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FUCK OFF CUCK

File: 1428784911392.png (10.07 KB, 800x500, 8:5, NB-Blank.png)

 No.762

Long ago, a ancient race from beyond the humble Sun arrived to the world, to explore and to examine the life that lay ahead of themselves. However, those of said race who arrived were a bit drunk with their liquor, and so started to terraform the world greatly, turning the Old Lands into the New Lands with their powerful magic. Soon enough, they left after doing such planetary vandalism, and so thousands of years passed by.

It is 2600NL, and nations formed from the new landscape. It is time for you to take to ruling over your own Nation, to bring forth whatever you need in these medieval times.


~{Stat Sheet}~ (Don't fill in those with a *)
>Nation's Name:

>Nation's Fluff:


>Nation's Colour:


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.763

>>762
Oh, as well, remember to post where you would like to go if you don't want your place to be random.

 No.764

>>762
>Nation's Name: The Exiled Lands

>Nation's Fluff: A small nation formed from people that didn't fit in in their homelands and left seeking a place of their own, the Exiled lands are this place, an isolated country that offers sanctuary and solitude from the problems of the world. Some who come are people seeking to escape their past by joining the bustling cities and making a new life, others are just isolationists that move to the highlands and make simple homes to be alone in. The nation prides itself on its military and most citizens are quick to join up as a way of defending their new home.


(Located on one of the islands of the top curve of the B)
>Nation's Colour: Purple

>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.765

File: 1428785583865.png (8.69 KB, 800x500, 8:5, NBNB.png)

>>762
>Nation's Name: The Raunchy Raiding Ravagers of Randalor

>Nation's Fluff: A bunch of angry men with longships with the firmly held religious belief that the "N" continent was originally intended to be an R, as evidenced by their island home.


>Nation's Colour: Red


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.766

File: 1428785671978.png (249.37 KB, 3563x2378, 3563:2378, FGHflag.png)

>>762
>>Nation's Name: Faggotron General Hospital
>
>>Nation's Fluff: In the late 20th and early 21st century, AIDS ran rampant. Then arose a hospital in Madagascar where they developed a cure for AIDS. That hospital was so revered that they were given enough land in Southern Africa to call themselves a nation, and the nation prospered to to this day.
>
>>Nation's Colour: Pink
>
>>Cultural Traits*:
>
>
>>Military*:
>
>>Knowledge*:
>
>>Cities*:

 No.767

File: 1428785974752.jpg (445.62 KB, 675x743, 675:743, ML_50.jpg)

>Nation's Name: The Skola Collective

>Nation's Fluff: The satyrs are hardly a race given to organization - they live their lives as a revel, enjoying life and their world in an almost carefree manner. But their passions and revels could hardly go on without some semblance of freedom from the other nations. Thus was formed the Skola Collective, or the Skola Vale union, from seven of the great Satyr revels: Uphos revel, Anaen revel, Firehoof revel, Maxis revel, Dedhes revel, and the twin Nuneth revels. They organized a Council of the elders among the satyrs - mostly those whose bones were too weary to dance and too slow to stoke the fires, but also those few who lived long enough to reach a truly venerable age.

>The objectives of the Collective are simple enough: support and defend their nomadic, partying lifestyle against the threat of other nations, but also encourage immigration to the revels among other races. One day they might find a land where they can romp and sing in pleasure and inspiration for all eternity, but until such time the Collective must stand.

>Nation's Colour: Dark Green, or Dark Red


>Location: Center of the 'N', on the coast of the river.


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.770

>>762
>Nation's Name: The tribes of Jorea

>Nation's Fluff: Raiders and beast tamers. The tribes have long lived in the desert. Raiding only to disappear into the sands. Taming beasts large and small and training them for war. Now they are united under the first great chief and they are ready for the world.


>Nation's Colour: Blue


>Location: Wherever the is a desert.


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.771

>>762
>>Nation's Name: Volshvar

>>Nation's Fluff:Raiders from the north pillagers of the south, such warriors of the north fight with honour and bravery. Many fight for Laver Ironblood or his son Kefrika the Wavedragon but many fight for survival and glory. Some try deserting the land going south but they're always caught and their heads are on the pikes for everyone to see. The warriors are ruled by a tribal chieftain and they listen to every word the tribal chieftain said and the chieftain's name is Fershava the Bloody Lass.


>>Nation's Colour:


>>Cultural Traits*:



>>Military*:


>>Knowledge*:


>>Cities*:

 No.772

>>771
Dark blue

 No.773

File: 1428786967320.jpg (312.39 KB, 1280x1024, 5:4, FfHBalseraphs1280x1024.jpg)

>>762
>Nation's Name: Balseraph

>Nation's Fluff: The Balseraphs form a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago,

and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors.

>Nation's Colour: ALL OF THEM! HEEHEEHEE fine I dunno, yellow or something.


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.774

File: 1428787080372.jpg (209.92 KB, 1216x656, 76:41, 18fa5b9030f38da04008201a67….jpg)

>Nation's Name: The Thulecite Empire

>Nation's Fluff: The Thulecite were a totemic, superstitious and unreasonable people that resided in the southern mountain regions during the ancient era of the Old Lands. They enjoyed living in the cold yet dark mountain regions, as their culture seemed to be based around the fear of the Sun. The sun was believed to be a massive flaming creature that despised civilization– any signs of progress were devoured by its heat and after a long day of destroying human progress, this sunbeast would rest and allow for the Moon Maiden to shine, lamenting the death of progress caused by the Sunbeast. The Thulecite managed to form their civilization without being devoured, because they hid from the creature in the mountains, you see. Things were all fine and dandy until the mighty god-race arrived (whom the Thulecite dubbed "The Warrens", as they were seen as the wardens of the Sunbeast, keeping him from going overboard). The Warrens changed the earth and proceeded to ruin the Thulecites mountain-home, removing their stony cover and leaving them wide open for the Sunbeast to awaken and devour them. With no technology to sail to another region or build a sun-blasting army, the Thulecite went for the only dark place they thought would be good– UNDERGROUND! The Thulecite made a massive pilgrimage to the Underdark, losing many numbers on the way but managing to build a formidable colony down in the deeps. With no sun -at all-, the Thulecite flourished in the underground city and grew rather…deformed..they discovered a variety of strange underground materials and grew a unhealthy obsession with magic. The Thulecite Empire of the Underdark would now be in its golden period, preparing to venture back up onto the surface and block out the sun for eternity.


>Nation's Colour: Orange


>Location: The southern-part of the "N"


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.777

File: 1428788461037-0.jpg (174.62 KB, 1280x622, 640:311, entombed_by_jonasdero-d694….jpg)

File: 1428788461037-1.jpg (123.16 KB, 1369x584, 1369:584, invictus_by_tituslunter-d5….jpg)

>>762
>Nation's Name: Brandmark

>Nation's Fluff:

Once upon a time the Brandmark was a jungle, full of miraculous species of plants and animals it was ruled by a mighty god king in a castle struck from Black Rock that was said to have been cast down from the heavens itself. Within said castle a tree grew. It was not larger than any other, nor was it's wood especially hard, however it's fruit shined bright in all colors of the day. Red, Green, Blue and Yellow, it was said that whomever tasted the fruit would be granted powers beyond imagination.
One night some of the creatures of the jungle creeped towards the tree. Lizards small and frail, seeking for a warm spot to rest. They tasted the fruits of the forbidden tree and they grew large and fierce. Their breath was fire and large wings spread from their backs. In the same night they burned down the castle and the jungle with it, leaving the Brandmark nothing but an empty wasteland.
Centuries passed and the distant descendents of those who survived the hellfire still settled the land. It was black from the fire, but the people did not mind. It was theirs and theirs alone. Nobody came to take it from them, for it had no worth to anyone who had not felt the ancient power that rested deep within this land. They had no connection to the soil, did not appreciate the rich history every scar in the land was able to tell.
Life in the Brandmark was harsh and full of struggle, but it's people prevailed. They did not hold on for better times, because they knew full well they would not come.


>Nation's Colour: Scorched


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.778

>>764
>Cultural Traits:
[A New Home] (Can gain additional population depending on forign events)

>Military:

x1 [Exiled Levy]
>Knowledge:
[Immagrational Control]
>Cities:
[UNNAMED] Pop: 5
+[[National Hall]]

>765

>Cultural Traits:
[R is for RAID!] (Gains +5 to raiding rolls and piracy)

>Military:

x1 [Randal Levy]
>Knowledge:
[Longboats]
>Cities:
[UNNAMED] Pop: 5
+[[Jarl's Hall]]

>766

>Cultural Traits:
[Hippocratic Oath] (Gains a flat +5 to all rolls, but suffers a -20 in combat)

>Military:

>Knowledge:
[Medical Techniques]
[[[Cure for AIDS]]]
>Cities:
[UNNAMED] Pop: 5
+[[Medical Hall]]

>767

>Cultural Traits:
[The Nomadic Journy] (Instead of cities and borders, you have Nomadic Camps, which can move across the world)

>Military:

x1 [Satyer Levy]
>Knowledge:
[Musical Instruments]
>Nomadic Camps:
[UNNAMED] Pop: 5
+[[Collective Hall]]

>770

>Cultural Traits:
[Sands of the Beasts] (Gains +5 to raiding and beast-taming rolls)

>Military:

x1 [Jorean Levy]
>Knowledge:
[Beast Taming]
>Cities:
[UNNAMED] Pop: 5
+[[Raiding Hall]]

>771

>Cultural Traits:
[Snow of the Bloody] (Gains +5 to raiding and a extra dice when defending the homeland)

>Military:

x1 [Volshvarian Warrior]
>Knowledge:
[Trained Warriors]
>Cities:
[UNNAMED] Pop: 5
+[[Chieftain's Hall]]

>>773
>Cultural Traits:
[Youreallyjustcopiedsomethingfromavidya] (Gains +10 to researching Knowledges related to the FfH Balseraph)

>Military:

x1 [Insane Levy]
>Knowledge:
[Trained Madness]
>Cities:
[UNNAMED] Pop: 5
+[[Perpentach’s Great Tent]]

>>774
>Cultural Traits:
[Despise the Sun!] (Gains +10 to industrial rolls, but suffers -20 for combat set in sight of the sun)

>Military:

x1 [Thulecite Levy]
>Knowledge:
[Primitive Magic]
>Cities:
[UNNAMED] Pop: 5
+[[Underground Hall]]

>>777
>Cultural Traits:
[Here May Be Dragons] (Gains +5 to farming, and something else…)

>Military:

x1 [Brandmark Levy]
>Knowledge:
[Advanced Farming]
>Cities:
[UNNAMED] Pop: 5
+[[King's Hall]]
+[The Hellmouth Casino]


Post, remember that dice is 2d100, and combat rolls require a Xd20, where X is how many units are sent to fight.

 No.779

File: 1428789707664.png (11.02 KB, 800x500, 8:5, NB-1.png)

Also, the map, with the NPC nations

 No.780

Dice rollRolled 89, 65 = 154 (2d100)

>>778
>Nation's Name: The tribes of Jorea

>Nation's Fluff: Raiders and beast tamers. The tribes have long lived in the desert. Raiding only to disappear into the sands. Taming beasts large and small and training them for war. Now they are united under the first great chief and they are ready for the world.


>Nation's Colour: Blue


>Location: Wherever the is a desert.


>Cultural Traits: [Sands of the Beasts] (Gains +5 to raiding and beast-taming rolls)



>Military: x1 [Jorean Levy]


>Knowledge: [Beast Taming]


>Cities: [Jorea] Pop: 5

+[[Raiding Hall]]

1. Search the desert for beasts that we may tame for war.
2. These men are weak. Farmers and shopkeepers. They must be broken and become true men. Raiders and soldiers. To kill quickly before the enemy can understand what is going on. They must be trained.

 No.781

Dice rollRolled 19, 75 = 94 (2d100)

>>778
>Nation's Name: The Skola Collective
>Nation's Fluff: The satyrs are hardly a race given to organization - they live their lives as a revel, enjoying life and their world in an almost carefree manner. But their passions and revels could hardly go on without some semblance of freedom from the other nations. Thus was formed the Skola Collective, or the Skola Vale union, from seven of the great Satyr revels: Uphos revel, Anaen revel, Firehoof revel, Maxis revel, Dedhes revel, and the twin Nuneth revels. They organized a Council of the elders among the satyrs - mostly those whose bones were too weary to dance and too slow to stoke the fires, but also those few who lived long enough to reach a truly venerable age.
>The objectives of the Collective are simple enough: support and defend their nomadic, partying lifestyle against the threat of other nations, but also encourage immigration to the revels among other races. One day they might find a land where they can romp and sing in pleasure and inspiration for all eternity, but until such time the Collective must stand.
>Nation's Colour: Dark Green, or Dark Red
>Location: Center of the 'N', on the coast of the river.
>Cultural Traits:
[The Nomadic Journey] (Instead of cities and borders, you have Nomadic Camps, which can move across the world)
>Military: x1 [Satyr Levy]
>Knowledge: [Musical Instruments]
>Nomadic Camps: [Uphos - Anaen Revels] Pop: 5 +[[Collective Hall]]

1 - A solid population of people, though less than we thought! Are the revels so understaffed these days? Appeal to the neighboring peoples, humans, elves, the lot. The revels shall be refuges of contentment and freedom for them, free to indulge in all of life's greatest pleasures. Who could refuse an offer like that?

2 - It's getting rather chilly out these days - taxing on the fires and bad weather for a party. Southwards then we must go, studying the lands and flora along the way. After all, the better we know each area the better we'll find our way and the choicest revel locations shall be available!

 No.782

Dice rollRolled 93, 15 = 108 (2d100)

>>778
>Nation's Name: Brandmark

>Nation's Fluff:

Once upon a time the Brandmark was a jungle, full of miraculous species of plants and animals it was ruled by a mighty god king in a castle struck from Black Rock that was said to have been cast down from the heavens itself. Within said castle a tree grew. It was not larger than any other, nor was it's wood especially hard, however it's fruit shined bright in all colors of the day. Red, Green, Blue and Yellow, it was said that whomever tasted the fruit would be granted powers beyond imagination.
One night some of the creatures of the jungle creeped towards the tree. Lizards small and frail, seeking for a warm spot to rest. They tasted the fruits of the forbidden tree and they grew large and fierce. Their breath was fire and large wings spread from their backs. In the same night they burned down the castle and the jungle with it, leaving the Brandmark nothing but an empty wasteland.
Centuries passed and the distant descendents of those who survived the hellfire still settled the land. It was black from the fire, but the people did not mind. It was theirs and theirs alone. Nobody came to take it from them, for it had no worth to anyone who had not felt the ancient power that rested deep within this land. They had no connection to the soil, did not appreciate the rich history every scar in the land was able to tell.
Life in the Brandmark was harsh and full of struggle, but it's people prevailed. They did not hold on for better times, because they knew full well they would not come.


>Nation's Colour: Scorched


>Cultural Traits:

+ [Here May Be Dragons] (Gains +5 to farming, and something else…)

>Military:

+ 1 [Brandmark Levy]

>Knowledge:

+ [Advanced Farming]

>Cities:

+ [Black Rock] Pop: 5
+[[King's Hall]]
+[The Hellmouth Casino]

1. The land was black and beneath it great power rested. No new dawn awaited the people of Brandmark, no glorious day to rise above the ashes. Only another year in ash and dust. But one boy would not surrender to fate and with all the knowledge of his ancestors and the vast learnings about farming he made it his lifegoal to grow the kings' tree once more to bring forth a new age of heroes. Some called him mad, most did not even remember the ancient stories to which he was referring. How the boy had learned them in the first place would remain a secret forever. Divine intervention? Perhaps, or a scholar with loose lips.

+ [Advanced Farming]
+ [Here May Be Dragons] (Gains +5 to farming, and something else…)

2. Levy. That's what they were. Men with spears and nothing more. They needed to practice. To learn and adapt. The Brandmark went further than the eye could reach ín any direction, could stretch for days and weeks with to no end. No water, no food. A desert in it's own right to grind down entire armies. They would have to adapt to the desert. Learn to raid the enemy when he least expected it and vanish again into the scraggy landscape.

 No.783

Dice rollRolled 92, 69 = 161 (2d100)

>>778
>Nation's Name: The Exiled Lands

>Nation's Fluff: A small nation formed from people that didn't fit in in their homelands and left seeking a place of their own, the Exiled lands are this place, an isolated country that offers sanctuary and solitude from the problems of the world. Some who come are people seeking to escape their past by joining the bustling cities and making a new life, others are just isolationists that move to the highlands and make simple homes to be alone in. The nation prides itself on its military and most citizens are quick to join up as a way of defending their new home.


(Located on one of the islands of the top curve of the B)
>Nation's Colour: Purple
>Cultural Traits:
[A New Home] (Can gain additional population depending on foreign events)
>Military:
x1 [Exiled Levy]
>Knowledge:
[Immagrational Control]
>Cities:
[Tutus] Pop: 5
+[[National Hall]]

1)The other nations likely consider us weak, let us build up our armed forces and law enforcement to make ourselves more secure.
2)A statue shall be built to show the haven our land is supposed to be, a nation where one can leave the past behind and forge a new one.

 No.784

Dice rollRolled 14, 71 = 85 (2d100)

>>778
>>Nation's Name: Volshvar

>>Nation's Fluff:Raiders from the north pillagers of the south, such warriors of the north fight with honour and bravery. Many fight for Laver Ironblood or his son Kefrika the Wavedragon but many fight for survival and glory. Some try deserting the land going south but they're always caught and their heads are on the pikes for everyone to see. The warriors are ruled by a tribal chieftain and they listen to every word the tribal chieftain said and the chieftain's name is Fershava the Bloody Lass.


>>Nation's Colour:Dark Blue


>>Cultural Traits*:[Snow of the Bloody] (Gains +5 to raiding and a extra dice when defending the homeland)



>>Military*:[Volshvarian Warrior]


>>Knowledge*:[Trained Warriors]


>>Cities*:[UNNAMED] Pop: 5 [[Chieftain's Hall]]


1.Get more people by raiding their lands take everything form nearby settlements

2.Train in the art of the long sword to fight off unwanted advances

 No.785

Dice rollRolled 49, 54 + 10 = 113 (2d100)

>Nation's Name: The Thulecite Empire
>Nation's Fluff: FALMER
>Nation's Colour: Orange
>Cultural Traits:
[Despise the Sun!] (Gains +10 to industrial rolls, but suffers -20 for combat set in sight of the sun)
>Military:
x1 [Thulecite Levy]
>Knowledge:
[Primitive Magic]
>Cities:
[Itzmara] Pop: 5
+[[Underground Hall]]

1. Extract the mineral resource from the Underdark around us, the lifeblood of our cities! [Mine for gems and minerals]

2. Begin construction of the Tetonal Study in the city of Itzmara, a massive stone tower that will act as a home to our most aetheric-inclined citizens and scholars. It will be used for the research and observation of magic [+10 from "Despise the Sun!"]

 No.787

File: 1428793039800.png (11.01 KB, 800x500, 8:5, NB-2.png)

>>780
The desert is full of beasts of all shapes and sizes, one of them being the Desert Boar, powerful enough impale a man on it's tusk with a good ram. Such creatures are the catch for the day, being brought home by the Levies.
The training of true warriors went underway, but due to a lack of the proper means to train them, means that they are taking longer to train. (1/2)

Gain x3 [Desert Boar Handlers]

>>781
The local humans would, as they were quick to fetch their tools to chase away the 'Horse-fucked Mutants'.
Thankfully, the main camp left before they could do the harm that they wished, studying what the landscape offered as they went. (1/?)

>>782
To set off on such a task is to require one to be prepared, and for this quest to restore the Kings' Tree, the boy became a man, training in not only how to fight, but also the art of farming as well, in order to do the task that he himself set up.
However, the lands are indeed harsh, and with the attempt to mimic the fiction of that land which was fighting against a enslaving nation, the Levies disappeared over a lack of supplies.

Gained Hero [[William Deulond]], but lost x1 [Brandmark Levies]

>>783
Indeed, to ensure the protection of those who left their former lands, a state of security must be offered. Guardmen were trained, armed with short swords and simple wodden shields, serving as the law and the front line for the entire nation.
Following that, the statue soon begins to be constructed, based on a drawing of a naked lady holding a torch and leading the way forwards the Tutus beaches, due to a lack of a harbour. (2/5)

Gained the [Guardman Training] Knowledge and x1 [Guardmen]

>>784
Turns out that running across vast stretches of tundra and yelling 'Raid' when raiding tends to make one expected, and easier to defeat.
But, due to this defeat, the study of the longsword was focused on, in spite of the cries for a actual name for the city.

Gained the [Longswords] Knowledge, but lost x1 [Volshvarian Warrior] (All).

>>785
You mine and mine to mine what is needed to be mine, in spite of how minor the mine mines what is needed to mine.
You also begin to construct the Tetonal Study, starting with the basic, which is the base. (1/5)

Gained a [Minor Mine] in [Itzmara].

 No.788

Dice rollRolled 83, 80 = 163 (2d100)

>>787
>Nation's Name: The tribes of Jorea

>Nation's Fluff: Raiders and beast tamers. The tribes have long lived in the desert. Raiding only to disappear into the sands. Taming beasts large and small and training them for war. Now they are united under the first great chief and they are ready for the world.


>Nation's Colour: Blue


>Location: Wherever the is a desert.


>Cultural Traits: [Sands of the Beasts] (Gains +5 to raiding and beast-taming rolls)



>Military: x1 [Jorean Levy]

x3 [Desert Boar Handlers]

>Knowledge: [Beast Taming]


>Cities: [Jorea] Pop: 5

+[[Raiding Hall]]

1. Once more into the desert. The sands hide many beasts that we may use for food or war.
2. Continue the training. For soon will be their trial by fire. 1/2

 No.789

Dice rollRolled 24, 23 = 47 (2d100)

>>787
>Nation's Name: The Exiled Lands

>Nation's Fluff: A small nation formed from people that didn't fit in in their homelands and left seeking a place of their own, the Exiled lands are this place, an isolated country that offers sanctuary and solitude from the problems of the world. Some who come are people seeking to escape their past by joining the bustling cities and making a new life, others are just isolationists that move to the highlands and make simple homes to be alone in. The nation prides itself on its military and most citizens are quick to join up as a way of defending their new home.


(Located on one of the islands of the top curve of the B)
>Nation's Colour: Purple
>Cultural Traits:
[A New Home] (Can gain additional population depending on foreign events)
>Military:
x1 [Exiled Levy]
x1 [Guardmen]
>Knowledge:
[Immagrational Control]
[Guardman Training]
>Cities:
[Tutus] Pop: 5
+[[National Hall]]

1)Good, now we have better troops we can focus on our civilians, a university shall be made to teach our brightest and forward our understanding of the world.
2)Continue building the statue, each worker will have their name on a wall below it so that everyone can know the names of the people that built it.

 No.790

File: 1428793446648.jpg (180.02 KB, 675x987, 225:329, Demon_Lord_by_artozi.jpg)

Dice rollRolled 66, 70, 53, 100 = 289 (4d100)

>>778
>Nation's Name: Balseraph

>Nation's Fluff: The Balseraphs form a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago,

and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors.

>Nation's Colour: ALL OF THEM! HEEHEEHEE fine I dunno, yellow or something.


>Cultural Traits*:

[Youreallyjustcopiedsomethingfromavidya] (Gains +10 to researching Knowledges related to the FfH Balseraph)

>Military*:

x1 [Insane Levy]

>Knowledge*:

[Trained Madness]

>Cities*:

[UNNAMED] Pop: 5
+[[Perpentach’s Great Tent]]


1.2. We require animals for the big show, what big show? why the big show we're going to put on for the world! Round up some Hellbeasts! Get them Trained!

3.4. Why so gloomy? Why everyone should smile! Let's find a way to make everyone smile! Whether they want to or not!

 No.791

Dice rollRolled 90, 16 = 106 (2d100)

>>787
>>Nation's Name: Volshvar

>>Nation's Fluff:Raiders from the north pillagers of the south, such warriors of the north fight with honour and bravery. Many fight for Laver Ironblood or his son Kefrika the Wavedragon but many fight for survival and glory. Some try deserting the land going south but they're always caught and their heads are on the pikes for everyone to see. The warriors are ruled by a tribal chieftain and they listen to every word the tribal chieftain said and the chieftain's name is Fershava the Bloody Lass.


>>Nation's Colour:Dark Blue


>>Cultural Traits*:[Snow of the Bloody] (Gains +5 to raiding and a extra dice when defending the homeland)



>>Military*:


>>Knowledge*:[Trained Warriors] [Longswords]


>>Cities*:[UNNAMED] Pop: 5 [[Chieftain's Hall]]


1.Recruit the entire populace for the army

2.I'll Raid their city by myself then lets see if they come

 No.792

File: 1428794549585.jpg (197.33 KB, 1024x748, 256:187, satyr_hedonist_by_chasesto….jpg)

Dice rollRolled 19, 15 = 34 (2d100)

>>787
>Nation's Name: The Skola Collective
>Nation's Fluff: The satyrs are hardly a race given to organization - they live their lives as a revel, enjoying life and their world in an almost carefree manner. But their passions and revels could hardly go on without some semblance of freedom from the other nations. Thus was formed the Skola Collective, or the Skola Vale union, from seven of the great Satyr revels: Uphos revel, Anaen revel, Firehoof revel, Maxis revel, Dedhes revel, and the twin Nuneth revels. They organized a Council of the elders among the satyrs - mostly those whose bones were too weary to dance and too slow to stoke the fires, but also those few who lived long enough to reach a truly venerable age.
>The objectives of the Collective are simple enough: support and defend their nomadic, partying lifestyle against the threat of other nations, but also encourage immigration to the revels among other races. One day they might find a land where they can romp and sing in pleasure and inspiration for all eternity, but until such time the Collective must stand.
>Nation's Colour: Dark Green, or Dark Red
>Location: Center of the 'N', on the coast of the river.
>Cultural Traits:
[The Nomadic Journey] (Instead of cities and borders, you have Nomadic Camps, which can move across the world)
>Military: x1 [Satyr Levy]
>Knowledge: [Musical Instruments]
>Nomadic Camps: [Uphos - Anaen Revels] Pop: 5 +[[Collective Hall]]

1 - Racism! Deplorable, can't stand close-mindedness. Maybe if we host the revel in their town, they'll change their mind. Worst case scenario, there'll be plenty to loot and destroy, as any good revel requires.

2 - Meanwhile, send out some wayfinders to keep scouting the landscape. They're usually the ones to locate the source of the next revel, because they're the first ones to wake up.

 No.793

Dice rollRolled 36, 89, 39, 14 = 178 (4d100)

>>787
>Nation's Name: Faggotron General Hospital

>Nation's Fluff: In the late 20th and early 21st century, AIDS ran rampant. Then arose a hospital in Madagascar where they developed a cure for AIDS. That hospital was so revered that they were given enough land in Southern Africa to call themselves a nation, and the nation prospered to to this day.


>Nation's Colour: Pink


>Cultural Traits*:

>[Hippocratic Oath] (Gains a flat +5 to all rolls, but suffers a -20 in combat)

>Military*:


>Knowledge*:

>[Medical Techniques]
>[[[Cure for AIDS]]]

>Cities*: [Fagotopia] Pop: 5

+[[Medical Hall]]

1-2) Increase the quality of irrigation to the farm fields outside of Fagotopia to encourage growth.

3-4) Research Swordcraft.

 No.794

Dice rollRolled 69, 56 = 125 (2d100)

>>787
>Nation's Name: Brandmark

>Nation's Fluff:

Once upon a time the Brandmark was a jungle, full of miraculous species of plants and animals it was ruled by a mighty god king in a castle struck from Black Rock that was said to have been cast down from the heavens itself. Within said castle a tree grew. It was not larger than any other, nor was it's wood especially hard, however it's fruit shined bright in all colors of the day. Red, Green, Blue and Yellow, it was said that whomever tasted the fruit would be granted powers beyond imagination.
One night some of the creatures of the jungle creeped towards the tree. Lizards small and frail, seeking for a warm spot to rest. They tasted the fruits of the forbidden tree and they grew large and fierce. Their breath was fire and large wings spread from their backs. In the same night they burned down the castle and the jungle with it, leaving the Brandmark nothing but an empty wasteland.
Centuries passed and the distant descendents of those who survived the hellfire still settled the land. It was black from the fire, but the people did not mind. It was theirs and theirs alone. Nobody came to take it from them, for it had no worth to anyone who had not felt the ancient power that rested deep within this land. They had no connection to the soil, did not appreciate the rich history every scar in the land was able to tell.
Life in the Brandmark was harsh and full of struggle, but it's people prevailed. They did not hold on for better times, because they knew full well they would not come.


>Nation's Colour: Scorched


>Cultural Traits:

+ [Here May Be Dragons] (Gains +5 to farming, and something else…)

>Hero:

+ [[William Deulond]]

>Military:



>Knowledge:

+ [Advanced Farming]

>Cities:

+ [Black Rock] Pop: 5
+[[King's Hall]]
+[The Hellmouth Casino]

1. Train elite guards! They can take all the time they want, but defending Black Rock should be the task of the best.

2. Commence the foundation of an Engineering school to gain a bonus to construction.

 No.795

File: 1428796465887.png (11.03 KB, 800x500, 8:5, NB-3.png)

Dice rollRolled 17, 3 + 10 = 30 (2d20)

>>788
Another journey into the desert revealed… More boars. Damn it, but at the least, with the excess of boars, one could begin to farm them as a source of food, especially since the warriors are now trained for war.

Gained the [Raider Training] Knowledge, x1 [Jorean Raiders] and a [Boar Hunting Camp] in [Jorea].
>>789
…Well, the suggestion to allow the worker to carve their name by the base of the Statue meant that no work was actually done, as all the workers in the city crowded around the statue to have their name last for the rest of history, in their views.

Statue is still at (2/5)
>>790
While unsure, a gathering of Hellbeasts were gathered, which are no more than angry dogs painted black and red, with metal horns attached to their heads. Doesn't mean that they aren't effective, however.
…On the focus to figure out how to have those smile, a discovery was made deep within a cave. Some kind of magic relics laid under a old crater. One of the relics was a device, a cube-like object with a tube at the front, projected not only a image onto the rest of the relics' 'screens', but also any sound made around the former device. The use of this was quickly found out, and with the aid of a swift tongue and a strange plant found elsewhere, those of Balseraph were soon smiling as much as they do, without the wish to /not/ smile!

GAINED CULTURAL TRAIT:
[We Happy Few] (Outside 'dowers' will find it unwise to be inside this land of smiles and Joy, else they face a blood-thirsty mob…)

Gained the [Hellbeast Breeding] and [Projectional Relics] Knowledge, +1 [Hellbeast Handlers], and ['Joy' Farms] and [Projection Studio Tent] in [UNNAMED].
>>791
The call for warriors was heard, as many offered their sword in order to ensure the protection of their lands and their Lady.
Of course, it soon become apparent that they would need to put their sword to use, as soon Fershava was soon kidnapped by a nearby Free Town.

Gained x3 [Volshvarian Warrior], and [UNNAMED] renamed itself to [Volshland].
>>792
Sadly, camping within one of the nearby human towns happened to stir up some aggression with the human population there. One could tell that due to how their best soldiers are now hunting down any Satyrs within the borders.

(Roll 5d10 for the civilian fighting, and 1d20 if one is to use their levies)
>>793
Progress on the farms better than expected, me lord!
But, no progress on our swords, me lord.

Gained the [Irrigation] Knowledge, and x2 [Irrigated Farms] in [Fagotopia].
>>794
The elite guards were formed, armed with the best armour and weapons that Black Rock can offer! …Yes, they are females, what about them?
Aside from that, the work on the Engineering School began as early as the sun rising, to soon offer aid in future construction in Black Rock. (1/3)
All the while, having yet to set off on his quest, William Deulond is merely spending his time at the Hellmouth Casino, betting and drinking in the meantime.

Gained x1 [Feminine Elite Guards].

 No.796

Dice rollRolled 63, 65 = 128 (2d100)

>>795
>Nation's Name: Faggotron General Hospital

>Nation's Fluff: In the late 20th and early 21st century, AIDS ran rampant. Then arose a hospital in Madagascar where they developed a cure for AIDS. That hospital was so revered that they were given enough land in Southern Africa to call themselves a nation, and the nation prospered to to this day.


>Nation's Colour: Pink


>Cultural Traits*:

>[Hippocratic Oath] (Gains a flat +5 to all rolls, but suffers a -20 in combat)

>Military*:


>Knowledge*:

>[Medical Techniques]
>[[[Cure for AIDS]]]
>[Irrigation]

>Cities*: [Fagotopia] Pop: 5

>+[[Medical Hall]]
>x2 [Irrigated Farms]

1-2) Continue to research Swordcraft

 No.797

Dice rollRolled 26, 58 = 84 (2d100)

>>795
>Nation's Name: The tribes of Jorea

>Nation's Fluff: Raiders and beast tamers. The tribes have long lived in the desert. Raiding only to disappear into the sands. Taming beasts large and small and training them for war. Now they are united under the first great chief and they are ready for the world.


>Nation's Colour: Blue


>Location: Wherever the is a desert.


>Cultural Traits: [Sands of the Beasts] (Gains +5 to raiding and beast-taming rolls)



>Military: x1 [Jorean Raiders]

x3 [Desert Boar Handlers]

>Knowledge: [Beast Taming] [Raider Training]


>Cities: [Jorea] Pop: 5

+[[Raiding Hall]]
[Boar Hunting Camp]

1&2. It begins. The trial by fire. Raid nearby settlements! Take from them their tools and food. Steal from them their animals. Capture them in bonds for we shall take those who do not resist and kill those who do. It is time to raid!

 No.798

Dice rollRolled 46, 69 = 115 (2d100)

>>795
>>Nation's Name: Volshvar

>>Nation's Fluff:Raiders from the north pillagers of the south, such warriors of the north fight with honour and bravery. Many fight for Laver Ironblood or his son Kefrika the Wavedragon but many fight for survival and glory. Some try deserting the land going south but they're always caught and their heads are on the pikes for everyone to see. The warriors are ruled by a tribal chieftain and they listen to every word the tribal chieftain said and the chieftain's name is Fershava the Bloody Lass.


>>Nation's Colour:Dark Blue


>>Cultural Traits*:[Snow of the Bloody] (Gains +5 to raiding and a extra dice when defending the homeland)



>>Military*:3 [Volshvarian Warrior]


>>Knowledge*:[Trained Warriors] [Longswords]


>>Cities*:[UNNAMED] Pop: 3 [[Chieftain's Hall]]


1-2 WE MUST RAID THIS FREE TOWN AND TAKE IT INHABITANTS FOR THE BLOODY LASS

 No.799

Dice rollRolled 40, 44 = 84 (2d100)

>>787
>Nation's Name: The Exiled Lands

>Nation's Fluff: A small nation formed from people that didn't fit in in their homelands and left seeking a place of their own, the Exiled lands are this place, an isolated country that offers sanctuary and solitude from the problems of the world. Some who come are people seeking to escape their past by joining the bustling cities and making a new life, others are just isolationists that move to the highlands and make simple homes to be alone in. The nation prides itself on its military and most citizens are quick to join up as a way of defending their new home.


(Located on one of the islands of the top curve of the B)
>Nation's Colour: Purple
>Cultural Traits:
[A New Home] (Can gain additional population depending on foreign events)
>Military:
x1 [Exiled Levy]
x1 [Guardmen]
>Knowledge:
[Immagrational Control]
[Guardman Training]
>Cities:
[Tutus] Pop: 5
+[[National Hall]]

1)We should have expected that, oh well we can focus on the rest of the construction now.
2)We need to make superior weaponry and armour for our troops, the smith that can create a standard set of equipment that is superior to what we have now shall be lauded as a hero of our nation.

 No.801

File: 1428797400800.jpg (164.73 KB, 640x435, 128:87, mirror_maze.jpg)

Dice rollRolled 5, 31 = 36 (2d100)

>>795
>Nation's Name: Balseraph

>Nation's Fluff: The Balseraphs form a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago,

and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors.

>Nation's Colour: ALL OF THEM! HEEHEEHEE fine I dunno, yellow or something.


>Cultural Traits*:

[Youreallyjustcopiedsomethingfromavidya] (Gains +10 to researching Knowledges related to the FfH Balseraph)

>Military*:

x1 [Insane Levy]
x1 [Hellbeast Handlers]

>Knowledge*:

[Trained Madness]
[Hellbeast Breeding]
[Projectional Relics]

>Cities*:

[Jubilee] Pop: 5
+[[Perpentach’s Great Tent]]
+['Joy' Farms]
+[Projection Studio Tent]

1. We Need Freaks for the Freak show don't we? GO FIND SOME! Shouldn't be too hard now should it?

2. Hmmm, you know, with this projectional relics I'm sure we could conjure up illusions that any naysayers would have to fight through to get to our carnivals, yes yes, let's do that, figure out how to do so and build something fun like that…. You know like a Hall of Mirrors or something, except alot more FUN!

 No.802

Dice rollRolled 59, 96 + 10 = 165 (2d100)

>Nation's Name: The Thulecite Empire
>Nation's Fluff: FALMER
>Nation's Colour: Orange
>Cultural Traits:
[Despise the Sun!] (Gains +10 to industrial rolls, but suffers -20 for combat set in sight of the sun)
>Military:
x1 [Thulecite Levy]
>Knowledge:
[Primitive Magic]
>Cities:
[Itzmara] Pop: 5
+[[Underground Hall]]

1. Some of our citizens are rather deformed due to the aetheric residue, but perhaps we can capitalize on this. Began training Splicers, cheap lower-class deformed citizens armed with makeshift weapons. Powerful in numbers.

2. Continue the construction of the Tetonal Hall [1/5] [+10 bonus from "Despise the Sun!"]

 No.804

File: 1428798789504.jpg (307.35 KB, 1280x2026, 640:1013, 1395236167619.jpg)

Dice rollRolled 47, 18 = 65 (2d100)

>>795
>Nation's Name: Brandmark

>Nation's Fluff:

Once upon a time the Brandmark was a jungle, full of miraculous species of plants and animals it was ruled by a mighty god king in a castle struck from Black Rock that was said to have been cast down from the heavens itself. Within said castle a tree grew. It was not larger than any other, nor was it's wood especially hard, however it's fruit shined bright in all colors of the day. Red, Green, Blue and Yellow, it was said that whomever tasted the fruit would be granted powers beyond imagination.
One night some of the creatures of the jungle creeped towards the tree. Lizards small and frail, seeking for a warm spot to rest. They tasted the fruits of the forbidden tree and they grew large and fierce. Their breath was fire and large wings spread from their backs. In the same night they burned down the castle and the jungle with it, leaving the Brandmark nothing but an empty wasteland.
Centuries passed and the distant descendents of those who survived the hellfire still settled the land. It was black from the fire, but the people did not mind. It was theirs and theirs alone. Nobody came to take it from them, for it had no worth to anyone who had not felt the ancient power that rested deep within this land. They had no connection to the soil, did not appreciate the rich history every scar in the land was able to tell.
Life in the Brandmark was harsh and full of struggle, but it's people prevailed. They did not hold on for better times, because they knew full well they would not come.


>Nation's Colour: Scorched


>Cultural Traits:

+ [Here May Be Dragons] (Gains +5 to farming, and something else…)

>Hero:

+ [[William Deulond]]

>Military:

+ 1 [Feminine Elite Guards]

>Knowledge:

+ [Advanced Farming]

>Cities:

+ [Black Rock] Pop: 5
+[[King's Hall]]
+[The Hellmouth Casino]

1. Ah yes, the Raven Guard of Black Rock. Beautiful to look at. Forbidden to touch. Truly, what man would not dream of these protectors? Oh well, continue to construct the engineering school! 1/3

2. The man looked across the vast lands outside of Black Rock. Certainly they could make something of this with all their farming knowledge. Some well cared for fields should bless them with at least some prosperity.

 No.805

File: 1428799201467.jpg (53.1 KB, 610x471, 610:471, Destructive-Revelry-Art.jpg)

Dice rollRolled 4, 2, 6, 10, 2 = 24 (5d10)

>>795
Ingrates! Well if they don't like a good party, we'll show them what it means to have a revel turn into a riot!

 No.807

>>795
>Nation's Name: Empire of Xephereus

>Nation's Fluff: Once a utopian society, when the alien race came and rewrote the land the Xephereans were shattered, all their resistance for naught. A once advanced society has now been reduced to mongrel scraps under the heel of Emperor Xephereus, an immortal warrior-king bound to a dragon-crested helmet. Laboring under a regime of fear and striving to cobble together glimmers of their lost glory, the Empire is a bleak reminder of how far things have fallen. A remarkably intolerant reminder.


>Nation's Colour: Grey


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.808

>>807
Oh, and put me on the inside of the upper sea in the 'B'. Away from others.

 No.857

>>798
Cities*:[Volshland] Pop: 3 [[Chieftain's Hall]]

 No.859

File: 1428883303361.png (11.11 KB, 800x500, 8:5, NB-4.png)

Dice rollRolled 10, 12 - 5 = 17 (2d20)

I lost muh fluff due to exiting the tab, so I'll just crunch everything this turn.

>>796
[Art of Swordcrafting] in Knowledge

>>797
Desert Free Town raided, got animals and slaves.

>>798
That Free Town has the actual Lass as a prisoner, stripped from her clothings. Roll Xd20, where X is how many Warriors you send, up to 3 for obvious reasons.

>>799
Statue (3/5)
New Armour (1/2)

>>801
Lost x1 [Insane Levies] due to failed conversion into Freaks.
Hall of Mirrors (1/2)

>>802
Gain x1 [Splinters] and the [[Tetonal Hall]] in [Itzmara]

>>804
Engineering School (2/3)
No progress on the farm, because William Deulond is yello- Yelling about not sitting in the city and want to actually go and do his quest!

>>805
The humans were defeated, at the cost of -3 pop from the Revelry side. The Free Town is now a Ghost Town.

>>807
>Cultural Traits:
[Demands of the Emperor] (+5 to everything, but try to avoid low rolls…)

>Military:

x1 [Oppressed Levy]
>Knowledge:
[Historical Recording]
>Cities:
[UNNAMED] Pop: 5
+ [[[Great Emperor's Hall]]]

 No.860

Dice rollRolled 88, 33 = 121 (2d100)

>>859
>Nation's Name: The tribes of Jorea

>Nation's Fluff: Raiders and beast tamers. The tribes have long lived in the desert. Raiding only to disappear into the sands. Taming beasts large and small and training them for war. Now they are united under the first great chief and they are ready for the world.


>Nation's Colour: Blue


>Location: Wherever the is a desert.


>Cultural Traits: [Sands of the Beasts] (Gains +5 to raiding and beast-taming rolls)



>Military: x1 [Jorean Raiders]

x3 [Desert Boar Handlers]

>Knowledge: [Beast Taming] [Raider Training]


>Cities: [Jorea] Pop: 5

+[[Raiding Hall]]
[Boar Hunting Camp]

1. Begin putting the slaves to work constructing farms.
2. Send scouts around to see what civilizations are around us.

 No.862

Dice rollRolled 20 (1d20)

>>859
>>Nation's Name: Volshvar

>>Nation's Fluff:Raiders from the north pillagers of the south, such warriors of the north fight with honour and bravery. Many fight for Laver Ironblood or his son Kefrika the Wavedragon but many fight for survival and glory. Some try deserting the land going south but they're always caught and their heads are on the pikes for everyone to see. The warriors are ruled by a tribal chieftain and they listen to every word the tribal chieftain said and the chieftain's name is Fershava the Bloody Lass.


>>Nation's Colour:Dark Blue


>>Cultural Traits*:[Snow of the Bloody] (Gains +5 to raiding and a extra dice when defending the homeland)



>>Military*:3 [Volshvarian Warrior]


>>Knowledge*:[Trained Warriors] [Longswords]


Cities*:[Volshland] Pop: 3 [[Chieftain's Hall]]

For the lass

 No.865

File: 1428885546489.jpg (131.34 KB, 960x854, 480:427, af7af1a8f07d4056ad18e54f66….jpg)

~{Stat Sheet}~ (Don't fill in those with a *)
>Nation's Name: Hevrelia

>Nation's Fluff: A nation of scientist and inventors, the Hevrelians venerate knowledge and the freedom of all things. This does not mean they are kind though, on the contrary they are some of the most uncaring people one will ever meet. They create dangerous substances for fun, test it on others, kill because they needed test subjects, and more. A nation of madness that only stands due to the constant power plays that the Chemist-Nobles maintain for fun.


>Nation's Colour: Deep Purple


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.866

>>762
>Nation's Name: Aki-Shanor

>Nation's Fluff: A dwarven mountainhome, that is, strangely enough, dug out under the ocean.


It's been many, many years since the architectural geniuses who successfully made a mountainhome underwater, set up mushroom farms, a stable breeding population, AND, to top it off, a supply of boats.

Now, the dwarves in Aki-Shanor are fat, lazy. They sit in their rooms and gorge themselves on fish and mushrooms.

But no more! Today, the kings daughter, Orza Shanor, has been elected to lead the mountainhome after the early death of her father!

And she will not allow her home to stagnate further!

RULE ORZA!

>Nation's Colour: Dark Blue


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:

 No.867

Dice rollRolled 48, 26 + 10 = 84 (2d100)

>Nation's Name: The Thulecite Empire
>Nation's Fluff: FALMER
>Nation's Colour: Orange
>Cultural Traits:
[Despise the Sun!] (Gains +10 to industrial rolls, but suffers -20 for combat set in sight of the sun)
>Military:
x1 [Thulecite Levy]
x1 [Splicers]
>Knowledge:
[Primitive Magic]
>Cities:
[Itzmara] Pop: 5
+[[Underground Hall]]
+[[Tetonal Hall]] (Gain +10 to magic-related rolls)

1. Round up some more Splicers, we will need some..shield..for our actual trained troops.
2. Our understanding of the aether and the unknown is primitive at best, but the Warrens have left us at such a point in where we can begin our great plunge into the unknown. We have all of the resources required, and the people with the skills. Let the scholars to their deeds. [Begin researching magic/improving our understanding of magic. +10 from Tetonal Hall]

 No.869

Dice rollRolled 80, 73 = 153 (2d100)

>>859
>Nation's Name: The Exiled Lands

>Nation's Fluff: A small nation formed from people that didn't fit in in their homelands and left seeking a place of their own, the Exiled lands are this place, an isolated country that offers sanctuary and solitude from the problems of the world. Some who come are people seeking to escape their past by joining the bustling cities and making a new life, others are just isolationists that move to the highlands and make simple homes to be alone in. The nation prides itself on its military and most citizens are quick to join up as a way of defending their new home.


(Located on one of the islands of the top curve of the B)
>Nation's Colour: Purple
>Cultural Traits:
[A New Home] (Can gain additional population depending on foreign events)
>Military:
x1 [Exiled Levy]
x1 [Guardmen]
>Knowledge:
[Immagrational Control]
[Guardman Training]
>Cities:
[Tutus] Pop: 5
+[[National Hall]]

Statue 3/5
Armour 1/2

1-2)We are close to our goal of outfitting our troops with superior equipment, let the smiths show their full worth.

 No.870

File: 1428891933091.jpg (112.53 KB, 1110x600, 37:20, 1410718310429.jpg)

>>762
>Nation's Name: Knights of Fire and Ice

>Nation's Fluff: The remnants of an old empire. After the land fell to chaos with the fall of the one true king, they fled to the underdark with their fallen king and waited for generations. They finally arise after 2000 years to a new land, their skin ashen from the betrayal of their pact to protect their king with a purpose to protect the innocent and defend the weak as their king did before them.


>Nation's Colour: Whichever you feel is appropriate, please notify me of what color


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:


Place me on the coast of "N" on the right side of the mouth of the bay

 No.871

Dice rollRolled 19, 16 = 35 (2d100)

>>859
>Nation's Name: Empire of Xephereus

>Nation's Fluff: Once a utopian society, when the alien race came and rewrote the land the Xephereans were shattered, all their resistance for naught. A once advanced society has now been reduced to mongrel scraps under the heel of Emperor Xephereus, an immortal warrior-king bound to a dragon-crested helmet. Laboring under a regime of fear and striving to cobble together glimmers of their lost glory, the Empire is a bleak reminder of how far things have fallen. A remarkably intolerant reminder.


>Nation's Colour: Grey


>Cultural Traits: [Demands of the Emperor] +5 to Everything, but low rolls are bad, mkaaay.


>Military: 1 [Oppressed Levy]


>Knowledge: [Historical Recording]


>Cities: Xephereus City: Pop: 5

+ [Great Emperor's Hall]

1. Now hear this! Great Emperor Xephereus has declared that all work on the dockyards shall be DOUBLED! His royal fleet must be rebuilt after crushing the rebel scum off of Drannport!

Build docks.

2. Now hear this! With the defeat of the rebels just three months hence, the Great Emperor Xephereus orders his armies to be built up, in preparation for an upcoming expansive campaign!

Recruit men.

+5 to both rolls.

 No.873

File: 1428899435054.jpg (181.07 KB, 800x593, 800:593, 4325426326.jpg)

Dice rollRolled 73, 20 = 93 (2d100)


>Nation's Name: The Skola Collective

>Nation's Fluff: The satyrs are hardly a race given to organization - they live their lives as a revel, enjoying life and their world in an almost carefree manner. But their passions and revels could hardly go on without some semblance of freedom from the other nations. Thus was formed the Skola Collective, or the Skola Vale union, from seven of the great Satyr revels: Uphos revel, Anaen revel, Firehoof revel, Maxis revel, Dedhes revel, and the twin Nuneth revels. They organized a Council of the elders among the satyrs - mostly those whose bones were too weary to dance and too slow to stoke the fires, but also those few who lived long enough to reach a truly venerable age.
>The objectives of the Collective are simple enough: support and defend their nomadic, partying lifestyle against the threat of other nations, but also encourage immigration to the revels among other races. One day they might find a land where they can romp and sing in pleasure and inspiration for all eternity, but until such time the Collective must stand.
>Nation's Colour: Dark Green, or Dark Red
>Location: Center of the 'N', on the coast of the river.
>Cultural Traits:
[The Nomadic Journey] (Instead of cities and borders, you have Nomadic Camps, which can move across the world)
>Military: x1 [Satyr Levy]
>Knowledge: [Musical Instruments]
>Nomadic Camps: [Uphos - Anaen Revels] Pop: 2 +[[Collective Hall]]

1/2 - That'll show em not to try a satyr's resolve, or his patience! Still, no good all of this death business. Only one thing for it - a funerary revel! And with this town emptied, we'll make it into a fitting pyre and monument to the event. Smash the pillars! Stoke the Flames! Raise the drums! Pour the wine! We'll throw a mourning party to make this blasted town crumble, and let its music and cries sound out through the countryside!
This serves more purpose than destruction, of course. The Firehoof and Maxis revels aren't far off, and they out to join in the rollicking, and join in our collective. Perhaps even some of the locals will see the better side of life - the appeal of a culture that can make a party even out of tragedy!

 No.874

Dice rollRolled 8, 31 = 39 (2d100)

>>859
>Nation's Name: Brandmark

>Nation's Fluff:

Once upon a time the Brandmark was a jungle, full of miraculous species of plants and animals it was ruled by a mighty god king in a castle struck from Black Rock that was said to have been cast down from the heavens itself. Within said castle a tree grew. It was not larger than any other, nor was it's wood especially hard, however it's fruit shined bright in all colors of the day. Red, Green, Blue and Yellow, it was said that whomever tasted the fruit would be granted powers beyond imagination.
One night some of the creatures of the jungle creeped towards the tree. Lizards small and frail, seeking for a warm spot to rest. They tasted the fruits of the forbidden tree and they grew large and fierce. Their breath was fire and large wings spread from their backs. In the same night they burned down the castle and the jungle with it, leaving the Brandmark nothing but an empty wasteland.
Centuries passed and the distant descendents of those who survived the hellfire still settled the land. It was black from the fire, but the people did not mind. It was theirs and theirs alone. Nobody came to take it from them, for it had no worth to anyone who had not felt the ancient power that rested deep within this land. They had no connection to the soil, did not appreciate the rich history every scar in the land was able to tell.
Life in the Brandmark was harsh and full of struggle, but it's people prevailed. They did not hold on for better times, because they knew full well they would not come.


>Nation's Colour: Scorched


>Cultural Traits:

+ [Here May Be Dragons] (Gains +5 to farming, and something else…)

>Hero:

+ [[William Deulond]]

>Military:

+ 1 [Feminine Elite Guards]

>Knowledge:

+ [Advanced Farming]

>Cities:

+ [Black Rock] Pop: 5
+[[King's Hall]]
+[The Hellmouth Casino]

1. At last the Engineering School shall be completed to provide bonuses all around for the glory of Brandmark! 2/3

2. Looks like it's time for William to go start looking for the King's Tree and stop asking the Raven Guard stupid questions. Go along on your quest citizen!

 No.1065

Dice rollRolled 87, 15 = 102 (2d100)

>>762
>Nation's Name: Faggotron General Hospital

>Nation's Fluff: In the late 20th and early 21st century, AIDS ran rampant. Then arose a hospital in Madagascar where they developed a cure for AIDS. That hospital was so revered that they were given enough land in Southern Africa to call themselves a nation, and the nation prospered to to this day.


>Nation's Colour: Pink


>Cultural Traits*:

>[Hippocratic Oath] (Gains a flat +5 to all rolls, but suffers a -20 in combat)

>Military*:


>Knowledge*:

>[Medical Techniques]
>[[[Cure for AIDS]]]
>[Irrigation]
>[Art of Swordcrafting]

>Cities*: [Fagotopia] Pop: 5

>+[[Medical Hall]]
>x2 [Irrigated Farms]

1-2) I'd say it's time we trained some knights.

 No.1076

>Nation's Name: Nifelrungr

>Nation's Fluff: The Ice elves of Nifelrungr, tall beings of ageless physique, having albino skin and jet black hair and eyes, reside in their main city, Ginungvastr, located in the north polar tundra in a coastal location. Their bodies, every part of their bodies, at all times and places, exudes cold by breath and by presence, expelling cold like a normal body would heat. Anciently, they visited the main land mass, but it has been many thousands of years since then. They are a monarchy, ruled by a king or queen. Because their lives are so long, thousands of years, it is traditional to resign the leadership when the mind begins to show signs of age. From small childhood up, both boys and girls undergo intense training, boys fighting with spear, javelin, sword, and mace, girls learning to wield shields and daggers. Because of their bodies cold-nature, women often wear jewelry made entirely and only of crafted ice. A tradition of whaling exists among the men, and men who bring down a strong whale gain great prestige, since they eat whales. Extremely strong family ties are found in their culture, and though they don't reproduce that often due to their very long lifespan, most marriage agreements hinge heavily on the woman being able to make children, so children and having children is important to the culture. All bards in their culture are women. Their language's writing is runic in nature, and each rune means a single word. The language does not use punctuation, and is read from left to right, each sentence usually about 4 to 6 large complex runes. Their current ruler is Tyrningsonne the old, a king approaching his age of resignment but not currently at it. The heraldric emblem of Nifelrungr is that of a kraken engaging a warrior who is standing in the prow of a dragon-ship (the viking kind). The warrior is gesturing to the heavens with his sword and a lightning bolt is giving the blade power.


>Nation's Colour: Black and Purple


>Cultural Traits*:



>Military*:


>Knowledge*:


>Cities*:



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