No.2045[Last 50 Posts]
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
No.2046
[Continue Debating. Debate ends in 5 hours]
If you want to use your stats, [Wisdom], [Charisma], or [Intelligence], for the debate, then feel free to tell me through pm or the thread.
(EX: What dirty secrets do I know about this Lord? [Intelligence])
No.2047
>>2046
>>6622
The hooded man sitting next to Lord Zephos just gives a small chuckle. "I don't know what you were expecting, Lord, but the trend is that the only time you have someone competent ruling is in times of way. Times of peace allow enough breathing room for incompetence. That a good decision might be made without a war would be nothing short of a miracle, but after we can at least assume a fine ruler shall arise. Trial by fire."
No.2048
No.2050
"A marvelous speech, Lord Sohneins, and I would like to speak as well," Karasuba would say as she stands, "I must agree with the Lord Sohneins in that Lord Zephos would not be our best choice as Emperor, true his family has served ever faithfully the Emperors of the past but by that reckoning any of us would be fit for Emperor, and I much doubt that anyone wants to see me upon the Throne." With a small smirk at her little joke she continues, "Instead I believe that Leadership of the entire Empire should go to one upon who's shoulders lordship was thrust without much choice or ceremony, and yet has performed admirably despite the crushing duties that Lordship brings. After all is not the one upon whom Leadership was not truly desired but rose to the challenge when necessary and doing rather well at it from all accounts, the true example of Leadership? With these words I would infact like to nominate the Lord Sohneins of House Nation as Emperor Candidate, a man who has, I believe, shown the qualities necessary in a truly great leader.
No.2051
>>6621
Lord Kellingstag shrugs his shoulders, "I believe it is so far what my loyal retainer Herald would dub 'a clusterfuck', pardon my language. I'm going to chalk up the Shiwan represntatives' inability to do basic sums on the tiresome travels of the road and not-ahem-senility."
No.2052
>>2051
Given there are many of them and seem QUITE tired, lord Kellingstag I'd agree.
No.2054
>>2050
Sohneins let out a deep sigh. She was smart for a woman, there had to be some purpose she had nominated him even if it continued to elude him for now. Certainly telling her to bugger off would be considered rude by any standard, how could he phrase this appropriately?
"With all due respect Lady Karasuba, I fear that you have heard so much but only understood so little. Whatever criteria Lord Zephos would not would not live up to I as Lord of Salvynia would not as well. I have my work cut out for me and governing another set of rivaling nobles is out of the question."
>[Charisma 2] Make it sound like a compliment?
No.2056
>>2054
>Charisma 2
You sent out your "compliment."
>>2050
>Lord Sohneins' Charisma 2
At least, he tried.
No.2061
>>2050
Noone is taking the attack seriously, go away.
No.2062
I am pming whitedeath the sentence "The cobras are loose"
Post last edited at
No.2063
>Clovis from last thread
The grin dims as Richard thinks on your words "To tell you the truth, so far I see no reason to allow any of the lords rights over the others. The Emperor was the one that melded the cultures together, if one culture or another takes control, rebellion is guaranteed. While he may not be the best leader, The emperor's son seemed to be the only logical choice."
No.2064
>>2062
Confirmed for real trip.
No.2065
The hooded man stands up. "Perhaps, Lords, since none of us want the others to have power over us, we should make the rule that none assembled here today can be voted for. This way, personal gains and opportunities for corruption will be multiplied in difficulty, and it will be far easier to choose an Emperor upon their own merits, instead of chances for personal gain." His piece said, he sits back down.
>[Charisma 4?]
No.2066
>>2065
"Limiting the voting to anyone based on things besides their skills as a leader is a terrible way to decide on who should lead us all"
No.2067
>>2066
"A man might be born into rule, but this does not necessarily make them the best candidate for rule."
No.2068
Lord Kellingstag clears his throat, "Friends, neighbors, assembled delegates. May I have the courtesy of your attention. I believe I may yet have a solution that would be equitable to at least most of us."
>Charisma 4 [Assuming Everyone Knows I'm a Kellingstag]
No.2069
>>2068
Which would be?
>>2067
Bello did decree it had to be one of us or our heirs though.
No.2070
>>2066
Das wrong, mang.
>>2068
The hooded man looks up to the young Kellingstag. "I am listening," he said.
No.2071
>>2065
"Are you implying we elect the Lords who didn't want to bother to come here? Do you suggest it would be best for us to simply choose someone who has decided it would not be worth his time to attend his meeting? Make someone Emperor Elect who evidently cares so little for the Empire? With all due respect whoever it is you think you are, ruler of Bandits or one of his henchmen for all I could know, your point is moot. Besides what is your legitimization to be here anyway? I do not know your face, you bear no sigil. We know Lord Hexxus for his condition, Lady Karasuba for her brother.
For all I know you could be one of Keenan's little henchmen trying to get everyone here to renounce their claim to allow him to swoop in and claim the seat as the only viable option. Not that I honestly believe anyone would vote for you. I simply cannot consider you an equal member of this council under these circumstances.".
No.2072
>>2069
"Why, exactly, do we need to elect a leader in the first place? Have we not shown ourselves perfectly capable of self-governance in the times since Emperor's Bello's demise? Consider, friends, that we are all of disparate peoples, disparate tribes. I do not pretend to know the intricacies of anyone's cultures who sit at this table, and I find it doubtful most anyone can truly understand enough to rule the others. So what if we simply refuse to do so? We each remain as our own sovereign state with the capitol serving as a central hub of diplomatic action."
"With that said, I guess it's no surprise that my vote is to abstain from choosing a new Emperor."
Kellingstag then sat, his piece said.
No.2073
>>2071
The man waits patiently for Sohneins to finish, his face a mask, though at the end it cracks and shows…amusement?
"To address your first concern, I suggest nothing of the sort. What I suggest is we decide no lordly or royal lineage. Someone of Common Blood, whether they be a merchant king or a sheep farmer, so long as we rulers of the realm determine them to be worthy of the Throne."
"To address your second concern, I am no henchman of Keenan, I am him." He stands up and extends a hand towards the Lord. "King Malik of the Freelands. A pleasure to meet you, Lord Sohneins."
No.2074
>>2072
Elric shakes his head. That may work, for a time, but with such an approach war is assured. Additioanly once the Imperial army start disbanding from lack of funds and support, that will allow those of us with a more predacious bent free reign to attack how they please.
>>2073
"My you're a showy one aren't you? Was the cloak and dagger really necessary?"
No.2075
>>2074
There's only a smile and a shrug in reply, and the words, "I like to think I maintain a healthy paranoia."
No.2076
>>2075
"Then isn't revealing yourself patently unwise? It's not like the guards disarmed any of us."
No.2077
>>2073
Sohneins smiled, then he started to chuckle, trying to keep posture he slowly shook his head as if he had tried too strong of a drink. For a moment he merely stared past the man exhaling slowly. After finally having gained his posture he looked at the man smugly.
"Did you not comprehend a thing I said? So you stand up you extend your hand and you say a name. And then what? All the points I raised about your questionable claims evaoprate?", Sohneins smiled and shook his head, "Nothing has changed. Every man and woman in the Dalterran Freelands knows his name. You can claim to be whomever you wish, but if you have no proof to present you are nothing more than an envoy to me and you have not even proven as much.
To elect a common man you seem to follow the footsteps of Lord Ernst which is a questionable choice in my opinion, another topic on which I seem to be unable to agree with you, however I suppose as nobody else seems to share my concerns you are entitled to your own opinion and requests.".
No.2078
>>2076
"Surely, Lord, you aren't suggesting one of us at this meeting would attempt to eliminate the competition before the vote, just so it might sway in their favor. Or at least that anyone could get away with it. It'd be in everyone's interests that everyone here survives until they reach their own borders, if only to keep the peace."
>>2077
"I suppose I can't blame you for not recognizing me," he said. "At the Emperor's death, I said and did little. That said, I can give you no proof I am who I say beyond my name. My claim to the Freelands is still quite fresh." He sits back down and considers the second one, but says nothing more on it, deciding to remain silent for the time being.
No.2079
>>2078
Indeed, but if you are so paranoid a you say, Everyone knows who you are, unless you're just a well trained proxy."
No.2080
>>2078
Sohneins who was content with the reply went back to wishing he was asleep and pondering what other Commoners had made it into the ranks of the Noble Council.
No.2081
>>2079
>>2080
A smile finds its way on his face again. "One says I hide who I am too well, another says I am being too obvious. That's how I know I've found a good middle ground."
No.2082
>>2081
"Or perhaps someone will stab you.", Sohneins said, slowly opening an eye peeking around for Lord Kulendros whom he hadn't even spotted yet.
No.2083
>>2081
I wasn't saying you were obvious, just that revealing yourself does not suit your supposed paranoia.
No.2084
Thundering Hooves who appears extremely tired of the whole show leans back in his chair and pulls out a pipe full of some plains grass to take the stress of the bickering lords off his mind.
No.2085
>>2073
Silent after her speech Karasuba watches in amusement as the Common Lord made his proposal and spectacle. "I believe that Emperor Bello's last wish was for us to decide one of our own to succeed him, not to find some vagabond off the streets and put him there, are you so crass as to blatantly ignore the Last wishes of your deceased Sovereign?"
No.2086
>>2085
"Actually, Lady Karasuba, his last wish was quite to the opposite effect. Emperor Bello's last wish was for us to ignore the common threads of succession, and choose someone other than his own son to be Emperor. I am merely taking that wish a step further, attempting to remove attempts from those assembled to try and place themselves or someone with obvious bias atop the throne."
No.2087
>>2082
Some of the Vampires, that Lord Sohneins has brought it, whispered something to his ears.
No.2088
>>2086
"So instead you would wish for us to put someone who would have no proper knowledge of how to run a lordship let alone an empire upon the throne. What then, do you think would happen? The answer is quite simple, the fledgling Emperor would attempt to turn to one of the Lords for advice, they may even try to ask more than one but inevitably one of the Lords will attempt to be the only one to hold the Emperor's ear and it will be as if they had been voted onto the throne."
No.2089
>>2087
One of Malik's guards, a man wearing a heavy cloak with a heavy bow slung over his shoulder and a sword at his hip, watches the Vampire approach, and then leave soon after.
No.2091
>>2084
The groups of Guards sent to follow Thundering Hooves comes and whispers something into his ear.
No.2092
>>2090
Damn right they do.
No.2095
So This has gotten rather quiet. Please tell me none of you are planning to attack the chambers with your honor guard.
No.2096
No.2097
>>2095
Now comeon, who would do such a thing?
No.2098
>>2088
"The answer to that is simple Lady Karasuba. Any person presented to the council should undergo a test from each lord that is still regularly present in the voting sessions. If we ever do that we should, at least, discuss what each test would be with each other so that no test would contradict or be impossible."
>>2087
>>2091
Lord Haleer watches with interest.
No.2099
>>2098
"Perhaps something similar? A trial of sorts to see if a candidate is worthy of the title? something unbiased as even if there was a test from each lord there could still be problems, especially if one of the lords wished to be Emperor. I believe that, as I said, there should be a set of trials to test what we believe to be the foundation of Leadership, the lord who hosts the trials would be unable to compete, but all else would be welcome."
"Infact as I have no desire for the Throne, I would like to volunteer to have such trials be constructed within my realm if we do agree on this idea."
((I have no idea if I'm getting my idea across, essentially a Temple of Trials or something similar a building where the candidate goes in and either fails, dies, or comes out Emperor.))
No.2102
Did we move thread or are we still in the old thread? I'm confused.
No.2104
>>2102
old thread hit image limit daft
No.2107
>>2104
So we're now in this one for the remainder of the game or until image limit, scruffy?
No.2108
No.2110
>>2047
Lord Zephos grimaces at the hooded man’s words. “I certainly hope that you are not implying that just because we are unlikely to resolve this without a war that we should not try.” Lord Zephos eyes the hooded man up and down. “Who are you anyway or who do you represent?”
No.2111
"And that will conclude the Voting. It seems that the no decision has been chosen. It's a very sad shame.
Don't worry my Lords, the next Voting will go for much longer."
(Voting will go for much longer, but will happen at the same time as actions now.)
>Wis 1+
He obviously doesn't seem to actually care.
"Now, I do not want to disrupt everyone's business. But please, enjoy yourself in the Capital while you're here.
Or you may travel back home now, if you wish. You can even use the Royal Gargoyle, however, there a price to pay. Gargoyle's keeping does cost much."
[Free Action: Travel back.]
[Free Action: Travel back with Gargoyle. Instantly going to a nation. Cost $100]
[Free Action: Staying in the capital ONE turn. May use the Gargoyle next turn.]
(These are suggestions)
-Talk to any other present Lords or Ladies
-Talk to Emperor's Adviser
-Talk to anyone
(If the player choose one of the free actions below, he/she can not choose any other Free Action for the rest of the turn)
-Travel around the Capital
-Go to the Capital's Library / Training Grounds / Temple / Amphitheater / Farms / Walk around Castle
Post last edited at
No.2112
>>2111
WE'RE BACK IN THE GAME BOYS.
TELL EVERYONE WE'RE NOW HOSTING IN /NATION/ CUZ BELLO IS A HIPSTER.
I promised you guys an event.
But for suspense purposes, it will be the end of this update.
Tag actions to this post and go.
No.2113
>>2063
Lord Zephos sighs. "Were it so easy… The Emperors will that his son must not take the throne prevents us from such a resolution. It is up to us to find a solution to the Empires current plight."
No.2115
 | Rolled 55, 99, 4, 47 = 205 (4d100) |
>>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 6 (+1)
>>Population:
>352,995 humans, 101,030 elves, 50,120 halflings
>Happiness: 7
>>Military:
>3,000 infantry
>>Buildings:
>Hotel level 2, 4 of 5 to level 3
+lance lenny
+1 light magic elf
>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, 1 fish stack
>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
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved
ACTIONS
1-2: Arrange for Lance Lenny to get his tour.
3-4: Start work on a dictionary of Truchio, the language of Thucyld.
No.2116
 | Rolled 52, 62, 45, 14 = 173 (4d100) |
>>2112
>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: 81580 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 288 Raiders, 2,425 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>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
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 2 Stacks of Fish, 8% filled
>Economy: 4 (-1 Roll Value)
5 Carrier boats with 100 people each. (5 Carrier Boats , 288 Raiders, 212 Raiders+) All out at sea.
1. Trade the two stacks of fish remaining for lumber and money, respectively.
2. Fish up more fish.
3. Begin building scorpions– small versions of ballistae to be mounted on warships.
4. Recruit more men to the military.
No.2117
>>2099
Karasuba stood and as she left the chamber began to speak, "Well as much as I enjoy these talks I have business to attend to elsewhere, good day to each of you, and a safe journey home." With that she would leave the chamber and head for the Library
No.2118
>>2111
>>2112
>>2117
linked the wrong one and not sure which to link to
No.2119
 | Rolled 96, 39, 91, 55 = 281 (4d100) |
>>2112
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:
200,500 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,000 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Storage: (80%)
1 Stack of Iron
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
Blackpowder
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
Roads 2/3
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
Weapon Crafting with Blackpowder…
3/6
1/2. Continue research into the crafting of blackpowder weaponry, again, we're not shooting for the moon here, just a simple weapon that won't kill the man wielding it.
3. Once again have the inventors from desolace try to unlock the sercets of steam based locomotion, it could prove useful with the Iron corner's road network.
4. Finally, expand the mines further, the deeper we delve, the more likely we are to find richer ores. I myself willhelp in this endevour, it'll do the common folk good to see the lord of the realm working just as hard as they are, and my muscles could do with the workout.
No.2120
>>2117
"Welcome, my lady. I am the keeper of this Library.
For what shall I help you with?"
[Free Action: Action of any kind. Below are suggestions. Must choose one]
-Read a random book (You may give me a genre of your liking) [Free]
-Go to History Tomes of all nations [$5]
-Go to technology advance booklets [$10]
-Go to magic arts scrolls [$10]
-Go to the Empire Codex [$50]
-Negotiate for a lower price (Roll 1d100) [If you succeed, you will gain +1 free action]
No.2121
>>2111
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects.
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Storage 80% Full
>Economy: 6
Miss Elize tours the ruins once more with Daniel and once again she is amazed. They look flawless, Miss Elize feels as though she has traveled back to the time of the Babylonians and cannot help but wonder at the superb Architecture. Arthos greets them and Daniel is brimming with excitement the entire time. Once she returns to her office to continue her duties she immediately commissions for the Expedition force to try and fully understand the ruins and what they offer to teach us.
Miss Elize also takes note of the Cotton they are receiving from Epidimeca and commissions for Textile workshops to be created, she also sighs at yet another report on their small storage and a request to expand it and commissions for it to be expanded as well. She hopes that lord Zehos will return soon to take back the duty of being the Lord of Zephos.
Actions coming up.
No.2122
 | Rolled 14, 74, 38, 12 = 138 (4d100) |
>>2121
Horizon Project 2/12
1. Now that the Great Halls have been restored to their former glory the Expedition sets up camp within it and begins to decipher it in its entirety, to try and understand how their Architecture changed from mud houses to complex temples and city structures, to understand how they build what they had built. Ten of the architects stay behind to help. +45 Archeologists. +300 Treasure Hunter Soldiers. +10 Architects + [Wonder] The Great hall of Constructs (Restored)
2. With the forge finished new tools are immediately commissioned for the Architects, finally after all of these months the Architects Tools will be made for every Architect. + Tech: Architects Tools
3. The Cotton we are receiving from Epidimeca is going to waste. Since we cannot store the cotton it is being thrown or given away. This cannot continue, we will start up textile Workshops immediately. 40 of the Architects will build these workshops will turn the cotton into actual clothing and this will bring greater wealth to Zephos as well as provide a use for the cotton. + 40 Architects. + [Wonder] The Great hall of Constructs (Restored).
4. The Remaining 50 Architects all get together and work to upgrade the Storehouses. Many of them are brimming with knowledge on the Babylonians that they had gained while working on the ruins, now is their chance to show what they have learned. + [Wonder] The Great hall of Constructs (Restored).
Free Action.
Lord Zephos will speak to the Emperors Adviser in private after excusing himself from the vote and bidding his friends and allies Lord Sohneins and Lord Hexxus farewell.
+3 to rolls Loyalty bonus.
No.2123
 | Rolled 100 (1d100) |
>>2120
"I require uninterrupted access to the Empire Codex for a while, I trust you can expedite my request and keep it quiet."
(Rolling for price negotiation of a sorts)
No.2124
>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:
17500 Infantry
>Buildings:
Farm Level 5
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
Road Level 1 - [Wonder] The Corner of Iron
Trading Dock Level 1
>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
>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
>Trade:
Hendappa (Sea) Level 1
Trading Docks Level 2 (1/2)
TGRTS 10 / 12
No.2125
>>2123
>the librarian just gives it to you
No.2126
>>2123
"Uninterrupted access, you say? Well, I'm not so sure…"
Ah, what people don't know is that the Capital Librarian has a big crush on the Scorpion Clan's Leader. Something about the flare of a Librarian wanting to uncover the secrets of their nation.
But nobody knows that.
>Int 4
>Wis 4
You know.
"I'm not so sure if I can do that."
>Wis 4
He just needs something. Information or money will be good enough. Or you can do whatever else you want.
[Free Action: What to give in return? ]
Post last edited at
No.2127
>>2122
"Yes my Lord, what do you wish? "
No.2128
>>2126
Karasuba smirked to herself beneath her mask as she leaned forward a bit, letting her top open just enough to entice the imagination of what may be beneath as she said with a mock hopeful tone, "Are you sure there's nothing you can think of that would let me in? I'm sure such a, smart, knowledgeable man can think of something worthwile? Hmmm, you know now that I think of it I could use someone like you, it's such a shame that your duties keep you so far away from my home."
No.2129
 | Rolled 86, 33, 71, 74 = 264 (4d100) |
>>2124
1. At long last, our grand Rice Terraces, enough to feed our great nation thircefold, and will supply our allies and armies with enough food to carry out operations, will soon be complete!
TGRTS 10 / 12
Lumber Mill Building 1
Road Level 1
2. The Embarrasment of having to rely on the Scorpions to provide food and sustenance to our own men has taught us a lesson in humility, and shown us a deep need in our methods of thinking.
We will need to study the art of [Grand Logistics]. From mighty trade ships, to donkey drawn wagons, to a grain of rice in a sack. An army must be fed, and a nation must feed it.
Not only in the army, but learning how to manage logistics will assist us in establishing trade routes as well.
3. A new Iron Corner wonder is already been conceived. A [Joint Industrial Complex]
As you know, we will soon be needing manufactured goods in bulk. Steel weapons, firearms, gunpowder, and much more.
To provide for this for all members of the Iron Corner, and using the soon to be completed [Iron Corner] wonder itself, we will capitalize on the Grand Road by developing an organized system of Mass Industry.
The tenants are as follows.
-Aruile will provide its raw materials from its mountains to Shiwan
-Desolace will provide raw materials from its resource rich area, and mechanized support to Shiwan
-Shiwan will build and staff the factories with its endless manpower labor
-Hendappa will finance the operation, and recieve a hefty cut of the profits of production
-Finallized product, be it steel, weapons, powder, or vehicles, will be distributed equally among all the member parties of the Iron Corner. At a specific, automated rate.
It will be an even more daunting challenge to build than the road itself, which too is so close to completion.
First we will set the foundation to this great cooperative project between our nations, and industrialize and mass produce the weapon of ultimate importance.
Let us start with the foundations of this Wonder.
Lumber Mill Building 1
Road Level 1
4.. Our allies in Aruile are busy with important military projects that cannot be delayed. As such, the [Iron Corner] MUST be finished with due haste, especially if we are to facilitate trade with our land based westward neighbor.
Lumber Mill Building 1
Road Level 1
No.2130
>>2128
"A-A-a-ah…"
>Skipping the whole seduction
[Free Action: Pmed]
[Free Action: Choose 3 types of books you want]
Post last edited at
No.2131
 | Rolled 35, 6, 63, 88 = 192 (4d100) |
>>2112
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
25 Black Infiltrators
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2,3,4. That thing took our magic? We do not especially utilize it but its always nice to have it. Such a vital asset cannot be loss! Build a monument to the dark goddess of monsters in return for her darkest of dark magics.[Build Major Wonder, Monster Goddess Monument]
No.2132
>>2130
1. Magical texts based on spirits, trying to figure out shit about the wonder
2. recent records of the Capital
3. magical texts based on shadows
No.2133
 | Rolled 34, 48, 82, 58, 15 = 237 (5d100) |
>>2112
Actual Action rolls
No.2134
 | Rolled 22, 77, 10, 90 = 199 (4d100) |
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 70,000 Goblin, 10,000 Orc,100 Humans
>Military:
1,035 Infantry
105 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 2/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 2
-Monsters
Taming 1/4
Action 1: Tame
Action 2: Tame
Action 3: Create a tempel to the god of monsters
Action 4: ^
No.2135
 | Rolled 28, 18, 66, 38 = 150 (4d100) |
>>2111
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>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: 176,800 Humans 120,000 Dwarves
>Military:
5,000 Infantry
>Buildings:
Farm Level 4
Mine Level 3
Water Temple Level 3
Storage Level 1: (20% filled)
+1 Stack of Farm Goods (Expires in 2 turns)
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
>Progress
Charisma (3/10)
>Actions:
1/2. Travel the city looking for a Artist of talent to bring back with me to Velek. We would need one for the amphitheater.
2/4. Work on expanding the Storage facilities.
Free Action?: Use the Farm goods to boost population? (probably not what they are meant for and if so just sell them)
Free Action?: Since home is so close go by horse (Only if this is a free action)
No.2136
 | Rolled 18, 42, 75, 78 = 213 (4d100) |
>>2112
My Stuff:
http://pastebin.com/rWgAkDsT
>[Free Action: Travel back.]
1; Upgrade mine
2-3; Learn more about leadership with my tutor
4; ; Upgrade fishing port
No.2137
>>2111
Valder walks off towards the farms with the intent to communicate with the bugs that live there.
No.2138
 | Rolled 29, 79, 81, 37 = 226 (4d100) |
>>2111
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (3/5)
+Sacrificial Circle -> 2 (1/5)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
1. Bug spies are dispatched. +20 bug spies
2. Rolling to obtain honey harvest.
3. Civilians begin to give offerings of blood and grain at the sacrificial circle.
4. Work on strengthening the walls continues.
No.2139
 | Rolled 65, 46, 38, 68 = 217 (4d100) |
>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: 300,000 Humans
>Military:
5,000 Infantry
>Buildings:
Castle Level 1
Farm Level 1
Fish Port Level 2
Mine Level 1
Stake Hedges level 1
Shipyard level 1
Coastal Fortifications
Road level 1
Wonder: grand lumber camp
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
>Economy: 1(+0 roll value) (forgot to add but you said it in >>/nation/6224
1&2. Continue work on greek fire (5/??)
3. continue work on shipyards (2/5)
4. begin construction of a trading fleet from the shipyards
>+shipyards lvl 1
>+grand lumber camp
[Free action: have Suvi stay in the capital for a turn; talk to the Emperor's Advisor]
No.2140
 | Rolled 30, 80, 35, 81 = 226 (4d100) |
>>2111
>>6516
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
[Free Action] As Sohneins could not seem to find the Chief Librarian for some reason he will return to his home.
1-2. Commence training a number of vigilant spies and assassins that will protect Salvynia's secrets from outside eyes and ears. For too long they have been prying and searching, even though nobody could tell if they really were. Salvynia should become a new black spot on the map for all the schemers of the Empire.
3-4. Within the deep dungeons of Castle Nachtstein a new ritual has begun. A construction of ancient power feeding off of the curse that haunts these lands, twisting and binding the power in the Cycle of Blood. Scratched into the ancient stone, yet lain and painted the wonder seeks to tame the energies beyond comprehension and empower the blood mages of Salvynia.
+ [WONDER] Cycle of Blood (Increase amount of potential Blood Mages and power of Blood Magic)
No.2141
 | Rolled 98, 46, 74, 54 = 272 (4d100) |
>>2111
http://pastebin.com/8CgpEDeC
1:Thundering Hooves and his men continue their search around the capital looking for the killer.
2-3:Continue construction of the level 2 camp 1/4
4:Begin breeding and training elite horses, horse loyal to their rider, strong, and fast. Horses fit for the men of the plains.
No.2142
>>2111
Free action: Lord Haleer goes to visit the library.
No.2143
>>2142
Change that to temple.
No.2144
>>2139
Emperor's Adviser: "Yes my Lord, what do you wish? "
>>2142
Temple's Keeper
"Ahh. What is that you wish to ask the Gods?"
[Free Action: Ask any question. Below are only suggestions.]
-Magic
-Give guidance in what to do.
-A Blessing. (Roll a 1d100)
No.2145
 | Rolled 99, 13, 70, 4 = 186 (4d100) |
>>2111
>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: 404,000 Humans
>Economy: 6 (90 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
>Buildings:
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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 3 ( Limit 25): 3 Stacks of Farm Goods (1 Turn till spoilage)
>Technology
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)
Eat a stack of food and sell a stack of food
Talk to some lords before going home
Visit the Temple
1 Harvest Cotton
2 Build Granary. Hopefully with this construct we can increase the time we have to eat before our farm goods spoil
3 Begin constructing Roads for the country of Epidemica.
4 Expand the cotton plantations.
No.2146
>>2144
"I wished to learn more of the intricacies of magic. I have been blessed by the god of nature but know little of how I could use it to help my people."
No.2147
>>2146
You hear a faint whisper…
"…which magic? … The Gods or the mind?"
No.2148
>>2147
Lord Haleer gets a confused expression and says "The gods"
No.2150
>>2148
You heard a different voice this time.
A familiar voice, but something you never heard before.
It was strange. It's as if you instantly knew who was talking to you.
"Fix the randomness of your ability. You must understand the true nature of your ability. Once you have commanded that, your magic will be the key of survival. But beware of straining."
And the voice was gone.
No.2151
 | Rolled 6, 88, 54, 66 = 214 (4d100) |
>>2112
>Trade:>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 100,000
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 8 (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
[Wonder] Weapon Crafting
-The Shiwans Pike of __
-The Shiwans Shield of __
-The Shiwans Short Sword of _
Weapon Crafting Level 2
-Sword
-Shield
Utility Crafting Level 1
-Farming Tools
Shiwan (Sea) Level 1
+Technology: Siege Weaponry
Shipyard 3/4
Mine 1 / ?
Free action: Thoroughly disappointed by the lack of vigor in his peers, the Padishah takes the Gargoyle back to his estate in Hendappa.
Free action: Send to Shiwan the weapons that were promised to them. Should they want to purchase siege weapons, those shall also be sent.
1 - Continue that mining business. Important stuff.
2/3 - Financing such a project as the factories of Shiwan will be sure to pay back tenfold! So long as the job is done well. In addition to entrusting the Iron Corner with funds from the burgeoning economy and our National Bank, we shall send over advisors of both industrial and economical acumen. After all, the Rajanate has had factories for over a decade now, and our expertise will be of use.
4 - Finish preparing the shipyard.
No.2152
 | Rolled 25, 96, 94, 16 = 231 (4d100) |
>>2112
>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 2
Charisma Level 4
Wisdom Level 3
Intelligence Level 3
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.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>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 1
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)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves) (1 is on vacation)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
1&2. Finish increasing my int 14/15
3&4. Begin contemplating my power, try to gain control of the randomness.
No.2153
>>2127
"First, I would like to ask something of you. What is your name? How long have you served the throne?"
No.2154
 | Rolled 87, 92, 1, 67, 76 = 323 (5d100) |
>>2153
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 2 (1/6)
Mine Level 3 (4/7)
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
Free: Elric returns home
1. Improve smithy
2. Generate metal stacks
3. Use our road network from the iron corner to establish trade relations with The capitol, Puszczagora, the Scorpion clan, The Shiwan dynasty, and Arulie. +2 charisma
4. Create A clockwork carriage +Grand Clockwork Workshop +Extra space +Inventors +Blueprints +3 Int +3wisdom
No.2155
 | Rolled 78, 57, 21, 98 = 254 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,000 Humans
>Military:
3,500 Infantry
299 Local Knights
46 Light Horse
>[UNIQUE] Heroes
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard Level 1
Mines Level 1
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Free Action: Stefan tours the training grounds with his retainers.
1. Begin extracting whatever ores are down in the mine.
2. More Light Cavalry
3. More Searching for the Tooth of Claun
4. Begin construction of a defensive fleet.
No.2156
>>2155
Correction: 95 Light Horse, not 46
No.2157
>>2153
Emperor's Adviser:
"It is what you hear. The Emperor renamed me as Emperor's Adviser when I first served here 30 years ago."
>>2155
Royal Army General
"Aha! Welcome to the grounds where men are made! Did you come here to be a man?"
[Free Action: Choose any action. Below are suggestions]
-Practice
-Watch people
-Fight someone
No.2158
>>2157
"I suppose it is only proper to refresh my skill with arms."
Lord Kellingstag steps forth onto the training ground.
-Practice
No.2159
>>2158
Roll a 1d10.
1 critfail
4 and below below fail
8 and up are super success
10 is critsuccess
No.2160
 | Rolled 8 (1d10) |
>>2159
Here goes nothing
No.2161
>>2157
"Very well then, Adviser, tell me. What are your thoughts on the state of the Empire?"
No.2162
>>2161
"I believe that even though dark times are ahead of us, we will all soon find the light."
>Wis
He sincerely believes that.
No.2163
>>2162
"Well said, Adviser.I have a few more questions that is, if you do not mind humoring me?"
No.2164
>>2116
Bob Hexxus approaches the eye-patched lord "Lord Bryne I presume? I am lord Hexxus of Epidemica" a nod of respect towards a fellow lord "I hear your island has merfolk, and I admit I am curious as to their people's ways. That you are a man of the sea is evident to me and I think that we could trade with each other in time when my people begin weaving sails of pure cotton. Would you be interested in trade?"
No.2165
>>2163
"Be my guest, my Lord."
No.2166
>>2165
"The Emperors Son. What do you know of him? Why has the emperor Decreed in his will that his son cannot succeed him? What do you know of this and what are your thoughts on it?"
No.2167
>>2166
"He… he is someone you don't talk about, my Lord. I apologize, but I am ordered not too tell.
You may had met him if you have wandered this castle.
However, I am sure in the future, all the Lords will be sure to meet him."
No.2169
>>2137
"Bzz- Yes,— What is it Bzz?"
No.2170
>>2169
"Greetings, children of Nazgal. I have come here to ask you a few questions. Tell me, have you heard or seen anything out of the ordinary the last few weeks?"
No.2171
>>2167
"Hmm, I see. Such an interesting situation this has become. Tell me, Adviser are you allowed to share your thoughts on the situation with the emperors son? I understand you cannot speak about him but can you share your thoughts on this matter?"
No.2172
>>2170
"Bzz – change. There is much change. Farms, better food. More Food. Buildings bigger.
More People. Small change. Many small change. Small changes turn to one big change."
>>2171
"… I am sorry, my Lord, but I have matter I must attend too."
He seems a bit shaken when mentioned about the Emperor's son.
The Adviser has left.
No.2173
>>2115
Lance Lenny toured around the nation, enjoyed his stay, met some new people, and found the love of his wife.
He decided to settle down.
[NEW TAB]
>Hero:
Lance Lenny [L-1, IB-2, C-3, Ch-2, W-1, I-2]
+Technology: Dictionary of Truchio
The younger generations see no point in the dictionary, however, since all inside the empire speak Common.
>>2116
The scouts have reported back.
They have found the pirate's hideout!
And you finally got the letter back from Roan.
[Pmed.]
- 2 Stacks of Fish
You can only get 1 Stack of Wood.
Wood is something that the nations really don't cut these days.
+3 Stacks of Fish (Expires in 2 turns)
Scorpions 1/3
>>2119
+Technology:
Weapon Crafting
-Blackpowder
The inventors made their first engine using steam, but it's hardly effective.
+Technology: Very Weak Steam Engine
Mine 1/6
>>2122
The Expedition will be over in 2 turns.
You could have made some extra tools but there was no space in your storage!
100 Architects (100 Architect Tools)
Textile Workshop 1/4
>>2129
Wonder post.
Grand Logistics 1/3
This Joint Industrial Complex will require all nations to have trade route with each other or all the trade route must be centered to one nation.
Land trade routes are created through Market.
The number of land routes you can have is the number of your Market's level.
+ Road 1/3 To Aruile
>>2131
Monster Goddess Monument 4 / 8
"Oh silly."
Its her, the Monster Goddess!
…Wait, it's a different voice from before.
"Sorry, you are now allowed magic, but the thought was nice."
>>2132
>>2133
1. "Spirits, Gods, Magic. They all seem to be connected.
We have this idea that Gods grant us magic and that some few can even hear these Gods.
There were even multiple records of some High God that seem to rule all over all magic.
However, I have traveled in two different continents, besides the Empire.
There were no Gods. They don't even know what God is.
However, they did have magic. Magic completely different from ours, but magical nevertheless. "
2. You have found the records of the Capital, however, the recent reports has nothing of significance. A bit odd, actually. The Capital always have something of significance.
3. Shadow God. A smaller branch of the Dark God, but centers in the more stealthy magical approach.
Recent reports of people with the Shadow God's blessing.
- Turning into a shadow
- Blocking light
- Can move inside a shadow
- Remove one's shadow
Update written in pastebin.
>>2134
More goblins died.
-200 Goblins
(I caught you fudging numbers, scrub)
Taming 2/4
Temple to God of Monsters 2/4
>>2135
You found a low-tier artist. He says that he actually got a crazy idea for an amphitheater.
Storage Level 2 (4% Filled) :
[Food stacks are meant for pop. You can consume only one/turn]
-1 Stack of Farm Goods
+600 Humans
+400 Dwarves
You have traveled back to Velek.
Estimated Arrival Time: 1 Turn
>>2136
You have traveled back.
Estimated Arrival Time: 3 Turns
Mine 4/5
Leadership 7/10
Fishing Port 2/5
>>2138
[Free Action: To where? Throughout the nation?]
(Small amount of spies in one nation means much less information)
The storage is too small so there was an excess amount of stacks.
+Storage (100%): 1 Stack of Honey
Sacrificial Circle (Contains Offerings)
Wall 4/5
No.2174
>>2145
"Ahh. What is that you wish to ask the Gods?"
[Free Action: Ask any question. Below are only suggestions.]
-Magic
-Give guidance in what to do.
-A Blessing. (Roll a 1d100)
No.2175
>>2139
>>2139
The building for the Greek Fire is still damaged!
The progress was affected because of this.
6 / ???
Shipyard 3/5
+Buidling: Trading Docks Level 1
The progress to build the docks was so fast they started on building a ship.
Merchant Ship 1/2
There seems to be a problem.
You have gotten multiple reports of a group of men causing havoc to one of your coastal villages in your nation.
-250 Pop
They were shortly handled by your military.
-50 Infantry
>Wis 2
>Int 1
There were no reports of a ship coming so it's bandits again, probably.
>>2140
+Building: 60 Spies (Counter-Intelligence)
Cycle of Blood 3 / 12
>>2141
Your men searched almost the entire Capital, but still had no leads.
In the final hours of the day, you stopped at a temple. The Capital's Temple.
Then you heard it.
"…No point…"
A whisper. A whisper coming from the Temple.
[Free Action: What do]
(Was supposed to be x / 6)
Camp 3 / 6
+Technology: Improved Horses (Breeding)
>>2145
-2 Stack of Farm Goods
+1,000 Humans
Economy: 6 (100 / 500)
+12 Cotton Stacks
Roads 1/2
Some of the cotton stacks were lost!
-2 Cotton Stacks
>>2151
Economy: 7 [400 / 500] (+6 Roll Value)
You have arrived to Hendappa!
A little explosion happened!
-10 Pop
+Building: Damaged Building
It will take some actions to repair this.
The advisers will arrive next turn.
+Building: Shipyard Level 1
>>2152
Int Level 4!
Int ->5 (2 / 25)
Controlling your power 2 / ?
You find that understanding your power will be easier if you used it on real applications.
>>2154
Estimated Arrival Time: 1 Turn
[Land trade routes are created through Market.
The number of land routes you can have is the number of your Market's level.]
Nothing wrong here.
>>2155
[NEW TAB]
>Storage (Limit 1):
1 Stack of Stone
+50 Light Calvary
+Military: 1 Warship
The builders already started progress in another Warship.
Warship 1/2
No.2176
The Capital's Scholars look at the patient.
It was young child whose skin was starting to turn metallic and had little metal ores popping out of his body.
Just momentarily, a mining expedition in the Freelands opened something… unnatural.
A curse, disease, or magic, whatever it was, it was causing people turn to ores.
1st Scholar: This can't go well. We have no records of this disease, meaning we have no known cure.
2nd Scholar: Many will die. But more will survive after curse is gone. Hopefully.
3rd Scholar: And this ore… It can be very useful. The Empire, or some Lords, can use this ore to create technology that will greatly benefit them. Some might even want to keep this Metal Magic.
The Three Gifted Scholars are very different from each other.
Scholar 1: Whatever it is, we need to ask the people of Aphrak…
—
All nations know of the disease.
It has already started spreading to other nations (Ponnpi, Freelands, Soviet Union). The kill rate is slow, but seems to get quicker as time goes by. The infection rate also seems to be pretty slow.
With enough death in one nation, riots and action failures are bound too happen.
The Three Great Scholars ask the Lords to travel to Aphrak, the continent in the South, to find a person that can help.
The people of Aphrak are… very strange. But don't worry, the Empire Codex shows all the information needed to hel-
Where did the Librarian go?
(Pic Related)
Post last edited at
No.2177
 | Rolled 36, 73, 50, 56 = 215 (4d100) |
>>2175
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (4/5)
+Sacrificial Circle -> 2 (1/5) (Contains Offerings)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
+Storage (100%): 1 Stack of Honey
1. Increase our storage capacity
2/3: Pray to our Dark mother. Ask her to bless us with great powers.
4. Valder and his Elite guard make way towards Aphrak upon hearing of the disease.
No.2178
 | Rolled 22, 50, 43, 26 = 141 (4d100) |
>>2173
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
25 Black Infiltrators
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. Even with magic back we shall show our appreciation to the dark lady!(4/8)
3. Now how about the magics of the dark lady? Surely we could learn those. +Dark Core
4. Train Jester Slayers
No.2179
>>2178
Oh shit, that was a terrible typo.
"Sorry, you are not allowed magic, but the thought was nice."
[Free Action: 3 Free Success Actions to replace actions 1-3]
Post last edited at
No.2180
 | Rolled 99, 85 = 184 (2d100) |
>>2175
>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 2
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.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>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 1
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)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves) (1 is on vacation)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
1. Was the god of nature's warning about this? Best continue working on it anyway. Take a rock from my garden then continue using my magic upon it. Truly try to feel everything about my power as I use it, and study it. 2/?
2. Improve the temple to the earth mother. I believe her blessing will be needed in the coming years with this curse about.
3&4. Get as many magic users as I can and we shall pray for the blessings of the gods to protect these lands from the curse. Mainly focus on the god of light, patron of healing, the god of nature, another patron of healing and some of earth, and the god of earth, since the curse turn to one into an ore which is part of the earth.
No.2181
 | Rolled 91, 54 = 145 (2d100) |
>>2180
2 more dice, I fucked up
No.2182
 | Rolled 12, 51, 86, 80 = 229 (4d100) |
>>2175
>>6516
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
1-2. They call that a curse? Hah! Stone rot has been haunting Salvynia for centuries and that's not even the blue muckus. But oh well, people will be afraid and all concerned. Perhaps blood magic could be used as a cure? Even if not the Cycle of Blood could potentially empower them to become capable, then again they should probably begin monitoring the borders anyway. Walls and Watchtowers were to be set up in order to control any movement, the watchtowers should obviously be constructed alongside all borders, including the coasts.
3-4. In times like these it couldn't hurt to have some wisdom on one's side. Sohneins knew that he needed to become a wiser man and that the past days and weeks had helped him become one. However now that he had returned it was time to delve into the silent gardens once more in order to find the deeper meaning behind the conspiring events.
+ [WONDER] Silent Gardens
(Train Wisdom)
No.2183
>>2182
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ 60 Spies (Counter-Intelligence)
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
Forgot the building spies
No.2184
 | Rolled 45, 58, 12, 22 = 137 (4d100) |
>>2175
http://pastebin.com/VavmmjVY
Free Action: Thundering Hooves sends his men off so that me may be alone. He makes his way up the temple's steps to greet the whispers.
1-2:Continue work on shush shush base.
3:While in the capital Thundering Hooves sends his men to the libarary and tells them to steal any books on siege weaponry they can find.
4:Thundering Hooves sends word back to his people and gives the order to have his chief shamans and medicine men to work on finding a cure for the strange stone disease.
No.2185
>>2129
"So long as you have food in your mouth, you have solved all questions for the time being."
In the Empire, food shortage is not a concern.
However, with the sudden tensions between Lords, military need food more than ever.
One day, merchant aren't going to have enough supplies to feed all the hungry people.
Well, only if they didn't have the The Grand Rice Terraces.
+Building:[WONDER] The Grand Rice Terraces
1/2 Trade with Aruile
Post last edited at
No.2187
>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:
17500 Infantry
>Buildings:
Farm Level 5
[WONDER] The Grand Rice Terraces
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
Road Level 1 - [Wonder] The Corner of Iron
Trading Dock Level 1
School of War Level 1
>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
>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
>Trade:
Hendappa (Sea) Level 1
Trading Docks Level 2 (1/2)
>>2186
1. Finish up the Road Network to Aruile, which will finish up the [Iron Corner] Wonder 1/2
2. Establish Land Trade with Aruile
Market Level 3
3. Establish Land Trade with Curious
Road Level 1
Market Level 3
4. Continue studying the art of [Grand Logistics] 1/3
Barracks Level 1
School of War Level 1
Military Society
No.2188
 | Rolled 64, 2, 75, 15 = 156 (4d100) |
>Trade:>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 999,990
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Damaged Building
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
Shipyard
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 7 [400/500] (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
[Wonder] Weapon Crafting
Weapon Crafting Level 2
-Sword
-Shield
Utility Crafting Level 1
-Farming Tools
Shiwan (Sea) Level 1
+Technology: Siege Weaponry
1/2 - Mmm, this is tragic. Clean the place up, repair the building, and placate the families. We'll have it up and running again in no time, and avoid such events in the future.
3/4 - This new Stone Rot is a great threat. Fortunately, we have some of the finest developers and logicians in our retinue. We shall begin the construction of an institute for the study of Biological and Magical Afflictions, its main focus being the seeking of a cure to end this plague.
>+Economic Powerhouse
No.2189
 | Rolled 23, 35, 27, 11 = 96 (4d100) |
>>2187
Where did the rolls go on this?
No.2190
>>2184
"…Who do you want to ask? God or mind? No questions, just answer."
No.2191
>>2190
"I ask no god the spirits of my land have guided me here"
No.2192
You hear a small chuckle.
"You know, I can roll with that."
—
A ghostly figures comes into your view.
A spirit.
The spirit of the fallen Chieftain.
"Ahh Thundering Hooves, you wish to ask me of something? Must do it fast, the voice calls for me back."
[Free Action: One question]
No.2193
>>2192
"Whoever is responsible for your death is still on the loose. Please tell me who ordered the assassination"
No.2194
No.2195
 | Rolled 22, 25, 97, 98 = 242 (4d100) |
>>2173
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects (100 Architect Tools).
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield
Storage 80% Full
>Economy: 6
Miss Elize continues her duties as the stand in Lord. The Expedition will return from the Great Halls in a few months and they will likely be bringing knowledge and treasure, so clearly we need to improve the storage. So much is being wasted and Elize simply cannot stand it anymore.
Miss Elize visits the broom closet like store room and examines the artifacts, it has been more than a year and they still know next to nothing about them, clearly they need more personnel. Personnel dedicated solely towards research and innovation, to unlocking the secrets of not only the Babylonians but the mysterious civilization that predated them. Elize sends the best and brightest among the population to become Illuminators. Named so because they shall bring light to the darkness of the ancient past.
Actions and rolls coming up.
No.2196
Current map because I need to remind myself who is where.
No.2197
 | Rolled 10, 6, 36, 52 = 104 (4d100) |
Horizon Project 2/12
1. It is time that we trained some dedicated researchers. The best and the brightest among the population shall be trained into Illuminators. Men and women dedicated to solving the mysteries of the ancients. They will be trained using what we know of the Babylonians and they will expand their own knowledge to become unmatched experts. + School Level. +1 Scholar School Level 3
2-3. Meanwhile Elize is just fed up with this closet of a store room. She assigns 80 of the Architects to do their finest work and improve the damned storage room. 80 Architects + [Wonder] The Great hall of Constructs (Restored).
4. Meanwhile the Textile workshops now have much less man power, but they understand. All of them have seen the store rooms and they desperately need this upgrade. The remaining ten Architects just work on the Textile Workshops at a decent pace. Textile. + 10 Architects. + [Wonder] The Great hall of Constructs (Restored).
Free Action.
Lord Zephos is deeply troubled by this turn of events, he will order three of his Lords Hand to make arrangements for his departure to Aphak to lend his aid. He also sends a letter back home letting them know of the epidemic and that he will be gone longer than anticipated.
Lord Zephos and two of his Lords Hand go to visit the scholars while his other Lords hand make arrangements for his departure, he would have words.
+3 to rolls Loyalty bonus.
No.2198
>>2197
"Yes, my lord? What is that you seek?"
No.2199
>>2198
"I've heard of your reports on this new Epidemic. I plan to heed your advice and visit Aphak to see the situation for myself and render assistance. I would like each of you to tell me your own thoughts on the epidemic, it's origins and how fast it spreads."
No.2200
>>2199
"I am sorry, my lord. We have only heard stories and rumors. The most we know that the disease started around the Freelands."
No.2201
>>2200
Lord Zephos begins to tap his foot in an irritated manner. "So, you have only heard rumors and yet you felt informed enough to not only form three separate ideas on what to do about the epidemic but also that you could tell all the Lords of the Empire to head towards Aphak to try and offer a solution."
Lord Zephos sighs.
"I had assumed when you informed me that I should head towards Aphak that I would actually be able to do something once there. What exactly is it that you expect me or the other lords to do in Aphak? What aren't you telling us?"
Charisma Level 3
Intelligence Level 3
No.2202
 | Rolled 26, 79, 46, 102 = 253 (4d109) |
>>2173
>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: 81580 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 288 Raiders, 2,425 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>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
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 3 Stacks of Fish, 1 Stack of Wood, 16% filled
>Economy: 4 (-1 Roll Value)
Scorpions 1/3
Aric rolled up the letter, one of several. He curls his lip and turns to his small council, clearly -very- agitated.
"This pirate lair can wait. There are more pressing matters to tend to. Matters that require the attention of our entire military."
1 and 2. A naval blockade around Orris is set into place, using all Warships and half of the carrier boats. This blockade will, using men equipped with easily burnable protective armor, scour any incoming or nearby ships for signs of the ore plague. Those that have the plague are forcibly redirected towards Puszcagora's coastline. Two stacks of fish are used as incentive for the soldiers to do this, distributed to them and their families.
3. Trade away one stack of fish for money.
4. Work on the Scorpions.
No.2203
 | Rolled 26, 99, 41, 25 = 191 (4d100) |
>>2202
>d109
Fucking
No.2204
>>2197
1: "Oh, excuse me. I shall tel-"
2: People with biology in Aphrak. Can help. Doesn't matter, though. Probably can solve here in Empire. Many will die but it's ok.
3: Those Aphrak people are…. big into their modifications if you will. They don't have a God, but their other methods are truly… innovating.
1: What he's trying to say, the people of Aphrak live in a harsh environment.
So we believe, to survive, they have cultured the arts of biology and mastered it.
No.2205
"Interesting. So the people in Aphrak can alter their own biology to suit their environment? An interesting magic. However, you still have yet to tell me. What do you expect me to do once I reach Aphak? What is their Lord doing that is so important that other lords need to come and save his people?"
No.2206
>>2179
1. It seems I have upset a god, in my foolish unfounded fear. Now I must atone. Alone I shall go to warlock mountain, where dangerous witches and undead lurk, and at the top ask for forgiveness from the gods.(embark on a dark souls/bloodborne quest)
2. Make more jester slayers
3. Upgrade slayer equipment to lvl3
No.2207
 | Rolled 23, 61, 82, 10 = 176 (4d100) |
>>2175
>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: 299,750 Humans
>Military:
4,950 Infantry
>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
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
>Economy: 1(+0 roll value)
"Iversson, do you know how mad I am right now? No? Want an idea? think of the largest number you can imagine. NOW TRIPLE IT.
1. "Okay, first, if those puffball eggheads can't do with any old building, I guess we'll give them a fucking building. Build a Brain Bungalow, so they can have a specially-equipped hut to suck each other off in when they're not making me greek fire. I'll feed them haggis made from their own guts if they fuck it up now." (build Brain Bungalow)
2. "One merchant ship? It better be big enough to haul away all this bullshit I gotta deal with every day" (finish merchant ship 1/2, +shipyards, +grand lumber camp)
3. "Opena fucking recruiting office, we need more soldiers! Promise them fat wives and a castle each, I don't give a tinker's fuck, just get men to the coasts!" (begin recruitment)
4. We're going to find out where those fuckers went. Get me a squadron of small, fast ships. Gatmarans, or whatever the fuck they're called. The ones you can take one point into the wind and not even give a shit. We'll use them to track those theiving shitsuckers went and make them regret the day some leprous cockbrain fuck the whores who gave birth to them!" (build squadron of cutters)
"Although, I have some suspicion of who might have hired those tit-dicks, and he'll be eating horsecocks out of a log flume before I'm done with him…"
No.2208
 | Rolled 80, 48, 92, 1 = 221 (4d100) |
>>2175
>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
>Economy: 6 (100 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
>Buildings:
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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 3 ( Limit 25): 1 Stacks of Farm Goods (0 Turn till spoilage), 10 Cotton Stacks
>Technology
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)
Roads 1/2
If the farm goods are still good till the end of this term lets eat
1 Roads.
2 Craft Clothes in the Cotton White House and sell a set in the Market
3 Metal Skin Colony. I believe we can find a cure or treatment and perhaps learn to control this Metal Magic. This will let us safely house anyone that might become afflicted.
4 Apothecary Institute of Epidemica. The depths of the forest and the layers upon layers of life make it hard to traverse, but the real dangers are from the diseases that are said to manifest there. A theory has formed in the mind of Epidemic Medicine; that for every disease said to originate in the forest a plant or regent is present meant to counter it. The Explorer's Guild is skilled enough to go forth and collect regents that could be made into medicine but we will need to focus on gathering the doctors and physicians together first.
No.2209
 | Rolled 18, 19, 81, 94 = 212 (4d100) |
>>2119
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:
200,500 Humans
>Economy: 6 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,000 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Storage: (80%)
1 Stack of Iron
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
-Blackpowder
Very Weak Steam Engine
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
Roads 2/3
Mine level 3 1/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
Weapon Crafting with Blackpowder…
3/6
1/2. The… the south, madame Radcliffe has travelled there, and the root or plausible cure for this pox must be discovered, I will set out at once with the fair lady to the great southern continent, leaving my steward in charge of the Kingdom in my steed.
3.But before I go, I would very much like a means of transportation unlike the gargoyles of the capital. but stone demons are not of my style, I'd prefer a Gryphon, and I don't care what we have to do to get one, just do it.
4. Lastly, I would like to command the lord of the forges to begin smithing and arming my men with black-powder weapons, and create another class of troop to accommodate them, they shall be my dragoons, for they breathe fire and death.
No.2210
>>2174
-Magic
"The power to commune with spirits
To enlist them with rite and sacrifice
The swords of sorcery; to summon, to banish
Will a God bless the House of Hexxus?"
No.2211
 | Rolled 27, 91, 50, 11 = 179 (4d100) |
Psst, Bello, I shoulda got a hero for the Warship roll
Also what's the Practice success do?
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 249,000 Humans
>Military:
3,500 Infantry
299 Local Knights
145 Light Horse
1 Warship
[1/2 Warship]
>[UNIQUE] Heroes
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard Level 1
Mines Level 1
The Winter Knights Society Castle Level 2
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Free Action: News of the missing librarian and codex reaches Lord Kellingstag's ears. Without a second thought, he sends Brett Byn after the fiend. If any can track down and apprehend him, its one of Stagfeld's most accomplished riders. Until then, he stays in the Capitol with his Champion, Grent Mills, acting as his bodyguard.
1. Finish the second Warship.
2. Begin construction of a warehouse to store our goods.
3. Begin working on upgrading the Winter Knights castle again, make it something truly to behold!
4. Jory is taught proper riding techniques from Tran.
No.2212
 | Rolled 13, 3, 80, 50, 70 = 216 (5d100) |
>>2173
Willows slowly stoop;
preparing to meet the ground;
as autumn arrives.
No.2213
>>2197
A letter from Lord Sohneins is sent to Lord Zephos.
"Dear Lord Zephos, I am afraid I have lacked the opportunity to speak to you at the assembly earlier this week. However I have obtained a most curious piece of information.
When I was at the royal court I have repeatedly been informed about the head of the Shiwan Dynasty and Lady Karasuba of the Scorpion Clan's alliance which may extend further than one would anticipate!
I was informed by several servants that they have heard from the stable boys who in turn had overheard some of the noble knights that the two of them were engaging in improper.. relations while staying in the Capital! Certainly these are scandalous news, seeing as Lord Shiwan is married.
Of course I would not merely believe any rumor, however when I inquired when this supposed affair should have happened they were able to give me most detailed information around the time of the first vote.
I am not certain what to do with this information or if I should merely remain silent. " - Grats n greets Lord Sohneins
No.2214
A raven arrives to all the stately manors of the lords of the realm, bearing the seal of Aruile.
"Most gracious lords and ladies, the plague which curses some of our realms must be stopped before it reaches endemic levels, and we are forced to bury our loved ones, or buried ourselves, I intend to travel to the southern continent of Aphrak, on good word from scholars in the capitol that the key to our salvation lies there. I bring with me an associate that has traveled to the southern continent, and seek fellow lords to aid me in this venture. For the Empire!"
No.2215
>>2214
A reply from Lord Haleer arrives.
"Allow me to finish preparing my lands for the disease and I will join you. I should be leaving to join you [next turn]"
No.2216
 | Rolled 47, 14, 70, 84 = 215 (4d100) |
>>2135
>Lord's Name: Lord Richard Fuilcú (19)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 5 (+0 Roll Value)
>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
Storage Level 4: (4% filled)
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
>Progress
Charisma (3/10)
>Actions:
1. Access the artist's skill / Train him before we create the amphitheater.
2. Continue Upgrading storage Facility
3. Harvest some Dahjor Pelts
4. Train my charisma with a party upon my arrival home.
No.2217
>>2213
A courier comes with a reply after a short delay.
"
To my esteemed League member and friend. This is indeed a shocking rumor, however, it is never a good idea to feed the rumor mill.
In my opinion it is best to leave well enough alone.
- Lord Zephos.
"
No.2218
>>2214
"To Lord Servilius, of Aruile, our esteemed western neighbor.
Shiwan wishes you the favor of heaven in this noble affair. Shiwan will always support Aruile should ever it ask for aid, and still will extend that today. It saddens our lord that he cannot join such an expdition, for the affairs of state call to him."
No.2219
 | Rolled 2, 65, 87, 17 = 171 (4d100) |
>>2173
>>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 6 (+1)
>>Population:
>352,995 humans, 101,030 elves, 50,120 halflings
>Happiness: 7
>>Military:
>3,000 infantry
>>Buildings:
>Hotel level 2, 4 of 5 to level 3
+1 light magic elf
>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, 1 fish stack
>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
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved
>>Heros: Lance Lenny
ACTIONS
1-2: Compose a first draft of "Regulatibus Sacroro", a set of directions and instructions concerning who is fit to be a priest, formally organizing them into a hierarchy, what priests are and are not allowed to do, and what specific duties, privileges, and obligations a priest has. This is a draft only, and not for circulation.
2-4: Citizens of Thucyld may sign up to receive house beautification with the tax goods, this costs citizens that sign up for it nothing and no labor.
No.2220
 | Rolled 13, 10, 16, 90 = 129 (4d100) |
>>2173
My Stuff:
http://pastebin.com/rWgAkDsT
1; Upgrade mine
2-3; Improve leadership with tutor
4; Enforce Nationwide curfew in all cities and secure our borders. All well traveled passages will have checkpoints along them to make sure none carrying the sickness get through. Send a courier with royal stamped messages to all major beastfolk villages informing them of the situation and what procedures we have enforced to protect our people. Quarantine any infected and observe them from a distance to get more information and calculated theories on the specific nature of the disease
(If this doesn't need a roll then use to upgrade fishing ports)
No.2221
>>2214
The raven is sent from Thucyld back to Aruile bearing a reply.
"Esteemed Lord, dark news indeed. We wish you every luck and success you can find on your journey, and we inform you that should you come back with a cure, Onasser I will elevate a member of your bloodline to sainthood as long as they meet the following criteria; deceased for at least 25 years, of good character, and of honorable conduct before men and gods. The soul of this individual will depart from wheresoever in the afterlife they reside and journey to a celestial palace, where they will reside ever afterward. In addition, your army, naval, and personal retinue may bear this Saint's eikon before them for whatsoever purpose, this privilege being unique to your bloodline and armed forces."
The message bears the seal of Onasser I, a patriarchatus holding a model of a church in his right hand, and a holy staff with incense censer in his left hand, crushing a demon under his feet, a massive monolith in the background.
No.2223
>>2214
A reply from Lord Zephos arrives.
"Wonderful news. I had begun to fear that I would be the only Lord to heed the Scholars advice. I have some matters to attend to in the Capitol but will leave to join you in due haste."
No.2224
>>2214
A reply from Orris is given, with surprising speed.
"Any attempts at styming this plague are welcome. If need be a carrier boat or two can be lended.
-Lord Aric Bryne, Orris"
No.2225
>>2224
"That would be much appreciated Sea-Lord"
No.2226
>>2214
A reply from Lord Sohneins arrives, bearing the seal of Salvynia.
"To the noble Lord Servilius.
Your intentions are most noble and your wisdom unquestionable. Unfortunately I have no resources to spare for this venture but my personal ones. Should you believe that my presence will be beneficial to this undertaking I will join you as soon as the unfolding events permit it.
Should you however remain in the belief that my present would not promise to enhance the possibility of this enterprise's success I will remain with no more options than to wish you good luck on your journey.
I await your reply."
-mfg hdgdl Lord Sohneins
No.2227
>>2226
"My dear lord Sohneins, I do not see how you addition to our merry little band could hurt, So feel free to join us on our little foray into the Heart of Darkness."
No.2228
>>2227
"Very well Lord Servilius, I will be attending to some matters and join you in haste.".
No.2229
 | Rolled 99, 92, 86, 84 = 361 (4d100) |
>>2214
A message arrives from Ernst
"Disease won't harm me, if it reaches the stage where it would threaten my country then i will act"
No.2230
 | Rolled 35, 60, 52, 15 = 162 (4d100) |
>>2173
>Lord's Name: Ernst Shurslstad
>Fluff: Ernst used to be a simple peasant, until the lord of (the now gone) kingdom of Gurvza, died and the lesser nobles started to do heavy taxing, with conditions worsening every week, and local tribes that were allowed to live in specific areas getting forced to smaller and smaller areas, Ernst deciding enough is enough started rousing the people and tribes (which are orcs and goblins) to rally against the nobles and make a kingdom which is truly a country for the people,
>Skill: Leadership 4
IB-Leadership 3
Combat 2
Charisma 4
Wisdom 3
Int 1
>Heir/Heiress: None
>Bonus: [Lowly Peasant] - People can see you as a lowly peasant. If this is true, Leadership, IB-Leadership, and Charisma turns to 1. This instantly does not work to a person to a character with a Wisdom of 3 or higher.
Lord's Bonus [The Uniting Speech] - The population is more accepting to [Social Policies]. Only one [Social Policy] will give a huge bonus.
>Kingdom's Name: Soviet Union
>Color: Anything
>Fluff: Look at lords fluff as this kingdom just got recently made
>Population: 69,700 Goblin, 10,000 Orc,100 Humans
>Military:
1,035 Infantry
105 Orc Infantry
20 Carrier Boats (Carries up to 100 Units)
>Building:
Fish Port Level 1
Docks (Trade) Level 1
Shipyard Level 1
Loghouse 2/4
>Bonus:
Wildlife - Everything wants to kill you
Technology:
Taming Level 2
-Monsters
Taming 1/4
Action 1: Tame
Action 2: Temple
Action 3: Tame
Action 4: Tempel
No.2231
>>2205
[Capital's Scholars]
It's complicated. The "Lord" of their place is someone that doesn't take kindly to others from a different continent.
However, she eases up to other people of high position. We will probably need her help to solve this great issue."
>>2210
[??? Voice ???]
"…Yes, they will…. You just have to find the right one. A temple like this could be fine…"
>>2211
+Marcus Mare [Sailor. L-2, IB-3, C-1, Ch-2, W-2, I-2]
>Skill:
Combat 3 [Trained by Royal Army]
No.2232
 | Rolled 41, 78, 66, 62 = 247 (4d100) |
>>2231
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 2 (1/6)
Mine Level 3 (4/7)
Storage 1
Roads 1
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
1. Start working on quarantine, infection detection and medical procedures to deal with o slow down the plague.
2.Use the mine to gather metal stacks.
3. Create Clockwork Carriage +Blueprints + Lord's bonus + Inventors +Grand clockwork workshop. +Extra space +Smithy 2 +workshop 1 + metal stakcs
4. Improve Roads.
No.2233
>>2231
"Your temple is great, you are the right One.
Enlighten me, give me the name of my God so I can build a temple in my own country"
No.2234
>>2231
"Hmm, very well. I have one last question. Have any of you considered that this is not a disease but a curse? I don't claim to be an apothecary but last I checked diseases made you ill not transform you into ores?"
After Lord Zephos receives his reply he confers with his Lords Hand and makes some plans. The Codex was missing, the Librarian had stolen it. Lord Zephos goes with his Lords Hand to investigate the library and get some witnesses to tell him what the Librarian was doing before his disappearance.
No.2235
>>2233
"Whatever you choose will be the right one."
>>2234
1 : Well, there is a whol-
2: Maybe. Possibly. Doesn't matter. It affects us in a biological scale. Something the Saint can still fix, either way.
>Investigating cost an action
No.2236
>>2214
A message arrives from lord judrin.
"My dearest ally, I am glad to hear of your actions, and shall offer my full support. I am sending three hundred slayers and 300 soldiers with you, all of plague and metal weremonster breed, so that they may protect and assist you during this journey. May you be safe and my men to do with as you please. Sincerely, Lord Judrin."
No.2237
>>2235
"Very well, put me through to the God with authority over disease"
No.2238
>>2237
"Are you telling me what to do?"
You feel a very sharp headache.
+Bonus: Leader Impaired [-1 Wis and -1 Int. Ends in Turn 13]
"Let this be a lesson to you. Go ask the god yourself in a temple marked by the Disease God."
Post last edited at
No.2239
>>2214
A letter bearing the Imperial Phoenix of Hendappa returns to Arulie.
"Dearest lord, the true threat of this Stone Rot is not lost to us. We are pursuing every available venue to curtail its spread, and your offer is one that shows promise.
Alas, I in my aged and weary state could not travel with you myself. Instead I will send my nephew, Runi Jahan Phylum, with a retinue of thirty warriors and ten of Hendappa's finest sages and scholars. May they all prove a fine help in this endeavor.
- From the Office of Padishah Sultan Arvali Noraj Suinen Phylum, Lord of Hendappa and Chief Raja"
No.2240
Leader: Praefectus Kaelian
Fluff: Kaelian stands as a testament to the power of the Aphrak mastery of biology. While outsiders may view him as the "perfect man", due to his meticulously designed breeding and the careful alterations after his birth, anyone who says this to his face is met with a simple "I am not worthy" from the leader of the Aphrak himself. While his claim to rule would be dubious in the lands to the North, in Aphrak he stands as the undisputed ruler, born from a skilled hunter, and a wise woman from two tribes who had previously never known eachothers names. The Praefectus of Aphrak appeared and united the tribes many years after the Saint's arrival, almost immediately after a mysterious group called The Sect had finished cataloguing the tribal groups of Aphrak. His unification was bloodless, and swift, which many attribute to his superior biology, but rumors of pheremone control and mental manipulation are spoken in whisper throughout the tribal elders…
>Skill:
>Bonus:
Nation Name: Aphrak
Fluff: Before the Saint arrived, we were beaten and broken masses. A fallen relic of the civilization that had propelled us to the apex of luxury and life. Consumed by civil war, disease, and decadence, we fell to tribal families roaming the wastes. Only when we were instructed by the Saint on the art and science that is biology, did we fully realize the truth of this world. And how unworthy our current form is.
We have arisen renewed; a fierce and powerful people. We flay the bodies of our enemies to add their strength to our own. We crack the skulls of our foes to absorb their knowledge. We desecrate the graves of the fallen to learn why they failed. We breed beasts of burden and war, unmatched by mother nature herself. We have catalogued and studied all variations of life in pursuit of perfection. And with this we have conquered. With this we have pillaged. With this, we have claimed our lands under one banner, uncontested. But we are still unworthy, and we need more.
We consume because it strengthens us. We graft because it hardens us. We destroy because it teaches us. And we give no quarter, take no living prisoner. Fear us, unworthy, for we know the depth of your failing, the gravity of your waste. Fear us, civilization. For we have seen your glory, your knowledge, and your wealth.
And we have found it wanting.
>Buildings:
>Technology:
>Biology:
>Bonus:
No.2241
>>2214
A reply from Lord Kellingstag arrives:
"The Winter Knights as well as myself are honorbound to help the people of the Empire. As such we humbly accept the chance to go forth and protect the sanctity of our people. I am willing to lend myself, my champion, Sir Grent, and a thirty of my finest knights to this great undertaking."
No.2242
>>2177
Storage 1/2
[Remove (Contains Offering) from the sacrificial circle]
"…Ah yes, child? You seek power? Then, I grant you a choice."
[Free Action: Choose between (Numbers) or (Queen) ]
You have no boats to get there!
Beware, the Green Moon will come next turn.
>>2180
5 / ?
Earth Temple 2/5
After finishing the prayer, there was this slight sensation inside your gut that made you know the Gods will protect you.
But, you're weren't in the praying session, because you're still in the capital.
>>2182
Watchtowers 1/4
Wisdom 6 / 10
>>2184
Secret base +2/ ?
>>2187
Land Trade Aruile 1/2
Land Trade Curious 1/2
>>2188
The repairs were finished! However, much of the progress was lost in the explosion.
Biological and Magical Afflictions Institute 2/4
>>2197
Storage 1/2
Someone dropped one of the items while increasing the storage size.
[LOST ARTIFACT] ??? - Looks like a metal shield (Very slightly damaged)
Textile Workshop 2/4
>>2202
-2 Stacks of Fish
The blockade has been set up.
[NEW TAB]
>Military Action:
[Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
[Free Action: Can sell X amount of items to merchants per turn]
X is the combined levels of your [Market] and the [Trading Docks].
-1 Fish Stack
Economy 4 [10 / 500]
Food shortage rarely happens in the Empire so food's prices are very little in the market.
>>2206
You have embarked in your journey.
Estimated Travel Time : 2 Turns
[Traveling doesn't require any extra actions]
+30 Jester Slayers
Improved Slayer Equipment 1/4
>>2207
Brain Bungalow 1/4
+Military:
1 Merchant Ship
The builders already started working on another Merchant Ship!
Merchant Ship 1/2
+300 Infantry
>>2208
The food spoiled.
Entric Elis returned to your nation!
He says that he needs a bit more time to finish the map, but doesn't want to work now.
He feels a little bit sick.
>>2209
Radcliffe: "So I'm traveling to Aphrak now. Aha, I remember when my job was just to be your tutor." She lets out a playful sigh. "Oh well, this is much more fun."
The Capital fulfilled your request in presenting you the Gryphon. (It was actually just a Gargoyle with an intricate mask).
Estimated Time Arrival: 0 Turns
You have made it to a coastal city of Aphrak!
The Garg- Gryphon is very tired.
The forges has created a design for the [Fire Lance].
The Blacksmith created their first blackpowder weapon!
+Technology: Fire Lance
>>2211
Investigation requires a normal action.
[+ 1 Free Action in the Capital]
+Military: 1 Warship
+Building: Storage (5 Stacks Limit)
Ren Rile [Protector. L-0, IB-2, C-3, Ch-2, W-2, I-1]
The Protector job is one protects cargo, items, or other valuables.
Winter Knights Castle 1 / 6
>>2212
Check pastebin.
You hear a very quiet whisper behind your back.
"…Ah, yes. I have been waiting to come to this place. It really… fits the atmosphere for a God like me."
>>2216
Training Artist 1/3
Lord's Bonus [Precise Hunt] Activated.
Your storage is level 2.
>Storage (25 Stacks Limit) :
3 Dahjor Pelts Stacks
Charisma 5/10
>>2219
Regulations Sacroro Draft has finished!
However, you received bad news about one of the priest molesting a child. This scandal represents a bad image of the church.
It will take some time for the house beautification to finish.
House's Beautifactions 2/4
>>2220
Leadership 8/10
+Technology: Quarantine Methods
Some have already fallen victim to the disease.
-10 Population
+Population: 10 Ore Corpses
>>2230
Taming 3/4
Temple 1/4
The disease has come and started kill off some of your people!
-8 Goblins
-2 Humans
+Population: 10 Ore Corpses
>>2232
Quarantine Methods 1/2
[NEW TAB]
>Storage (5 Limit):
2 Stone Stack
1 Iron Stack
+Military: 1 Clockwork Carriage
Roads 1/4
>>2240
>Skill:
Leadership 3
IB-Leadership 3
Combat 3
Charisma X
Wisdom 3
Intelligence 3
>Bonus:
[Pheromone Control] - Free Action. You can change your Charisma's rank to 1, 2 , 3, 4, 5 , or EX.
[Pheromone Explosion] - Counts as an action. Can change your Charisma to the rank [Wonder].
Lord's Bonus [Superior Biology] - Free Action with a 5 turn cool-down. Choose a category. (Building, Military, Technology, Biology, Population). For the next 5 turns, any action thats involved with the chosen category gains a +20 Roll value.
Building, Military,
>Population: 1,200,000
>Military:
50,000 Infantry
10,000 Feeders
5,000 Giganmoth
>Buildings:
(Unique) Mutated Farm Level 15
Barracks Level 10
(Unique) Mutation Pool Level 10
Market Level 5
Trading Docks Level 5
Storage Level 5
>Economy: 5 (+0 Roll value to relevant action)
>Storage (1,000 Stack Limit):
300 Genetically Altered Food Stacks
>Technology:
Stone Era
>Biology:
Medicine Level 3
Poison Level 3
Mutation Level 5
DNA-Harvesting Level 5
>Bonus:
Godless
The Sect
The Saint
Many small tribes around the land
Post last edited at
No.2243
>>Everyone
Aphrak's map will be posted next turn (hopefully).
>>2187
>>2188
[Trade]
The Shiwan Dynasty has gained a tremendous food explosion through the The Grand Rice Terraces!
>Phylum
Your storage is too small so there was an excess amount of stacks.
[NEW TAB]
>Storage (1 Stack Limit)
1 Food Stack (Expires in 2 turn)
>>2219
>>2180
>>2209
>>2211
>>2177
[Happiness] - People migrating to better places.
>Kelthas Glade
The Light Elf finished his vacation!
>Aruile
-500 Population
-0.25 Stack of Iron
>Stagfeld
-300 Population
You have a slight food shortage.
>Archaia
-750 Population
>Thuclyd
+500 Aruile Humans
+300 Stagfeld Humans
+750 Demon Humans
Some of the migrated populations brought some items.
>Storage (5 Stacks Limit):
(Your fish expired)
+0.25 Iron Stack
+1 Food Stack (Expire in 8 turn)
The diversity in your population has become too large. Racism started to appear in your nation.
+Bonus: Racial Tension
Post last edited at
No.2244
 | Rolled 23, 92, 86, 43 = 244 (4d100) |
http://pastebin.com/VavmmjVY
1: I'm starting to realize even i don't know whats going on in these camps. I should probably start giving direction sometime soon. Ah well keep building 2/?
2:Thundering Hooves and his men begin their return home. Scoffing at the gargoyals he and his men take some of the fastest horses in the land back home.
3-4:Have the shamans continue work on finding a remedy for the cure.
No.2245
 | Rolled 79, 73, 7, 5 = 164 (4d100) |
>>2242
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (2)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 3 (-4 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom 6/10
+ Watchtowers 1/4
1-3. Continue Wisdom practice with Silent Gardens.
+ [WONDER] Silent Gardens
+ Wisdom 6/10
4. Travel to Scruffy's holding in order to meet up for the expedition to the southern continent. Bring along my advisers and potentially one from the Blaublut family as well should they sent a new one.
No.2246
 | Rolled 37, 94, 72, 49 = 252 (4d100) |
>>2242
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
1 Clockwork Carriage
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 2 (1/6)
Mine Level 3 (4/7)
Storage 1
Roads 1 (1/4)
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men
Clockwork Carriages
Quarantine Methods 1/2
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
1. Get the Quarantine methods finished. We will need them. +3int +3 wis
2. Put the Clockwork carriage through it's paced. Observe it and look for design flaws or weaknesses as well as its strengths. +3int + observe EX wisdom
3. Refine and update Clockwork man designs. +Grand Clockwork workshop(extra space) +Inventors +Lord's bonus +Automaton Blueprints +Clockwork Blueprints +Level 2 smithy +Level 1 workshop +3 int + 3wisdom
4.Upgrade the roads we have stone for the pavers +stone stacks
No.2247
 | Rolled 19, 57, 8, 70 = 154 (4d100) |
>>2243
>Lord's Name: Arvali Phylum
>Fluff: Arvali Phylum is the Padishah of the Hendappa Rajanate. Though old and weary, his determination for success and sound economic mind has made him a venerable leader of his people. He is a man of wealth and progress, forsaking superstition and tradition for growth and industry. Artifice is encouraged under his reign, and though this brings animosity from the brahmin and priests, it has made his region wealthy and prosperous.
>Heir/Heiress: Gundara Phylum, daughter; Runi Phylum, nephew
>Skill:
Leadership 1
IB-Leadership 1
Combat 0
Charisma 2
Wisdom 3
Intelligence 4
>Bonus:
[Economic Mind] - Wisdom and Intelligence becomes to 5 when dealing with economy actions.
Lord's Bonus [Prosperous Dream] - Economy's bonus are 1.5x. You can buy [1 Action] and keep it in the storage.
>Kingdom's Name: Hendappa
>Color: Deep Orange or Red (20)
>Fluff: Hendappa was once a great empire of polytheistic faith and stalwart military might. From its island heartland it conquered great swaths of the coast and enslaved many. Eventually the empire's reign was contested and pushed out of the mainland, and the nation fell into economic downturn. It was Arvali, first of the Phylum line of Rajas, who ceded suzerainity to the Emperor and took a new title Padishah. His concessions to the victorious empire and stout mind for business saved Hendappa from the brink of collapse and turned it into an economic powerhouse. Though decreased in size, to the people of Hendappa their nation has lost none of its glory.
>Population: 999,990
>Military: 4,000 Infantry, 20 Carrier Boats (1 Carries 100 Units),
>Buildings:
Mine Level 1
Farm Level 1
Docks (Trade) Level 2
Market Level 1
Shipyard
(UNIQUE) Hendappa's Bank Level 3
>Technology:
Accounting Level 1
>Economy: 7 [400/500] (+9 Roll Value to Relevant Actions)
>Bonus:
Economic Powerhouse
+100 Infantry
+Technology:
[Wonder] Weapon Crafting
Weapon Crafting Level 2
-Sword
-Shield
Utility Crafting Level 1
-Farming Tools
Shiwan (Sea) Level 1
+Technology: Siege Weaponry
>Storage (1 Stack Limit)
1 Food Stack (Expires in 2 turn)
>Institute 2/4
1 - Well that's a problem. We'd better expand storage in order to fit more and preserve it longer.
2 - We should upgrade the Shipyard, the way things are going, diplomacy has failed us. Without a new emperor, war is inevitable. And I intend to be prepared with a navy should war arise.
3/4 - Continue work on the Institute. We have to stay in the present, not look too much into the future such that we are blinded to the plague before us.
No.2248
>>2246
>Storage (5 Limit):
2 Stone Stack
1 Iron Stack
Storage which wasn't added, apologies
No.2249
>>2242
>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:
17500 Infantry
>Buildings:
Farm Level 5
[WONDER] The Grand Rice Terraces
Fish Port Level 5
Market Level 3
Lumber Mill Building 1
Road Level 1 - [Wonder] The Corner of Iron
Trading Dock Level 1
School of War Level 1
>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
>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
—
>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
Road Level 1 - [THE IRON CORNER] - [Winters, Curious, Anniria]
Yet to Complete: [Scruffy]
No.2250
 | Rolled 51, 2, 29, 79 = 161 (4d100) |
>>2249
1. Keep working on those roads to (for) Aruile, which will finish up the [Iron Corner] Wonder 1/2
2. Open up Land Trade Aruile. This would be easier if the roads to them are finished, and hopefully they will. Otherwise we'll have to make do 1/2
Market Level 3
3. The Land Trade with Desolace is going well, soon we'll have access to their mines. Land Trade with Curious 1/2
Road Level 1
4. According to calculations, even with the Grand Rice Terraces, and our vast Farms, we do not have yet enough to continually feed each member of the Iron Corner with Food per turn, as well we had not anticipated how. . .fast rice spoils on long voyages.
Finishing up [Grand Logistics] and maximizing output and efficiency through ensuring only the most effective methods of delivery and extraction of fertilizer, water, rice, and storage, is the first step to properly organizing our farming industry to be able to supply the whole of our alliance. As well, it will speed up transport to counter the spoiling time of rice. For now.
Continue studying the art of [Grand Logistics] 1/3
Barracks Level 1
School of War Level 1
Military Society
No.2251
>>2250
I don't know if you count modifiers to rolls, but if with existing bonuses the 79 counts as 80+, I would request my bonus be used to divide the progress into action #2
No.2252
>>2115
>>2221
To the great northern state of Thucyld, an ornate cylinder of ebony so finely decorated arrives, bearing inside it a finely made and written scroll, on the front written in Shiwaneese, and on the back in Imperial High Tongue.
"Oh great Onasser I, Patriarch of the Church of the Divine Monolith, Lord and Defender of the Holy Stone, and Vicar of the gods.
The great State of Shiwan, member and defender of the great Iron Corner, and loyal to the late Emperor (may his soul rest eternally) and his Empire wishes to state its intent and interest in the great advances your nation has done, and to conduct formal trade.
We are interested in acquiring your advanced Preservation Techniques, as we intend to feed our allies but must contend with the expiration process of Rice.
Shiwan is a producer of rice, and soon, of industrial goods. Those within the Iron Corner also have much to offer in exchange for these techniques.
In addition, we would be willing to allow missionaries to our lands, and encourage pilgrimages by the faithful to the holy land of Thucyld.
- Lord Quin Shiwan"
No.2254
 | Rolled 75, 11, 79, 26 = 191 (4d100) |
>>2242
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
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Storage: (80%)
.75 Stack of Iron
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)
Roads 2/3
Mine level 3 1/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
1/2. Well, now that we're here, we should attempt to find the man in charge, and seek his wisdom into the arts of life, so that we may deal with the pox that is spreading across our land
3. The news of people leaving Aruile concerns me, send a raven home telling my steward to hold court and take the complaints of the peasantry, try to find out what it is thats making them leave.
4. Finally, the madame and I will journey around the city, see the sights, learn of the culture, if the Imperial Codex is lost, I'm sure the Scholars in the capital will appreciate us foraying into the depths of Apraki society for a new chapter in a new codex
No.2255
 | Rolled 85, 51, 58, 37 = 231 (4d100) |
>>2242
>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.
Leader Impaired [-1 Wis and -1 Int. Ends in Turn 13]
>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
>Economy: 6 (100 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
Eli Whitney [Tailor. L-0, IB-0, C-1, Ch-4, W-2, I-1]
>Buildings:
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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 2 ( Limit 25): 1 Stacks of Farm Goods (0 Turn till spoilage), 10 Cotton Stacks
>Technology
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)
Roads 1/2
12 Apothecary Institute of Epidemica. Gather the doctors and physicians knowledgeable in all the diseases and aches present in Epidemica we will find our own medicine using the regents found in the Forest of Epidemica.
3 Roads
4 Get to making some Clothes and sell a set in the Market. The Cotton White House receives their commission and the tailors are called in, the morning of the day after the streets are cleared in the morning for a parade of tailors waving white cotton flags and a float seemingly made of giant sewing tools as they make their way the crowds cheer for the greatest industry in the land.
No.2256
>>2242
Nation Name: Aphrak
Nation Leader: Praefectus Kaelian
Stats/Fluff: https://docs.google.com/a/erinnexchange.com/document/d/1-L5_ygK94rbsHw87XdIvqGMfZKE9EgRL92TcntpO9eU/edit?usp=docslist_api
Kaelian leans back in his chair, unnerved by the missive the Sect has passed onto him. Foreigners on Aphrak soil. The Saint predicted this. Although Kaelian never doubted her, he wished it wouldn't come during his rule. Such barbarism he must subject his people to. He speaks to no one in particular, but loudly enough for the hall to hear.
"So it has begun. Civilization has found our shores." He sighs heavily, "Bring me the Elder representatives from the Farmlands, the Pools, and the Steppes. We have work to do."
[Free Action, Superior Biology, +20 to Technology]
1. Build additional Farms
2. Build additional Mutation Pools
3. Begin researching Metalworking, and the creation of metal tools. Chitin and Stone won't cut it anymore.
No.2257
 | Rolled 100, 38, 96, 93 = 327 (4d100) |
>>2256
4. Instruct the Sect to bring the foreigner to me.
[Free Action, Set Charisma to 4]
Also, dice.
No.2258
 | Rolled 39, 77, 59, 48 = 223 (4d100) |
>>2242
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
25 Black Infiltrators
30 Jester Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1. While Lord Judrin is on his journey he left sets of instructions. The first one is to enhance the slayer equipment, making repeating crossbows, tougher swords, and much more.(1/4)
2. The second set was orders to finish the monument to the monster gods(4/8)
3,4. The third set then ordered the training of ALL current soldiers. They are to be trained extensively until they are the best in the empire, able to withstand the might of any army!(pic related is example of female and male attire.)
No.2259
 | Rolled 51, 40, 82, 50 = 223 (4d100) |
>>2242
>>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 6 (+1)
>>Population:
>353,795 humans, 101,030 elves, 50,120 halflings, 750 demon humans
>Happiness: 7
>>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, 1 fish stack
>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
>draft of Regulatibus Sacroro
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved, Racial Tension
>>Heros: Lance Lenny
ACTIONS
1: Proceed with a better draft of Regulatibus Sacroro, still not for circulation but an improvement over the last draft.
2-4: Onasser I institutes a no mercy policy for child molesters. The pedophile is stoned to death by the public.
No.2260
 | Rolled 51, 12, 72, 89 = 224 (4d100) |
>>2242
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects (100 Architect Tools).
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Docks (Trade) Level 2
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory (100% Filled) :
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield (Very Slightly Damaged)
Storage 80% Full
>Economy: 6
Miss Elize breaks into a cold sweat as she just stares at the slightly damaged artifact. It was a once in a lifetime find and it had been damaged in her negligence, she was already imagining the Lord Scolding, no firing her upon his return! Sinking her head in defeat all Miss Elize can do is return to the Lords Office and continue her duties.
Horizon Project 2/12
1-2. Eighty of the Architects continue to work on expanding the Storage, how the 80 of them have not only made such little progress but also damaged one of the only 4 things in the storage room in these few months is beyond anyone’s guess but still they continue to work. 1/2 Storage. 80 Architects (With tools) + [Wonder] The Great hall of Constructs (Restored).
3. Meanwhile the remaining 10 Architects have somehow made even more progress than the eighty working on the storehouse, they pat each other on the back on continue their steady pace of work. 2/4 Textile. + 10 Architects (with tools). + [Wonder] The Great hall of Constructs (Restored).
4. Meanwhile in the Capitol Lord Zephos along with his five Lords Hand investigate the disappearance of the Codex. They find out what he had been doing up until his disappearance and were he likely would have gone. Lord Zephos will question everyone that the Librarian knew at the capitol to find out more about him. The Codex’s return is extremely important to the Empire. +5 Lord’s Hand. + Charisma 3. + Intelligence 3. + Wisdom 2.
+3 to rolls Loyalty bonus.
No.2261
No.2262
 | Rolled 95, 9, 59, 7 = 170 (4d100) |
>>2242
>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: 81580 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 288 Raiders, 2,425 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
>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
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stack of Wood, 4% Filled
>Economy: 4 (-1 Roll Value)
Scorpions 1/3
Economy 4 [10/500]
Free Action: Can sell up to 2 stacks of items per turn.
1. Fishing. We need food to trade and eat.
2. Recruitment. We need more manpower.
3. Scorpions. We need those built.
4. 200 Raiders+ and two carrier boats are set on standby to assist the journey and "diplomatic" mission to Aphrak. They will be rewarded upon their return. Somehow.
No.2263
 | Rolled 46, 7, 78, 15 = 146 (4d100) |
>>2242
My Stuff:
http://pastebin.com/rWgAkDsT
1; Increase Leadership with tutor
2-3; Recruit and Train more soldiers to enforce the the Quarantine
4; Inspect slowly and carefully the dead bodies to find any other specifics about the disease. Wear thick clothes and masks just in case
No.2264
>>2252
The ornate ebony cylinder is sent back to Quin Shiwan containing a reply to his message. The reply is written in 2 languages, the -ANCIENTLATININALLCAPSWITHHARDLYANYPUNCTUATION- of Truchio, which only uses 2 punctuations, a "." to indicate the end of a word and a "-" to indicate the start or end of a sentence, and in the imperial high tongue.
"To the esteemed Lord Quin Shiwan. You honor us highly with your message, but we cannot simply declare it to be so and then it will be from then on, we require a formal meeting with officially recognized diplomats. This is not at all to say or imply in any way that we are not interested in what you offer, we are, it is simply a custom of our people that when a concordat is made, it is done through formal diplomatic negotiations. We invite you to send a group of envoys, who will be housed at our Hotel for the duration of the visit. In regards to missionaries, we inform you that we wish to negotiate our missionaries use of the Iron corner roads, in addition to other matters at this meeting, and we are open to sharing our preservation techniques with you if it may be arranged that we gain something we do not have in likewise manner."
The scroll bears the seal of Onasser I, the patriarch standing on a defeated demon, holding a model of a church in right hand, holding a staff + incense censer in left hand, and monolith in the background.
A catechism was included so that Lord Quin Shiwan can review what the people of Thucyld actually believe, here following in brief.
>All gods of good alignment who don't torture, don't wantonly mistreat, and who genuinely care for their followers are valid.
>Missionary work is valid.
>Marriages, the anointing of infant children, and funerals are to go on in temples, and must have a valid official to be valid.
>Charity between followers is acceptable, and to be expected.
>Men or women of sufficient character and ability can enter the priesthood.
>It is the duty of all members of the religion to oppose beings who are of chaos darkness and evil, heretics, and beings without souls.
>The gods, good or evil, are aware of everything you do say think and feel.
>Saints and Deities have their own special days.
>The gods hear prayer, and prayers should be said regularly.
>Beings who have committed great crimes (ex child murder, defiling a temple, other very serious offenses) are ritually unclean and cannot and should not, enter the temple.
>Selflessly doing good deeds, or offering sacrifices to the gods, removes varying amounts of sin from a person.
>There are 4 mortal sins; greed, envy, wrath, and sloth. There are 3 deadly sins; treachery, suicide, and fraud. The 4 mortal sins are simply very serious, its possible to de-sin-ify yourself from them. The 3 deadly sins are not, you are damned to hell for eternity over them.
>Render the palace the things that belong to it, the temple the things that belong to it. Withholding either is a sin.
>Avoid eating things that eat dead bodies, wallow in their own filthiness, or are known to be venomous.
>Necromancy and Demonology are considered witch-craft, any practice of either surely damns a soul to hell.
>The celestial palaces are a wonderous place where everyone is eternally young, can fly, lives in gold/platinum/jewel-studded palaces, and enjoys daily feasts and revels. Hell is a dark, horrible pit which gets progressively more evil as one goes deeper, relentless hunger, misery, and pain are everywhere and always there.
No.2265
 | Rolled 49, 20, 22, 4 = 95 (4d100) |
>>2175
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 1
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 2
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 249,750 Demon-Humans
>Military:
2,500 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic [ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (4/5)
+Sacrificial Circle -> 2 (1/5) (Contains Offerings)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
+Storage (100%): 1 Stack of Honey
Free action:" I would Choose a Queen, Mother."
1/2: Prepare for the Green Moon. Blood will be spent in Honor of our Dark mother.
3. Return to Achaia.
4. Increase Storage
No.2266
 | Rolled 55, 88, 76, 100 = 319 (4d100) |
>>2242
>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 2
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.
Lord Bonus - Charisma and Leadership increases by 1 Level when dealing with humanoids.
>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 1
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)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
Free? (Need to actually post actions so if this needs a roll tell me and I'll change an action.) Meet up with the Lord of Aruile and any other lords heading to the southern continent for the trip south.
1. Continue Earth Temple upgrade 2/5
2&3. Continue my sessions of trying to fully understand my power and gain control of the randomness. 5/?
4. When the messages to the Glade reaches the intended targets from the massive amounts of carrier ravens needed to tell everyone 'This is Lord Haleer's plan and since he is going on a trip to the southern continent it is up to you' the priest and magic user at the temple of knowledge begins his search for a book on enchanting within the not so grande library of the temple. Maybe his magic could help?
No.2267
>>2249
>>2250
FREE ACTION (if applicable)
Send a diplomatic envoy of diplomats to Thucyld
No.2268
 | Rolled 74, 47, 10, 97 = 228 (4d100) |
>Lord's Name: Lord Richard Fuilcú (20)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>Economy: 4 (-1 Roll Value) (490/500)
>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
Storage Level 2: (25 stack limit)
+3 stacks of Dahjor Pelts
Dahjor Breeding House Level 1
[WONDER] Garden of the Gods
>Technology:
>Magic:
>Bonus:
Fur of Dahjor
>Progress
Charisma (5/10)
Artist Training (1/3)
>Actions:
1/2. Continue Training the Artist
3. Continue Training my charisma, today is after all my birth month.
4. Sell one of the stacks of Dahjor pelts for the highest price. The others would make a fine hunting cloak soon.
No.2274
 | Rolled 14, 21, 42, 17, 85 = 179 (5d100) |
>>2242
"And what sort of god are you? One that will help my people, or one that we should be wary of? Perhaps both?"
No.2276
>>2274
"Shadows never tell."
No.2277
>>2244
You arrived home already!
The shamans found that finding a cure is not as easy as it sounds.
They're still not even sure if this stone-rotting is a disease or magic.
One shaman shares that they will need a test patient to actually diagnose the disease.
>>2245
You have finished your training!
>Wisdom 3
Wisdom 4 (2 / 15)
However, you now have a sharp headache.
+Bonus [Headache]: - 1 Wisdom until [Turn 14]
You were about to begin your journey but your supplies were stolen!
You had spent the rest of the day buying new supplies.
>Economy: 2 [$ 490 / 500] (-6 Roll Value)
>>2246
The Carriage has some major problems when traveling through tough terrain.
The amount of people the carriage can carry is very limited.
Clockwork Carriage (Carries up to 4 Units)
Clockwork Men 3 / 6
-2 Stone Stacks
Stone Roads 3/4
>>2247
Shipyard 1/5
+Building: Biological and Magical Afflictions Institute Level 1
The Institute required a lot of supplies to be bought.
>Economy: 7 [390/400]
>>2250
Aruile has gotten their roads!
The trade-makers went to an event in one of your villages, something about a meeting of work conditions.
+Technology: Grand Logistics
Grand Logistics Level 2 (1/4)
>>2254
Your roads have been built by the Shiwan Dynasty!
Aphrak is a very strange place. Even in the vast land of the Empire, there is no place like Aphrak.
All you can see from miles to end was just sand. Yet, another oddity was that some vine-like plants seem to be sprouting from this sand.
>Int 2
You don't really know any info about Aphrak.
Right before you and Racliffe were about to journey around the city,
a large group of men holding crude weapons (clubs and stone tools) walked towards you.
>Wis 2
They do not seem hostile.
Most of the complaints were about the unfriendly atmosphere and harsh conditions in your towns.
>>2255
+Building: Apothecary Institute of Epidemica Level 1
+Building: Road Level 1
>Population [Happiness 6] :
Ellis has still not moved out of his bed.
>>2257
[Biology Mutated!]
One of your farmers found out the chemical balance in creating an even more genetically favored food.
>Biology:
[Growing] Genetically Altered Foods gets x2 efficiency
Mutation Pool 1/4
Metalworking 3 / ?
Your researchers require some actual metal!
Also, metalworking seem to be very advanced for them.
The Sect has found the foreigners and sent out some Infantry to pick them out.
>>2258
Monster God Statue 6/8
Training 2/3
>>2259
Improved Draft 1/2
The faith of the people were once again restored.
>>2260
+Building: Storage 1 (5 Stacks Limit)
[New thing. The Lost Artifacts turn into 1 Stack of Lost Artifact]
Storage Level 2 (1/3)
+Building: Textile Level 1
Textile Level 2 (1/5)
The Librarian was said to be talking to mostly Lords and Ladies of other nations before his disappearance.
The Librarian disappeared after the Voting was over.
>Wis 2
Obviously, at least one of the Lords or Ladies had something to deal with the Librarian disappearance.
>>2262
+9 Stack of Fish (Expire in 2 turns)
Some of the raiders were lacking in their training.
-100 Raiders+
+100 Raiders
Scorpions 2/3
You have sent your military.
>Military Action:
[Traveling to Aphrak] 200 Raiders+, 2 Carrier Boats
Estimated Travel Time : 3 Turns
>>2263
Leadership 9/10
+880 Infantry
Some of the infantry got sick!
-5 Infantry
+5 Ore Corpses
>Magic:
You have heard rumors of a small girl in one of your villages that attained magic powers!
Vermin Magic ( 1 )
Your trip to Archaia has begun.
Estimated Time Arrival: 2 Turns
>>Green Moon<<
-2,500 Demon-Humans
-200 Mantis Soldier
The Storage was partly damaged!
The stack of honey was stolen!
-1 Stack of Honey
Sacrifice accumulated into…
[Roll 2 Extra Actions next turn]
or
[+10 to all Action's roll value next turn]
>>2266
Lord of Aruile apparently took the Gargoyle down to Aphrak. How do you get to get there?
[Action required]
Earth Temple 3/5
You… kind of understand your powers.
Magic is not something one controls, instead it's a gift. It's a gift that has some kind of… mind of it's own and both of you have to agree on what effect your powers should have.
>Bonus:
Nature Channeling: Changes an object into a material of nature.
You heard a small whisper.
"Mortal, I need to ask you a question."
>>2268
The Artist proved his skills!
[NEW TAB]
>Heroes
Michael Marron [Artist. L-0, IB-0, C-0, Ch-3, W-3, I-2.]
There were small rumors about you just staring hours to the mirror and practice in smiling.
Your adviser tell you that having a Market would make it so selling items would be a [Free Action].
-1 Stacks of Dahjor Pelts
+Economy: 5 [ 60 / 500 ]
The pelt sold for a very high price!
>>2267
It is a free action.
>>2274
Pastebin.
No.2278
>>2277
The Dice success rate has changed in hopes in making bonuses better and speeding the game.
1 - 10 Guaranteed Bad Event
11 - 20 Guaranteed Failure
21-40 Failure
41-60 Success
61-80 Double Success
81-99 Triple Success
111+ Quad Success
No.2279
 | Rolled 57, 41, 62, 46 = 206 (4d100) |
>>2277
>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: 81580 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 388 Raiders, 2,325 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
[Traveling to Aphrak] 200 Raiders+, 2 Carrier Boats
Estimated Travel Time : 3 Turns
>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
>Magic:
>Heroes: Siegel, The Half-Elven QuarterMaster: Increases Training Rate, Combat 4, IB-Leadership 3
>Bonus: Naval Power
>Holdings: 1 Stack of Wood, 9 Stack of Fish 40% Filled
>Economy: 4 (-1 Roll Value)
Scorpions 2/3
Economy 4 [10/500]
FREE ACTION: Trade 2 stacks of Fish for Metal.
1. Training for those lazy bastards. Now.
2. Scorpions.
3. Begin building another warship.
4. Gift another 3 stacks of fish to the Humboldt squid people, no strings or anything.
No.2280
>>Iron Corner Members
“We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects.”
One single connection binds all these different nations together.
Their weaknesses covered by the other's strengths.
Support and cooperation. The basis of the Iron Corner of the Empire.
An alliance that proves to be one of the strongest force in the Empire.
A force that shows the greatest potential in the Empire. Yet, my speculation doesn't meaning anything, for great potential also leads to a devastating defeat.
+Building: [WONDER] Road Level X (Iron Corner's Road Network)
Where X is your current Road's level
Post last edited at
No.2281
>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:
17500 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
>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 (1/4)
>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
—
>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.2282
 | Rolled 8, 72, 65, 30 = 175 (4d100) |
>>2281
1. With the new Iron Corner, our strength is unmatched. Yet there is still room to bring our great kingdoms closer together, and so we shall finish up the trade network with Aruile.
To do so is to finalize the great [Industrial Complex] that will yet again, cement our nations in a sphere of mutual benefit for all within the Iron Corner.
We shall use this great new road at our disposal and our new knowledge of logistics to increase the efficiency and effectiveness of such trade.
Trade with Aruile 1/2
Market Level 3
Grand Logistics
[WONDER] Road Level X (Iron Corner's Road Network)
2. Trade with Desolace shall also be pursued, created, and continued 1/2
Market Level 3
Grand Logistics
[WONDER] Road Level X (Iron Corner's Road Network)
3. While we pursue Preservation technologies from elsewhere, we will need great Storages in which we can house our stores of rice until such a time as they are needed.
We will build them strong and of stone, and embed them within mountains. This will protect them from both fire, and attack.
Already wood is being diverted for scaffolding, and stone slab and supplies being hauled across the same roads that will transport the rice for storage. Thanks to the new efforts of logistics, this will be much faster.
[Stone Grain Storage]
Grand Logistics
[WONDER] Road Level X (Iron Corner's Road Network)
Lumber Mill Building 1
4. There is still room to improve our methods and techniques. We should develop systems of convoy to protect supplies, as well as regularly schedule them based on a time table.
An army marches on its stomach.
A stomach is fed as fast as the food arrives.
If we ensure that the food arrives, on time, and in spares, we ensure a mobile army that does not want for food, or is stretched beyond its capacity to supply itself. Nor do we allow for raiders to assault the supplies and depots.
Grand Logistics 1/4
Barracks Level 1
School of War Level 1
Military Society
No.2283
 | Rolled 19, 38, 11, 27, 50, 46 = 191 (6d100) |
>>2277
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 0
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 4
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 247,750 Demon-Humans
>Military:
2,300 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic (1)[ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (4/5)
+Sacrificial Circle -> 2 (1/5) (Contains Offerings)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
+Storage (100%):
Sacrifice accumulated into…
+2 extra actions
(What about my Queen?)
1/2: New troops are being trained who have the ability to fly - The Dragonfly Knights
3. The people go to worship at the temple of Nazgal. They pray for power.
4. Continue work on the Walls.
5/6: Start work on the Bug breeding lab. A place where bugs are made and Infused with magic.
No.2284
 | Rolled 1, 27, 79, 69 = 176 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3 [Trained by Royal Army]
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 248,700 Humans
>Military:
3,500 Infantry
299 Local Knights
145 Light Horse
1 Warship
[1/2 Warship]
>[UNIQUE] Heroes
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
+Marcus Mare [Sailor. L-2, IB-3, C-1, Ch-2, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard Level 1
Mines Level 1
The Winter Knights Society Castle Level 2 [1/6]
Warehouse Level 1: [1/6 Storage, 1 Stone]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Slight Food Shortage
Free Action: Lord Kellingstag returns home with Grent Mills and his retinue.
1. We need to get the people's morale up to keep them from leaving us. Begin construction of an arena for non-lethal recreational combat.
2. Continued work on the Winter Knights castle
3. Produce food to stop this shortage while it's still young.
4. Begin construction of a transport ship for the voyage to Aphrak.
No.2285
 | Rolled 80, 27, 52, 33 = 192 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry
50 Vampire Slayers
10 Draconian Slayers
25 Black Infiltrators
30 Jester Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2. And so it was that the statue was finished!(6/8, was thinking that it was like a wonder meant to make weremonsters stronger in its presence.)
3,4. Finish training the entire army!(2/3)
No.2286
>>2283
>(What about my Queen?)
Nigga,
>Magic:
You have heard rumors of a small girl in one of your villages had attained magic powers!
Vermin Magic ( 1 )
No.2287
 | Rolled 59, 53, 19, 56 = 187 (4d100) |
>>2277
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
1 Clockwork Carriage
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 2 (1/6)
Mine Level 3 (4/7)
Storage 1
Stone Roads 1 (3/4) (iron Corner)
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men (3/6)
Clockwork Carriages
Quarantine Procedures Level 1
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
>Storage Limit 5
1 Metal stack
1. Continue to refine and Improve the design of clockwork men. Improve cogitator design, logic engines, range and speed of motion. Also try and decrease cost. +Workshop 1 +Smithy 2 +Grand Clockwork Workshop +Automaton Blueprints +Clockwork blueprints+ Lord's bonus +Inventors + 3int +3 wis
2. Disseminate our Quarantine procedures to the capitol So it may be spread throughout the lands. This will help while we convince Aphrak. +Stone roads 1(iron corner)
3.Finish improving the roads. They need to be done. Movement and haste is key.
4. Improve the smithy. We need better alloys to improve our tech.+Metal Stack.
No.2288
 | Rolled 20, 7, 92, 39 = 158 (4d100) |
>>2277
>>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 6 (+1)
>>Population:
>353,795 humans, 101,030 elves, 50,120 halflings, 750 demon humans
>Happiness: 7
>>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, 1 fish stack
>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
>draft of Regulatibus Sacroro 1/2 (improved)
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved, Racial Tension
>>Heros: Lance Lenny
ACTIONS
1-2: send missionaries to kelthas glade, stagfeld, and arulie.
3-4: work on Regulatibus Sacroro.
No.2289
>>2288
An envoy of ambassadors and officials from the Shiwan Dynasty arrives to the lands of Onasser. These men, learned in the languages of the many Kingdsom and bearing the weight and authority to speak on behalf of Shiwan, approach the capital before the Banner and standard of Shiwan, to speak with reason and diplomacy to the leaders of Thucyld.
"We come on behalf of Lord Quin Shiwan, defender of the great Iron Corner, and loyal to the late Emperor (may his soul rest eternally) and his Empire, to speak on his behalf and bring his good will and friendly tidings to Lord Onasser I, Patriarch of the Church of the Divine Monolith, Lord and Defender of the Holy Stone, and Vicar of the gods."
No.2290
 | Rolled 28, 31, 2, 34 = 95 (4d100) |
>>2277
http://pastebin.com/M2hVFUvF
1:Thundering Hooves spends the day with his family feeling that he has neglected his sons daughters and his wife.
2:Continue working on upgrading the camp.
3:Send the spies to the east in search of any more information on the killer.
4:Begin training more of my population in the art of combat and riding. Whatever is a head smells like war.
No.2291
>>2282
Split the double Success of action 2 to action 1
No.2292
>>2277
"What is it you ask me, oh Immortal?"
No.2293
>>2276
"Fair enough, I can't exactly fault you for thinking as I would, I suppose the next question would be, what do you want of my clan, and what can you offer us in return?"
No.2294
>>2267
(free) - receive the envoys and give them a suite at the hotel
No.2295
>>2289
The envoys are told that there will be a formal ritual welcoming them to the land, and that they don't need to do anything for it but be part of a procession, and that there are no vocal or gestural components required of them.
A group of male Epistoritzi in their religious attire, (staff with a holy symbol, western miter, vestments, long neck scarves) and a group of female Epistoritzi in their religious attire (red/purple habit, very long sock-cap hood, holy symbol is an amulet), meet the envoys. The males raise all their staffs so that the holy symbols all touch, then the females pour water all over the ground in some sort of religious ceremony that doesn't have a vocal component. After that, they are lead in a procession, the male Epistoritzi using throat chanting, though they are speaking the latinate language Truchio, and what they say is simply a long monotonous chant that is a list of deities names. As the procession travels through the town towards the Basilica of Synods, deacons blow a very long, brass, low-bass horn that resembles a dung-chen (tibetan long horn), and the people gather.
As the male Epistoritzi finish their long monotonous list of deities names, they proceed into the Basilica of Synods, and, a short time after that, flanked by 2 deacons, 1 male 1 female, the 2 deacons holding a very ornate miter over his head, Onasser I comes out to meet them, Onasser's attire simply a much more extravagant form of the Epistoritzi's normal attire, but no miter on his head, and a large chain around one shoulder and going under 1 arm, the chain having a gold and silver pair of crossed keys on it.
"Hail, well met, and welcome, ambassadors. We receive you into our lands and formally welcome you. We have heard of your errand with us, and it gives us great pleasure to receive you here. It is our earnest hope that our diplomatic doings shall be of benefit to both lands, and to both lands peoples."
Onasser I is presented with a candle, which he lights a piece of incense with. He then gestures over the envoys, throat chanting as well, though his is actually saying something, and not just a long list of names, though its also in Truchio.
Afterward, Onasser I, in common "I call upon the gods and goddesses of the celestial paradise to bless this diplomatic meeting, bless its intentions, and bless those who are here to make said meeting."
Several deacons sound their Dung-chen like horns briefly.
Onasser I: "But come gentleman, you must be tired after your long journey. Allow me to give you a stay in our fabulous hotel for the duration of our reception, and allow me to invite you to a feast to be held later this evening, where we will discuss the specifics of our diplomacy"
He gives a deacon a key from his pocket, ensuring that the ambassadors have access to a suite at the hotel.
No.2296
>>2295
It took all the effort and training of the diplomats not to be overwhelmed by the display of such grandeur before them. Later on they could not help but remark how the beauty and splendor of Thucyld outshone anything even found in the capital, much less the pragmatic cities and streets of Shiwan so dedicated to efficiency over aesthetic, but here in Thucyld, all was wrapped in a divine grace, houses were being built more ornate than Shiwan shrines, and yet so simplistically elegant in their design. The Temples themselves were as palaces it seemed.
But the hotel, it was this place that truly gave the impact. It seemed to the ambassador's as though it were a place fit for gods, indeed the sheer number of amenities, servants, and service available made them feel as though they were being treated like gods (though they dare not say this aloud). All expectations were met, and exceeded beyond belief.
Truly Shiwan chose well to call this place a "holy land where our people ought to be encouraged to pilgrimage"
And of the great feast, the ambassadors went, already feeling so informally dressed before the attire of those who came. They did their best to eat with dignity, despite the vast array of food before them.
They could not help but notice what such variety and the freshness of the food there, there were fruits sweet like honey and so perfectly ripe, that would be out of season almost anywhere else. Meat fresh and tender, more than they could expect in any Shiwan dinner. Juices and drinks of such clear and delightful texture unmarred. Truly this must be the efforts of the preservation techniques they sought after.
The diplomats did their best to eat with civility and courteousness, even while trying to sample what they could. They had many questions to ask personally, but they were not here on personal matters.
They were here on behalf of a King.
And so they spoke, thanking the host for the hospitality they had yet seen in their lives, that would surely impress all who hear of it, and know that this is truly a land blessed by the gods.
"If it pleases thy Lordship, and as promised, we would wish to discuss, honestly and openly, the diplomacy between Shiwan and Thucyld. That there be understanding for all without confusion, and benefit for all without any hint of malice or ill will. For we can only pray that Shiwan might show the same goodness and grace to you that you have showered upon us without end."
And so the talks began.
The immediate desires of Shiwan were clear, Thucyld was famed for its preservation techniques before, but the feast proved beyond a doubt the merit of it.
Shiwan produces a lot of food, rice to be exact, but the supply is hampered by how fast rice tends to spoil. Shiwan would like to learn and apply the techniques of Thucyld, so that its food might last longer, and fresher, and so be fitter to eat much longer.
As promised, and without a doubt, pilgrames would be encouraged, and missionaries from Thucyld allowed into the nation. Opened borders between peoples and a faith that surely represents the heavens themselves. This would bring in much wealth and prestige to Thucyld, from pilgrims who would come to pay tithes and give sacrifices to the gods.
Thucyld spoke that if they were to give Shiwan something it does not have, it would like Shiwan to give Thucyld something it does not have as well. This is wise, and fair, and agreeble.
Shiwan is a defender of the Empire and her subjects, and so prides itself on crafting fine swords of war. We would gladly offer to supply, or teach, Thucyld how to craft such swords in exchange for food preservation.
And if this doth not please thee, Shiwan might also provide in terms of resource. Shiwan is in the works of organizing the Iron Corner in terms of industry between multiple nations, to produce for all the subjects of the Empire. If it can be sought after, be it stockpiles of stone, wood, metal, we would do our best to acquire a generous amount and supply it to Thucyld.
Surely though, great Onasser, for you are wise and prosperous, and if no such offers we have spoken from our mouths be sweet to your ears, speak, and we shall listen, and if you have any terms to dictate, we shall listen as well."
–
"Let it also be known that should ever Thucyld wish to join the Iron Corner as a friend and ally, Shiwan would surely press for it with all due haste, though they are of course separated by the kingdom of Stagfeld, a neighbor to both nations, but, it was hoped, a friend. Perhaps even a potential ally a well, and so allow the corner and all its benefits to reach Thucyld be it the will of the Gods and Onasser I."
No.2297
 | Rolled 92, 19, 71, 75 = 257 (4d100) |
>Lord's Name: Lord Richard Fuilcú (20)$
>Fluff: look to older original Post
>Skill:
Leadership 3
IB-Leadership 1
Combat 3
Charisma 2
Wisdom 3
Intelligence 2
>Heir/Heiress: Richard's younger Brother Francis, a child of 6 years.
>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
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
Charisma (5/10)
>Actions:
1/2/3. Train in my Charisma
4. Begin working on the amphitheater
No.2298
>>2292
"What is there to gain from all this magic? All it seems to do is decrease civilization growth."
>>2293
"Heh. What can I offer? Well isn't that simple, miss.
Magic."
No.2299
>>2298
"Decrease civilization growth? I guess if the magic users where selfish it would be possible. That is why I asked the priest of knowledge to find out more on enchanting, so that that magic users may easily help others with their gifts. Magic lights that need no fire so that those who wish to use the library late at night may do so without risk of burning a book on accident. My people will never reach the level of technological innovation that the corner of iron is reaching, so I will not try to compete and instead will research all I can about magic and use that to make my lands great. It has worked for my ancestors, I do not see why it will not work for me. To trade enchanted items for technological wonders, use enchanted items to increase our own farm production and building efficiency. To ease the lives of normal citizens with this gift of magic, that is what it has always meant to be a chosen in the Glade. To answer your question, Oh Immortal, I wish for my lands to be the exception and to increase civilization growth with magic."
No.2300
 | Rolled 91, 30, 67, 71 = 259 (4d100) |
>>2277
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
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Storage: (80%)
.75 Stack of Iron
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)
Roads 2/3
Mine level 3 1/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
1/2. "Gentlemen, how fair we on this fine day, we are form the Glorious Empire to the north, and require a parley with your leader in regards to a pox cursing our lands?" Cauis observes their movements, ready at a moment to draw his sword should they try anything
3. Another message home, begin work on a means to entertain the people, a arena of sorts, where the populous can entertain themselves
4. Study the local land around our landing site, catalogue what we see
No.2301
>>2299
"…I see. So growth can mean taking any paths, whether it be technological or magic… Very well,
I want to see your growth, Elf."
Later that day, a young boy was said to have awaken with some new kind magic.
+Magic:
Enhanced Magic ( 1 )
No.2302
>>2298
"And what is it you require in return? I would not think that such a gift would be without strings of some kind."
No.2303
 | Rolled 74, 28, 70, 37, 64 = 273 (5d100) |
>>2277
Rolls for actions
No.2304
 | Rolled 99, 7, 26, 57 = 189 (4d100) |
>>2277
>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 2
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.
>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 1
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)
>Technology:
>Magic:
Nature Magic ( 4 Elves, 1 Elf (Food gives more Pop))
Light Magic ( 3 Elves)
Death Magic ( 1 Elf )
Water Magic ( 2 Elves )
Knowledge Magic ( 1 Human)
Enhanced Magic ( 1 )
>Economy: 6 (+4 Roll Value to relevant)
>Bonus:
+Favored by Gods
Free: Well, I was hoping the other lord had a plan to get there, which he did apparently. That does not help me get there and it will take far too long by ship. I can do far more good here than on a ship. Head back to the Glade.
1. Earth Temple 3/5
2. After a bit of disappointment from the last few months as no books on enchantments were found the priest of knowledge perks up at the news of a strange magic user. He sets out to go see what they mean by strange magic.
3. Spys are sent out so they can actually do some spying.
4. Build a market
No.2305
>>2302
"…I wish to be set free… It is not something you mortals would understand. No, I do not expect much of you, however, you could say I am desperate…"
>Wis4
Oddly, you feel a tint of sadness in the God's voice.
"I ask nothing in return, only that you consider in helping me in the future. Again, you only have to consider, I do not require for you to help me."
>Wis4
Strange, this Shadow God is acting a bit too nice. You're not sure if this is just some game he's playing or if he's truly desperate.
"Now, hurry and choose. Do you wish my help?"
No.2306
>>2305
"Very well, if you truly wish to help then I shall allow it. And you may remain housed within this Temple if you so desire."
No.2307
>>2306
+Magic:
Shadow Magic ( 0 )
You have unlocked the potential to use shadow magic!
No.2309
 | Rolled 37, 63, 54, 71 = 225 (4d100) |
>>2277
>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 (100 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 2 ( Limit 25): 10 Cotton Stacks
>Technology
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)
Have Bob head home by road, through the Glade like the way we came
1 Make some clothes and sell them at the Market. The Cotton White House with Eli to supervise the creation of new and exciting clothes.
23 Research Medicine. Elis is sick, with the doctors gathered we can have them try to make some plams and ointments with regents from the forest.
4 Search in the Forest of Epidemica, it is believed a temple to the God of Disease is here and with the Explorers Guild's head feeling ill it may be wise to appease this God
No.2310
>>2286
(Oh, so that's where that came from. Sorry ;-;)
No.2311
 | Rolled 21, 40, 6, 51, 62, 40, 77, 83 = 380 (8d100) |
>>2242
>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: 299,750 Humans
>Military:
5,250 Infantry
1 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
>Technology:
>Magic:
>Bonus:
Hostile Terrain - Defense is greatly improved
>Economy: 1(+0 roll value)
1&2. continue work on Brain bungalow (1/4)
3&4. Continue building merchant ships
+shipyards
5&6. Build a squadron of cutters for hunting pirates.
7. Set up a trade route with the new merchant ship, between here and one of Scorpion Clan's coastal cities.
+Merchant ship
8. Sequester some of the produce of the Fish Port to make a collection, or a "stack", if you will, of fish.
+fish port level 2
No.2312
>>2311
>Might I also suggest starting up trade with Phylum? Both of your naval merchant economic powerhouses could benefit from ineraction
No.2316
 | Rolled 52, 26, 51, 28 = 157 (4d100) |
>>2277
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (3)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 2 [$ 490 / 500 ] (-6 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
+ [Headache]: - 1 Wisdom until [Turn 14]
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom (4) 2/15
+ Watchtowers 1/4
1-3. His head hurt like hell and the supplies had been stolen. Sohneins really didn't feel like things were going his well, then again, when did he ever? Perhaps the fault was not lying with the circumstances but he had merely developed a negative attitude? Certainly wisdom hadn't enlightened him as far, but maybe some work on his intellect would allow him to see things in a new light.
(Learn Intelligence)
+ [WONDER] Silent Gardens
4. Time was short and perhaps the Lord of Aruile had already taken his leave. Sohneins would have to hurry it up once more in order to meet up with him and bring this undertaking concerning the illness to a fruitful closure. Though talking about closure was perhaps still a bit early.
No.2321
 | Rolled 22, 85, 50, 78 = 235 (4d100) |
>>2277
My Stuff:
http://pastebin.com/rWgAkDsT
1; Work on Leadership with Tutor
2-3; Enforce troops to wear a light garb over their armor and masks to avoid the plague, recommend for rest of civilians as well
4; Experiment more with the plague victims and find out more information about it
No.2327
>>2296
Onasser I thinks over their offer of the sword technology and use of the Iron Corner.
Onasser I, to the envoys: “We are open to these terms. However, we cannot formally join your faction, for you see, it would then in our faith be considered Dicteon Deiumamibus, meaning the gods favor your faction specifically over others in the eyes of the religion. That is not at all to say or imply in any way or shape that the gods don’t favor you, simply a statement of dogma. Firstly, what if the faction didn’t pan out the way it is expected to? Secondly, what if at a later time, another Patriarch endorsed an opposing faction? Such formal permanent ties could easily tear the kingdom apart by causing civil unrest with some thinking my endorsement is valid and some thinking this as yet unnamed future patriarch’s endorsement is valid. All that being said, we are interested in use of the iron corner, and we are interested in the sword-making skill you offer. In exchange for our missionaries being allowed to use the iron corner roads and you teaching us this sword making art, we will teach you the art of preservation, build a section of the iron corner in Thucyld even though we are not officially part of that union, and grant chaperoned use of said segment of the iron corner to any army marching to fight against enemies of the empire, evil heretics, the undead, demons, or beings without souls, meaning that your armies would have a group of clerics to conduct them through our lands without any form of resistance, delay, or hostility, this escourt carrying a safe passage pledge sigiled by whichever Patriarch is ruling at the time, and issued to escort your army so long as your lands are ruled by a lord or lady who has the assent of the people, sworn fealty to the empire, and hasn’t committed grave crimes or practiced necromancy or demonology.”
Onasser I eats some more of the feasts food, drinks some more, and then speaks again.
Onasser I to the envoys: “It is within my power to ask the gods to hear an appeal on behalf of souls they have already judged, that they might review their decision on the matter and look with more clemency on a person’s deeds and life. It is an appeal only, and not a guarantee of relief from whatsoever conditions their soul currently resides in, but I intend to officiate a special mass in which I intend to ask the gods to look with more favor on the dead of Shiwan. By which I mean to say, all of them, since Shiwan became. You may join the ceremony as observers only, if you wish.”
No.2328
>>2279
-2 Stacks of Fish
+1 Stack of Iron
Training 2/3
+Technology: Scorpions
2 Warships 2/3
-3 Stacks of Fish
The Humboldt squid people very much appreciates your generosity.
>>2282
[Bonus Balancing]
Bonus does not work on Guaranteed Failure or Guaranteed Bad Event.
The Desolace trade route has finished.
But there was a problem. (Next post)
+Building: Storage Level 1 (5 Stack Cap)
Grand Logistics 2/4
>>2283
Bug Breeding Lab 2/4
>>2284
Next post.
>>2285
+Building: Dark God Statue
The statue seems to fulfill no purpose.
The training is complete!
-3,000 Weremonsters Infantry
+3,000 Weremonsters Infantry+
>>2287
Clockwork Men Upgrade 3/4
The quarantine methods has reached to the capital.
However, the nobles of the capital are arguing if your quarantine methods are the best idea.
It will take some time before they make a decision.
-1 Metal Stack
Blacksmith 3/6
>>2288
Missionaries did something… eh. Next post.
The Regulatibus Sacroro is finished!
>>2290
The spies made lot of commotion and many in the East were alerted about your spies.
The hostile tribe brought a messenger. They ask that Chief Thundering Hooves must come to their tribes to discuss the death of the of their chieftain.
He must go alone.
>>2297
You have attained…
Charisma 3
Amphitheater 2/4
>>2300
>Charisma 1
"Hello, barbarian. We are here to bring you to the Leader."
They clearly don't like you, but they don't seem to be a threat.
[Free Action: Dialogue and traveling to the Leader.]
Arena 2/4
It's mostly mountains and hilly. Hills in the east is not strange at all, however, Aruile's hill are different.
They almost feel…manmade. As if they were used as barricade whatever lies outside…or inside.
>>2303
Your counter espionage network found out that Horse Mane has tried to sent spies to the East nations.
>>2304
You began your walk and Bob Hexxus accompanied you.
Estimated Arrival Time: 1 Turn
>Secret 1 Activated. Next post.
+Building: Earth Temple Level 2
You have found a new Earth Magic User!
+Magic: Earth Magic (1)
The enchanter apparently have ran away from his village. It would be harder to find him now.
[Which nation and how many spies? You still failed]
+Building: Market Level 1
>>2309
You have began your walk with the leader of Kelthas Glade.
[Read next post]
-10 Cotton Stacks
+5 Cotton Clothing (1 is worth 2 stacks)
(Market Level 1)
-1 Cotton Clothing
+$80
These cotton clothing are still a hit!
Medicine 3/4
Well, isn't it just your luck. You did find this rumored Temple. However, there's something very… eerie about it.
>>2311
Intelligence 2/10
(Silent Gardens is not available since you are not at your nation)
You have made it to Aruile! Only to found out that the Lord already left.
>>2321
You have issued the troops and civilian to wear crude garb and masks.
-5 Population
+5 Ore Corpses
Now this was interesting. Your scholars found out that they remove the ore from the dead bodies.
And this ore seems to be very strong, stronger than any other metal you own today.
No.2329
>>2284
Rumors were spreading that your land is plagued by a Demon and the only way to redemption is to go seek the land of Thuclyd.
Results posted in the [Happiness] post.
>>2282
>>2287
>Curious's secret 1 Activated
The rebels of the Shiwan Dynasty has not given up.
They learned about the trade routes that were forming in Desolace and decided to take the opportunity.
Disguised as workers, the rebels contrived a plan to sabotage the trade.
As soon as both nations sent out their merchandise, both items were soon stolen by the rebel bandits. After killing the merchant's guards, the rebels now have full control over the road between these two nations.
>Curious
The rebel have taken some of your technology and metal.
>That Guy
The rebels have taken some of your food.
>>2304
>>2309
>randomperson's secret 1 activated
Bob Hexus had seen the elf along the road and decided to walk with him.
However, they were both caught in a trap!
A large number of bandits launched a surprise attack on the same tree Haleer was reading on before.
"Aha!" the rebel leader shouted, "I told you the leader of Kelthas Glade will pass through here! Our scouts were watching him this whole time."
[Free Action: Combat Rolls. Xd10. Where X is the level of your combat. Tactics gives a very slight advantage as well.]
No.2330
>>2288
You were only able to sent your missionaries to Stagfeld.
While your idea was noble (kind of), one of the missionaries had a mischievous idea.
He spread rumors of a demon plaguing the land of Stagfeld,
and that the people must repent at Thuclyd.
(You do not know about this missionary)
Because of this, many peasants of Stagfeld has traveled to your land. Too many.
>Stagfeld
-15,000 Population
+Bonus: Rumored to be plagued by Demons
>Dafty
+15,000 Human Population
+Bonus: High Racial Tension
The sudden increase of population also led to a food shortage.
-1 Fish Stack
The people of your land are still very hungry.
Happiness: 6
Post last edited at
No.2331
 | Rolled 74, 54, 12, 86 = 226 (4d100) |
>>2328
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 0
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 4
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 247,750 Demon-Humans
>Military:
2,300 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic (1)[ Cursed Race ]
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 13)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (4/5)
+Sacrificial Circle -> 2 (1/5) (Contains Offerings)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
+Storage (100%):
1/2: Continue work on the bug breeding lab.
3. Continue work on the walls.
4. Find that Girl who has Magic. She must show us what she can do.
No.2333
 | Rolled 46, 53, 93, 80 = 272 (4d100) |
>>2331
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
1 Clockwork Carriage
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 2 (3/6)
Mine Level 3 (4/7)
Storage 1
Stone Roads 1 (3/4) (iron Corner)
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men (3/4)
Clockwork Carriages
Quarantine Procedures Level 1
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
>Storage Limit 5
1. Keep working on the clockwork men design upgrades. They're almost done. +Workshop 1 +Blacksmith 2 +Grand Clockwork workshop +Automaton blueprints +clockwork blueprints +lord's bonus +inventors +3int +3wis
2.Work on finishing the stone road upgrades. We need to be able to move with haste. (3/4)
3.Work on upgrading the forge. We need it higher for better alloys of metal. (3/6)
4. Rebels……. Scum. Fine then Arm and armor the clockwork men. Time to field test them in combat. +Armor 2 tech +plate +Lord's bonus +automaton blueprints +clockwork blueprints +forge 2 +grand clockwork workshop +3 int
No.2334
>>2328
okay but why am I going to Aruile and what are silent gardens?
No.2335
>>2334
Tagged wrong people.
+Building: Brain Bungalow
+Military: 1 Merchant Ship
One of the newly constructed Merchant ship had a hole and needed repairs.
Merchant Ship 0/1
+Technology: Cutters
The trade prepartion with Scorpian Clan is complete, but Scorpian Clan needs a Trading Dock.
[NEW TAB]
>Storage (1 Stack Limit)
1 Stack of Fish
There was an excess amount of fish stacks that had be thrown away.
>>2316
Intelligence 2/10
(Silent Gardens is not available since you are not at your nation)
You have made it to Aruile! Only to found out that the Lord already left.
No.2336
 | Rolled 62, 35, 8, 50 = 155 (4d100) |
>>2328
http://pastebin.com/M2hVFUvF
Thundering Hooves heads off alone to the tribe. If they wish to speak to him then he shall speak. Spear on his back her rides!
No.2337
 | Rolled 36, 5, 1, 17 = 59 (4d100) |
>>2328
>>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 6 (+1)
>>Population:
>353,795 humans, 101,030 elves, 50,120 halflings, 750 demon humans
>Happiness: 7
>>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, 1 fish stack
>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
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved, Racial Tension
>>Heros: Lance Lenny
ACTIONS
1-2: Proceed with more house beautification (already at 2 of 4)
3-4: Build a marketplace.
No.2338
>>2327
The envoys discussed among themselves, carefully discussing the message given to the by Onasser I, and thinking it over. And when they had satisfied themselves that they had thought and spoken of the matter with all due care, spoke again to Onasser I.
It was recognized that in the interest of matters of faith, Thucyld should remain true to their beliefs, and not chain themselves in matters of politics. The Holy Land would remain autonomous, independent, and a neutral center of sacred and holiness.
Such terms where not unheard of, of course, Hendappa for example, was engaged as an indpendant trade and merchanter with the Iron Corner, such as they are.
As for the other terms, while we are ready to deliver swords and provide you security upon existing routes of the Iron Corner, we are also prepared to extend the Iron Corner to Thucyld, with perhaps only one request of Onasser I.
Stagfeld is purported to be a friend and ally of Thuclyd. While the route can be extended from Aruile, it would be preferable and faster to include Stagfeld in the great Corner.
We humbly request that you petition Lord Kellingstag to consider such a jointer with the Iron Corner, and put up good word for us, as to include them would make the construction much easier.
But, in total, these terms were soldified, and agreed upon by Shiwan
Thuclyd would provide Preservation Technology, and preferably, any further upgrades to it there of.
Shiwan would offer in exchange their techiniques for sword making, and the continued usage of the Iron Corner freely, with protection to missionaries and citizens of Thuclyd thereof.
When feasible, Shiwan will commence an extending of the Iron Corner road to Thuclyd, which will retain its autonomy and political independence.
No.2339
 | Rolled 10, 1, 10 = 21 (3d10) |
>>2329
>>2304
"Brigands! Lord Yuros cover me with your archery while I dispatch the leader, they will falter if they lose heart."
"Be cleaved in twain vagabonds!"
Painless
No.2340
 | Rolled 6, 1 = 7 (2d10) |
>>2329
Loose arrows upon them and cover Lord Hexus. Use my magic to turn any that try to strike me to some form of unliving material.
No.2341
>>2339
>>2340
Hexxus cleaved his way through the bandits until he reached to the leader.
The bandit leader almost delivered a deadly strike to Hexxus, but Yuros managed to kill the bandit with an arrow just in time.
However, when Yuros wasn't looking and Hexxus being busy, a bandit from behind chopped at Yuros's elbow.
The bandit's sword then turned into apples.
Yuros fell down and the bandit quickly stole some of Yuros's loot and ran off.
>Morgoth
Combat Level 4
2 / 15
>randompersonn
Combat Level 0
>Bonus:
One-Arm
Post last edited at
No.2342
>>2341
As the bandits disperse and and the ground is littered with blood and the severed limbs of the offending scum Lord Hexxus makes his way to the crippled Yuros "This is a grievous wound, but we had better get moving before they come back. Can you stand?"
No.2343
 | Rolled 71, 3, 17, 13 = 104 (4d100) |
>>2328
>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: 81580 Humans, 10250 Dwarves, 7200 Elves, 3050 Merfolk
>Military: 388 Raiders, 2,325 Raiders+, 1995 Elite Raiders+, 379 Lesser Hero Raiders, 99 Carrier Boats (100 Units), 7 Warships (300), 1 Capital Ship (500)
>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
[Traveling to Aphrak] 200 Raiders+, 2 Carrier Boats
Estimated Travel Time : 2 Turns
>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, 1 Stack of Iron, 4 Stack of Fish 24% Filled
>Economy: 4 (-1 Roll Value)
Training 2/3
2 Warships 2/3
Economy 4 [10/500]
FREE ACTION: Trade 2 stacks of Fish for Metal.
FREE ACTION: Consume 2 stacks of fish.
1. Complete the training.
2. Finish the warships.
3. Now actually begin -building- the scorpions.
4. Go fishing.
No.2344
>>2342
"Yes, grab some cloth would you kindly? I would like to not bleed out before getting somewhere I could heal properly."
No.2345
>>2344
Hexxus rips some of Yuros's clothes to make bandages "You are fortunate the art of the bandage is known in Epidemica. That being said you don't want to be bandaged in my clothes all dirty in bandit blood"
No.2346
>>2284
Estimated Time Arrival: 2 Turns
No.2347
 | Rolled 74, 67, 93, 30 = 264 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3 [Trained by Royal Army]
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 235,700 Humans
>Military:
3,500 Infantry
299 Local Knights
145 Light Horse
1 Warship
[1/2 Warship]
>[UNIQUE] Heroes
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
+Marcus Mare [Sailor. L-2, IB-3, C-1, Ch-2, W-2, I-2]
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard Level 1
Mines Level 1
The Winter Knights Society Castle Level 2 [1/6]
Warehouse Level 1: [1/6 Storage, 1 Stone]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Slight Food Shortage
Rumors of Demons
Free Action: Lord Kellingstag continues to head home, unknowing of the shitstorm that's been going on.
1. Jory Kellingstag tries to produce the Catechism that the late ruler of Thuclyd gave him during his visit. Surely a land containing such a gift would not be cursed but blessed by the holiest of holies!
2. Continue work on the Winter Knights Castle!
3. Construct a Transport Ship for the trip of Arphrak.
4. Produce food for the shortage!
No.2348
 | Rolled 87, 30, 56, 62 = 235 (4d100) |
>>2328
>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&2 Send out the spy network.
3&4. Maybe the priest of knowledge's magic can help? Another thing is why would the enchanter run from his village?
No.2349
 | Rolled 19, 20, 46, 55 = 140 (4d100) |
>>2328
>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 (180 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) Level 1
>Military:
6,100 Soldiers
1005 Guards
Heroes:
Guild-Master Entric Elis [Explorer. L-2, IB-0, C-0, Ch-3, W-2, I-5]
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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 3 ( Limit 25): 4 Cotton Clothing
>Technology
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)
Medicine 3/4
Bring Yuros back home and see if he is alright.
Sell 1 Cotton Clothing
1 "Eerie? Is it overgrown? Haunted? Or…What? Details man! Investigate and report senior explorer Indiana!" Investigate Temple.
2 Finish the Medicine, and then we can create some and see how Elis responds
3 Harvest Cotton
4 Court an elf magic user while I am there, tell them how I saved Yuros's life
No.2350
 | Rolled 23, 64, 62, 91 = 240 (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.
>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
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
+Amphitheater - (2/4)
>Actions:
1/2. Work on the Amphitheater
3/4. Begin construction of a market, with more people journeying to the Capital goods needed to be more easily found.
No.2351
File: 1437698072002.jpg (393.98 KB, 1122x358, 561:179, 1122x358_543_Rhino_Mountai….jpg)

 | Rolled 42, 66, 64, 89 = 261 (4d100) |
>>2329
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 ($40 / 500)
>Military:
1,315 Aruile Defenders [UNIQUE]
5,000 Infantry
>Buildings:
Farm Level 2
Blacksmith Level 2
Barracks Level 2
Walls Level 1
Storehouse Level 1
School Level 1
Mine Level 2
>Storage: (80%)
.75 Stack of Iron
1 Stack of Stone
1 Stack of Monster's Flesh
1 Stack of Monster's Fur
>Technology:
Weapon Crafting Level 2
-Infantry Gear
-Fire Lance
-Blackpowder
Very Weak Steam Engine
>Magic:
>Bonus:
Large amount of Beastmen
>Construction
Farm Level 3 (1/6)
Mine level 3 1/6
>Research and Skills:
Combat -> 5 ( 1 / 25 )
Final Push 1/????
Arena 2/4
Free action: "So, tell me of this land, what do you people call yourselves, and how did your leader come to power?"
1. Word back home, Continue construction on the mines
2. Along with the mines, continue work on the arena
3. Send out word to the common folk, whoever can bring back the biggest beastmen head will earn the Baron's Favour
4. Finally, have the fair madame tell me what she knows of this land
No.2352
 | Rolled 93, 35, 27, 49 = 204 (4d100) |
>>2335
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (3)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
>Economy: 2 [$ 490 / 500 ] (-6 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
+ [Headache]: - 1 Wisdom until [Turn 14]
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom (4) 2/15
+ Watchtowers 1/4
+ Intelligence 2/10
1. A more than disappointing conclusion to a journey that hadn't even begun. A little disappointed Sohneins looked around the Arulien Capital. The journey had taken a rather sudden and unexpected end before it had even begun. He would take a look around the Capital, because since he was already here why wouldn't he? Perhaps he could learn a thing or two from these people that he would be able to apply to his own.
Of course he didn't plan to blatantly spy on anyone, but with his luck Sohneins was almost certain this would end in a political shitstorm. And then he would go home and sulk over his own issues again.
2-3. Those watchtowers really needed to be built. Of course they would not only allow to lock down the province in order to keep away the plagued people but also in order to spot any arrivals well ahead of their time. For this reason the watchtowers would obviously be placed on the coasts as well. This would also give some work to all those who had no employment. The thought was nice of course, but now that Sohneins thought about it there were no men or women in Salvynia without a trade. Those were the ones that died first.
+ Watchtowers 1/4
4. Perhaps some work on the farms could be done? Of course the ground was barely fertile at all and the winters would ruin any further investments, but with dedication Sohneins was certain new gains in agriculture could be achieved. The people were certainly not very numerous so an upgrade to the current farming should make a rather significant difference.
- Poor
- Wasteland
- Cursed
No.2353
>>2277
Should I post 8 actions because I missed a turn, Bello?
No.2354
 | Rolled 59, 95, 86, 95, 21 = 356 (5d100) |
>>2328
Foolish little mice
Hiding where they're not wanted
Look here comes the cat
No.2355
>>2353
ya go ahead and get an extra set
No.2356
 | Rolled 87, 17, 8, 62, 51, 55, 99, 30 = 409 (8d100) |
>>2277
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 1)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 100 Architects (100 Architect Tools).
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Textile level 1 1/5
Docks (Trade) Level 2
Storage Level 1 2/3
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory ¼ stacks.
1 stack of Artifacts.
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield (Very Slightly Damaged)
Storage 80% Full
>Economy: 6
Tired actions, maybe fluff tomorrow.
Horizon Project 2/12
1. Upgrade storage some more. 2/3 Storage. 45 Architects (With tools) + [Wonder] The Great hall of Constructs (Restored).
2-3. Train a new generation of Architects. + 45 Architects (with tools). + [Wonder] The Great hall of Constructs (Restored).
4. A Lord, such negligence and lack of foresight, without the Codex the empire is left vulnerable to many things. I need to find out more. Zephos along with his Lords Hand will find out who the last lord to speak with the Librarian was and he will speak with people the Librarian knew to see if he cannot figure out more about the man.. +5 Lord’s Hand. + Charisma 3. + Intelligence 3. + Wisdom 2.
5-8. He people grow sad that the Lord has been gone for so long, Miss Elise and master Daniel hold a festival to keep their spirits up. Daniel will read aloud to the people are telling of the founding of Zephos afterwards he will hear out their problems as a lord should. Buff Loyalty.
Also the expedition is returning!
+3 to rolls Loyalty bonus.
No.2357
>>2328
>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:
17500 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 (1/4)
>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
—
>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.2358
 | Rolled 35, 62, 59, 33 = 189 (4d100) |
>>2357
1-2. This trecherous attack will not go unanswered!
We must and shall show the world, that the Iron Corner will not sit quietly while it is under attack.
Mobilize 4000 soldiers to march to defend the roads immediately.
General Hal shall be put in charge of the assault and mop up operation.
It is time to put the training of our Generals and our Men, our barraccks, schools of war, weaponry, to the test.
Indeed, it is good we fight rebels. For they may be more crafty and wiley as any army in formation.
More than that, it's time to put our new Logistical measurs to practice. I want food and supplies provided to the men from our farms and Terraces onto the new wagons as well as tents and camp supplies, that they might not need to scavenge the land for food or quarter themselves in cities. This will be the showcase and trial of the worlds first self-sufficient army, supplied by our great road network as they clear the path of rebels!
Shin Hal [General. L-3, IB-3, C-2, Ch-2 W-2, I-2]
General Training
Formations
Grand Logistics 1
Military Society
School of War Level 1
Barracks Level 1
-The Shiwans Long Pike
-The Shiwans Shield of Steel
-The Shiwans Short Sword of Steel
Weapon Crafting Level 2
-Sword
-Shield
Farm Level 5
[WONDER] The Grand Rice Terraces
Fish Port Level 5
3-4. And you generals, officers, and accounters, now is your chance to test out your Logistics in practice. This is a rapid mobilization and movement of manpower, supplies, weapons, over our great road network! Now is the time to catch any errors or mistakes and correct them. let us see if your can apply your theories into actions!
Grand Logistics 2 2/4
Military Society
School of War Level 1
Barracks Level 1
No.2359
 | Rolled 14, 94, 10, 30 = 148 (4d100) |
>>2335
>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: 299,750 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 stack of fish
1. repair that ship
2. actually start a trade route with the Scorpion Klan
3. get the scientists installed in the Brain Bungalow and working on Greek Fire 6/??
4. hand out the fish stack to pregnant women to boost population
No.2360
 | Rolled 100, 87, 78, 94 = 359 (4d100) |
>>2328
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,600 Weremonsters Monster Slayers
3,100 Weremonsters Infantry+
50 Vampire Slayers
10 Draconian Slayers
25 Black Infiltrators
30 Jester Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
Dark God Statue
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
1,2,3,4. Train slayers of all groups!
No.2362
>Lord's Name: Lord Sohneins of House Nation
>Fluff:
Once an ambitious youngling now tasked with warding a Vampire infested wasteland Lord Sohneins may just be in over his head.
>Skill:
+ Leadership (3)
+ IB-Leadership (2)
+ Charisma (2)
+ Combat (4)
+ Wisdom (3)
+ Intelligence (2)
>Heir/Heiress: None
>Bonus:
- When leading vampires, Leadership and IB-Leadership are dropped immensely.
+ Royal Favor - Then Emperor given you [1] favor to use the Royal Army
+ Lord's Bonus - When leading Salvynia, vampires will give less loyalty but have a less chance in harming you.
>Kingdom's Name: Salvynia
>Color: 1 (Vampire Purple or Vampire Red, maybe Vampire Grey if you got neither)
>Fluff:
No money, no food, no love. Nothing but wasteland and a lot of angry bloodsuckers.
>Population:
+ 80,296 Humans
+ 50,049 Vampires
>Advisers:
+ Evangeline Bleichhaut (Female, 120)
+ Marcus Rotfang (Male, 387)
>Military:
+ Black Guard (995 Vampire Soldiers)
+ 60 Spies (Counter-Intelligence)
>Economy: 2 [$ 490 / 500 ] (-6 Roll Value to Relevant Action)
>Buildings:
+ Farm (Level 1)
+ Wine Vine (Level 1) (Level 2 - 1/3)
+ Nachtstein Castle (Level 4)
+ [WONDER] Silent Gardens
+ [WONDER] Tower of Shrouds
+ Blaublut Family's House Level 3
+ Rotfang Family's House Level 3
+ Bleichhaut Family's House Level 3
>Trade:
+ Zephos [Sea] Level 1
>Technology:
Weapon Crafting
-Seeker Spear [Ranged, Homing]
>Magic:
+ Blood Magic [6 Vampires]
>Bonus:
- Poor
- Wasteland
- Cursed
>In the Works:
+ Weremonsters Hunter 1/3
+ Cycle of Blood 3/12
+ Wisdom (4) 2/15
+ Watchtowers 1/4
+ Intelligence 2/10
No.2363
>>2351
"We are of Aphrak and believe in change.
We change many ways.
And, the Saint has gave him power."
The men clearly does not want to talk.
After a moments of silence, you were taken in to a large building.
"This is the city's tribe leader's building. Go and talk to him. Aphrak's leader is very busy."
No.2364
>>2331
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 21)
+Building: Bug Breeding Lab
The little girl, named Emella, has a unique Vermin magic. Already, many are worshiping her powers.
>Magic:
Emella's Magic [The Queen - Select 100 units. They gain a (+++) stat.
>>2333
+Technology: Clockwork Men Level 2
+Building: Stone Roads Level 2,Blacksmith Level 3
You have armored up the clockworm men, but they need some kind of weapon…
Armed Clockwork Men 3/8
>>2336
The tribe leads you to the chieftain's hut.
Inside lies the new chieftain, son of the passed chieftain.
>Charisma 2
"Greetings, Thundering Hooves. I…I have thought over these past days and I did come to realize one thing. You had no motive or intention in killing the last chieftain, so I am here to believe that you did not cause the assassination." he said in a much more uncivilized, tribal way.
[Free Action: Reply]
>>2337
You have gotten reports of people using counterfeit money inside your nation.
It was too late before you noticed and the effects were drastic.
>Economy:
4 (-2 Roll to Relevant Actions)
Counterfeit Money - Supplies can be harder to get
>>2343
-2 Fish
+1 Metal
[You can only consume 1 stack per turn.]
-1 Fish
+700 Humans, 200 Dwarves, 100 Elves
1 Fish Expired
-388 Raiders
+388 Raiders+
-1612 Raiders+
+1612 Elite Raiders
Two of the carrier boats got washed up!
-2 Carrier Boats
>>2347
You have created the Catechism!
+Technology: Catechism
Castle 3/6
+Military: 1 Speedy Transport Ship (Carries 10 People)
+Heroes:
Derald Degins [Captain. L-3, IB-3, C-2, Ch-1, W-1, I-2]
>>2348
You have sent your spies. PMed.
It did help, actually!
The villagers say that the boy was a very strange one, so they have no idea why he ran.
After a couple of weeks, your guards finally found him hiding in the forest.
It was strange, however, the boy did not look like he was living in the wild. He looked too clean, proper, and fed for that.
[Free Action: Dialogue]
>>2349
You have arrived to Kelthas Glade!
-1 Cotton Clothing
+$80
[You will begin your flirting next turn]
Your doctors went to go check up on Ellis, only to find that he lied dead on his table.
With ore popping out of his body.
-Military: Entris Elis
The doctors found something on his table too.
+Technology:
The Empire Map by Entris Ellis
He finished the map with his last breath.
>>2350
+Building: Amphitheater Level 1
[NEW TAB]
>Happiness : 6
+Building: Market Level 2
No.2365
>>2351
Mine 2/6
+Building: Arena Level 1
[NEW TAB]
>Happiness 6
A great monster attacked your capital, but was quickly stopped by one warrior!
He was known as a great hero, and the monster's head was very big.
Radcliff is clearly tense in the moment. She explains you these 4 things.
1. Aphrak's people take change very seriously. They use biological methods to change oneself and the things around him.
2. This is the bad part of Aphrak. Not poor or evil, but bad in a sense where, in this part of the nation, these people use the biological method of evolution through killing their enemies.
3. While advanced in biological science, any other technology can not even be compared to the Empire's. They still are at the stone age.
4. The Saint is some deity these people worship. However, there are rumors that this "Saint" is actually a real person.
>>2352
While you were in the capital, a large beast came rushing in the city.
Instantly, you pulled out your sword and fought the beast. The commonfolks even helped you in the fight. After a short while, you managed to kill the beasts and the population cheered about your victory.
Apparently, there was a big hunt going on right now, and the person who can bring the biggest monster's head wins the Baron's favor. And the monster you killed had a very big head.
Farm 1/5
>>2354
pastebin.
>>2356
+Building: Storage Level 2 [25 Stack Limit]
Storage Level 3 (2/4)
Some of the architects retired.
-5 Architects
You have found out that these were the list of people who have met with the librarian.
Lord of Puszczagóra
Lord of Kelthas Glade
Lady of the Scorpian Clan.
The Lady of the Scorpian Clan, Bayushi Karasuba, was the last to speak to him.
You have conducted a large festival!
>Population: (Loyalty Level 2)
Loyalty Level 3 (1/6)
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +5 To All Rolls
>>2358
>In-Battle Leadership 3
Roll a 3d40.
>>2359
Again, your trade route is completed, but Scorpian Clan needs a Trading Docks.
[Feeding your population is a free action.]
-1 Stack of Fish
+1,000 Humans
>>2360
You have created an elite army!
-3,600 Weremonsters Slayers
-50 Vampire Slayers
-10 Draconian Slayers
-25 Black Infiltrators
-30 Jester Slayers
+3,000 Elite Weremonsters Slayers
+500 Elite Weremonsters Slayers+
+100 Lesser Heroes Weremonster Slayers
+50 Elite Vampire Slayers
+10 Elite Draconian Slayers
+25 Elite Black Infiltrators
+30 Elite Jester Slayers
No.2366
>>2356
The expedition has arrived!
They brought back new technology!
There was also some kind of… strange metal they found used for one of the buildings.
+Technology:
Construction Level 2
+Storage:
0.01 Stack of ??? Metal
>>2352
>Trade from Zephos
Construction Level 1 (2/4)
No.2367
 | Rolled 66, 23, 43, 55 = 187 (4d100) |
Lord's Name: Valder, Lord of Mayflies.
>Fluff: Valder can trace his line back to the Old ones. He is the purest and most favored child of Nazgal in his time. It is said that every Cricket and fly reports back to him. He is quite voracious and often consumes those he kills. He has the traits of a fly and a Mantis, Though, they lie behind the face of a care free young man.
>Skill:
>Heir/Heiress: [Fill according to fluff]
>Bonus:
>Kingdom's Name: Archaia
>Color: Black/Green
>Fluff: The people of Archaia are said to be partly Demon. Once a young man came upon the temple Of Nazgal, the God of Vermin. The centipede like God shewed herself to him there; the young man Was Violently raped and then eaten. She gave birth to men and women who Seemed to be Human from the outside. They started A small village and would welcome travelers And asylum seekers of every kind. They would mate with and then eat these poor souls. But, that was Thousands of years ago. The Village turned Into the Kingdom of Archaia, the people are more human now than
Demon, save for some. Those who can trace their lineage back to the Elder ones are Given the Title of Demon. Demons have a variety of abilities which they are born with. The people have called the use of These abilities “Ninjitsu”. Some Demons, are born with the ability to command Insects and other vermin, Others; Are born with the traits of Vermin. It is not uncommon to see a person with the mandibles of a mantis enjoying some Noodles. The lucky ones, Are called True Demons: They are blessed with the ability to take the form of more than one Vermin as well as command the them.
The city is quite peaceful, Except for the night of the feast, when the moon glows a sickly green and those of demonic decent go on a frenzy. Mothers eat their babes; Lovers devour each other wholly; Husbands consume their concubines. The streets are caked with the blood of Family and friends.
>Skill:
Leadership 3
IB-Leadership 2
Combat 0
Charisma 1 ( 2 to other Demon-Humans)
Wisdom 4
INT 2
>Bonus:
[Fly Traits] - Free action. Change your Wisdom to 4 and Combat to 0.
[Mantis Traits] - Free Action. Change your Combat to 4 and Intelligence to 0.
Lord's Bonus [Bug Network] - Could gain information through crickets and flies.
>Population: 247,750 Demon-Humans
>Military:
2,300 Mantis Soldiers
>Bulidings:
Farm Level 3
Temple of Nazgal, God of Vermin Level 3
>Magic:
Vermin Magic (1)[ Cursed Race ]
Emella's Magic [The Queen - Select 100 units. They gain a (+++) stat.
>Bonus:
The Sickly Green Moon [ Every 8 Turns ] (Next Green Moon is at the end of Turn 21)
[UNIQUE] Bug Spy Network: +20 Bug Spies
+Building: Mine Level 1
+Building: Walls Level 1 (4/5)
+Sacrificial Circle -> 2 (1/5) (Contains Offerings)
+Building: Honey Farm
Barracks 1/4
Repeating Ballista plans: 2 / ?
+Storage (100%):
+Building: Bug Breeding Lab
1/2:Lord Valder Arrived home safe. He was a bit agitated about not being able to get to Aphrak, but he was glad to be home.
He was Informed about the Young girl, Emella, and Promptly gave her the title: Priestess Nazgal. He and the scientist within Archaia then set to work on creating some new bugs. (Work is Started on the Metal eater Bugs.)
+Wisdom 4, INT 2
+Building: Bug Breeding Lab
3. Work continues on Increasing the Strength of The Great wall that surrounds Archaia.
4. Increase our storage capacity.
No.2368
>>2364
"Grand Chief I am entirely sorry for your loss and I have information of your fathers death. I have talked with the ancestors of our people and the spirits of the land. Whoever is responsible for your fathers death I know is to the east of our land. This is a vile act that in our ways should be considered an act of war. I plan to march and find answers, will your stand with me and avenge your father and our people?"
No.2369
>>2364
>Lord's Name: Elric Assuran
>Fluff: Elric is the human lord of Desolace. A man of average with broad shoulders dark ahair and a swarthy complexion. He looks at 50 much like he did at age 25, this combined with his stature leads some people to say he has dwarven blood in him. Elric despite looking otherwise is a thinker and a tinker. He routinely make clockwork machines and refines his designs to make them better. Indeed several of his designs are used in Desolace right now.
Elric is considered a political non-entity usually as no one wishes to bother his lands and he does not much care for anyone else's. However he is always watching, and analyzing as much in a common room among nobles as he is in his workshop making machines. He's know fool.
His military experience is lacking as there has been no need for it in long time in his lands, not since his great- grandfather. However it has been observed several of his machine could be used for war with relatively minor refits.
He is married with 3 children Marcus age 23 Amelia age 19 and Tyrat age 17. His wife Glynda is 45.
>Skill
Leadership Level 1 (2/5)
IB-Leadership Level 1
Combat Level 1
Charisma Level 2
Wisdom Level 3
Intelligence Level 3
>Heir/Heiress: Marcus 25 [Wisdom][Intelligence]
>Bonus:
When observing, Wisdom turns into EX.
Lord's Bonus [Dream Workshop]-Have the option to create the [EX.WONDER]
Lord's Bonus - Increased Technology action by +5 roll value.
>Kingdom's Name: Desolace
>Color: 12 Grey
>Fluff: Desolace is a strange place home to the stout be secretive dwarves,the well inquisitive and experimenting gnomes as well an attendant human population. That's not the strange part, the strange part is magic in most of it forms won't function here. Thus despite the best efforts of many a sage or magician the notoriously poor rocky soil of Desolace is still barely arable. The people have made up for this by mastering the arts or mining, metalwork, smithing and tinkering. They create both the best metal goods in the empire, and mechanical wonders that boggle the mind. No small amount of brute labor is attended to by clockwork machines in Desolace, only made possible by the superior metals and intricate tinkering it's populace has learned over the centuries.
The economy of Desolace imports much of it's food while exporting metal goods, clockwork trinkets and other forged or finished products, also wine. Grapes grow very well in Desolace for some strange reason. This has shifted in recent years as with the advent of imporved clockwork machines people move to the city to find jobs, usually making clothing or attending to the smithies or refineries. The mines and few fertile fields are worked by man, dwarf, gnome and clockwork apparati.
The military of Desolace is loosely organized, there isn't much need for it since it's near the center of the empire. That being said Desolace troops get the best gear available. It's also be rumored that some clockwork machines have been fitted with weapons and armor in case there is a major military action needed.
Domestically the people of Desolace are mostly neutral with their lot, usually. They aggregate in cities due to the farms not needing them and work on mass production jobs. This raises discontent considerably. This is countered by the large amount of easy to obtain wine of various strengths. Since there is little in the way of nobility in Desolace(no one wanted the lands cause they mostly suck, so the few nobles hold vast swaths of it) so most people marry for love. The population remain small to no one's surprise as food is hard to obtain with importing.
>Population: 50,000 Humans, 149,997 Dwarves, 60,000 Gnomes
>Military:
3,180 Infantry
1 Clockwork Carriage
>Buildings:
Farm Level 3
Market Level 1
Workshop Level 1
Blacksmith Level 3
Mine Level 3 (4/7)
Storage 1
Stone Roads 2 (iron Corner)
>Technology:
Armor Crafting Level 2
-Plates
Clockwork Blueprints
Automatons Blueprints
Clockwork Men Level 2
Clockwork Carriages
Quarantine Procedures Level 1
Armed Clockwork Men 3/8
>Bonus:
Magicless
Inventors!
>Wonders
[EX WONDER]- Grand Clockwork Workshop
-More workspace
>Economy"5 (+0 rolls)
>Storage Limit 5
1. Arm the clockwork Men. Maybe a cudgel or a mace? Maybe soothing built in, well see? +Clockwork men level 2 + Automaton blueprints +Clockwork blueprints +Inventors+ Lord's bonus +Level 3 smithy +Grand clockwork workshop.
2. Recruit and Train More men for the upcoming battle.
3. Work on improving the mine more.
4. Use our grape farms to make a surplus of wine for the people! Regardless of what happens we'll need it.
(CUCK ENABLER) No.2370
 | Rolled 57, 39, 93, 33 = 222 (4d100) |
>>2364
>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)
>Military Action: [Naval Blockage] 7 Warship, 50 Carrier Boats, 379 Lesser Hero Raiders, 1621 Elite Raiders+
[Traveling to Aphrak] 200 Raiders+, 2 Carrier Boats
Estimated Travel Time : 1 Turns
>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, 12% Filled
>Economy: 4 (-1 Roll Value)
2 Warships 2/3
Economy 4 [10/500]
1. Build the 2 warships.
2. Build Scorpions.
3. Go Fishing.
4. Recruitment.
No.2371
 | Rolled 65, 87, 63, 56, 19 = 290 (5d100) |
>>2364
Little Shadows Hide
Seeking the Cool dark places
The sun shines brightly
No.2372
>>2364
Free action Dialogue: "Hello there."
No.2373
No.2374
>>2368
"…Yes, that would be most pleasurable, however, I demand two conditions.
Clearly, while the assassination was not your doing, your lack of guards or protection led to our chieftain death. I believe some fault should lie to you, therefore, if we want to call on this 'unity' that you wish, I should be the leader."
The chieftain rises from the ground.
"I shall be the leader who stands alone and you shall walk behind me."
No.2375
 | Rolled 2, 96, 12, 91 = 201 (4d100) |
>>2364
>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 (260 / 500) (+2 Roll Value to Relevant)
>Trade: Zephos (Sea) 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 4
Cotton Plantation Level 3
Market Level 1
Lumber Mill Level 1
Barracks Level 1
>Storage Level 3 ( Limit 25): 3 Cotton Clothing
>Technology
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 Mourning for the loss of Entris Ellis we realize he would not have allowed his knowledge of the Empire to be buried with him, evident that he would finish his life's work at the cost of his health. Find Ellis's Journals, the knowledge in there would prove a great boon to anyway trying to increase their learning.
2 A finger traces the edges of The Empire "Here is Epidemica" a finger stops on the top left corner "Here is the Forest of Epidemica" and the finger moves south and eastward and the stops in the center of green "This is where the Temple we discovered is, a careful investigation will be commissioned for the Explorer's Guild to learn everything they can about the Temple and in particular why it reportedly 'gives off a very eerie feelings'. If the Temple has scrolls with its history and deity worship don't be hasty and go over everything. Good luck." Investigate the Temple.
3 A walkway that cuts into an auditorium and the models wearing the newest line of cotton clothing created by Eli Whitney walk down the line and turn left. An amphitheater for fashion for Epidemic culture and entertainment
4 Through the Market set up a trade route with Kelthas Glade, with the map we can lay out the best route and see how Cotton Clothing sells over there.
No.2376
>>2373
"Well that was uncalled for. Mind if I ask for your name?"
No.2377
 | Rolled 76, 33, 1, 63 = 173 (4d100) |
>>2365
>Lord's Name: Edward Ast Zephos XVII
>Fluff:
The Noble house of Zephos has served the empire for generations and Edward is no exception. Just as his father and grandfather before he is an idealist who truly wishes for the empire to remain not only strong but fair and just. They are always researching into methods of safeguarding the empire as a whole but have found their efforts hampered endlessly by their fellow lords and their quests for power. Edward plans to continue to serve the empire faithfully while seeking a way to safeguard his own territory and his people against the predations of the other lords. He has a young son named Daniel but his wife is deceased.
>Heir/Heiress: Daniel Ast Zephos XVIII Age 11
>Bonus:
>Kingdom's Name: Zephos
>Color: Blue, 21
>Fluff:
Before the empire claimed it the island was named Babylon and it was the seat of a great rival power, but that was long ago. When the empire defeated Babylon they placed Edward’s ancestor, Edwin Zephos as the lord of the land as he was the General that saw Babylon dismantled. As a reward for his loyal service the Island was renamed and awarded to him. Sixteen generations later and the Zephos family has done everything in their power to have a good quality of life for their uniquely diverse populous, a result of the island being a former seat of power. The once dissident civilians and nobility of a former great power are now quite content under Zephos rule. One of the Island’s main attractions are the many ancient and mysterious ruins that dot it’s landscape drawing adventurers and historians alike into their dangerous depths…
>Skill:
Leadership Level 2
IB-Leadership Level 1
Charisma Level 3
Combat Level 1
Wisdom Level 2
Intelligence Level 3
>Bonus:
Royal Favor - You are given by the Emperor to use [1] favor from the Royal Army
Lord's Bonus - Population's Loyalty hardly falters. Higher Loyalty grants increased roll value. +3 To All Rolls
>Population: 100,200 Humans (Loyalty Level 2)
>Military: 2600 Infantry, 400 Treasure Hunters Soldiers. 5 Elite Lord's Hand. 2 Warships (Carries up to 300 Units)
>Units: 45 Archeologists. 95 Architects (100 Architect Tools).
>Trade:
Salvynia [Sea] Level 1
Epidemica (Sea) Level 1
>Buildings:
Forge Level 1
[Wonder] The Great hall of Constructs (Restored)
Mines Level 1
School Level 1
Shipyard Level 1
Fishing Port Level 1
Textile level 1 1/5
Docks (Trade) Level 2
Storage Level 2 2/4
Babylonian Ruins (Tourist Attraction)
Akkadian. (Babylonian ancient temple)
Scholar School Level 3
>Technology:
Construction Level 2
Ship Crafting Level 1
Utility Crafting Level 1
-Architects Tools
Lord's Hand
>Bonus:
Tourist Attraction
Lost Treasure
>Inventory ¼ stacks.
1 stack of Artifacts.
[LOST ARTIFACT] ??? - Looks like a curved sword
[LOST ARTIFACT] ??? - Looks like a wooden bow
[LOST ARTIFACT] ??? - Looks like a long spear
[LOST ARTIFACT] ??? - Looks like a metal shield (Very Slightly Damaged)
0.01 Stack of ??? Metal.
Storage 80% Full
>Economy: 6
Miss Elise is quite pleased with these results. The Expedition has brought back new insights into construction as well as a strange new metal. The Storage is finally to a respectable level and the Populace has become increasingly loyal to Lord Zephos and young Daniel. Perhaps now it is finally time to finish the Horizon Project.
1. All of the Architects begin working on the Horizon Project. Now the Architects have proper tools and an advanced understanding of construction. The five architects that retired will regret that they won’t be a part of such a great endeavor. Construction Level 2 +95 Architects (With tools) + [Wonder] The Great hall of Constructs (Restored). Horizon Project 2/12
2. This new metal is very interesting. The Expedition is immediately sent back into the Great Hall to uncover the secrets and the origin of the strange metal. +45 Archeologists. +300 Treasure Hunter Soldiers. + [Wonder] The Great hall of Constructs (Restored)
3. Begin using our Textile Workshops to transform the Cotton we get from Epidemicia into Cloth.
4. Interesting, clearly the most suspicious Lord is Lady Bayushi Karasuba. The Scorpion and their secrets. They have been a great boon to the empire but their mysterious ways always draws the eye of suspicion. Surely the Scorpion Clan wouldn’t steal the Codex, such an act is tantamount to treachery. I will find out when I catch the Librarian I suppose. Lord Zephos will follow the Librarians trail with his Lords Hand intent to capture the former Librarian and return the Codex. +5 Lord’s Hand. + Charisma 3. + Intelligence 3. + Wisdom 2.
+5 to rolls Loyalty bonus.
No.2378
>>2374
"And if I refuse" Thundering Hooves flexes his muscles readying himself to pull out his spear.
No.2379
>>2376
"…Kenneth Kan. And really,you are a dick. I know what you're going to do. I enchanted my intelligence."
He looked straight at your eyes.
"You're going to use my powers to boost up your nation and try and become a powerhouse. You don't care about me, only what I can do for your nation."
Kenneth stay quiet for a little bit.
"Now, as soon as I said that, you're now thinking of ways to prove that I'm wrong and try to treat me like an actual person so I can do your bidding.
Hah, that makes me laugh. You only see me as a tool, not a real person. A tool to make this nation stronger. And no matter what you say, I know that it's just impossible for you think as me as real."
No.2380
 | Rolled 33, 59, 34, 88 = 214 (4d100) |
>>2364
>>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
>>Magic: Holy Magic 1
>-Healing
>>Bonus: God-Beloved, high Racial Tension
>>Heros: Lance Lenny
ACTIONS
1-2: Onasser I introduces a savage penalty for counterfeiting. Counterfeiters that are caught and found guilty are put to death in one of three ways. Way 1: Twisting - the arms, legs, then finally neck, are twisted slowly until they are completely broken. Way 2: Hung upside down and sawed in half. Way 3: Weighted, a weight attached to their feet pulling them hard and suffocating them as they hang from their arms. Onaser proclaims that there is 'no sin at all' in a civil authority doing this to a guilty counterfeiter.
3-4: Deal with the hunger problem.
No.2381
>>2375
Construction Level 1 (2/4) added
No.2382
>>2379
"I am just the priest of knowledge within the temple of this land. If you mean the lord I am afraid I don't know him too well, but he is supposed to be back from the capital soon. At least that is the last news I heard was. Although, generally yes you would be correct. Most leaders would want what is best for their nation, it is their job to do so after all. Personally I just came to see what your magic was, no one gave me any description besides 'strange' and it piqued my interest."
No.2383
>>2378
A whole bunch of guards with weapons comes out.
"Then you die just like my father."
A man with a bow and arrows comes out.
>>2382
"Doesn't matter. All of you think the same, but whatever, what do you want to see?"
No.2384
>>2383
"Let's start with what god blessed you with this magic, if you know."
No.2385
>>2383
"If you wish to intimidate me then I must warn you that you're not doing a very good job at it. If you were a true chieftain then you wouldn't rely on your soldiers to deal with me. A true chief would step forward and try to slay me himself."
No.2386
 | Rolled 25, 1, 3 = 29 (3d40) |
>>2365
Battle Rolls
No.2387
>>2384
"No, not a God. Well, I don't think he's a God. He's just a random…voice that speaks to me.
I mean, I could that's a god-ly feature, but I don't know. He just didn't seem like it."
>>2385
"Do you honestly think this scare tactic will work? Fine, no matter, I would finish you off myself then."
He go grabs two short sword behind him.
"Let us go outside."
>Roll a Xd10, where X is your combat stat. Tactics can give a small bonus.
No.2388
 | Rolled 1, 1, 4, 7 = 13 (4d10) |
>>2387
Thundering Hooves does not attempt to use trickery or agility to take down his foe. Those are weapons for cowards. For him he stands tall and strong like the horse spirit of his people. He shall beat his foe with his strength alone.
"The Broken Mane tribe has stood tall for generations. You will not make us bow."
No.2389
>>2387
"Well that is strange. Well then, do you mind telling me what your magic is? Maybe we can use that to figure out who this god is."
No.2390
>>2386
4,000 Shiwan's Infantry's Base Power : 2323
[Added Modifier]
[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
School of War Level 1
Military Society
General IB-Leadership : 25, 1, 3
1,000 Rebel Base Power : 435
[Added Modifier]
Home Advantage
Iron Weapons
—
The battle went out in favor for the Shiwan Dynasty, through their sheer numbers and military expertise.
This also led to the Shiwan's General acting little cocky and caused a few damage to his army, the advantage was still clearly on Shiwan's side.
Shiwan
-150 Infantry
-200 Infantry
+200 Infantry+
Rebel
-850 Rebel
The rebels have retreated and are waiting for reinforcements.
You have made a great push today.
Clearing the Rebels : 40%
No.2391
 | Rolled 9, 1, 1 = 11 (3d10) |
>>2388
Doings roll first and going to edit to fill this in.
No.2392
>>2388
>>2391
>You two have more in common than you think
The fight was… eh at best.
Thundering Hoof tripped in the first couple of seconds.
A bug flew straight at the other chieftain's face.
There was a few clash here and there.
Nonetheless, the two sides were pretty equal with each other, with Thundering Mane having a small advantage.
Chieftain: "Hah. Hah. You're not so bad, gramps. How about we make a new deal? If we stop now, you'll still live and you can be the Vice-Leader."
>If you wish to continue fighting, roll another Xd10
No.2393
 | Rolled 8, 6, 3, 4 = 21 (4d10) |
>>2392
"No"
No.2394
>>2393
(Edit Removes dice roll apparently.)
[Rolls: 1, 10, 10 = 21]
I don't even want to write about this.
"…Urgh. I see, so this is the true spirit of the Broken Mane!" the chieftain yells while the guards look with disdain.
"How about this then, I will rule half of the nation and you rule the other half"
The young chieftain is very tired. This last round will be his limit.
You have two rounds left.
>Continue fighting roll with Xd10
Post last edited at
No.2395
 | Rolled 4, 10, 6, 6 = 26 (4d10) |
>>2394
"A horse does not bow"
No.2396
>>2395
Rolled 5, 10, 9 = 24 (3d10)
After a few more petty clashes and swings, the young chieftain finally runs out of breath.
Thundering Hooves, who is also very tired, points his spear at the chieftain throat and asks for him to surrender.
"I-I… augh.. I don't even care anymore." The chieftain collapses.
Thundering Hooves takes that as a yes.
Post last edited at
No.2397
>>2389
"Enchanting. I make things go better."
No.2398
 | Rolled 83, 41, 50, 64 = 238 (4d100) |
>>2365
http://pastebin.com/2xhhVbVP
1. Sohneins would have to deliver the head to the Baron and then he would be off. He had already spent a lot of time here and while he appreciated having the gratitude of people for once he needed to get back to his own people. No matter how unwelcoming they may be.
Aside from that Sohneins was almost certain that the Baron in question was the same man he had sought to meet when he first came to the Arulien capital, so he didn't have very much faith that he would receive any kind of recognition from him.
2-4. A single man could impossibly rule an entire region on his own. Of course Sohneins had tried to live up to every challenge and thus far he had managed to keep things from falling apart, but it was only a matter of time until he would undertake a fatal missstep.
He would need a council of men.
A great soldier to lead the armies as they would certainly rebel against any attempts Sohneins would make to lead them himself.
A charming diplomat to soothe the tempers of the people and of course the three great houses.
A master of Blood Magic to oversee all things supernatural and to ensure the Blood Mages of Salvynia were well educated and regulated.
A scientist and patron of technology to bring forth new ideas to support Salvynian people and armies alike.
A steward who knew how to manage coin and harvests, seeking future beneficial investments for Sohneins.
A man of shadows, a spymaster to manage all things clandestine and ensure that the secrets of Salvynia remain just that.
Sohneins was certain that eventually more additions would have to be made, but for now these would be the people he would put his trust in.
+ Leadership (3)
No.2399
>>2397
"Make things go better… Can you give me an example? You already mentioned your intelligence, is there anything else?"
No.2400
>>2399
"Just anything. Really. Watch this."
The Priest of Knowledge turned better. It was perfect way to describe this situation.
His intelligence got better.
His magic got better.
His combat got better.
His name got better.
Zis gender got better.
Zis life got better.
"I don't improve an item's efficiency or strength and stuff like that. I improve one's concept, an idea, a reality."
Kenneth was starting to show signs of exhaustion.
No.2401
>>2400
"It seems to wear you out quickly too."
No.2402
Jundri stands alone at the top of Warlock Mountain. The winds of the mountain whip wildly, laden with the smell of thousands of monsters blood and dark mixtures, while roars echo from one part of it to another to the point where the mountain itself sounds alive. His heavy cloak is torn in many places, the last will and testaments of dozens of monsters. He looks up at the sky, its black color seemingly darker than ever, ans stretches out his weapon wielding arms. When he speaks his voice comes out surprisingly smooth and calm.
"And so I am here. I have left my home, traveled through the bleak forest, crossed the grand ravine, and climbed Warlock Mountain, all so that I may ask one thing from the gods. May I, and my nation, have your magics?"
No.2403
>>2390
Bello do I make normal turns or can I press on the attack with additional 3d40?
Can I make a normal turn as well as battle rolls?
No.2404
 | Rolled 59, 74, 26, 65 = 224 (4d100) |
>>2365
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: (80%)
.75 Stack of Iron
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/????
Excellent, The hero will be rewarded upon my return! Tell me the name of this Great man so that his story will be chanted in taverns old and halls of far off lands!
1/2. A beast attacked the capital?!? This will not do, begin production and training of a new troop type armed with the New Arulien Fire lance, Dub them Dragoons
3. Continue work on the mines
4. Have the farms produce stacks of food
No.2405
File: 1437870985538.jpg (215.63 KB, 743x1075, 743:1075, https://40.media.tumblr.co….jpg)

 | Rolled 55, 17, 60, 18 = 150 (4d100) |
>Lord's Name: Jundri von Kulendros
>Fluff: Jundri von Kulendros, first son of Wolf Lady Kinella, is the current Hunter Lord of Iloden. He is of the same royal monster blood as his brothers and sisters, his mother and father, and their mothers and fathers before them. Jundri is one of, if not the best hunter in Iloden, a master of assassination, hunting, and open combat as he was trained to be. With his pack he has slain dozens of monsters and traitors to the throne, as he is a dedicated protector of the throne and its interest. Now that he is old enough he has become the ruler of Ilonad, and shall raise it to new heights of hunting.
>Skill:
Leadership Level 2
IB-Leadership Level 2
Combat Level 3
Charisma Level 2
Wisdom Level 2
Intelligence Level 1
>Heir/Heiress: Vakana and Lakana Kulendros
>Bonus:
Combat jumps to 5 when dealing with monsters.
All other stats gets +1 when dealing with monsters.
Monster Form - Combat jumps to EX. All other stats drops to 0.
Lord's Bonus - The common folks will know some info on combat. Strength increases when dealing with monsters.
>Kingdom's Name:Iloden
>Color: Purple(15)
>Fluff: Iloden is a cursed nation. Inside of it teem untold numbers of monsters, beast, and horrors of the night. At the beginning of the empire they were its scourge, its plague that almost toppled it until measures were taken. Somehow all the monsters were stored in Iloden, alongside thousands of innocents. Over centuries of death and madness the land has changed into one where the hunted are now the hunters. Solo seekers, groups of slayers, armies of warriors, the people have become accustomed to their dark and deadly world. But even with all their skill they could not stand against such horrific creatures…unless they had a blessing. The people of Iloden are also monsters, their human forms barely containing their bloodlust and madness. To be a man in Iloden is to be a creature of death, murder, and feral mind, kept together through the darker parts of mortal minds. Blessed(to them)by a number of gods they are the assassins, hunters, and slayers of the empire. Sadly they all carry the massive risk of going feral, becoming the same things they slay and eat…
>Population:
200,000 Weremonsters
>Military:
3,100 Weremonsters Infantry+
3,000 Elite Weremonsters Slayers
500 Elite Weremonsters Slayers+
100 Lesser Heroes Weremonster Slayers
50 Elite Vampire Slayers
10 Elite Draconian Slayers
25 Elite Black Infiltrators
30 Elite Jester Slayers
>Buildings:
Farm Level 4
Monster Slayers Base Level 2
[Weak Wonder]Mother/Father Statue
[Wonder]The Dark Core
Dark God Statue
>Technology:
Weapon Crafting Level 2
-Monster Slayer Equipment
Taming Level 2
Vampire Slayers
Draconian Slayers
Black Infiltrators
Jester Slayers
>Bonus:
Monster-Form
Cursed with monsters
[Weremonsters need a heavy increase amount of food]
(Well while I wait)
1,2,3,4.
One of the Slayer generals approaches his fellow with an idea. What if they managed to train an extremely elite slayer, one who could be the second to lord Judrin upon his arrival. He would be a beast rider, wear the strongest armor, and transform into one of the most dangerous dark beast.(train an hero, looks like pic related)
No.2406
 | Rolled 4, 27, 9, 31 = 71 (4d100) |
Lord:Stefan Kellingstag
>Fluff: Lord Stefan Kellingstag comes from a long line of Kellingstags that have ruled the Kingdom of Stagfeld since anyone can remember. An erstwhile line of Imperial servants, a Kellingstag has served in the Imperial military for centuries.
>Skill:
>Heir/Heiress: Jory Kellingstag! - 13 [Trained in: Combat] [IB-Leadership]x2
>Bonus:
>Kingdom's Name: Stagfeld
>Color: Aqua, 6
>Fluff: Stagfeld is a grim land of people who nevertheless steadfastly tend it. By no means a wasteland, the winters can be harsh if one has not properly raised and harvested their crops. The realm is protected and kept at peace by the local knightly order that was founded by the first Kellingstag, Uther, known as the Winter Knights.
>Skill
Leadership Level 2
IB-Leadership Level 3
Combat Level 3 [Trained by Royal Army]
Charisma Level 2
Wisdom 2
Intelligence 2
>Bonus:
When recognized as a Kellingstag, Charisma turns to 4.
Lord's Bonus [Imperial Knight] - While keeping up with your chivalry as a knight, the land will be blessed by the Gods.
Lord's Bonus [Ideal Figure] - A 90+ roll for any action grants 1 Hero Knight.
>Population: 235,700 Humans
>Military:
3,500 Infantry
299 Local Knights
145 Light Horse
2 Warship
1 Speedy Transport Ship (Carries 10 People)
>[UNIQUE] Heroes
Tran Tellon [Trainer, L-2, IB-3, C-2, W-1, I-1]
Herald Hemmis [Rider L-1 , IB-1, C-4, Ch-2, W-1, I-1]
Grent Mills [Champion. L-0, IB-1, C-5, Ch-3, W-1, I-1]
Yons Yunis [Rider L-1 , IB-1, C-4, Ch-1, W-1, I-2]
Brett Byn [Rider L-1 , IB-1, C-3, Ch-2, W-2, I-2]
Ald Adder [L-1, IB-2, C-3, Ch-1, W-2, I-2]
Marcus Mare [Sailor. L-2, IB-3, C-1, Ch-2, W-2, I-2]
Derald Degins [Captain. L-3, IB-3, C-2, Ch-1, W-1, I-2]
>Technology: Catechism
>Buildings:
Farm Level 3
Barracks Level 2
Watchtower Level 1
Stables Level 1 - [Level 2 - 2/5]
Shipyard Level 1
Mines Level 1
The Winter Knights Society Castle Level 2 [3/6]
Warehouse Level 1: [1/6 Storage, 1 Stone]
>Magic:
Holy Magic ( 0 )
>Bonus:
Chivalry
+2 Advisors (Gwyn - 1 Question, Hunter - 3 Questions)
>Project:
INT Training - [2/10]
Search for the Tooth of Claun 1 / ?
Slight Food Shortage
Rumors of Demons
1. Research the Catechism, surely it can help dispell these foul rumors.
2. Prepare another Transport ship for the arrival of Lord Kellingstag
3. Continue working on the Castle.
4. Work on producing food to stop the shortage.
No.2407
>>2401
"Ya, actually. I'mma go take a nap, right now."
Kenneth passes out.
All the effects on the priest disappears.
>>2403
Yes.
>>2402
"Why should I?"
No.2408
>>2407
Alright, when I get home I'll write a battle post and a normal turn
No.2409
>>2407
The priest takes him back to his village.
No.2411
>>2407
Judrin lowers his weapons to the side, looking up at the bleak bruised sky in silence for a few seconds before speaking.
"The reason you should…is entirely up to you my lord. But with magic the entirety of Iloden would benefit, and possibly the entirety of the empire if we were able to put your glorious powers to use. Though of course, we would all be fervent worshippers of the god who blesses us so."
>>2410
I dont know who you are but fuck you.
No.2412
>>2411
"I do not like being lied too, mortal.
You acts of being humble is only for the sake of trying too look humble.
And benefit the entirety of the Illoden and the empire?
Don't make me laugh. Why should I care about you and these nations? Giving magic to you seems to only fuel your military to fight against other nations, I don't see how that will benefit the Empire.
Nonetheless, I know you just want magic for greed. You'll say that want magic to 'help' your nation, but no.
You want magic to make your nation better.
There's a difference."
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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
 | Rolled 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
No.2500
>>2499
Well that wasn't necessary.
No.2502
 | Rolled 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
 | Rolled 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
 | Rolled 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
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
 | Rolled 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
 | Rolled 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.