Race: Human (Locked)
Fluff: Kagen, the upstart and pompous leader of the witchslayers, long ago created a vendetta to destroy all semblances of magical artifacts and mysticism in the world. He had done well in this quest back in the home country, prompting the public lauding him with the title of "Slayer." Once news came about of a new land potentially ripe with magic, Kagen was ecstatic. He quickly summoned an expedition to conquer this land for the motherland, potentially ridding the world of more foul magic users.

>Dont fill this out

Population: 8
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 3 Knight Units
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus: Bonus: [The Order] All of your units are trained in the arts of shutting down fake magic but you find that it works just as real on actual magic. +10 to killing any type of magic user. You also gain a new victory condition, your goal is to eventually return to the Old World with enough men to conquer your former hosts and show them the light.

1. Begin sacking the graves as a display of superiority and a way to gain treasure. The customs of these natives makes the air foul with the stench of mysticism, and for that it is the duty of the order to purify the blight.

2. Establish a modest base camp near the tip of the peninsula, gather resources to do so if we have run out.

 No.208

File: 1425762952223.jpg (60.27 KB, 400x227, 400:227, 8352.jpg)

Dice rollRolled 98, 61 = 159

>>200
Sovereign Nation Name: Eternal Reich of the Venland
Map Color: Dark Red
Starting point: Somewhere foresty, inland from the coast a ways.
Race: Human (Locked)
Fluff: The Reich is a burgeoning empire, centered in Venland, that seeks to unite the many disparate townships and duchies that make up the region. This task would be all but impossible due to the strife and grudges the various locales hold, were it not for the charismatic and strong-willed leadership of Kaiser Lumenwald. With his own territories mostly secure, the Kaiser is eager to keep up with the 'weldsprechen' lowlanders in their race for the New World. Trained with the finest Vennish cavalry and at the cutting - and shooting - edge of military technology, this expedition comes for conquest, to bring back rich resources for the Reich's military machine.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 2 Line-Infantry Units
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus: [Holy Venish Empire] You and yours are long adept at the managing of client and vassal states. +15 to the making and management of said states.

1 - We will not get far trying to rule an occupied city with what forces we have. A wise commander spares the city but first takes the country. As such we shall disembark and set off a couple miles down the coast, there to build a new base of operations.

2 - However, only a foolish leader would ignore these denizens. We shall have to seek parley, even start to learn their language. Strange though their ways and words are, it would be better to have them as allies than enemies on the road towards ruling them.
+[Holy Venish Empire]

 No.209

File: 1425763281872.jpg (689.46 KB, 1200x550, 24:11, land_of_the_stone_giants_b….jpg)

Dice rollRolled 37, 36 = 73

>>197
>Fill this out
Sovereign Nation Name: Kievan Rus
Map Color: Orange
Starting point:(Locked)
Race: Human (Locked)
Fluff: The largest Empire of the old world, Rus was long considered the most primitive and barbaric of the Old world Empires, and often won wars through the sheer amount of men they could put on the field. The land was a cold one, with the sparse land suitable to farming available only to the Boyars of the royal court, who forced the serfs, common men reduced to slaves, work the land and themselves, often to death. Then came a new king, a man to force a change upon all of Kievan Rus that would rock the county to its core. Turmoil was rampant for the first few years, but soon the country was stable and prospering; a series of wars brought much land to the Rus Empire, and now it finds itself a rising Owlbear among it's once strong competitors. This is in no small part to a wonder technology discovered by it scientist-Emperor, a means through which feats of in-imaginable complexity are completed using some sort of arcane energy. This new discovery, deemed heretical by the rest of the world, has caused a massive falling off in foreign relations, and now the country prepares again for war, this time against most of the known world. In an attempt to further bring his country up to speed with the modern world, and attain new, exotic resources for the war effort, the newly crowned Emperor Scruffitius orders a fleet to be constructed to ferry his people to this "new world" and take it for Rus.

>Dont fill this out

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 1 Militia Unit, 1 Hussar Unit
Buildings:
Tech:
Magic: (Locked for now.)
Bonus: [Russian Flexibility] You and your men are naturally able to adapt to anything this new world can throw at you. +10 to the learning of magic and native technology.
Resources:
Commodities:
1. Ok, the rock men don't mess with us, so we'll leave them be, and we can aid in this task by moving away from the apparent quarry we landed at. Pack it up and move it out.
2. Once we reach this new site, let's set about setting up the basics, farms, houses and fortifications

 No.210

Dice rollRolled 7

>>197
Sovereign Nation Name: Los Empiro.
Map Colour: Sea Green.
Starting point:
Race: Human
Fluff: A nation of conquest, los Empiro had a humble beginning fighting against those across the not!Mediterranean, which soon escalated from the call of the crusade against a pagan foe, before soon controlling the entire south of Ekias through brute force, and harsh Conquistadors. While those of los Empiro are experts in suppressing native backlash from their conquests, their relationship with the rest of Ekias is tainted due to their greed.

Population: 4
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military:
2 Tercio Units
Resources:
Commodities:
Buildings:
Tech:
Magic: (Locked for now.)
Bonus:
[Conquistadors!] Though you have not yet been graced with a unit of Connquistadors, you are able to emulate their techniques. +15 to oppressing natives.

"Ovi, the natives are charging right for us! Bring up the pikes, and shoot them away!"

 No.211

Dice rollRolled 72, 68 = 140

>>198
Sovereign Nation Name: The Most Holy Theocracy of Diasten
Map Color: Dark Blue
Starting point: Anywhere I can feasably reach
Race: Human (Locked)
Fluff: Many years ago within the southern desert the tribes fought in in bloody wars and feuds over the oasis and wells that dot the land. The battles soon became so bloody that quite a few wells or oasis were lost or poisoned. In the wake of the Blood Wars came the prophet Tzius who roamed the desert and negotiated the end to the blood feuds between all the tribes. The prophet soon gained a following and preached his teachings of peace and understanding. He preached that the gods and the spirits had the same souls as humans, and when a human dies he is resurrected as a god, spirit, animal, or plant. That the way to a proper life is through knowledge and understanding of the world in preparation to become a spirit. That creation and art is better than destruction and bloodshed and that one should only fight in self defense. Over time the prophet's teachings were written down and the Theocracy was united from the tribes. In the modern day the Theocracy is a peaceful state dedicated to their sciences and art. Protected by the desert and control of the water sources. When the High priests heard of the new land they sent and exploration and colonizing expedition to learn all they could about this new and strange land.

Population: 5
Unrest: 0
Independence: 0
Economic Level: Colonial Expedition
Military: 1 Cataphract Unit, 1 Peacekeeper Unit
Buildings:
Resources:
Commodities
Tech:
Magic: (Locked for now.)
Bonus: [Innovation] Your people know the technological process inside and out, gain a +10 to researching new and native technologies.

1. Well this could have been far worse. We at least know how to survive in the sun scorched lands already. They will more than likely also contain similar resources as our homeland, which is a shame but also good for initial setup. "We must begin constructing homes. We were given a good allowance of resources from home for this task were we not? I don't quite remember. Either way we all know how to build a simple hut." Build homes.
2. These flood plains are quite the blessing. The spirits of the waters and winds must have been looking over us when they saw we were heading for this desert. They shall be quite fertile. Start setting up farms!

 No.212

Dice rollRolled 392, 659 = 1051

>>198



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