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

 No.2045[View All]

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:

>Fluff:

>Skill:

>Heir/Heiress: [Fill according to fluff]

>Bonus:

>Kingdom's Name:

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

>Fluff: (Fantasy Races are allowed)

>Population:

>Military:

>Economy:

>Buildings:

>Technology:

>Storage:

>Magic:

>Bonus:

>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

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

 No.2413

>>2412

Judrin keeps staring at the sky, waiting another few seconds before speaking.

"Why yes, I do wish to make Iloden better, but Iloden serves a purpose. Iloden holds virtually all the dangerous monsters in the empire, and its inhabitants are both blessed and cursed to be monsters themselves. We must ever be careful not to end up the things we fight, descending into the terrible things we fight. Should we fail in our eternal duty, should our service ever cease, the empire and possibly the world would quickly be overrun by monsters! The untolds millions of innocents who would die is unnaceptable, and would stain the world forever. And so I am here, yes to better Iloden, yes to better its military, but most importantly to protect her people. Now I kindly and humbly ask, may I be allowed to speak with the dark gods, please."


 No.2414

>>2413

"Hah! That's a pretty funny joke. Let me tell you this now, you are of no importance.

The monsters you inhabit are no threat.

And again, you mistake me as a God who cares about the Empire and it's people.

I don't. So begone, I don't care for such petty reasons."


 No.2416

Dice rollRolled 4, 23, 17, 75 = 119 (4d100)

>>2364

>Lord's Name: Lord Yuros Haleer (500 #)

>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.

>Skill:

Combat (Archery) Level 0

Charisma Level 4

Wisdom Level 3

Intelligence Level 4 (2/25 for 5)

Leadership Level 2

IB-Leadership Level 1

>Heir/Heiress:

>Bonus:

Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.

Nature Channeling: Changes an object into a material of nature.

Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.

One-Arm

>Kingdom's Name: Kelthas Glade

>Color: Blue 3

>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.

>Population (Happyness 6): 401,000 Elves

>Military: 8,000 Infantry

+30 Spies

>Buildings:

Light Church Level 3

Death Church Level 2

Nature Temple Level 3

Water Temple Level 2

Earth Temple Level 2

Shadow Temple Level 1

Knowledge Temple Level 1

Roads Level 2

Farm Level 4

Mine Level 1

Fish Port Level 1

Spy Network Level 1

(Unique) Decoration Garden Level 1

Storage Level 1

+Storage (0/5):

0 Stack of Farm Goods (Expire in 2 Turns)

Market Level 1

>Technology:

>Magic:

Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))

Light Magic ( 3 Elves)

Death Magic ( 1 Elf )

Water Magic ( 2 Elves )

Earth Magic (1 Elf)

Knowledge Magic ( 1 Human)

Enhanced Magic ( 1 )

>Economy: 6 (+4 Roll Value to relevant)

>Bonus:

+Favored by Gods

1. Send someone to find out what the magic of that new earth magic user is.

2-4. Begin working on a grande project to last the centuries. A wonder dedicated to the study of magic as a whole and for magic users to gain better understanding and mastery of their magic abilities. It shall be a school of the concept of magic not unlike the magic scrolls in the capital, a meditation area and study area for magic users to use to better understand their power and gain new mastery of their magic, a research area of the basic concepts behind magic, and the first step to fulfilling that promise I made with the nameless god. Monsters should also be included in this category for study, but we should be careful about having monsters around here. There is more to this world than what we know, and the only way we are going gain insight into it is by digging. So let the easterners have their corner of iron and mastery of this world. We shall complement them and study the divine and magical, so that together the empire will prosper greater than study of one alone. I shall help the construction efforts by using my magic to turn air and other materials into construction materials of the highest quality, if I can reach an agreement with the divine. I should also ask for the assistance of the other magic users. Begin construction of the Grande Arcanium


 No.2418

>Lord's Name: Quin Shiwan

>Lord's Name: Quin Shiwan

>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.

It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.

As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.

He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.

He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.

Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.

>Skill

Leadership Level X

IB-Leadership Level 2

Charisma Level 1

Combat Level 2

Wisdom Level 4

Intelligence Level 2

>Heir/Heiress: Ksheng Shiwan

>Bonus:

Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.

Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.

>Kingdom's Name: Shiwan Dynasty

>Color: Bronze/Reddish BRown

>Fluff:

The Shiwan are loyal vassals of the Emperor, but their history runs older, deeper, and are ancient family and staunch allies of their brothers and sisters in the Bayushi clan, for whom they share the same language and faith.

Defeated in an old war by an old emperor after bending the knee, they have not abandoned that which they take pride in.

The Shiwan might have been legended as farmers, had they wanted to. Their fields were more fertile, their crops and cows and pigs more than any other, their rivers bountiful. But this is not what they take pride it.

They may not have the best equipment, the best magicians, or even the strongest men.

But Shiwan take pride in their numbers.

Their population is vast, some say more than many of the other Vassals combined.

Their armies make the ground quake on its march, that they drink rivers and ponds dry, and arrows blot the sun when they fight.

All men are pressed into service for the Emperor, and fielded into Shiwan legions, the only type of army of its kind in the entire Empire. In addition to numbers, they are also known as expert organizers and logisticians, for they need to be such that they hold the reigns on the greatest and massive fighting force the Island has ever seen.

The military backbone of the Emperor, where as the Karasuba can be described as his cloak and dagger, the Shiwan for providing their numbers have earned the monicker: the Emperor's sledgehammer.

In the domestic ground, most civilians are farmers, the rest being managers, accountants, and organizers. Women and families who give birth to many children gain a high status in life, and it is part of government regulation that all families who contribute a number of men to the army gain privileges, extra wages, and the ability to support more men. Polygamy is encouraged, and some families who have given birth and raised some dozens of men have rose from farmers to aristocrats in a stroke.

The same can be said for the barren and the single. Singlemen and women are scrutinized, and law dictates that after a certain age they be mandatorily paired up. Barren women are particularly out of luck, and almost shunned from all society. However barren men may become Eunuchs, and go to schools to serve as advisors and management of many.

Thus, quite a lot of the educated and organizing class are eunuchs.

>Population: 950,000 Humans

>Military:

17350 Infantry

+200 Promoted Infantry+

>Buildings:

Farm Level 5

[WONDER] The Grand Rice Terraces

Fish Port Level 5

Market Level 3

Lumber Mill Building 1

[WONDER] Road Level X

Trading Dock Level 1

School of War Level 1

Storage Level 1 (5 Stack Cap)

>Technology:

[Wonder] Weapon Crafting

-The Shiwans Long Pike

-The Shiwans Shield of Steel

-The Shiwans Short Sword of Steel

Weapon Crafting Level 2

-Sword

-Shield

General Training

Formations

Grand Logistics

Grand Logistics Level 2 (2/4)

>Magic:

>Bonus:

Breeding

Stat Post

Military Society

>Economy : 5

>Heroes:

Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]

Expeditionary Defensive Force: 3500 Men in Anniria's Land

Rebel Supression Force: 3850

>Trade:

SEA:

Market Level 3

Trading Docks Level 1 - Hendappa (Sea) Level 1 - [Currently Supplying Rice Per Turn]

Trading Docks Level 2 (1/2)

Road Level 1

LAND:

Market Level 3

[WONDER] Road Level X (Iron Corner's Road Network - [Winters, Curious, Anniria, Scruffy]


 No.2419

Dice rollRolled 17, 23, 45, 40 = 125 (4d100)

>>2418

1. Even during a war, work still resumes on the homefront of the ever industrial Shiwan.

Finish up

Trade with Aruile 1/2

Which is part of the greater [Joint Industrial Complex] Wonder

Market Level 3

Grand Logistics

[WONDER] Road Level X (Iron Corner's Road Network)

2-3. As per our deal with Thucyld, expand the [Iron Corner] road network to their lands via the connection in Aruile, as part of a greater deal for their preservation technologies.

Grand Logistics

[WONDER] Road Level X (Iron Corner's Road Network)

Lumber Mill Building 1

4. Expand the market to level 4, we need an additional trade route open. Better logistics should help with this

Lumber Mill Building 1

Grand Logistics


 No.2420

File: 1437923114512.jpg (86.73 KB, 460x239, 460:239, Phalanx.jpg)

Dice rollRolled 38, 21, 40 = 99 (3d40)

>>2390

https://www.youtube.com/watch?v=U_uDJlqj0rQ

Inform the general that we did not develop the art of formations or train our military so that we would rely purely on brute force of numbers.

Our pike formations are designed to create a forest of deadly pikes and phlanaxes specifically to protect our infantry from any feasible melee attack by cavalry or infantry, our shield formations to deflect from bows and arrows, your training has taught you how to use these to the best of your ability. The King has taught that the life of every man must be weighed and accounted for as though they were the grain of rice that tips the scale.

Also, congratulations on your first victory. The King has sent his personal commendation and blessing to you General Shin Hal. May it be the first of many and may you show these rebels the might of the Empire and of Shiwan!


 No.2421

>>2414

Judrin shrugs uncaringly. He doesnt need magic, he just views it as a benefit.

"Well then may I please speak to to the goddess of lust and the goddess of light?"


 No.2422

Dice rollRolled 82, 80, 60, 42 = 264 (4d100)

>>2364

Actions cus i realize i never did that.

http://pastebin.com/M2hVFUvF

1:Before thundering hooves left he had ordered his men to explore their territory for any areas of interests, such as areas with large amount of animals, resources, or things that feel connected to the spirits of the land.

2:The men of the tribe were ordered to make preparations for war. Whether with outsiders or with the other tribes still remains to be unseen until their leader returns.

3-4:A recon party of soldiers are sent out to scorpion clan territory. Their mission is simple. Find their kin and get them to safety.


 No.2423

Dice rollRolled 25, 49, 26, 50 = 150 (4d100)

>Lord's Name: Lord Richard Fuilcú (20)$

>Fluff: look to older original Post

>Skill:

Leadership 3

IB-Leadership 1

Combat 3

Charisma 3

Wisdom 3

Intelligence 2

>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.

>Happiness : 6

>Economy: 5 (60/500)

>Bonus:

[Keen Intelligence] - While in combat, Wisdom turns to 5.

Lord's Bonus [Precise Hunt] - Hitting a 50,60,70,80,90 in a dice roll is a triple success.

Lord's Bonus [Dahjor Cloak] - When wearing the cloak, you will get +0.5 Leadership and +0.5 Charisma when interacting people of your nation.

>Kingdom's Name: The Hills of High Velek

>Color: Brown, 13

>Fluff: Look to Original Post

>Population: 177,400 Humans 120,400 Dwarves

>Military:

5,000 Infantry

>Buildings:

Farm Level 4

Mine Level 3

Water Temple Level 3

Market Level 2

Amphitheater Level 1

Storage Level 2: (25 stack limit)

+2 stacks of Dahjor Pelts

Dahjor Breeding House Level 1

[WONDER] Garden of the Gods

>Technology:

>Heroes:

Michael Marron [Artist. L-0, IB-0, C-0, Ch-3, W-3, I-2.]

>Magic:

>Bonus:

Fur of Dahjor

>Progress

>Actions:

1/2. Begin training some elite guards to patrol the Capital.

3/4. Join in their Training as the Captain of the group and improve alongside them. (Train personal combat)


 No.2466

Dice rollRolled 80, 51, 82, 30, 100 = 343 (5d100)

>>2365

>Lord's Name: Lady Hiemalis Von Der Nacht

>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.

At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.

>Skill:

Leadership Level 3

IB-Leadership Level 2

Combat Level 2

Charisma Level 3

Wisdom 2

Intelligence 1

>Heir/Heiress: her brother Suvi, age 16

>Bonus:

Leadership and IB-Leadership gets -1 when seen as a weak female.

Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.

Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.

>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")

>Color: Dark green, and 11.

>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.

>Population: 300,750 Humans

>Military:

5,250 Infantry

1 merchant ship

1 broken merchant ship

>Buildings:

Castle Level 1

Farm Level 1

Fish Port Level 2

Mine Level 1

Stake Hedges level 1

Shipyard level 1

Trading docks level 1

Coastal Fortifications

Road level 1

Wonder: grand lumber camp

Brain Bungalow

>Technology:

>Magic:

>Bonus:

Hostile Terrain - Defense is greatly improved

>Economy: 1(+0 roll value)

>storage:

1. finish repairing that ship

2. continue work on Greek Fire (6/??)

+ brain bungalow

3. have a squadron of cutters begin patrolling our waters

4&5 (since feeding was a free action): begin construction of a university


 No.2485

test


 No.2486

>>2367

Metal Eaters 2/5

+Building: Wall Level 2

Storage 1/2

>>2369

+Technology:

Clockwork Weapons

Wine Farm 2/4

>>2370

+2 Warships

+1 Scorpion

+3 Stacks of Fish

+200 Raiders

>>2371

In the pastebin.

>>2375

The book contained very bad handwriting. It will take a long time for one to decode this.

The explorers arrived to the Temple!

[Dialogue Post coming up]

You have created a Trade Route with Kelthas Glade!

>Trade:

Kelthas Glade (Land) Level 1

Your farm improved from the new trade route!

>Farm Level 5

Your trade route with Zephos (Sea) has been destroyed!

>>2377

Oddly, ships from Epidemicia stopped arriving to your land…

The trade route with Epidemicia is removed!

>>2380

You reduced the counterfeiting problem, however, some people talk about how your methods were a little extreme…

Your farms produced plenty of food!

>>2398

The Baron wasn't home, but you still got the Baron's Favor!

+Bonus: Baron Favor

Council Room 4/8

>>2404

Dragoon Creation 3/4

+1 Food Stack ( Expire in 2 turns)

Your storage is too full to carry any more stacks!

>>2406

The rumors spread even more about how the Catechism is a church for the devils…

Slight Food Shortage 1/2

>>2416

The person couldn't find the earth magic user but you heard rumors of the person having weak magic.

Grande Arcanium 2 / 12

Enchanting Magic - Choose one. Improve Buildings, Technology, Magic, Economy, or Rolls.

>>2419

You have completed the road to Thuclyd!

Market Level 1/5

>>2422

The troops have found a new type of metal hidden under a cave… The cave gives off a eiree feeling.

Training 3/4

The scouts moved out. They will report the next turn. (Remind me in the next post)

>>2423

Elite Guards Creation 1/4

Combat Training 1/20

>>2466

-1 Broken Merchant Ship

+1 Merchant Ship

Green Fire 8 / ???

+Bonus: Patrols

[Wonder] next post


 No.2487

>>2152

A trade route has been set up with Epidemica!

>Trade: Epidemica (Land) Level 1

Your farm improved from the new trade route!

>Farm Level 5

>>2466

"Knowing is only half the battle."

The Empire is seeing a new age. An age of knowledge.

Schools and universities are being created throughout the land.

Maybe, there is some hope for peace in the empire, where instead of swords, battles can end with words.

Maybe.

Just maybe.

+Building: [WONDER] ____ University

The Greek Fire technology is now finished!

+Technology: Greek Fire


 No.2488

Dice rollRolled 40, 66, 8, 77 = 191 (4d100)

>>2486

>Lord's Name: Aric Bryne

>Fluff: A ruthless raider who married into his position after years of steadfast and loyal service, Aric Bryne can be considered the luckiest man in Orris. The unluckiest would be his late father-in-law, a gutless coward of a man whose only good course of action was to marry his daughter, Alice, to Aric instead of a scheming nobleman. Aric has replaced his small council with his own trusted crewmen, and has proven himself to be a shrewd, dangerous leader.

>Skill: Leadership 1, IB-Leadership 4, Charisma 3, Combat 4, Wisdom 1, Intelligence 2

>Heir/Heiress: Andol, age 1.

>Bonus: [Raider King] - +20 to rolls where attacks are personally led. +15 to military actions on the sea, military sea actions only fail on a 1

>Kingdom's Name: Orris

>Color: Grey, 19

>Fluff: A fishing colony, Orris has fallen on hard times due to the poor policies and decisions of its now late ruler. Now, however, Lord Bryne is intent on bringing it back to its old glory as a prosperous and feared naval power. Orris' population is mostly human, but there are a fair smattering of dwarves, elves and merfolk. The elusive Humbolt, a race of squid people, have an underwater colony not far off of the Orrisian coast, and rumors tell of ferocious sea monsters in the area as well.

>Population: 82280 Humans, 10450 Dwarves, 7300 Elves, 3050 Merfolk

>Military: 1101 Raiders+, 1612 Elite Raiders, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 97 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500), 1 Scorpion

>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+

Aphrak Expedition: 200 Raiders+, 2 Carrier Boats.

>Buildings: Fishing Port 2, Trade Docks 2, Military Docks 2, Shipyard Level 2, Storehouse Level 2

>Technology: Ship Crafting 3, Weapon Crafting 2, Siege Crafting 1, Scorpions

>Magic:

>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3

>Bonus: Naval Power

>Holdings: 1 Stack of Wood, 2 Stacks of Iron, 3 Stacks of Fish, 24% Filled

>Economy: 4 (-1 Roll Value)

Economy 4 [10/500]

FREE ACTION: Trade 2 stacks of fish for Iron.

1. Build more Scorpions.

2. See about developing a way to smoke, ferment or otherwise keep these fish stored in the long term so we can keep a steady supply of food.

3. The Aphrak Expedition team gathers at the rally point and waits for the others to land as well, making forays inland for food.

4. Begin improving the Trade Port.


 No.2489

Dice rollRolled 80, 84, 71, 34 = 269 (4d100)

>>2486

>Lord's Name: Lord Yuros Haleer (500 #)

>Fluff: The elven lord of the kingdom, he is 500 years old but has only been lord of the kingdom for 100 years. He is the son of the previous lord, and descended from the first elven lord of these lands, and raised for almost all his life to be a proper high elven lord of the kingdom. Although he can seem stuck up and a bit prudish to other nobles he really does just want to see his kingdom and the rest of the empire prosperous and peaceful.

>Skill:

Combat (Archery) Level 0

Charisma Level 4

Wisdom Level 3

Intelligence Level 4 (2/25 for 5)

Leadership Level 2

IB-Leadership Level 1

>Heir/Heiress:

>Bonus:

Granted Magic by one God (Nature)-Nature Channeling : Changes an object into a random material of nature.

Nature Channeling: Changes an object into a material of nature.

Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.

One-Arm

>Kingdom's Name: Kelthas Glade

>Color: Blue 3

>Fluff: A mostly elven nation where the upper class mainly consists of high elves. Long ago there was an elven kingdom in the forest that worshiped a pantheon of gods and followed their mortal representatives on the mortal world. That was until the representative of the nature god slayed the others and claimed kingship of all elves. He brought hardship to the people and persecuted those that did not worship him. Many left, and he persecuted those harder. A group that worshiped the god of light, the high elves, settled a city upon the river and for many years lived in peace in their city of light. Then the forest king found them and began trying to burn their city. Many raids and sieges passed and the high elf were on the brink of destruction, when the first emperor began to expand the empire. The priests saw something in this human and found he was born the same day the old representative of light was killed. He was declared the new representative of the god of light on the mortal world and was given a deal by the high elven lord, help win the war and dethrone the king in the forest and their kingdom shall join the empire. The deal was struck and the war one, with the high elven lord given control of all that was the kingdom, and all it expanded to. The worshipers of the gods began to return and the city began to change with it, gaining representations of the worshipers as they made their marks. Marble buildings and light, parks and nature, fountains and water, and many more added to the city. The lord of the city had to manage it all, the different religions and their interactions, and to make the city and kingdom great. It is said the first lord looked upon the first parks and fountains and smiled, as the future was bright but his hardships had only just begun.

>Population (Happyness 6): 401,000 Elves

>Military: 8,000 Infantry

+30 Spies

>Buildings:

Light Church Level 3

Death Church Level 2

Nature Temple Level 3

Water Temple Level 2

Earth Temple Level 2

Shadow Temple Level 1

Knowledge Temple Level 1

Roads Level 2

Farm Level 4

Mine Level 1

Fish Port Level 1

Spy Network Level 1

(Unique) Decoration Garden Level 1

Storage Level 1

+Storage (0/5):

0 Stack of Farm Goods (Expire in 2 Turns)

Market Level 1

>Technology:

>Magic:

Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))

Light Magic ( 3 Elves)

Death Magic ( 1 Elf )

Water Magic ( 2 Elves )

Earth Magic (1 Elf)

Knowledge Magic ( 1 Human)

Enhanced Magic ( 1 )

>Economy: 6 (+4 Roll Value to relevant)

>Bonus:

+Favored by Gods

I choose Enchanting magic - Improve Magic

1. Keep looking for the Earth magic user.

2-4. Continue working on the Grande Arcanium. 2/12


 No.2490

>>2375

Your explorers went inside this very large temple.

It was a cubicle shape with a very odd building material.

Inside they found random books scattering around, dust all over the corners, and small pieces of strange metal on the floor.


 No.2491

Dice rollRolled 7, 5, 3 = 15 (3d10)

>>2487

Rolling for romance

"There he was, the leader of the bandits as your Lord Yuros and I were riding down the road. In an instant they were upon us trying to swarm us I knew I had to kill their leader to have a chance to scatter them and so I drew my two handed blade and started to cleave a path while Yuros took out his bow knocking down any scum who threatened to strike me on my red path. I was face to face with the scarred leader, he had a scar like a crescent moon on his cheek and he raised his blade to strike me but an arrow took him in the heart. Quite an adventure no?"


 No.2492

Dice rollRolled 16, 12, 18, 94 = 140 (4d100)

>>2486

>>Lord's Name: Onasser I

>>Fluff: Originally a sage who spent most of his life studying Thucyld (city), he was elected to the patriarchate at the age of 69. Onasser I served as a quartermaster in Thucylds army a long time before he became the Patriarchatus. His official title is that of "Patriarchatus of the church of the sacred and divine monolith, Master and guardian of the holy stone, and Vicar of many divines".

>>Skill

>Leadership Level 2

>IB-Leadership Level 2

>Combat Level 0

>Charisma Level 2

>Wisdom Level 3

>Intelligence Level 4

>>Bonus:

>[Old Age] Stats (usually Wisdom) can turn to 1 for certain cases.

>[Title of Having a Long Title] - When dealing with believers, Charisma turns to EX.

>Lord's Bonus [Guardian of the Holy Stone] - Military actions, for the purpose of the Church or Protection, gets a 25% roll value increase. Onasser's IB-Leadership also increases to 4.

>>Kingdom's Name: Thucyld

>>Color: gold & black, state 5

>>Fluff: A holy land for generations, the church is the absolute authority in Thucyld. Its main city, Jarrow, is a sacred precinct, its only permanent inhabitants are monks, nuns, and various temple staff. The general belief among those who are of the church of the monolith is that all gods who are of good alignment, don't wantonly abuse or torture their own, and genuinely care for their followers, are valid. As a result of this belief, the land has a relaxed policy about demihumans and human visitors from other lands, as Thucyld contains many temples from many different religions. Its other main cities are Harrowhead, a port city, and Delnyr, an inland city, though the ruins of the ancient and long extinct city of Thucyld reside here as well, and lend the region its name. Thucyld has been extinct for over 5000 years, and is recognized by the Jarrow-centered regional government as a holy site.

>>Economy 4 (-2)

>>Population:

>368,735 humans, 101,030 elves, 50,120 halflings, 750 demon humans

very hungry

>Happiness: 76

>>Military:

>3,000 infantry

>>Buildings:

House Beautifying 2/4

>Hotel level 2, 4 of 5 to level 3

>Farm level 5

>[WONDER] Church of the holy Monolith level 5

>Fishing Port level 2

>Basilica of the Synods level 1

>Storehouse level 1

>>20% filled

>Beautiful decorations

>[Wonder] College of the Missionaries of the holy Monolith level 1

>>Technology:

>Preservation 2

>Final draft: "Emissi Popularo" - endorsing missionary work

>Catechism of the faith

>Merchant Tax Reform

>Dictionary of Truchio

>Finished draft: Regulatibus Sacroro - priestly rules and regulations

>severe counterfeiting penalties

>>Magic: Holy Magic 1

>-Healing

>>Bonus: God-Beloved, high Racial Tension

>>Heros: Lance Lenny

ACTIONS

1-2: Continue with house beautifying.

3-4: continue dealing with the hunger problem.


 No.2493

>>2486

Bello, you missed my battle turn: >>2420


 No.2494

Dice rollRolled 99, 97, 3, 5 = 204 (4d100)

>>2487

>Lord's Name: Bob Hexxus $ 39

>Fluff: Leper King of Epidemica, the royal blood gives its blessings and its curses in full to this man who knows no pain and is believed by the people that it grants him robust strength and immunity to the plagues that thrive in the rabble of the city proper. From behind a mask of white mithril Bob's eyes are proud and seemingly unblinking. He loves to talk and sing, his voice deep and sinuous he caresses his words. The Hexxus Line has long reigns some outlasting their great great grandsons as if the diseases that spring from Epidemica produced an internal fount of life but the unlucky ones never last. His son Ruber Hexxus is his heir a large and powerful beast of a man who relishes the loss of pain the hereditary leprosy has given him and is covered in weeping sores and bright scars.

>Skills:

Leadership Level 3

IB-Leadership Level 2

Combat Level 3

Charisma Level 3

Wisdom Level 2

Intelligence Level 1

>Heir: Ruber Hexxus $ 20

>Bonus:

Painless

Lord's Bonus - Once having 2 or more bad rolls, one random failed action will succeed instead.

>Kingdom's Name: Epidemica

>Color: 2 Green

>Fluff: The people of Epidemica were struck by a most foul plague that killed two thirds of the population and left the rest to wallow in the suffering of mortality, they migrated closer to the ceremonial graveyard lands and buried their dead some centuries ago. The Hexxus family was one of the few houses to survive as they were blessed with leprosy and bodies that were beyond physical pain which was a sign to the people of Epidemica that they were chosen to lead them into this new age. The land turned out to be very agreeable with the changed peoples, hot and wet days but cool nights with the breeze and rain that comes off the pale waters of Corpse Bay to the west. Perfect for growing cotton to make cotton bandages which have been in style, though the advancement of metallurgy may replace the household bandage attire in the coming years. Industrious they work tirelessly as some do feel that they are beyond sleep and the smog of their many forges chokes the air and sun out of the city at times. They are also packed together quite tightly because if there is one thing misery loves it is company and now after many years the population has reached a normal level.

>Population: 405,000 Humans [Happiness 6]

>Economy: 6 (340 / 500) (+2 Roll Value to Relevant)

>Trade: Kelthas Glade (Land) Level 1

>Military:

6,100 Soldiers

1005 Guards

Heroes:

Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]

>Buildings:

Apothecary Institute of Epidemica Level 1

Road Level 1

Trading Docks Level 1

[WONDER]The Cotton White House

Forge Level 1

Explorers Guild Hall Level 1

School Level 1

Mine Level 1

Small [Wonder] Emperor Memorial

Farm Level 5

Cotton Plantation Level 3

Market Level 1

Lumber Mill Level 1

Barracks Level 1

>Storage Level 3 ( Limit 25): 2 Cotton Clothing

>Technology

Construction Level 1 (2/4)

The Empire Map by Entris Ellis

Medicine Level 1

Cotton Weaving Level 4

-Linothorax

-Bandages

-Clothes

>Bonus:Loyalty to the Hexxus Family

Packed - Stronger Relationships

Temp Bonus: +1 Wisdom Only for one occasion

Mine Level 2 (1/5)

Fighting Level 4 (2/15)

Sell 1 Cotton Clothing

1 Temple. Very Interesting, it seems that the metal should be gathered together for later then the books dusted off to read their titles and the Temple itself examined to find out just what it is made of the Explorers Guild has their work cut out for them.

2 Research Construction 2/4, getting the most out of our resources from metal to manpower

3 Harvest Cotton. The Cotton White House will receive a new shipment of cotton and we can continue to pump out clothing and other specialties in time.

4 Build a Market lvl2. As time goes by the need to increase our trade becomes more evident, the only thing stopping us is our drive to earn money


 No.2496

Dice rollRolled 65, 56, 99, 57 = 277 (4d100)

>>2486

http://pastebin.com/M2hVFUvF

1-2:Thundering Hooves returns to his tribe standing tall as the new commander of two new tribes.

He makes way to his chief messengers and orders them to deliver a letter to every single tribe. "The Broken Mane Tribe have claimed rights as the new leader of the unified tribal alliance. All those who wish to pledge fidelity shall come to our territory. Those who refuse should make preparations for war. The Ancestors decree it"

3:Begin gathering every man of age and training them for the upcoming battles

4:Finish training scouts 3/4


 No.2498

>>2497

Testing testing 123


 No.2499

Wat


 No.2500

>>2499

Well that wasn't necessary.


 No.2502

Dice rollRolled 100, 97, 51, 18 = 266 (4d100)

>>2369

rerolls for Bello

thanks rasa


 No.2503

>>2420

The strategy and planning went perfectly!

-100 Infantry

Clearing the Rebels: 99%

The rest of the rebels ran.

While your troops managed to chop some of the runners, some still manage to escape.

>>2369

>>2502

>Thanks Rasa

You had a brainstorm of a crazy new idea for arming clockwork men!

(Give me details in how you want to arm your clockwork men. I'll give the appropriate stuff)

+260 Infantry

Mine 5/7


 No.2504

>>2503

Elric brainstormed, he thought long and hard on how to equip his clockwork men. Then as if a gift from a god he had an idea. It was not that he should make the men the best at Everything, no for making something the best at everything is impossible. Instead he should make loadouts for certain roles, and go from there. To that end He created the first 2 archetypes, the first of many hopefully.

1.Warrior. Armed with standard armor and enhanced servos in the legs and arms, the Warrior is designed to move quickly on the battlefield with weapons and shield, swing to and fro amongst the enemy, use it's speed and great mass to break lines and sunder formations. They are line breakers and formation destroyers leaving ruin in their wake as the advance.

2. Bombardiers In seige and advanced battle mechanics, range is important, so is be able to bring to bear lots of range fire power. To that end the bombardier was created. Armed with heavy armor and heavier ranged weapons. The bombardier is slow, but controls the battlefield with it's heavier guns. The armor is too withstand counter siege weapon fire, and to maintain unit coherency in case of close range attack. While not nearly as adept in melee as the warriors the Bombardiers heavier armor and immense size mean they are no slouch either.


 No.2507

>>2491

The elf chuckled. She is /averagely/ amused.

You get to know her as Mia, one of the water magician in Kelthas Glade.


 No.2508

Didn't I send some monastics to kelthas glade?

Or to some location?

And shouldn't they have arrived by now?


 No.2509

>>2507

"My heart goes out to him, Yuros, men can look differently at a man that suffers a wound like that. In Epidemica the men have a beautiful romance of their wounds a scar could be his medal of honor from fighting a dragon rather then a scuff. Can your magic mend such a grievous scar?"


 No.2510

Dice rollRolled 33, 99, 39, 15, 25 = 211 (5d100)

>>2487

secret rolls are go


 No.2511

>>2489

>Trade: Epidemica (Land) Level 1

Your farm improved from the new trade route!

>Farm Level 5

Need to fix this next turn.


 No.2512

>>2508

>1-2: send missionaries to kelthas glade, stagfeld, and arulie.

>Rolls : 20, 7

Are you still b& in chat?


 No.2513

Dice rollRolled 38, 87, 82, 96 = 303 (4d100)

>>2486

>Lord's Name: Lady Hiemalis Von Der Nacht

>Fluff: The appointing of a female heir, especially when male heirs were available, was unheard of in Puszczagóra, until the king, tired of his officials' constant bickering an jockeying for position, name his eldest daughter, Hiemalis, as his successor, "JUST TO SHUT YOU BACKSTABBING FUCKS UP FOR FIVE GODFORSAKEN MINUTES". Riding out on a campaign, he promised to name a new heir as soon as he got back, "BY CROSS AND SEPULCHER, YOU NEEDLE-DICKS WOULDN'T WIAT TILL YOUR OWN GRAN WAS DEAD BEFORE STEALING HER FUCKING JEWLERY, WOULD YOU" he postponed the matter…but he never came back. Dying with an aneurysm while attempting to twist an enemy baron's head off with his bare hands, the kingdom passed to the girl, then only in her twentieth year.

At first the nobles of the kingdom refused to accept her, and a few openly declared that if she did not marry him (which would secure his place as king) he would revolt, splitting the kingdom, and possibly dissolving it forever. However, she had inherited her father's legendary rage and force of personality, along with the throne, and, after roasting most of the nobles (figuratively, of course), and making one eat her out in the throne room, they fell in line to a man.

>Skill:

Leadership Level 3

IB-Leadership Level 2

Combat Level 2

Charisma Level 3

Wisdom 2

Intelligence 1

>Heir/Heiress: her brother Suvi, age 16

>Bonus:

Leadership and IB-Leadership gets -1 when seen as a weak female.

Lord's Bonus [Legendary Rage] - When all actions gets 30 or lower, you choose one action that gets a roll value of 100.

Lord's Bonus [Force of Personality] - Instead of 25-, roll value failures are now 15-.

>Kingdom's Name: Puszczagóra (pronounced "pushtaguura")

>Color: Dark green, and 11.

>Fluff: A tradition of belligerence was not limited to the royal family. The rough, cold and hostile terrain of Puszczagóra was really only hospitable to the sorts of people who could say "yeah? Well fuck your shit!" to life, and do what they wanted, in spite of the circumstances.

>Population: 300,750 Humans

>Military:

5,250 Infantry

2 merchant ships

>Buildings:

Castle Level 1

Farm Level 1

Fish Port Level 2

Mine Level 1

Stake Hedges level 1

Shipyard level 1

Trading docks level 1

Coastal Fortifications

Road level 1

Wonder: grand lumber camp

Brain Bungalow

Wonder: Egghead Epicenter University

>Technology:

Greek Fire

Cutters

>Magic:

>Bonus:

Hostile Terrain - Defense is greatly improved

>Economy: 1(+0 roll value)

>storage:

1&2. "Aw, hell yea, son! I don't know what the shit you nerds do with all that money, turn it into gold dildos or some shit, but now I don't give a damn, cause we've got Greek Fire! Shit, boy, that'll give the fishfaces something to piss themselves about. Okay, though, now that we've got the shit, find a way to shoot it at their bitch faces like a firey-ass cumload!"

>design a class of ships to utilize the greek fire

3. retrofit the merchant ships with fire siphons

4. build another merchant ship


 No.2514

>>2512

No not those, I sent some clerics to be the staff of a church someone was building.

And yes, I'm still b& in chat, and not likely to be back any time soon, a certain CUCKOLD banned me for like, months because I called him a cuckold after he was trying to coral the situation into a position whereby he could simply declare "this is what happened" and say whatever he wanted to say as what happened, which I wouldn't go for.

PS: He is still a jew and a cuckold.


 No.2515

>>2514

OY VEY THE GOYIM KNOOOOOOWS!

CALL THE ADL! CALL AIPAC! CALL THE BLACK BULL SOCIETY! CHANNEL THE SPIRIT OF OVADIA YOSEF!

ITS A SHOAHHHHHH~~~~!!!!!


 No.2516

test


 No.2517

>>2514

Ahh that.

That guy is afk now.


 No.2518

>>2492

"We are pleased to report that the road to Thucyld is now open, and the Iron Corner is prepared to welcome another addition. A delivery of swords is ready to be transferred pending upon the confirmation of preservation technologies."


 No.2519

>Lord's Name: Quin Shiwan

>Lord's Name: Quin Shiwan

>Fluff: Lord Quin Shiwan is the inheritor of the vast peoples of the Shiwan, the veritable head at the top of a heirarchy including some fantastical numbers of men.

It was tradition that the head of the clan go through the lives of their subjects, so he know what his people are like.

As such, from a young age, he was taught by eunuchs in numbers and figures, and agriculture.

He was made to live among farmers, to see how much food, grain, water, and cows could be raised in an amount of time, and how the people lived in their home.

He was made to march in an army, as a soldier, and count just how much food he ate, how much water he drank, how long he slept, and how far he could march.

Above all, he was made to know the very value of one man, so that the value of the hundreds, thousands, even millions could be made clear in his mind. Thus does the Lord become one with his people, and every grain of sand and every man accounted for.

>Skill

Leadership Level X

IB-Leadership Level 2

Charisma Level 1

Combat Level 2

Wisdom Level 4

Intelligence Level 2

>Heir/Heiress: Ksheng Shiwan

>Bonus:

Leadership's rank can not be measured, but will instead fluctuate depending on the circumstances.

Lord's Bonus [Shared Experience] - Optional;Once per turn; If you have one action that failed and one action with a double success (80+), you can choose to make both actions to be normal successes.

>Kingdom's Name: Shiwan Dynasty

>Color: Bronze/Reddish BRown

>Fluff:

http://pastebin.com/TnzP7d0V

>Population: 950,000 Humans

>Military:

17350 Infantry

+200 Promoted Infantry+

>Buildings:

Farm Level 5

[WONDER] The Grand Rice Terraces

Fish Port Level 5

Market Level 3

Lumber Mill Building 1

[WONDER] Road Level X

Trading Dock Level 1

School of War Level 1

Storage Level 1 (5 Stack Cap)

>Technology:

[Wonder] Weapon Crafting

-The Shiwans Long Pike

-The Shiwans Shield of Steel

-The Shiwans Short Sword of Steel

Weapon Crafting Level 2

-Sword

-Shield

General Training

Formations

Grand Logistics

Grand Logistics Level 2 (2/4)

>Magic:

>Bonus:

Breeding

Stat Post

Military Society

>Economy : 5

>Heroes:

Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]

Expeditionary Defensive Force: 3500 Men in Anniria's Land

Rebel Supression Force: 3850

>Trade:

SEA:

Market Level 3

Trading Docks Level 1 - Hendappa (Sea) Level 1 - [Currently Supplying Rice Per Turn]

Trading Docks Level 2 (1/2)

Road Level 1 - Winters, Curious, Anniria, Scruffy, Thuclyd

LAND:

Market Level 3

[WONDER] Road Level X (Iron Corner's Road Network - [Winters, Curious, Anniria, Scruffy]

Market Level 4 1/5


 No.2520

>>2514

[This post has been edited for the safety of Exiles. Some loss of content may have occurred as a result of this.]

(I wonder who's behind this post...)
Post last edited at

 No.2521

File: 1440471259353.jpg (94.33 KB, 672x502, 336:251, 1440210422970.jpg)

Dice rollRolled 55, 37, 36, 48 = 176 (4d100)

>>2486

Lord's Name: Caius Serviluis

Fluff: A Human marcher-lord of the Barony of the realm of Aruile, a province of the Empire of the glorious Emperor bello, who is often beset by the wild mountain tribes of the north, drawn by an old blood feud which started back before the dawn of the Empire and still stands to this day, Cauis's father and his father before him died defending the realm against the beastmen tribes of the mountains, and he will too, tis the Servilius way, a family doomed to forever fight the tribes of the mountain, shielding the empire from their wrath, that is why each child is instructed from the day they can walk in the art of combat and rulership, least the current baron die and leave the realm leaderless. Cauis himself is a hard but fair ruler, and no stranger to conflict, along with being more spartan and austere than many of his peers.

>Skill:

Leadership Level 1

IB-Leadership Level 3

Charisma Level 1

Combat Level 4

Wisdom Level 2

Intelligence Level 2

>Heir/Heiress:

Sons:

Augustus: Age 8

Magnus: Age 4

>Bonus:

When fighting inside the first given terrritory, Caius gains +1 in IB-Leadership and Combat.

>Lord's Bonus: [Confused] - Most susceptible to gaining a Bonus.

Your people are confused what Steam Power is.

>Inventory:

>Kingdom's Name: Aruile

>Color: Orange - 7

>Fluff: A large valley that lies in the cradle of the highest peaks of the Empire, the people here have lived here since before the advent of the Empire, and are a hard but friendly folk, always willing to open home to a weary traveler but also not hesitant to put a blade in their face should they try anything funny, the land in the valley is awash with summer rains, so the land is fertile, and the mountains themselves hold a wealth of minerals and ores, this place could be paradise if it wasn't for one thing, the mountains themselves, which offer protection to Aruile, also hold the bane of the kingdom in them, the dark forest that line their foothills and the caves that dot their highest reaches also are a host to many a tribe of beastman mutants most foul, and their raids on Aruile are constant and bloody. The Baron's forces are well accustomed to combat because of it though, and once you've fought a 11-foot-tall Minotaur, you aren't afraid of much else.

>Population:

200,000 Humans

>Economy: 6 ($40 / 500)

>Military:

1,315 Aruile Defenders [UNIQUE]

5,000 Infantry

>Buildings:

Farm Level 2

Blacksmith Level 2

Arena Level 1

Barracks Level 2

Walls Level 1

Storehouse Level 1

School Level 1

Mine Level 2

>Happiness:

6

>Storage: (100%)

.75 Stack of Iron

1 Food Stack ( Expire in 2 turns)

1 Stack of Stone

1 Stack of Monster's Flesh

1 Stack of Monster's Fur

>Technology:

Weapon Crafting Level 2

-Infantry Gear

-Fire Lance

-Blackpowder

Very Weak Steam Engine

>Magic:

>Bonus:

Large amount of Beastmen

>Construction

Farm Level 3 (1/6)

Mine level 3 2/6

>Research and Skills:

Combat -> 5 ( 1 / 25 )

Final Push 1/????

Dragoon Creation 3/4

1/2. Continue Research and testing of the Dragoon Cannonade unit's

3.Use the newly acquired stack of food to "Encourage" a "population surplus"

4. Finally, make note of the surrounding lands of Aphrak, of anything here that may be of use to Aruile


 No.2522

>>2514

Welcome to the Exile Club.

You'll always be welcome here and in #ndcs.

Post last edited at

 No.2525

>>2522

[This post has been edited for the safety of Exiles. Some loss of content may have occurred as a result of this.]

(You're done here.)
Post last edited at

 No.2526

Dice rollRolled 73, 92, 45, 87 = 297 (4d100)

>>2519

As per the trade deals officiated in

>>2338

>>2327

Shiwan offered:

>Thucyld gets an Iron Corner road extension

>Is provided Shiwan Swordsmanship technology

>Protection upon the roads for missionairies and pilgrims both to and fro the nation

>Offering of Rice

Thuclyd offered

>Thucyld would offer its preservation technologies level 2

With the completion of the roads, and with the guarantee of protection upon them, all that is left to finalize the technological exchange.

Still, there was one last thing to do, the rice shipments, before the trade deal could begin.

1.

Finish up Market Level 4 1/5

And start shipping Food -> Thucyld via the Road

Then officiate the exchange of Swords for Preservation Tech Level 2

The Join Industrial Complex Wonder will resume, combining the industrial might of all the Iron Cornerallowing us to mass produce items at a rate no other nation will ever be able to.

2.Resume commendation of trade with Desolace on the Iron Corner to begin the Joint Industrial Complex Wonder. They will provide Clockworkmen and Mineral resources for metal from their mines. Shiwan offers food. The clockworkmen will help work the factories and be put to use in the mines of Aruile 1/2

3.Resume commencation of trade with Aruile on the Iron Corner to begin the Joint Industrial Complex Wonder. They will provide mineral resources from their mines, Shiwan offers food.

4.Begin commencation of trade with the Scorpion Clan to begin the Join Industrial Complex Wonder. We require usage of their lands and trade networks.

Bonus:

Market Level 3

Lumber Mill Building 1

[WONDER] Road Level X (Iron Corner's Road Network - [Winters, Curious, Anniria, Scruffy]

Grand Logistics


 No.2527

>>2526

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


 No.2528

>>2525

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.


 No.2529

>>2528

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.


 No.2533

>>2529

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


 No.2535

>>2526

#2 should be trade with Desolace.




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