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/tg/ - Traditional Games


File: 1387078891949.jpg-(492 KB, 2000x1300, 1365541571149.jpg)
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Gather round Nobles, Warlords, and Wise men. Form your empires and fight for the glory of your kingdom!

Give me:
>Nation Name:
>Government Type (If any):
>Fluff:
>Specialty:
>Race:

You start with:
>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

Im no huge write fag so this will go quicker then most. But don't expect the best descriptions either. I don't a ruleset, just rolls and what makes sense to me. This is a low/medium fantasy world. Magic is not apparent but does exist, all forms.. and it can be tainted. Gods do not grace this land.. yet.

You start at an early feudal era. Think of all of your tech as very basic though. Iron working exist but not more. Armor still consist of animal skins at this point. basic swords and spears are the staple.

Any other questions feel free to ask, this is going to be a very "go with the flow" game. Lets make it smooth, efficient and fun!
Starting at 4, limiting at 6.
>>
>>28868826
What is white? What is dead? It's white death! And he will play Demons! Whoo!

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: None
>Stability: Normal
>>
>>28869076
Oh ho ho. You will have some interesting limitations, and powers. Where do you want to be.

So are you demons hiding INSIDE a human population or just a cove of demons?
>>
>>28869118
Demons hiding inside the human population. Thus it would be nice if what the guys start with would at least be the ability to look human.
>>
>>28869177
Granted. But your numbers are low, and powers at that.
>>
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff: An arrangement of greater and lesser necromancers lords brought together under the rule of a Sorcerer King.
>Specialty: magic/population
>Race: human/undead


>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>>
>>28869210
I'm good with that, thanks man.
>>
File: 1387080296417.gif-(1.99 MB, 330x275, 1385520821221.gif)
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>Nation Name:
Glory to her mother.
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

[communist dwarves]
>>
>>28869255
Your tech is weak necromancy magic
Your constructs are little more then peasantry. They do lesser jobs but have almost no brains and are easily shattered.
>>28869076
Your tech is weak illusion magic
Your people are strong, but lack any major demonic powers. However they can disguise themselves to look more human.. Something is.. off however, your local human population just blame it on them being a "weird" family.
>>
>>28869300
Sorry for the double nation name typo
>>
>>28868826
>>Nation Name:Hammer-Beards
>>Government Type (If any): OIigarchy
>>Fluff: A small enclave of craftsmen and miners, with a few skilled fighters. It is ruled by the founding families and some wealthy traders.
>>Specialty:Trading/Military equipment.
>>Race: Dwarf

Kinda would like to placed near mountains and forest cold area if you don't mind.
>>
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs

Food: stable
Wealth: low
Tech:
Stability: normal

>very nice map btw
>>
>>28869360
Wolves detected.

Also, updates.

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Weak Illusion Magic
>Stability: Normal
>>
>>28869356
Forgot to claim with name.

>>28869300
DWARF BROTHERS!
>>
>>28869300
You can take swift production, but everything you make is pig-iron and generally a lower quality product. Namefag for me if you could.

>>28869356
Namefag for me. Your people are the first to grasp a set currency above simple good for goof trading, it would beset you to introduce this concept to other nations.

>>28869360
Your people start with hardiness, they don't take penalty travelling through foreign lands.

Give me a moment to place you all and i will start.
>>
>Nation Name: Manusopolis
>Government Type: Empire
>Fluff: An ancient monarchy/dynasty that has gained power and legitimacy through mercantile successes.
>Specialty: Trade, Economy, Mercenaries
>Race: Hobgoblin
>>
>>28869300
WELL MET FELLOW DWARF.
>>28869402
Yeah sorry about the name, dumbass me put it under the email section...
>>
>>28869402
>Nation Name: Sholbet
>Government Type (If any): Kingdom
>Fluff: Later
>Specialty:
>Race: Humans


>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
Place: North Of Sea Of Bahar
>>
>>28869402
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: stable
Wealth: low
Tech:
Stability: normal

>>28869394
Indeed.
>>
>>28869356
>Nation Name:Hammer-Beards
>Government Type (If any): OIigarchy
>Fluff: A small enclave of craftsmen and miners, with a few skilled fighters. It is ruled by the founding families and some wealthy traders.
>Specialty:Trading/Military equipment.
>Race: Dwarf

>Food: Stable
>Wealth: Low
>Tech: Strong trade and fine-crafted military equipment
>Stability: Normal

Fml forgot tech, and there compressed into one post.
>>
>>28869431
>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

Forgot. Also, if I get to choose, put me on the north side of the strait between Dragons and Doryan seas.
>>
File: 1387080866309.jpg-(900 KB, 2000x1300, Nations map.jpg)
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You get three actions. Roll 3d100. Higher rolls better.

Lets begin.
>>
>>28869513
Ill throw you into the map at a later point. But your good to play. You also have a currency like the merchantile dwarves.
>>
>>28868826

>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>>
Rolled 1, 58, 56 = 115

>>28869537
It's time for great rolls!

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Weak Illusion Magic
>Stability: Normal

1. Advance our Illusion
2. Advance our Demonic Powers
3. Advance our Combat Prowess
>>
Rolled 33, 8, 19 = 60

>>28869537
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs

Food: stable
Wealth: low
Tech:
Stability: normal

Action 1: migrate east

2: research star navigation

3: research divination (star reading)
>>
>>28869562
This just had to happen, didn't it?
>>
>>28869561
You can play because your just showed up. BUT THATS THE LAST NATION. And i like your concept.
>>
Rolled 75, 84, 71 = 230

>>28869537
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, worship the sun
>Specialty:
>Race: Humans


>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
Place: North Of Sea Of Bahar
>Build farms
>Build walls
>Build Mines
>>
Rolled 60, 54, 65 = 179

>>28869585
At least it's better than mine
>>
Rolled 19, 49, 18 = 86

>>28869537
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal1.
I would like to start a research project on a cheap and efficient mechanized transportation

2. look for better materials for manufacture

3. Make a national anthem
>>
>>28869616
I suppose the one will reveal my people and see them utterly murdered.

GG really liked those Infiltration skills
>>
Rolled 35, 32, 20 = 87

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Stable
>Wealth: Low
>Tech: Weak Necromancy
>Stability: Normal

Actions

1 Advance Necromancy
2 Set constructs to work building a settlement with the guidance of some lesser necromancers
3 Research combat magic
>>
Rolled 60 + 1

>>28869537
>Nation Name: Manusopolis
>Government Type: Empire
>Fluff: An ancient monarchy/dynasty that has gained power and legitimacy through mercantile successes.
>Specialty: Trade, Economy, Mercenaries
>Race: Hobgoblin

>Food: Stable
>Wealth: Low
>Tech: Currency
>Stability: Normal

1. Improve our naval technology.
2. Subsidize our merchant guilds a bit and try to encourage their expansion. More trade!
3. Improve our military technology.
>>
>>28869637
That'd be hilarious.
>>
Rolled 87, 92, 68 = 247

>>28869667
fuck. lemme try that again.
>>
>>28869562
Your efforts at training illusion fail, horribly. Infact your facade fails in your nation and you are exiled.. But not before some of your population is killed. You are now nomadic!

Unfortunately all other progress was lost in the other categories.
>>28869583
Your people seem too content with lounging around to achieve anything today. Try again tomorrow.
>>28869597
Construction is going well. but not ahead of schedule.
Farms: 1/4
Walls:1/8
Mines: 1/4

Keep these stats.

>>28869635
Your people dont even understand what the word mechanized means yet. And their daydreaming on the subject leads them to lose progress on any other projects.
>>28869661
Your necromancers efforts today just leave them exhausted with no more knowledge.

>>28869667
roll 3d100 not just 1.


Roll better guys come on!
>>
Rolled 95, 60, 66 = 221

>>28869696
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: stable
Wealth: low
Tech:
Stability: normal

1: migrate east along the river
2: see if we can find anything if value along the way to trade
3: forage as we go
>>
Rolled 14, 79, 39 = 132

>>28869696
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>Place: North Of Sea Of Bahar
>Build farms 1/4
>Build walls 1/8
>Build Mines 1/4
>>
>>28869688
Great successes across the board!

Your invent simple mast ship with a battering ram on front, The forefront of naval technology in this age!

Your merchant guild grows leaps and bounds, moving your wealth to Above average and your currency is well on its way to being dominant.

Your troops begin drilling, it is the start of a long road but they are well on their way. (No stat change just yet)
>>
>>28869731
Oh yeeaahh

>Dose rolls
>>
Rolled 28, 37, 93 = 158

>>28869696
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Weak Illusion Magic
>Stability: Normal

Well aint that sweet. We gypsies now.

1. Advance Illusion Magic
2. Advance Demonic Powers
3. Find a new place to stay
>>
Rolled 27, 75, 30 = 132

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Stable
>Wealth: Low
>Tech: Weak Necromancy
>Stability: Normal

Actions

1 Advance Necromancy
2 Start the construction of a settlement
3 Research combat magic

Lets try this again
>>
>>28869755
These rolls are plain fucking gold.
>>
Rolled 24, 52, 16 = 92

>>28869696
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

>dem rolls

1. We attempt to expand northward
2. Begin work on enhancing our soldiers through magic

3. Research for better materials to make weapons and armor with
>>
>>28869755
Are you, by any chance evil demons?
>>
Rolled 96, 92, 77 = 265

>>28869788
They reek of wet capitalist dog
>>
>>28869805
Wat
>>
>>28869805
Although that roll was golden, disregard that :(
>>
>>28869805
Dem rolls
>>
>>28869788
>>28869805

I'm more like the jews really.

I get murdered wherever I go, but once I find a place to stay I will make my nest and fuck shit up for everybody.

But enough of /pol/, yeah I didn't even get around to defining my nation yet.
>>
Ahh came late to the party.
>>
Rolled 92, 79, 43 = 214

>>28869696

>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: Log trees,

2: Build walls with trees.

3: Make a farm.
>>
>>28869904
Bello! How are you mah man!

>and why haven't we played yet?
>>
>>28869908
An Elf using the resources their motherland gave to them!? I respect you long-bodied folk.
>>
>>28869919
Fantasy game was canceled today. I had something important to do.
>>
>>28869933
That's k. Life over games
>>
>>28869731
Your people feel dedicated today! Perhaps the laziness of yesterday fuels them today! They walk all the way inbetween the two mountain chains! (Inbetween red and gray on the map)

Nothing more then a few animal skulls here and there, someone might want it though!

You gather enough food to keep your people at stable for awhile. But no severe surplus.

>>28869739
Lazy peasants! They refuse to work today on the farm.
Your masons however continue their efforts. 2/8
Your miners too?!?! Lazy bastards get no work done today. Is it a revolt or somthing?!?! (No, not yet)

>>28869755
Through the torment of losing their brothers and the journey after being kicked out no research is done. However they do come across a very easily fortified cave! It will be quite hard to find as well, they call this home for now.

>>28869772
Your necromancers accomplish very little. though they did raise a rotten fruit from the dead!.. It didn't do much though..

However your servants seem more useful. They begin building basic housing for your necromancers, at least it gives them a place to sleep.

>>28869777
Nothing gets expanded. Your dwarves took a step out of the cave and decided it was too hot outside for that today.

Your people know of no magic.. However through a little soul searching they feel the beginnings of what they think might be magic, perhaps more investigation will be in order.

Boy you have lazy dwarves, they are happy with iron for now.

>>28869908
As elves you have a close connection with nature, a connection that tells you EXACTLY how to cut a tree down in the most efficient manner possible. (+ to build roll)

Your walls go ahead of time with the large amounts of wood in stock!
3/6

Somehow your farming endeavor doesn't go as planned.. Perhaps you don't have a green thumb.


Im missing the hobgoblins still.
>>
>>28869933
Maybe you can jump in as whomever decides to let a bunch of badly disguised demons into their homes. I could need something of a home nation.

Gotta ask James though.
>>
Rolled 82, 30, 36 = 148

>>28869961
Cave fucking Demons, now talk about degrading.

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Weak Illusion Magic
>Stability: Normal

1. Illusion Magic
2. Advance our Demonic Powers
3. Advance our Combat Prowess
>>
>>28869965
I would be honored. Lets see if hobgobs reply. This is a shit ton of players, i dont know how long ill be able to keep that pace haha.
>>
Rolled 72, 94, 24 = 190

>>28869961
>Nation Name: Manusopolis
>Government Type: Empire
>Fluff: An ancient monarchy/dynasty that has gained power and legitimacy through mercantile successes.
>Specialty: Trade, Economy, Mercenaries
>Race: Hobgoblin

>Food: Stable
>Wealth: Low
>Tech: Currency
>Stability: Normal

1. More naval technology. The sea is key.
2. Expand our merchant fleet. More trade, and can be used to defend us in a pinch.
3. Try to diversify the crops grown by our peasants to make more and better food.
>>
>>28869961
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: stable
Wealth: low
Tech:
Stability: normal

1: we make our way to the lake
2: look for valuable stuff
3: forage on the way
>>
>>28869961
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>Place: North Of Sea Of Bahar
>Build farms 1/4
>we will postpone the walls, train men to make sure the people work the Sun demands it
>Build Mines 1/4
> walls 2/8
>>
Rolled 60, 14, 18 = 92

>>28870000
Rollin
>>
Rolled 96, 47, 1 = 144

>>28869961
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: Log moar trees.

2: Build moar wall.

3: Go hunting and catch some animals. Try to bring some back alive so we can breed them.
>>
>>28870020
rolls
>>
>>28869997
Naval tech goes as planned. But no great advancement, they are made slightly larger.

Your naval merchant fleet grows greatly! it greatly outnumbers your military fleet!. It also boost your wealth level to High!

You still live off of bread and nothing else, sorry sailor.
>>
>>28869961
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

Jesus our mother will not be happy.

1. Give these asshole dwarfskis some incentive to work by erecting a statue in honor of me

2. Keep looking into magic more

3. Start building a massive wall to guard the way to the glorious hollow mountain herself
>>
Rolled 7, 30, 98 = 135

>>28870020
>>28870044
Rucking kidding me
>>
>>28870049
Super sorry mang but I'm gonna brb for 45 minutes or so.
>>
Rolled 74, 63, 84 = 221

>>28870066
It's annoying trying to remember to roll
>>
Rolled 28, 89, 43 = 160

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Stable
>Wealth: Low
>Tech: Weak Necromancy
>Stability: Normal

Actions

1 Research Necromancy
2 Send out lesser necromancers into the world to find and collect knowledge about the magical arts
3 Research rituals to improve the greater necromancers
>>
James did you just google search this map?
>>
>>28869989
Your illusion magic finally grows in power, your can disguise small objects other then yourself slightly and your own disguise grows a little more believable. But apparently proper demon powers are beyond your grasp.
Minor Illusion

>>28870000
Your make your way to the lake, It seems fairly suitable for life. Your other efforts fail.

>>28870020
Your mines are completed! In other news your recruits injure themselves out of sheer stupidity. The farms progress nowhere.

>>28870066
Statue to glorious leader begins construction! 1/3
Your people have discovered what magic IS.. But what form do they want it to take?

A wall on the outside of your mountain home begins construction out of thick stone. It will take time but progress is good. 1/8
>>28870105
Your journey out into the world goes well. There are many magical arts in this world, Whether it be simple healing arts, elemental binding, necromancy as yourself, or darker.. Corrupted arts.. that you dare not associate with the members who practice it.

>>28870167
Ive had it for a long time. Got it from /b/ You can hop in if you want hob gobs are gonna be mia


Where my trade dwarves at?
>>
>>28870237
Did you get it from a game similar to this in /b/?
Cuz I think I might have OPed that.
>>
>>28870258
I did. I was apart of a big group of people who did it like over the summer. I dropped out for real life reasons.
>>
Rolled 83, 52, 6 = 141

>>28870237
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: stable
Wealth: low
Tech:
Stability: normal

1: look for materials to make camp
2: go fishing with our spears
3: look for anything valuable
>>
>>28870237
Now people, if we ever want to sneak into a society again we will have to get this illusion thing going alright?

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Minor Illusion Magic
>Stability: Normal

1. Further upgrade our illusion
2. Learn some serious demonic powers
3. Upgrade our combat prowess
>>
>>28870272
Which nation were you?
I might remember who you are. (please be the flying cat bombers)
>>
Rolled 45, 63, 48 = 156

>>28870303
Best dice incoming.
>>
Rolled 17, 55, 46 = 118

>>28870237
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

1. Magic should help us automate massive metal statues

2. Statue

3. Wall
>>
Rolled 63, 7, 14 = 84

>>28870237
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Stable
>Wealth: Low
>Tech: Weak Necromancy
>Stability: Normal

1 Advance Necromancy
2 Use constructs to make piles of animal bones for future use as construction materials or experimentation
3 Begin recording the acquired knowledge from our travels into a great archive
>>
>>28870309
Oh lord. I did several things. Mostly just chaos esque heavy armor clad knights.
>>
Rolled 92, 59, 100 = 251

>>28870237
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Money

You start with:
>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
Location next to the Gulf of Slaves (right side of the center)
1. Agriculture for food
2. Sell some food
3. Plant cash crops and sell them
>>
>>28870421
Holy.
Fucking.
Shit.
Comrade.
>>
Rolled 11, 6, 9 = 26

>>28870237
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: Keep trying to capture animals to farm.

2: LOG TREES.

3: Try researching different ways to replicate the use of a watermill.

Also, I think you missed my last turn.
>>
>>28870421
Cool.
>>28870367
Hmmm...Im trying to see if I can remember...
>>
Rolled 74, 77, 87 = 238

>>28870421
That is one motherfucking cash crop you got there Fidel Castro
>>
>>28870440
WHY IS IT EVERYTIME I ROLL ACCIDENTALLY THEY ARE FUCKING AMAZIN
>>
>>28870421
Woah.

>*the entire world bows down before you. Including the planet*
>>
ANYONE WHO HAS NOT GATHERED FOOD GOES TO FOOD: Low

>>28870279

Your find enough materials to set up a small camp at the lake. Just a couple wood huts but you can call it home.

You gather fish and you go to a food SURPLUS

You find a piece of vine. Is that valuable?.. Nope.

>>28870303
You people learn how to use a small amount of fire magic. You might be able to light a fire without a match.. But hardly useful otherwise. Learned Fire magic: Weak

Your people suck at everything it appears.

>>28870334
Your people cant grasp soul binding and animating. It is difficult.

Statue to great leader has great progress! 2/3

Your wall goes very little. Lazy dwarves.

>>28870359
You finally sit down and crack open ancient text about the dark arts. You can now create the equivalent of militia when it comes to soldier quality!.. Still fairly weak though.
Necromancy: Minor

>>28870421
You have settled on the greenest pastures in the entire land! Your food production goes great! Food:surplus
Your sell off some of the surplus for wealth, given the famine they sale fairly well!
Wealth: normal
Your people perfect growing several types of tobacco, cotton, and other luxury goods and DOMINATE the foreign markets for goods.

Wealth: Dominate (This will enable you to do a lot.)
You also gain Bonus: Green fields (Never bothered by droughts caused by normal means.)

>>28870430
Your people sleep the day away. Lazy elves smoking their pipe.
>>
Rolled 6, 29, 26 = 61

> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

1. Gather food

2. Fish in the lake to the north for food

3. See if we can use magic to animate things in general first then
>>
Rolled 31, 4, 40 = 75

>>28870499
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: low
Tech:
Stability: normal

1: research and make sum bows
2: make sum arrows
3: find valuable stuff. (I think my centaurs may be shortsighted.)
>>
Rolled 20, 100, 68 = 188

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Low
>Wealth: Low
>Tech: Minor Necromancy
>Stability: Normal

Actions
1 Advance Necromancy
2 Have constructs hunt animals , giving the flesh to necromancers and storing the bones
3 Find out more about the darker magics of the world
>>
Rolled 80, 86, 34 = 200

>>28870499
Caman, let's roll good for once.


>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Low
>Wealth: Low
>Tech: Minor Illusion Magic, Weak Fire Magic
>Stability: Normal

1. Gather Food
2. Stop sucking at demon magic and learn something cool
3. Advance our Combat Prowess
>>
Rolled 55, 80, 75 = 210

>>28870551
I forgot
>Food: Low
>>
Rolled 1, 42, 61 = 104

>>28870499
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: Create whips for hitting lazy elves with.

2: Keep trying to catch animals.

3: Start looking for tasty minerals in the ground. Try to do some mining.
>>
Rolled 71, 25, 18 = 114

>>28870499
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE
>Tech:
>Stability: Normal
Location next to the Gulf of Slaves (right side of the center)
1. Try to buy out native tribes around the area.
2. Make [Aristocrats] (Something that can boost my money making skills)
3. Sell food to the hungry.
>>
>>28870560
What's with all the hundreds?

>>28870580
And that's the second one as well.
>>
>>28870580
I also forgot
>Food: Low
>>
>>28870590
By native tribes I just mean any kinds of people.
Mercenary, town folks, neutral gang, whatever.
>>
>>28870499
Can people still join?
>>
Rolled 86, 8, 27 = 121

>>28870499
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans

>Food: low
>Wealth: Low
>Tech:
>Stability: Normal
>Place: North Of Sea Of Bahar
>Build farms 1/4
>we will postpone the walls, train men to make sure the people work the Sun demands it
>Build Mines 1/4
> walls 2/8
>>
>>28870690
No sorry. We're full
Maybe you could try that culture thread?
Or that world building thread?
>>
>>28870537
You have resorted to whipping your dwarves. It's not very effective. They are stubborn creatures

>>28870551
Your people fail to do everything. One of them accidently blinds himself making arrows.
>>28870560
Your constructs are surprisingly effective at hunting! they bring back enough to get a surplus level of food. And a permanent hunting bonus!

The darker magics of the world are a dangerous subject. However.. There are chaos magics and demon magics that are completely ruled by how much will, want, and power you hold. If you show any weakness in any of these. It WILL turn against you.. But if you can control it you can control the world. Beware young necromancers..

>>28870578
You capture enough nubile young children to devour to put you at stable food for now.

Your people actually grasp a concept of telepathy. Its short range but can be quite useful if used properly.. And is a demons number one trick for causing havok.

Your demons still fight like little girls.

>>28870580
You find some excess iron in the ground.. However when you begin whipping your underlings, they rebel!

They take your food supply and most of your men, this wont be the last you see of them.

Your have NO FOOD. Your entire next turn will be dedicated to gathering food, if you fail that. your people starve and the rebels take over.

>>28870590
Given your affluent wealth, the surrounding tribes bow to your power easily. Your land mass grows!

You create a caste system, with your nobility being powerful merchants. This gives them the ability to better manage their money and forever give a more efficient process for making more of it!

Your people would never just GIVE away food. These people have nothing to offer.

>>28870696
Your farms go to 3/4. which is enough to keep your people from starving this turn. Everything else fails.
>>
Rolled 85, 84, 16 = 185

>>28870746
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>Place: North Of Sea Of Bahar
>Build farms 31/4
>we will postpone the walls, train men to make sure the people work the Sun demands it
>Build Mines 1/4
> walls 2/8
>>
Rolled 93, 87, 20 = 200

>>28870746
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: low
Tech:
Stability: normal

1: make some bows and arrows.
2: find sum valuable stuff
3: make the poor fellow an eyepatch

>whipping dwarves, hilarious
>>
Rolled 6, 83, 31 = 120

>>28870746
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

Fucking dismal roll

1.Food

2. Basic comprehension of magic

3. start training doldiers
>>
Rolled 88, 18, 69 = 175

>>28870746
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: OH FUCK
>Wealth: Low
>Tech:
>Stability: Normal

1, 2, 3: Get food.
>>
Rolled 38, 30, 25 = 93

>>28870783
>doldiers
God Im retarded
>>
Rolled 64, 100, 10 = 174

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor Necromancy
>Stability: Normal

Actions
1 Advance Necromancy
2 Experiment with creating skeletal structure and creatures from the bone piles
3 The Sorcerer King begins to study chaos magics ( please dice gods be merciful )
>>
Rolled 35, 61, 46 = 142

>>28870852
Bloody hell, wish I put 3 as 2
>>
Rolled 28, 55, 18 = 101

>>28870746
How exactly do I write that Telepathy thing down?

Note: Write that Telepathy thing down

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Minor Illusion Magic, Weak Fire Magic
>Stability: Normal

1. Advance our illusionistic master ruses
2. Stop fighting like little girls
3. No seriously, stop it
>>
>>28870746
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech:
>Stability: Normal
1. Make an academy for better research purposes. Pay builders if needed.
2. Scout for anything of value. Such as ores, weapons, armor etc.
3. Better Farms. Keep the food coming.
>>
Rolled 18, 52, 51 = 121

>>28870955
>>
Also map soon?
>>
>>28870755
Your farm is finished and will supply you with enough food for years. granting you a surplus.

Your troops are trained. But it is hardly better then militia. They need proper arms and more training.

Please make your turn more specific, i dont really know what your trying to do there.

>>28870779
You invent the first bows! Given your peoples speed, with enough practice this could prove very effective! They are primitive though.. But your arrows are far ahead of the time!

Your find some jewels in the water, they seem to occur naturally but their arent terribly many. But it does boost your wealth to :Above Average

You make an eyepatch, but it was built for the wrong eye. this poor fellow is now completely blind.
>>28870783
You comprehend animation! You can animate light objects from a short distance, it is easily broken though.
Learned: Animation Weak

Your have a food shortage, your next turn will be spent gathering food.
>>28870823
You gather enough food to be stable again. However you have rebels to worry about now. How you deal with it is up to you, or just ignore it.
>>28870852
You advance necromancy again. They grow bigger, stronger, slightly smarter.. for dead things. They can wield weapons with finesse now!

Your necromancers have a great success crafting many bodies togethers and craft an abomination of some sort.. It is vast and strong, but very slow and responds only to simple commands. Given time this could be VERY useful.
Learned: Abomination Summoning

Your sorcerers sit and begin attempting to recreate chaos magic.. Suddenly a swirling purple and red orb appears.. But explodes backlashing all that worked on it. Your sorcerers have gone slightly mad and are permanently disfigured in horrifying ways, civilized peoples will never accept you in their gates without alteration.

Protip: Chaos magic will fuck you up

>>28870927
Your demons sit and pull eachothers hair for hours, untill one of them grasp it and throws a punch. -
>>
>>28871047
So should I just roll all 3 for food?
>>
Rolled 42, 43, 88 = 173

>>28871047
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: above average
Tech:
Stability: normal

1: take the eyepatch off and fix it
2: practice the bows in a safe area
3: strengthen our huts
>>
>>28870927
They finally learn how to fight a little better. Granted they are much stronger then the average creature so this goes a long way.

Just write it down as :Minor Telepathy

>>28870955
Your attempts to build an academy fail horribly at first. But you learn if you throw enough money at something it will begin working!
1/6 for research academy.

You find golden glints running in the river, but ores in this land are rare to find.

Your farms are expanded, but they pale in comparison to the amount of surplus you already have.

UPDATING MAP!
>>
File: 1387085455472.jpg-(903 KB, 2000x1300, Nations map.jpg)
903 KB
903 KB JPG
>>28871095
Yes.
>>
Rolled 68, 75, 61 = 204

>>28871047
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: Begin training guards in case of rebel attacks.

2: Get dat excess iron on the ground.

3: Make bows.
>>
Rolled 82, 13, 82 = 177

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

1 Advance Necromancy
2 Experiment with abominations
3 Move the sorcerers that were mutated barring the Sorcerer King to the mountains where they continue to experiment. (I can't wait to see where this goes)
>>
Rolled 2, 70, 44 = 116

>>28871131
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Low
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

Fucking dismal roll

1.Food

2. Something to eat

3. edible things for storage
>>
Rolled 76, 18, 93 = 187

>>28871047
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>Food: Surplus
>Wealth: Low
>Tech:
>Stability: Normal
>Place: North Of Sea Of Bahar
> Research fire magic
> Build Mines to mine iron and stone 1/4
> Build walls around the capital 2/8
>>
Rolled 54, 59, 76 = 189

>>28871098
>>28871047

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Minor Illusion Magic, Weak Fire Magic, Minor Telepathy
>Stability: Normal

>Notes: Can fight a little better now.

1. Advance our Illusion trickeries
2. Fight a little more better
3. Go ahead and try to find another civilization to sneak into now that our Illusion is a little better
>>
Rolled 86, 43, 75 = 204

>>28871098
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes
>Stability: Normal
1-2 Academy. Also throw some more money.
3. Go get the goldies. GOLD RUSH TIME
>>
Anyone want to join the chatroom? Easier to talk in.
http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>28871097
Your homes grow in size and strength. Resembling viking long houses they are community centers.

Your fix the eyepatch. Your bow practice seems to be canceled due to high winds.

>>28871152
You train your elves how to fight eachother, afterall that is what you are doing. It improves your combat ability lightly, but much work is to be done still.

You gather the excess iron easily grabbable without tools.

You craft bows, they are basic and inaccurate but as elves they are second nature. Practice would still be advised.

>>28871169
Your soldiers grow ever stronger and more intelligent by the day. Some would say they are unrivaled by normal mortals in these lands...

Your abomination stares at you, he farts a little but no more.

Your sorcerers retreat to a mountain cave and continue to push the boundaries of magic. This time they succeed.. They transform their own mutatilated limbs into bone shields and swords.. With enough practice they could mutate any being, living or not. Beware this practice.. it is slightly safer with understanding, but ever dangerous.

>>28871182
Dwarves are hardy and used to hunger.. But you find enough food to sate them for now. (Stable food)

>>28871200
Your people reach out to understand magic.. They form a basic understand but need more time to harness it.

Mines just dont work out well. They collapse in several places and make no progress.

Your walls begin great progress. 4/8 They are a testament to your peoples engineering prowess!

>>28871226
Your illusion magic advances to journeyman! your disguise is very hard to tell from the average human. And you can disguise medium objects as well. Quite well at that.

Your drills continue, sparring without weapons is getting effective, some of them are even using illusion magic to their advantage in battle!

Given the close proximity. And the confused situation in the dwarves home you meld into the Hammber Beard Society! (Hes not here, act as you will)
>>28871257
>>
Rolled 39, 15, 77 = 131

>>28871131
Sure, why not.

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

You start with:
>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1-3: Boosting expansion to any Nephilim populations that remain barbaric, consolidate the city states across the northern continent (here after known as Niphilia)
>>
>>28871257
Given your dedication to the science academy and amount of wealth spent, the progress goes swimmingly. 4/6

Your people begin capturing and smelting the gold in the river, further reinforcing your status and economic king. More work needs to be done to monopolize the source though.
>>
Rolled 83, 51, 65 = 199

>>28871338
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>Food: Surplus
>Wealth: Low
>Tech:
>Stability: Normal
> Continue Research on fire magic
> Build Mines to mine iron and stone 1/4
> Build walls around the capital 4/8
>>
Rolled 83, 6, 43 = 132

>>28871338
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

1. Strengthen the animation magic

2. Train the soldiers

3. Search for rare minerals to trade in the mountains
>>
Rolled 28, 37, 69 = 134

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor++ Necromancy , Abomination Summoning , Minor Chaos Magic
>Stability: Normal

Actions
1 send out scouts to search for nearby population centres/nearby cigs
2 Raise more constructs
3 Raise more abominations
>>
Rolled 68, 8, 24 = 100

>>28871338

>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1: TRAIN MORE WITH BOWS.

2: Try smelting down some iron.

3: Cut down more trees.
>>
Rolled 46, 54, 71 = 171

>>28871415
*civs , don't want zombies with lung cancer
>>
Rolled 7, 15, 75 = 97

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Minor Illusion Magic (Joureymen), Weak Fire Magic, Minor Telepathy
>Stability: Normal

>Combat Notes: Can fight a little better now. Advanced Drills.

1. Advance our Combat
2. Advance our Illusion
3. Sneak into Bellos richman society
>>
>>28871364
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes
>Stability: Normal
1. Academy (4/6) Money use.
2. Get the gold.
3. Pay some more people to help the gold process.
>>
Rolled 88, 70, 49 = 207

>>28871458
>>
Rolled 40, 76, 11 = 127

>>28871338
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: above average
Tech: bows and arrows,
Stability: normal

1: gather whatever food we can find
2: practice our bows
3: make saddlebags
>>
>>28871360
Welcome new player.

Slow progress is made at uniting your peoples, they have trouble seeing you as supreme leader. However some tribes come together to your side.

>>28871384
You grasp the concepts of fire magic, though weak. It has very little combat ability at this point
Fire Weak gained

Mines go to 2/4
Walls go to 5/8

>>28871387
You strengthen your animation magic. It is easier to control and bigger objects can be animated. Though sustained loud noise is still enough to distract you.

Minor Animation gained (Please track the stat)

>>28871415
You succeed in raising another abomination, but they require alot of power and corpses to do granted their sheer size. They are still slow and stupid however.
>>28871436
Your elves are naturals! the bows go well, but they are no master marksmen. Its a start though.

>>28871453
Bellos nobility is a super tight knit circle. But you have gained the ability to make your few coins appear as many more of much greater value then they actually are. You have a few agents inside his society.

>>28871458
You finish you academy. Permanent science buff. -1 time taken! Especially with the generous grants..

You finish gathering the gold from the source, you mint it into coin and bars almost immediately. Jews..

You pay some people. But the investment doesn't go far and your break even.
>>
Rolled 62, 89, 31 = 182

>>28871538
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>Food: Surplus
>Wealth: Low
>Tech: Fire Weak
>Stability: Normal
> Continue Research on fire magic
> Build Mines to mine iron and stone 2/4
> Build walls around the capital 5/8
>>
Rolled 65, 12, 98 = 175

>>28871538
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Low
>Tech: Minor Illusion Magic (Joureymen), Weak Fire Magic, Minor Telepathy
>Stability: Normal

>Combat Notes: Can fight a little better now. Advanced Drills.

1. improve our combat capabilities some more
2. Improve our Illusions some more
3. Have our agents prepare the integration of our people into his society
>>
Rolled 10, 86, 60 = 156

>>28871538
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Stable
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Minor Animation

1. Continue research.

2. start producing massive walking "Statues" of dwarves wearing shapkas

3. set up a fishery at the lake to the northeast
>>
Rolled 23, 86, 91 = 200

>>28871538

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1- We begin to work towards continued unity of the tribes. We'll bring them in slowly. The fruits of our gained knowledge in enchanting showing the tribes that our way is better.

2: We begin working on applying our runic magic beyond just enchanting tools and such to be more effective. We look, specifically, into raising warding rune stones that protect against disaster such as famine, disease, and natural disasters. Raising these will surely unite the tribes behind us as our lands become idealic.

3: We organize a special order of Warrior-Philosophers. They are dedicated to finding more naturally occuring runes throughout the world, especially the northern continent, they shall be trained in the ways of war and rune magic in order to assist in their tasks, forming the core of our military.
>>
Rolled 12, 62, 90 = 164

>>28871538
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time)
>Stability: Normal
1. Buy horses from farms.
2. Research on carriages.
3. Buy some mercenaries.
>>
Rolled 92, 21, 43 = 156

>>28871538
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Stable
>Wealth: Low
>Tech: Shitty bows
>Stability: Normal

1: Send marksmen hunting. Tell them to have someone on the lookout for rebels at all times.

2: Try smelting iron into polearms.

3: Cut down more trees.
>>
Rolled 67, 50, 97 = 214

>>28871538
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: above average
Tech: bows and arrows,
Stability: normal

1: gather whatever food we can find
2: practice our bows
3: make saddlebags
>>
Rolled 66, 61, 32 = 159

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions
1improve abominations
2 scout nearby Civs
3 have the sorcerers who can mutate their limbs practise using it in combat
>>
>>28871560
You gain the ability to better manipulate your fire magic. Giving it a slight advantage in combat and other situations. Minor Fire

Your mine is finished.

The walls make slow progress. 6/8

>>28871594
Through continued sparring progress, your warriors grow ever more prowessed. They are without equal on the battlefield when it comes to martial combat. Much like large ninjas!

You integrate yourself very well into Bello's society. Some of your people even taking leadership positions! Most of your people are nobility, however they also hold lower positions to spread your forces. As a byproduct your wealth goes up to above average!

>>28871597

Your research fails.. Your dwarves grow tired!

You managed to carve out a stone statue of a dwarf. It takes many dwarves at once to animate it and keep it animated but it is very strong.. But your magic needs to be focused on for it be more effective.

You set up a fishery, it isn't very successful but dwarves aren't very good fisherman. It gives you a surplus however.

>>28871604
The tribes still fight against your rule.

This are tricky magics.. However your manage to put runes on your farms to help it contain moisture in a drought. It also helps with your food source! You gain a surplus of food.

You create a special military division dedicated to training and fighting. It is weak for now, but with training it will grow.

>>28871607
Farmers aren't eager to give up their work horses. Though you buy a few.. You could find a purpose im sure.

Carriages aren't too complex and you create the first land transport! It could use some refining though if you deem it neccesary.

A small mercenary unit answers your call. They are experienced and fairly well armed but small in number. Good for town security i suppose.

>>28871613
They gather some food, and ontop of that they track down and kill a few rebels! It should delay attacks for awhile. You gain a surplus in food.

You manage to cut down some extra wood.
>>
>>28871809
You forgot me again
>>
Rolled 33, 13, 54 = 100

>>28871809

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

You start with:
>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-drought)
>Stability: Normal

1: Continue research into rune stones for warding off disaster.
2: Continue to bolster the military. Giving each one a rune-empowered weapon of their choice. Likewise, their armor will be rune empowered.
3: send out parties of our new military, those that can handle themselves, to search for more of the rune encrusted sky-stones to bring back and boost our knowledge of the runic language.
>>
>>28871656
You capture low hanging fruit and the occasional small game with ease.

Practice doesn't go perfect but you gain some experience with your bows.

You craft saddlebags. It will make carrying goods and supplies much easier, You make them so well that you actually formed them in to a sort of armor that will help in combat!
>>28871672
You channel energy into your abominations, they are capable of more complex commands and move slightly quicker. Truley weapons of horror

You find strange tracks, Dwarves, and elves in the south. This can be used as a tactical advantage in the future.

They are inexperienced at wielding their limbs and cannot use it yet.
>>
Rolled 93, 84, 43 = 220

>>28871809
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal

1. Work on my focus for magic

2. Give the boys a vacation day

3. Research on how to use magic on multiple things at once
>>
Rolled 78, 59, 23 = 160

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech: Minor Illusion Magic (Joureymen), Weak Fire Magic, Minor Telepathy
>Stability: Normal

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

1. Learn more demon tricks
2. Let's strengthen the loyalty within our ranks
3. Learn some anti-magic tricks
>>
Rolled 8, 93, 14 = 115

>>28871809
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Shitty bows
>Stability: Normal

1: Begin researching better bows. Maybe something that takes less time to fire.

2: KEEP SMELTING! MAKE ME SPEARS AND SWORDS! STUPID ELVEN BLACKSMITHING INCOMPETENCE!

3: Send a few scouts to the east of the forest.
>>
Rolled 95, 7, 58 = 160

>>28871874
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places.

Food: surplus
Wealth: above average
Tech: bows and arrows, epic saddle bags
Stability: normal

1: travel west across the mountains.
2: search for anything valuable along the way
3: start the art of storytelling to pass the time
>>
Rolled 61, 23, 34 = 118

>>28871809
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>building: Mine, Farm
>Food: Surplus
>Wealth: Low
>Tech: Fire minor
>Stability: Normal
> Continue Research on fire magic
>Build a church to the sun
> Build walls around the capital 6/8
>>
>>28871899
Fucking up my name again, sorry bout that.
>>
Rolled 75, 57, 55 = 187

>>28871874
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning+
>Stability: Normal

Actions
1 Have sorcerer king alone go and study chaos magic in the mountains
2 Raise more constructs
3 Have mutant sorcerers train
>>
>>28871809
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, carriges
Military: Experienced Mercenary Unit
>Stability: Normal
1. Have a party! Keep the people happy! In fact no TAXES TODAY (Double it the next day. I'm sorry that Im a jew)
2. Improve carriages. (Academy bonus)
3. Make wall. Pay a lot of builders to help.
>>
Shit, it's Nationgame time again? I thought Empire Buildan had gone extinct on /tg/

You still got room for another?
>>
>>28872041
Nah sorry.
And it's not extinct, just scheduled
>>
Rolled 24, 51, 99 = 174

>>28872041
It's a big map, I think you're safe popping in. right now the north eastern continent is empty.
>>
>>28872057
Wait, scratch that. We may
>>
>>28871859
Rumor has it these stones exist.. But they fail to find anything other then the other tribes. Perhaps they hold them?

Your people fail all other endevours.

>>28871875
You greatly increase your ability to animate objects! Journeyman Animation. It only takes a few to animate your statues and it is VERY hard to break that concentration.

Your guys take a vacation, but spend that time researching for you! They reveal that they can animate several lower level objects at the same time!. This could prove useful if your magical ability grows.

>>28871899
You increase your telepathic ability. You can now push thoughts onto others.. Not control them.. but simply suggest without verbal communication.

Through some baby eating and general trickery your people grow closer, you stability moves to above average.

Anti-magic? Pff you hardly know magic! (You just failed the roll, dont think anything of it)

>>28871902
Bows are hard. You fail.

You craft spears and swords, quite elegant spears and swords actually. They are masterfully forged and some of the best arms in the continent.

your scouts get lost and return confused.

>>28871913
You travel west.. And find a strange artifact of a time past. It is a strangely powerful rod of wood and bone. You know not what it does.

You invent an art form.. One of the first attempts at culture in this world, surely it will help you in diplomacy in the future.

>>28871925
Your continue your fire research, it grows to small fire blast and can actually melt metals if enough time is spent with it!.. It is very draining though. Fire Journeyman.

You begin construction of a church to your lord Sol 1/4

Walls go slowly. 7/8

>>28871946
Your king travels a lonely path and begins to harness chaos magic again. Warping reality itself.. He grasps how to transform living flesh around him.. It is a slow process though.. and very tiring. (You can now mutate flesh and bone.)

You raise the dead into a small army.
-Cont
>>
Rolled 74, 60, 19 = 153

>>28871961
>>
Rolled 56, 100, 47 = 203

>>28872089
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>building: Mine, Farm
>Food: Surplus
>Wealth: Low
>Tech: Fire joruneyman
>Stability: Normal
> Continue Research on fire magic
>Build a church to the sun 1/4
> Build walls around the capital 7/8
>>
Rolled 16, 84, 31 = 131

>>28872089

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

You start with:
>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought)
>Stability: Normal

1-2: Continue Research
3: Continue training the Scholar-Warriors. Fuck it, they're Rune Knights. Same deal as before, training+equiping with rune empowered weapons and armor.
>>
>>28871946
Your sorcerers train with mutated limbs and magic in hand. It is difficult to do, but they improve their skill. they could be very deadly warriors.
>>28871961
Your stability goes up due to the party! Some people question the taxes though... (Above average stability)
You create large transport wagons. They are excellent at trade and transport.
Your people seem to of forgot how walls work. It fails.. But the ground work is laid out thanks to money! 1/8
>>
Rolled 58, 4, 91 = 153

>>28872089
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels), bone stick
Tech: bows and arrows, epic saddlebags
Stability: normal

1:Keep travelling west until we've reached a river
2: experiment with the bone stick
3: craft javelins.
>>
Rolled 10, 68, 26 = 104

>>28872089

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech: Minor Illusion Magic (Joureymen), Weak Fire Magic, Minor Telepathy (Now with suggestion abilities)
>Stability: Above average

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

1. Have our people grow closer together
2. Learn something about ourselves (demonic lore all the way)
3. Have the leader of the Red Cabal present himself to Bello, the public does not need to know but it can't hurt relations to know where were at
>>
Rolled 76, 95, 47 = 218

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal
Actions
1 have king study chaos magic
2 sorcerers train with mutated limbs
3 constructs begin improving the settlement using the bones gathered
>>
Rolled 74, 42, 78 = 194

>>28872089
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Shitty bows, Badass swords & spears
>Stability: Normal

1: Send out smarter scouts.

2: Train troops with new weapons.

3: Continue bow-science.
>>
>>28872144

So, is there space?
>>
Rolled 80, 46, 30 = 156

OP said on the IRC that if you put in a really cool kingdom, you're in.
>>
Rolled 74, 75, 30 = 179

>>28872089
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Journeyman Animation

1. Mass produce statues

2. Share my researches with my people, teaching them the ways of animation

3. Expand to the rest of the mountains
>>
Map please?
>>
Rolled 48, 30, 12 = 90

>>28872089
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Military: Experienced Mercenary Unit
>Stability: Above Average
1. Wall Building. Pay builders
2. Oh my gosh it's a devil. Properly greet him into an alliance. And find ways to merge our society (not like it already has).
3. Get diplomats to the Elves. Talk about trading issues.
>>
>>28872131
You build a great cathedral to Sol. Dieties in the land are dont merely exist.. They are created, and your people have created the first! He will rule the heavens with an iron fist, smiting all non believers. Your people shall spread his wrath on earth. and he shall reward you greatly.

Your people struggle with learning any further magic... However your lord above gives you the strength and knowledge to push on. Your fire burns hot as molten steel, it will char flesh in seconds and can melt the strongest of armors onto its wearer. You must train your people to be able to endure its great drain however for it to be very effective. Master Fire magic

Your Wall is completed and imbued with the strength of your lord, it is stronger then regular stone and bears the symbol of Sol, your lord.

>>28872139
your people begin grasping the concept of rune shields.. But they are weak and will require more effort.
Rune shield: Minor

>>28872168
You make no progress with the bone stick.
You meet the river.
Your people craft javelins of great quality. They are about as easy to use as your bows! Very deadly.

>>28872169
Your people are lesser demons. They are strong, intelligent, and sneaky. They specialize in tormenting mortals and using trickery and sabotage instead of direct conflict to win their battles. Their magics are based on the mind, and few are based around actual damage. They are capable of summoning other demons with training though.

>>28872172
Through continued research with chaos magic you can corrupt the minds of others, though it is only the weak willed for now. Through practice it could cause major issues for leaders.

This corruption is lowering your stability (Low stability)

Your Mutated (that will be their name from now) grow in amazing ability. You can create more now with your expertise and they are very deadly warriors on their own right. Not to mention their deadly magic.
Your settlement improvement does little..
cont-
>>
Rolled 34, 23, 35 = 92

>>28872355
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels), bone stick
Tech: bows and arrows, epic saddlebags, bows
Stability: normal

1: experiment with the bone stick
2: build long huts again
3: see if we can grow stuff
>>
>>28872355
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

You start with:
>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shield: Minor
>Stability: Normal

1- Research into disaster prevention rune stones intensifies.
2- continue research into rune shields.
3- continue training of military and equipping them with runic weaponry and armor.
>>
Rolled 25, 49, 85 = 159

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech: Minor Illusion Magic (Joureymen), Weak Fire Magic, Minor Telepathy (Now with suggestion abilities)
>Stability: Above average

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

1. Let's train our demons. They shall ascend to higher ranks!
2. Let them know that the Red Cabal is our peoples home. It is the one plays they will ever be welcome. (Stability)
3. Train our people in Anti-Magic.. magic.
>>
>>28872198

In that case:

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff:

Long ago, in the age of Ice and Storm, when the Men of the North were few and terrible creatures stalked the night, a Warrior came to the Clans. Claiming to be a castaway from a distant world, the Warrior soon united the Clans and Tribes of the Skyfang mountains, teaching the Northmen the forging of iron and the art of raising seed from the bare, frosty ground.

Many were the monsters vanquished by his Warband, and many a feast was held in great timber halls in his honor. Unfortunately, it would not last. At the dying claws of Grimalt, the Beast of the Bone Pass, the Warrior was stricken with a venomous wound that soon festered with a dark and unnatural illness, and soon wasted away. His conquest fragmented, and although the Northmen no longer feared the sound of claws stealthy on the ice and rock, they soon fell into small Clan wars

Now the Tribes have been once more united, in the name of the unrealized Warriors Dream: For the tales of this other world, of metal birds with unmoving wings and the power of the thunder as their claws that served Man, of great towers of metal and glass flung against the sky, of ships sailing to the moon and back, have gripped the Northmen, growing ever greater in the telling. Now the Northmen stride forward armed the Warriors Teachings: Freedom, Democracy, Science.

Conquest. Empire.

The world will know the tread of a thousand feet beneath the banner of the North.

Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: N/A
>Stability: Normal
>>
>>28872174
You discover a vast trade empire to the east of humans! Very affluent, but the guards look out of place.

Training doesn't go very well.. But they gain minor prowess with their new weapons

You invent a longbow! Increasing range and power!
>>28872202
Given your industry, your people begin pumping out large numbers of statue dwarves.

Your people have truley grasped animation. With effort they can each individually animate a stone dwarf AND fight at the same time! Master animation

Expansion goes horrible. Nothing happends.

>>28872206
Nothing has changed really.

>>28872232
Walls 2/8. your people were lazy today.
>>
Rolled 4, 92, 100 = 196

>>28872355
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol
>Food: Surplus
>Wealth: Low
>Tech: Fire Master
>Stability: Normal
> Train and order of fire mages to worship sol
> Train The Order of the Flaming Sword, a group of paladins who will spread the worship of Sol
> Train Scouts to search the land for those in need of a god, namely sol
>>
Rolled 10, 49, 10 = 69

fuck, forgot to roll.


1- Research into disaster prevention rune stones intensifies.
2- continue research into rune shields.
3- continue training of military and equipping them with runic weaponry and armor.
>>
Rolled 52, 72, 75 = 199

>>28872421
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1. Expand to the mountains

2. Begin arming the statues

3. Research a way to amplify the range of animation techniques
>>
>>28872420

Gotta AFK for two minutes, on the off chance that this is accepted.
>>
Rolled 39, 10, 88 = 137

>>28872355
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Low

Actions
1 Sorcerer King studies chaos magic
2 Turn some of the lesser necromancers into mutated
3 Have the mutated do a combat arms demonstration to encourage awe and fear in those who are dissenting
>>
Rolled 7, 38, 100 = 145

>>28872355
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
>Military: Experienced Mercenary Unit
>Stability: Above Average
>Society: Mixed with the Red Cabal
1. Walls. Pay Builders (2/8)
2. Now that our society is mixed with demons. I wish to use the demons as teachers to teach us their magic. (Academy, Society Mix)
3. Send wagons with enough gold to help their research towards the Elves.
>>
Rolled 94, 8, 64 = 166

>>28872421
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears
>Stability: Normal

1: Train with all weapons.

2: Capture some wild animals big enough to ride.

3: Cut down all trees around the camp.
>>
Rolled 66, 84, 67 = 217

>>28872468
Also, accept the gold and send a few guards to the Bytarrians.
>>
>>28872468
That 100 on TRADING.
>>
>>28872389
Your people suck. And nothing happends.

>>28872393
You slightly increase the strength of your rune shields.. But it isn't much of an improvement.
>>28872410
Anti-magic goes well. But without much to practice against it is weak. Perhaps other nations could help you with this. Everything else fails.

>>28872451
Your fire mages fail horribly. No one wants to wear the hats apparently.

You form a group of paladins. Dedicated to honoring your lord, Sol. Their blades are permanently emblazoned with holy fire to slay their foes. They still need proper armor but they are a fearsome fighting force.

You seek out non believers and seek to convert them. Your paladins make quick work and spread to almost every single surrounding village. Not only does it make your nation stronger, it makes your god more powerful. They join your cause fervently.

>>28872456
You expand deeper into the mountains proving a larger population.

You arm the statues with similar granite weaponry.

You focus on reaching out to your constructs and succeed! You have increased the range of your animation!

>>28872459
Your king once more sits to study chaos magics. He fails controlling it and loses his arm to it. It is still attached.. but it is some otherworldy beast that he does not control.. It doesn't seem inherently hostile though..

Your mutations only affect slightly.. Mostly just making them uglier.

Your combat arms raises stability through fear slightly. you go back to stable for now.

>>28872468
Walls gain no progress, even when you throw money at it.

With the help of the demons you begin picking up their illusion magic. It is very slow though as you don't understand magic fully. (Weak illusion magic)

You manage to bring back a vast amount of the finest weapons in the world from the elves. They will greatly improve your combat effectiveness. Ontop of that, you sway some of their own people to join your army!

>>28872515
You lose some of your troops to Bello's vast riches.
Cont-
>>
>>28872515
Your people become masters with their weapons. Elegant fighters rivaling even the demons. there is still more training to do however.

You cut down a vast majority of the trees around the camp.
>>
Rolled 65, 88, 63 = 216

>>28872683
>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: better mitila, Paladins, scouts
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol
>Food: Surplus
>Wealth: Low
>Tech: Fire Master
>Stability: Normal
> Train and order of fire mages to worship sol
> Research armor
> research armor
>>
Rolled 65, 12, 47 = 124

>>28872683
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Journeyman Animation

1. Start making bigger statues but at a much less frequency than the original ones

2. Train the men to become good fighters with their new automatons

3. conquest for the whole mountains
>>
Rolled 67, 20, 46 = 133

>>28872683
>You slightly increase the strength of your rune shields.. But it isn't much of an improvement.

>Begin expanding the use of Rune-Stones to other groups. Offer them to the tribes that sign up with us. They'll help them farm.
>Continue rune shield research. If at all possible, figure out how to protect our city-states with them.
>Continue to work on the military training

THIS HAS TO WORK EVENTUALLY
>>
File: 1387090744599.jpg-(908 KB, 2000x1300, Nations map.jpg)
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908 KB JPG
>>28872420
Your in, if you take part anyway.

NEW MAP
>>
Rolled 6, 88, 92 = 186

>>28872683
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions
1 King tries to get his chaos arm to work with him , reasoning / bargaining with his arm etc

2 constructs work on improving the settlement

3 Send one of the unmutated greater necromancers to make contact with the discovered empires
>>
Rolled 45, 65, 7 = 117

>>28872683
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech: Minor Illusion Magic (Joureymen),
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Above average

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

1. Oboy our combat prowess is in question. Boost that shit.

2. Cabal 4 laif.

3. Did I mention that improved fire magic?
>>
Rolled 29, 89, 65 = 183

>>28872761
FFFF. Stats in, use original rolls.

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Minor
>Stability: Normal
>>
>>28872683

gonna assume I failed the test or whatever.

Goodnight all.
>>
Rolled 40, 33, 69 = 142

>>28872683
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

You start with:
>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Weak Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
Military: Experienced Mercenary Unit, Elven army
>Stability: Above Average
1. Walls. Pay
2. Let the devil teach us on magic again.
3. Make the Information Network System. (Basically an organization of spies that will get me information, weakness, strength from everybody)
>>
Rolled 46, 3, 63 = 112

>>28872787
Fuck
>>
>>28872804
You can play. I included you.
>>
>>28872804
You're in dude. Look at the map. You have to give actions for him to respond too.
>>
Rolled 74, 34, 40 = 148

>>28872726
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears
>Stability: Normal

1: Try to research magic. Elves apparently have a natural affinity for the stuff.

2: Build a big wooden observation tower in the middle of the camp.

3: Go on a hunt for rebels.
>>
>>28872812
>teach us magic

Good luck with that. I can't even get those fuckers to teach me magic.
>>
>>28872883
>get another 100
>have better magic abilities than demon
>teach the demon in their own magic
>>
File: 1387091164206.jpg-(25 KB, 126x291, Brian Blessed calls for h(...).jpg)
25 KB
25 KB JPG
>>28868826
>Nation Name: Adanac
>Government Type: Monarchy
>Fluff: The lands have been cursed to never see the light of the sun, the entirety of the country is covered in luminescent fauna, and there are things that lurk in the dark that make traveling alone fucking hard. The monarchy's first king was a wizard who used his magic to light paths to each town dotting the land, and it is nigh impossible to settle away from the established townships because of the Grue. Every village has a wizard who's job is to maintain the magical lights, because once they're gone, they can't be rekindled, and the magic required to make them is long-forgotten because the wizard king spilled his coffee of the spell, and smeared that shit beyond reading. No other light seems to be able to do the trick.
>Specialty: Mining, they are a mineral-rich land
>Race: Humans

>Food: Stable
> Wealth: Middling, they put a lot of money into trying to find something that can help them reclaim the Darklands.
>Tech: Medieval-tier.
>Stability: Strong, the people stand together because of the need to survive in groups, and they are nigh impossible to invade. Any nation who has tried have had entire armies simply disappear in the Darklands, never to return.
>>
>>28872901
Classic jews.
>>
>>28872901
Wouldn't be the first time my pride get's crushed in this game.
>>
>>28872923
http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>28872757
You create a regiment of mages.

You craft the worlds first mail.. Then immediately create half plate armor. It isn't perfect but its far stronger then anything anyone else has.
>>28872758
You craft larger statues, but they take two dwarves to animate. You finish capturing the mountain area.
>>28872761
Tribes join your cause, improving your man power..

Everything else has less then stellar results.

>>28872787
Your kings arm rebels against him. Stability drops again as people down his leadership. He can control it for now to keep it from killing him.. But he is useless in combat.

Your settlement is greatly improved. Quite nice for.. dead people.

You meet all of the major empires, and teaches you their relative customs.

>>28872799
You raise stability through numerous efforts. (Excellent)

Your people struggle to train and utterly fail to produce more fire.

>>28872812
You continue working on the walls. 4/8

Your network of spies is set up. But it will take time to implant them places.

Magic is a struggle. You learn nothing.

>>28872864
You easily realize magic is apparent, but in what form do you want to conjure it?

You kill a few rebels but fail to find their hideout.
>>
Rolled 53, 27, 27 = 107

>>28872769

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: N/A
>Stability: Normal

United at last, the Warlord and Council of High Chiefs begin laying the foundations for a new empire.

Actions:

1: Task the forge-masters of the North with the creation of stronger iron for weapons and tools (Metallurgy)
2: Establish a network of fairly decent roads between major settlements
3: Develop superior written language.
>>
>>28872959
>>28872966

Haha, wow. Missed by seconds. Does it still count as being last turns action?
>>
Rolled 17, 68, 18 = 103

>>28872959
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Minor
>Stability: Normal

1: We start to consolidate our territory. Using the knowledge of runes to improve the land whenever possible. Basically improving the rune-stones to make the land easier to live in and more productive and safe.
2: Once again, rune shield research. We will get this amazing power under our grasp.
3: Once again, the military. We need scholars and warriors who will venture into the dark and foreign places and bring back the fire of knowledge! They must be protected by runic arms and armor, they shall be our Rune Knights.
>>
>>28872959
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Weak Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army
>Stability: Above Average
1. Wall Building. Pay (4/8)
2. Learn magic.
3. Send spies to all nations.
Also sending diplomats to Sols.
>>
>>28872966
You invent steel! Everything else fails. Go ahead and make another turn.
>>
Rolled 86, 10, 100 = 196

>>28872959
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Journeyman Animation

1. Build those walls around the mountain

2. make a mega-statue in representation of me, for me to use

3. upgrade the fishery
>>
>>28873006
>>
Rolled 94, 13, 39 = 146

>>28872959
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Low

Actions
1 Advance Necromancy
2 King tries to bargain with his arm again , god I love chaos magic
3 Send some greater necromancers and the doubting lesser necromancers to make another settlement in the east and spread our influence accompanied by some of the loyal mutated
>>
Rolled 16, 12, 13 = 41

>>28873006
>>
Rolled 54, 68, 12 = 134

>Nation Name: Sholbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor
>Stability: Normal
> Train a subset of priests of sol to work forges and metal
> Find mounts for my people
> Build a forge works
>>
Rolled 99, 35, 5 = 139

>>28872959
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears
>Stability: Normal

1: Develop enchantment magic to make our weapons better.

2: Moar training!

3: Try building that tower again.
>>
Rolled 8, 37, 49 = 94

>>28872959
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

1. Improve our Combat Prowess
2. Raise our Demonic Power Level
3. Train some infiltration abilities
>>
Rolled 68, 33, 98 = 199

>>28873044
Goddammit I just want a King and his arm to be together , is that too much to ask?!
>>
>>28873000
Your people are lazy. But your shields grow stronger! and larger. You can actually place them down now. They are now journeyman.

>>28873021
You catch magical fish! They make your people super productive! unfortunately you ate all of them.

Your wall and statue are finished. The statue gives you above average stability
>>28873006
Everything you do fails. This is why condoms were invented.
>>28873044
You grow very powerful constructs, almost equal with the demons in size and strength. Truly a force to reckoned with.

His arm literally crawls away from him and becomes a being of pure chaos. It attempts to usurp his throne.

YOUR STABILITY CRASHES. You must find a way to end this rebellion, you may take no further actions untill it is over.

>>28873046
You create a holy order around the working of metals, truly a holy process. it imbues your metals with extra strength via sol.

Your people find horses, but lack the ability to ride them.

The forge works proves too difficult.

>>28873050
Enchantment proves to be a great success. You can enchant minor things on anything. Nothing too fancy, (Consult with me in the chat for what you want to do)

Everything fails. Your tower actually constructs the wrong way it fails so bad.

>>28873066
Your people gather a slight ability to sneak around.. But its nothing supernatural.
>>
Rolled 8, 84, 61 = 153

>>28873016

Thanks.

This is the third time I've tried this concept in a Nationgame, but every time the game either died or I came in on thread 6 and wound up being a minor footnote in epic battles between continent-spanning empires with dragonriders and steam tanks.

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: Steel
>Stability: Normal

In a grand hall of stone, the High Chiefs of the varying Tribes come forth, selected from the best of the composite Clan Chiefs by their people, and, greatest of them all, the Warlord of the Confederation. Sitting upon an oaken bench craved with intricate runes and scenes from their myths, the leaders of this new nation gather with mead in hand to decide the future.

Actions:
1: Improved System of Government: The Council decides to remove the flaws and impurities in their own nation and put in as many safeties against overgrown bureaucracy and tyranny as possible. (Think a hybrid of the modern Us and Switzerland with everything that isn't essential lopped off)
2: The peoples words and deeds will be epic in the coming years, and require a similarly epic species of Rune to convey the telling (Written language)
3: Raise and train a Militia of the Clansmen: Every able bodied man and woman shall take up arms and drill monthly in their use.
>>
Rolled 66, 96, 66 = 228

>>28873163
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman
>Stability: Normal

1: we continue to work on expanding and consolidating our hold on the region. If possible, getting a city-state working on the slopes of the mountain for future exploitation as a mineral source.
2: We continue to research rune shields. The hope is to get them to the point where we can defend our cities completely by magic alone.
3: We continue to work on our goddamn Rune Knights. THIS TRAINING AND EQUIPPING WILL SINK IN EVENTUALLY DAMN IT!
>>
Rolled 47, 39, 56 = 142

>>28873163
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Above Average
>Journeyman Animation

1. I want to learn to animate my massive statue

2. Find a better alternative to iron

3. Train the men in automaton warfare
>>
>>28873178
People utterly hate the government idea. But they are open to trying again!

You invent the first true written language. However runes have existed for some time. This will improve science and technology for some years.

You open a training regiment. It is a start but people need true discipline to be a proper fighting force. More needs to be done.

Make another turn before this one is over. You are always just a bit too late
>>
Rolled 24, 28, 5 = 57

>>28873163
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears
>Stability: Normal

1: Create blueprints for that damn tower.

2: Go mining a little.

3: Rebuild the tower.
>>
Rolled 62, 50, 2 = 114

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Rebellion

Actions
1 King attempts to use his knowledge of chaos magic to lock the being in the arm , unable to interact with reality unaided
2 if 1 does not suceed the mutated band together and use their instincts in chaos magic developed through repeated use to battle the chaos being
3 some of the greater necromancers flee the city and set up camp in the east
>>
Rolled 53, 57, 48 = 158

>>28873163
>Nation Name: Solbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals)
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor
>Stability: Normal
> Train guards to increase security nation wide
> Tame mounts for my people
> Build a forge works
>>
Rolled 26, 49, 55 = 130

>>28873163
>>28873178

I should probably stop working fluffy bits into my posts.
>>
Rolled 22, 37, 36 = 95

>>28873163
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Weak Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army
>Stability: Above Average
1. Wall Building. Pay (4/8)
2. Get a guy named Jesus Christ and nail him to a cross. (Learn devil magic)
3. Get them spies everywhere.
>>
Rolled 31, 58, 80 = 169

Are you accepting new people ? IF so here we go!

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human

>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal

1. Fund the tinkers. The builders, the planners. Build a city greater then any other.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and bigger game.
3. Improve our understanding the Gift and why we are driven to compete and fight.
>>
Rolled 30, 59, 9 = 98

>>28873163
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

>Sneaky Notes: Slight skill.

1. Stop fucking up rolls and get good at combat.

2. Try to get a legitimate business running a night inn.

3. Increase our Demon Power level.
>>
Rolled 80, 60, 53 = 193

>>28873209

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: Steel, Written Language (Fancy Runes)
>Stability: Normal

1: Continue work on Militia. An armed people is a free people.
2: Try that government thing again. Maybe going a bit lighter on the mead might help.
3: The Warrior spoke of something called the "Scientific Method", which many isolated Shaman and Wise Men have worked to replicate, with varying degrees of success. This will be the first unified attempt to do so.
>>
>>28873318

I'm finally not late, and with three successes no less. Awesome.
>>
>>28873182
You reach out and gather your fellow people. They expand your empire to the mountains.

Your rune magic is very strong. They are difficult to keep up but you can protect large sections at a time. Perhaps you can research how to store them like batteries? Master Shield runes

You finally outfit a group of soldiers with rune shields and weapons. creating a special unit of rune knights.

>>28873187
You train side by side with your animated constructs. It is very effective and causes your soldiers to be very powerful.

>>28873212

You people grow lazy again. Perhaps the whip will work?

>>28873218
Your king succeeds in silencing the creature.. But he loses his arm in the process. Truley a shame. However your people are under your control again.. Stability is still low.

>>28873232
You send paladins to guard the city as a sort of town watch, it will watch for intruders.
Your train your people how to ride horses. The first calvary has been invented!

Your forge works is in construction 1/3

>>28873238
Throwing money at your workers sort of works.. But some of your spies take off and run with it.
walls 5/8

>>28873239
Ill throw you in next game.

>>28873249
You begin constructing an inn. Perhaps to gain wealth. either way. 1/5 of the way done.

>>28873318
You train your people better. They are much better warriors now. They still need good equipment though.

Your people accept the idea of government. Stability goes to "Above average"

It succeeds but to limited levels. More research is needed.
>>
>>28873375
Hey Ragnar! Join the chat!

http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>28873239
Rather next round.
>>
Rolled 82, 56, 58 = 196

>>28873391
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels), bone stick
Tech: bows and arrows, epic saddlebags, javelins
Stability: normal

1: experiment with the bone stick
2: build long houses
3: make the art of song
>>
Rolled 32, 38, 40 = 110

>>28873391
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

>Sneaky Notes: Slight skill.

1. Comeon guys, quit playing with your dicks and start combat training.

2. I mean it. Get to it.

3. Continue working on the inn.
>>
>>28873412
Thanks!

Do you want me to repost my turn?
>>
Rolled 93, 82, 81 = 256

>>28873391
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, Weapon enchantments
>Stability: Normal

1: BUILD THAT FUKKEN TOWER

2: Connect a watermill to the main gates to open and close them more easily.

3: Go mining.
>>
>>28873423
If you dont mind. for ease of my job
>>
Rolled 98, 29, 51 = 178

1. Fund the tinkers. The builders, the planners. Build a city greater then any other.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and bigger game.
3. Improve our understanding the Gift and why we are driven to compete and fight.


>Food: Stable
>Wealth: Low
>Tech:
>Stability: Normal
>>
Rolled 69, 70, 71 = 210

>>28873391
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Weak Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies (They're Everywhere)
Military: Experienced Mercenary Unit, Elven army
>Stability: Above Average
1. Wall Building. Pay (5/8)
2. Whip Jesus now (Learn Devil Magic)
3. Send wagons filled with people and gold to Sol. Let them learn the way of the Paladins.
>>
Rolled 10, 48, 23 = 81

>>28873391
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Low

Actions
1 The king , not learning from his mistakes, attempts to use chaos magic to form an alternate limb

2 Those lesser necromancers who doubt the king are sent to threats accompanied by some greater necromancers and mutated to spread our influence and make anther settlement

3 Raise more constructs , what is the size of my army now ish?
>>
Rolled 29, 18, 9 = 56

>>28873391
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1.Find stronger metals instead of iron

2. Begin research on teleportation magic

3. Expand to the southern continent and make it ours
>>
Rolled 27, 87, 68 = 182

>>28873391
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Master
>Stability: Normal

1: We begin mining operations for valuable metals and such to enrich our empire.
2: We begin to research the use of runes in improving our crafting. Specifically we seek to make a refined form of steel, but incredibly sharp and hard. It shall be called Rune Steel, and the art of making it and other rune improved materials shall be called Rune Smithing.
3: We begin to research into storing magical energy to empower runes. We also look into how to make runes more energy efficient as a side project.
>>
Rolled 70, 30, 5 = 105

>>28873391

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: Steel, Written Language, Theory of science
>Stability: Above Average

1: Continue work on the Scientific Method
2: Further improve written language.
3: Research paper-making
>>
>>28873415
You build more houses at this location. Once again giving your people a home.

You invent music, giving your people happiness. improving stability to above average.

You hit the stick on the ground and it creates a violent wind storm!

>>28873419
Uh.. Yeah..
Its super ineffective!

>>28873438
You finally, after many nights of failure. Build a small wooden outpost.

You create a watermill to power your gate, saving your lazy elves much effort.

you mine more metals for crafting!

>>28873450
You build a grand city seemingly over night. It lacks walls but impresses your people greatly! Up to above average stablility with you!

You learn that your gift is specific to the time someone is born.

>>28873452
You make great leaps in your wall. 7/8

Whipping jesus pulls some satan out of thin air! You illusion magic is minor now.

Your people learn of Sol, but Sol will only teach you his secrets if you remove the demons from within your walls.

>>28873454
His other limb falls off and crawls into the woods never to be found. He fights with only spoken magic.

The threats fall on deaf ears. Work on a new settlement begins though. 1/6

You have a medium sized army of constructs, two abominations and about 8 mutated sorcerers.. And your armless king.

>>28873459
You accomplish nothing. The fish have given you severe laziness from all of that hard work.

>>28873476
You succeed in making rune steel, however it requires someone attoned in runed magic to wield it to its full strength.

You learn you can keep magic inside of another rune that can power your major runes. More research is needed for it to work completely.

>>28873489
Scientific method is invented! Greatly increasing you ability to research things.
>>
Rolled 69, 4, 81 = 154

>>28873581
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels), wind-bone-stick
Tech: bows and arrows, epic saddlebags, javelins, song
Stability: above average

1: craft a story of a great being, called Rijamiralmiral. Who hunts across the skies, slaying evil beasts. He is a centaur who watches over the hunter, whatever race. The Cenatauri do not worship him, just respect him.
2: see if we can grow stuff
3: make camouflage paint.
>>
Rolled 55, 13, 48 = 116

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

1 King uses his manipulate ability to try and raise stability
2 Find out more information about chaos magic
3 work on the second settlement
>>
Rolled 39, 2, 5 = 46

>>28873581

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: Steel, Written Language, The Scientific Method
>Stability: Above Average

1: Try making paper again.
2: Another go on refining our written language
3: Research Crop Rotation.
>>
Rolled 28, 3, 97 = 128

>>28873581
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1. Expand and take the southern continent

2. Teleportation

3. research gunpowder
>>
Rolled 32, 36, 8 = 76

1. Have the those with the gift of flight to scout the land around us. Seek out anything of interest.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and bigger game.
3. Seek out tinkers who can produce better weapons. The gifted can be overwhelmed by numbers and we are few as of yet.

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human


>Food: Stable
>Wealth: Low
>Tech:
>Stability: Average
>>
Rolled 97, 5, 18 = 120

>>28873581
Oh my god! Such good rolls! Thank you!

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn 1/5

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas.

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

>Sneaky Notes: Slight skill.

1. Stop sucking it up and learn some sweet combat moves.

2. In case you hadn't noticed I'm being serious.

3. If we do nothing else, we will build that inn.
>>
Rolled 9, 66, 45 = 120

>>28873581
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears
>Stability: Normal

1: Try to find a way to get bows that take less effort to fire.

2: Craft more metal weapons.

3: Go hunting for rebels.

I'm going to be absent for a bit. I've told Grand Architect via chat what I'd like done on autopilot.
>>
Rolled 22, 97, 96, 21 = 236

>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army
>Stability: Above Average
1.GET THIS Wall DONE. Pay (7/8)
2. Set spies everywhere
3. Set traps
Demons? What demons I heard of no demons? *whislte*
Rolling for bluff.
>>
Rolled 45, 44, 70 = 159

>>28873581
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage)
>Stability: Normal

1: Continue training the Rune Knights and expanding their numbers. Upgrade their arms and weaponry to Rune Steel.
2-3: Continue research on rune magic storage. Specifically, we want to make rune stones that suck in ambient magic from the environment, refine that magic so it gets more bang for it's buck (like uranium enrichment) and then can output that magic into the natural spells of the Rune Stone itself (such as projecting shields)
>>
Rolled 98, 91, 42 = 231

>>28873581
>Nation Name: Solbet
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals)
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor
>Stability: Normal
> Train guards to increase security nation wide
> Tame mounts for my people
> Build a forge works
>>
>>28873705
Those actions should be
> build spy center
> Train Bellos people in sword fighting and mail armor, but keep an eye on them at all times.
> Build a forge works 1/3
>>
>>28873615
You found the story of the great hunter. He watches over your people, and provides them ideals to live by.

You create large foliage nets to wear for camo. It allows you to sneak much closer then before.. As centaurs..

>>28873618
You raise stability because you king is fucking insane.. Back to stable.

Settlement 2/6

>>28873624
Your people develop several languages on accident.. It will take work to get that back in order before it works again.

With your work in science. Your efforts to create papryus succeed.

>>28873634
You mix a few reagents and make BOOM powder. Who knows what you will use it for.

>>28873640
Er.. Uh.. Your people forget out to work sometimes..

>>28873641
Your people master the art of fighting. Martial: Expert. There truly is no equal.

You inn grows to 2/6

>>28873646

You make more weapons, perhaps to trade?

You push more rebels away, delaying the attack further.

>>28873656
Your wall is finished! But Sol is angry at your lies.. He smashes it in half with a violent ray of light.

wall 4/8

Your network of spies is laid.

You lay traps for any who hope to harm your lands.

>>28873673
You create rune stones. They take long periods to store, but can power many runes at a time and be very strong.

>>28873705
You construct a spy center that could rival any network in the world!

You train his people, but with a watchful eye. His troops become quite good thanks to you.

Forge works 2/3
>>
Rolled 45, 34, 89 = 168

1. Have the those with the gift of flight to scout the land around us. Seek out anything of interest.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and bigger game.
3. Seek out tinkers who can produce better weapons. The gifted can be overwhelmed by numbers and we are few as of yet.

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human


>Food: Stable
>Wealth: Low
>Tech:
>-Gifted Research
>Stability: Above Average
>-The City
>>
Rolled 63, 25, 20 = 108

>>28873749

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought, Power), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor)
>Stability: Normal

1: We begin setting up networks of rune stones across our territories. We try to set them up so that smaller ones pour their refined power into bigger ones which refine that magical power further and further.
2: Continue to expand and train our Rune Knights until they are extra elite damn it! Rune-Steel Armaments for all!
3: Begin working on making a standardized runic language for our people, so they might communicate better.
>>
Rolled 1, 49, 57 = 107

>>28873749
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels), wind-bone-stick
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter
Stability: above average

1: learn to refine the wind-bone-stick and it's power
2: practice the art of throwing javelins and shooting on the run.
3: send a search party for any other races.
>>
Rolled 73, 11, 32 = 116

>>28873749
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: Fucking communist Pacific Rim
>Stability: Normal
>Master Animation

1 Research Ballistics

2. Teleportation

3. Happiness in the workplace meeting
>>
Rolled 98, 87, 35 = 220

>>28873749
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn 2/6

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices

>Sneaky Notes: Slight skill.

1. Advance our Demonic Power Level

2. Start making some artworks/jewlery only demons can do (Don't even ask)

3. Build that Inn, I swear it takes longer every time
>>
Rolled 76, 47, 8 = 131

>>28873749
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Advice
1 Research the origins of chaos magic
2 Raise constructs
3 Have king practise his spoken magic
>>
File: 1387094876634.jpg-(909 KB, 2000x1300, Nations map.jpg)
909 KB
909 KB JPG
>>
>>28873791
So fucking good, you don't even realize it was my roll.
>>
Rolled 61, 27, 37 = 125

>>28873749

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Stable
>Wealth: Low
>Tech: Steel, Papyrus, The Scientific Method
>Stability: Above Average

1-2: Language: get that situation straightened out and continue improvements.
3: Develop superior crop rotation
>>
Rolled 70, 87, 59 = 216

>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins(?)
>Stability: Above Average
1.GET THIS Wall DONE. Pay (4/8)
2. Become more infused with the Devils.
3. Devil Magic time. (Let them teach us in Fire Magic. Academy?)
>>
>>28873749
>Nation Name: Solbe
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor
>Stability: Normal
> Research better sailing and navy based tech
> Train Spys
> Build a forge works 2/3
>Bellos people should go now, but gib gold
>>
>>28873796
Sending diplomat to talk about trade.
>>
Rolled 17, 43, 79 = 139

>>28873903
>>
>>28873767

Your people produce excellent weapons. Not good enough to rival the elves or the rune steel though..

>>28873788

Through delicate placing of rune stones, you create a network that powers your entire continent.

>>28873790
You learn of the science behind projectiles, and what makes them work. Which is funny considering youve never SEEN a projectile.

>>28873791
You grow in size.. and power. Your voice grows stronger and deeper.. more terrifying. You are still lesser demons.. but far up the ladder.

Uh.. You make scary art and bone jewlery..

The inn makes slow progress.. 3/6

>>28873796

Chaos magic, it was, and always will be. It is both the beginning and the end. The light, and the dark. There is no explaining chaos. It just is, and it Begins with those who dare bring change to a world of passivity. Dare you be that one?

You grow you army of constructs. You have the largest army in the land.

>>28873851
You fix your language. However improvements cannot be made..

Due to superior tech research, you implement crop rotation and your population swells.
>>28873853
The wall, using the rubble is quickly worked on. 7/8

You begin interbreeding people with the demons.. It creates a strange crossbreed.. Much larger and scarier then your average man.

You learn weak firemagic.. but they have nothing more to teach you.
>>28873903
considering you didn't roll. Everything fails. Your forgework is finished.


>>28873789

He test the wind stick again.. Slamming it.. He hits it so hard it shatters in half.. Unleashing a great storm.. A hurricane that rest in the north sea. It causes great calamity and halts sea trade.

EVERYONE LOSE ONE STABILITY

(Stable to Unstable or Above average to stable)
>>
Rolled 84, 15, 64 = 163

>>28873917
I take it receiving diplomats is done outside of turn actions?
>>
>>28873979
Yep. Join the chat so we can talk our terms.
http://client01.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>28873958
>>28873971
>>
Rolled 91, 97, 96 = 284

>>28873971
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter
Stability: average

1: travel back to my previous settlement, this place obviously has bad juju
2: commune with the great hunter
3: gain the trust of birds
>>
Rolled 37, 49, 6 = 92

>>28873971
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, hot-blade enchantments
>Stability: Unstable


1: Work on the lazy-bow.

2: Research fire magic. These trees will terrorize my people no longer!

3: Domesticate wild animals for riding.
>>
Rolled 76, 81, 28 = 185

>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions
1 with this new acceptance of chaos the King tries to fashion himself a body from the energy and gain a greater grasp on its power

2 send scouts to the purple civ to the east of us, checking their defences (and who they are)

3 Raise abominations
>>
Rolled 47, 58, 50 = 155

>>28873971
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1. MOBILIZE THE STATUES. THIS IS INTOLERABLE

2. START MAKING CANNONS FOR THE MOUNTAIN

3. SET FIRE TO THE NORTHERN FOREST
>>
Rolled 43, 76, 84 = 203

Alrighty , let me just jump on my computer give me a sec
>>
Rolled 86, 68, 55 = 209

>>28873971

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Above average

>Buildings: Night Inn 3/6

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Lesser Demons - Far up the ladder

1. Get further up that demon ladder.

2. Increase stability to the max!

3. Build that in because we got like, skill and stuff.
>>
Rolled 58, 32, 64 = 154

>>28873971
>Nation Name: Solbe
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor
>Stability: Normal
> Research better sailing and navy based tech
> Train Spys
> Spread the belief in sol farther
>Bellos people should go now
>>
>>28873971

>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons,
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins(?)
>Stability: Stable
>Society: We got Elves, Demons, mercenaries, humans, Demans (human/demon).
1.GET THIS Wall DONE. Pay (7/8)
2. LETS PARTY. PUMP PUMP PUMP IT UP.
WE'RE FINALLY DONE WITH THIS WALL. YOU ALL PROTECTED NOW.
3. Send out spies
>>
Rolled 10, 78, 39 = 127

>>28873971

Nation Name: The Iron Confederation
Government Type: Loose confederation of democratic states
Fluff: Technology-obsessed Vikings whose culture was affected by a traveler from a world similar to modern Earth
Specialty: Warfare
Race: Human
>Food: Above Average
>Wealth: Low
>Tech: Steel, Papyrus, The Scientific Method, Crop Rotation, Written Language
>Stability: Stable

1: One last hurrah at refining the printed word
2: Expand our territory and settle new lands
3: Research Carpentry
>>
Rolled 71, 51, 25 = 147

>>28873971

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage)
>Stability: Unstable
>Bonuses:
--Runic Power Network over all of Nepilia

The great storm is a major concern though.

1- Research into weather controlling runes. To keep the weather serene and the rains enough to give us good crops but not to wash them out.
2- begin building in runic shields into our cities. Test how long we can have those shields last at a stint, then work on improving them.
3- Stability is key. A new prophet arises. The High Librarian Norizmu. He preaches a religion under a god known as the Library of Stars. Every star in the sky is one of it's tomes, and the meteorites that fell, encrusted with it's knowledge, are a gift to the Nephilim. He preaches for unity under knowledge and learning.
>>
Rolled 74, 11, 65 = 150

1. Have the those with the gift of flight to scout the land around us. Seek out anything of interest.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and bigger game.
3. Seek out the the Brutes. Those Gifted with strength, regeneration and endurance shall be our army.

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human


>Food: Stable
>Wealth: Low
>Tech:
>-Excellent Weapons
>-Gifted Research
>Stability: Above Average
>-The City
>>
Rolled 12, 93, 20 = 125

>>28874047
>>
>>28874047
Do demons also get a bonus in stability in our big party?
>>
>>28874009
Your travel home. And find it has been filled with many quality weapons and armors!

You speak with the great hunter. He blesses your people with his strength. Making you better fighters.

The birds speak with you, and will scout for you if need be. Some will even fight for you!

>>28874015
You learn weak fire magic. Hardly enough to catch a tree though.
>>28874023
Through careful study. And hard headed-ness. Your king warps reality and creates two more arms.. Except he may turn them into razor sharp claws at any time.. He may also use this on his troops if he dares.

You find out they are human. They have no walls but a grand city! they focus on research.

You try.. But its just a pile of fat now.

>>28874026
You march statues out. But it is a slow process, they are heavy.

You begin construction of cannons. 1/6

You use gunpowder to set fire to the forest! It will start slow but you can feed the fire!

>>28874040
You move into greater demon territory. You can command lesser demons now! You are even larger and more terrifying, the average man would run just seeing you.

Your people are perfectly content again. Excellent stability.

Your inn goes according to plan, actually ahead! 5/6

>>28874041
You build grand boats!
Your spies fail to learn anything.. Though they sabotage your own empire! stability falls! YOU ARE NOW UNSTABLE

Your spread your belief and grow even larger.

>>28874047

You have excellent stability! So much so your other stuff has extra to its roll!

by the party and paying off the workers you finally finish the wall.

Your spies are sent out.

>>28874049
You spread your lands to further areas.

You develop carpentry through your superior minds! construction is much easier now.
>>28874056

Your weather controlling runes works for your lands. Stability is raised to stable again.

You build runic shields, they have a long duration due to the power setup you have.
>>28874062
You find human traders, Necromancers, Elves, cont-
>>
>>28874062
You find dwarves, humans, necromancers, centaurs, sun worshippers. Many nations surround you.

Your build an army based around your strongest.
>>
Rolled 93, 52, 73 = 218

>>28874180
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1. Feed the fire

2. Have the automatons return, their too slow to do anything right now

3. Research a way to make these massive cannons extremely long range
>>
Rolled 7, 90, 4 = 101

1. Begin incorperating those with Blaster powers into the tactics of our armies. Those who can shoot fire, light and other energies at range shall follow the Brutes into battle.
2. Seek out those with gifts who can coax life itself into the strange and the wonderful. Use those gifts to enhance crops and make bigger game.
3. Create a Great University inside the City devoted to researching the Gifted and storing the knowledge that we can glean from their works.

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human


>Food: Stable
>Wealth: Low
>Tech:
>-Excellent Weapons
>-Gifted Research
>Stability: Normal
>-The City
>Military
>-1 army
>>
Rolled 89, 98, 9 = 196

>>28874180
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: travel north along the coast
2: get the birds to scout
3: ponder the universe while we travel
>>
Rolled 17, 65, 42 = 124

>>28874180
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, heat enchantments, shitty fire magic
>Stability: Unstable

1: Unacceptable. Learn more fire magic.

2: Begin research on creating animals of our own from magic and clockwork like that of the gate.

3: Experiment in alchemy to make a highly flammable liquid.
>>
Rolled 68, 10, 30 = 108

>>28874180
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn 5/6

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Greater Demons - Command Lesser Demons

1. Our power level was raised? Raise it more!

2. All members of the Cabal are fighters without equal, form an actual unit for use out of them.

3. Build the inn, I'm surprised we actually got work done!
>>
Rolled 14, 94, 95 = 203

>>28874180

>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins(?)
>Stability: Excellent Stabality
1. Using the new Paladins, I ask the demons to perform contracts with them. Creating a new creation...Death Knights.
2. If 1 succeeds, train Death Knights. If not, do 1 again.
3. Send wagons filled with researchers from the Academy and with gold to the Undead.
>>
Rolled 88, 7, 53 = 148

>>28874180
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions

1 King studies how chaos can corrupt innocents

2 Constructs work on improving the city

3 Have some of the greater necromancers begin to learn the basic chaos magic that the King has deemed safe
>>
Rolled 9, 35, 66 = 110

>>28874180
>Nation Name: Solbe
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor, grand ships
>Stability: unstable
> Research better sailing and navy based tech
> Train Spys
> build a southern port city
>>
Rolled 64, 86, 67 = 217

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: stable
>Bonuses:
--Runic Power Network over all of Nepilia
1. tability is key. A new prophet arises. The High Librarian Norizmu. He preaches a religion under a god known as the Library of Stars. Every star in the sky is one of it's tomes, and the meteorites that fell, encrusted with it's knowledge, are a gift to the Nephilim. He preaches for unity under knowledge and learning. (Religion for Stability)
2. Written Runic System (To deepen our knowledge)
3. Create Libraries (To deepen our knowledge)
>>
>>28874207
Feeding the fire is succesful. Most of the forest is in path to be set ablaze.. The elves will surely perish.

They return.

As with all things dwarvish, ADD MORE GUNPOWDER. It wont be accurate, but does it need to be?

>>28874211
You finally coax life to be more active. Allowing for a surplus in food, and a larger population.

>>28874219
You see the necromancers large army with your birds.

>>28874231
You begin research on clockwork.. But it is far away from your current understanding.. Much research is needed

You do create an extra flammable liquid from the plants nearby. But you have no way to store it.. Other then in huge pits.

>>28874236
You grow once more.. Ever more powerful.. Though greater evils are starting to take notice..

You finish your inn haphazardly. It has a weird glow about it though.

>>28874247
Given your success. Your troops make the bond. You have demon infused knights.. they are much stronger then regular humans.

You train them in their new powers to great success.

You send great caravans to the undead. Your merchants are scared.

>>28874255
You learn of the ability to force people to go mad with chaos. Even regular foot soldiers! they will turn on their kin just trying to understand the world.. A great power indeed.

They barely manage to contain it.. But others train in the dark chaos arts...

>>28874268
You accidently sink one of your ships testing out new methods.

You begin construction on a port city.

You people are begining to murmur about rebellion..

>>28874300
You create a religion based on your runes.. And he offers you his power in return. Your stability rises

You create a written runic system, to understand the power itself.

You create libraries to allow for deep study on the runes.

Your people grow powerful within the runes. Even the common person knows how to make a rune.
>>
Rolled 96, 55, 95 = 246

>>28874338
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: settle at the easternmost tip of the Sea of Bahar
2: get smarter
3: this is serious, we can't be this dumb
>>
Rolled 13, 42, 18 = 73

1. Begin incorperating those with Blaster powers into the tactics of our armies. Those who can shoot fire, light and other energies at range shall follow the Brutes into battle.
2. Seek out the planners, the Thinkers and consult with them on matters of trade. Then send out those Gifted with Guile and Beauty to our neighbors to seek out wealth using that knowledge.
3. Create a Great University inside the City devoted to researching the Gifted and storing the knowledge that we can glean from their works.

>Nation Name: The Wardens
>Government: Council of Gifted
>Fluff: The Wardens are humans, however for every thousand of them that exists one is special in some manner. Gifted with an ability to be more then just human. Enhanced bodies, enhanced minds, special abilities that defy the natural order. They can have it. The Gifted however, one and all are driven to fight. To compete. The Wardens formed to give the Gifted direction so that they would not tear their people apart.
>Specialty: Gifted Humans.
>Race: Human


>Food: Surplus
>Wealth: Low
>Tech:
>-Excellent Weapons
>-Gifted Research
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>>
Rolled 56, 15, 26 = 97

>>28874338
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: Communist Pacific Rim with midgets
>Stability: Normal
>Master Animation

1. Oh it needs to be accurate.

2. Find a secure area out of the way of civilization

3. Use magic to create the equivalent of thermonuclear warheads
>>
Rolled 36, 75, 91 = 202

>>28874338
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions

1) King tries to further his abilities in chaos magic,
2) Chaos Sorcerers help Bello with magic
3) Constructs work on the city
>>
Rolled 28, 33, 78 = 139

>>28874338
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, heat enchantments, shitty fire magic
>Stability: Unstable

1: CLOCKWORK!

2: Make barrels to store the burny stuff.

3: Continue with fire magic.
>>
Rolled 62, 32, 11 = 105

>>28874338
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Greater Demons - Command Lesser Demons + Ever more powerful

1. Lets still grow a bit in power, because reasons. Let's try to avoid totally getting wrecked by the devil though.

2. Sell our jewlery to foreign people, everyone knows that bones are like SUPER fashionable

3. Make some sweet sweet profit with our new Inn
>>
Rolled 64, 65, 25 = 154

>>28874338
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
1. Preach more about the religion (Increase Stability)
2. Construct the Rune Knight Factory. (Construction Bonus)
3. Learn the ways of Runes that fire high energy bolts (lasers pretty much)
>>
Rolled 63, 79, 50 = 192

>>28874338
>Nation Name: Solb
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor, grand ships
>Stability: unstable
> have spys and guards end this talk of rebellion
> Train Spys
> build a southern port city
>>
Rolled 24, 43, 80 = 147

>>28874338
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins, DeathKnights(Lvl2)
>Stability: Excellent Stabality
1. Learn magic from the Undead.
2. Send out spies
3. Increase fire magic.
>>
>>28874374
Your people grow quite intelligent. They no longer discuss the inner workings of a cheeto factory and discuss things like, nature.

>>28874379
Your people fail to succeed.
>>28874386
It grows marginally more accurate. It is still a giant cannon.

>>28874391
Due to his extensive failures and practices.. He manages to contain his failure.. But gains nothing.

Bello's people are taught chaos magic but have trouble wielding it.

You build a very elegant city. Though it seems a bit.. Chaotic. Skulls layer buildings.

>>28874404

You gain Journeyman Fire magic.

You build barrels due to your excess wood.
>>28874419
You have excellent stability.

You construct a rune knight factory. Where you can mass produce.. Runes?

>>28874422

Guards quell the rebellion for now.

You train your spys.. They get good.. and realise something isn't quite right.. But haven't caught on yet.

The city goes well. 2/6

>>28874440
You learn the chaos magic.. Picking it up quite well for beginners. No one gets cursed.. But you can mutate your soldiers for strength now!

You learn Journeyman fire magic! You have very power fire now.. But there is better out there.
>>28874407
You grow in power.. Limiting yourself at being one of the more powerful major demon races... Before you step on any toes in the underworld..

You operating your inn... You have been hiding a demon portal this entire time! (Really, he has) You open up the wrong portal and a minor devil walks through! Far more powerful then yourself! Powerful demons continue to spill out, you must defend the city or flee!

(This is a world event, i suggest helping)
>>
Rolled 80, 44, 38 = 162

>>28874488
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: settle at the easternmost tip of the Sea of Bahar
2: build long houses
3: see if we can grow stuff
>>
Rolled 46, 29, 3 = 78

>>28874488
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: Walking Stalins with axes... and fish
>Stability: Normal
>Master Animation

1. More research on a magic-nuke

2. Repeat

3. Give the statues rollerblades to be faster
>>
>>28874515
You specialize in animation. Perhaps consulting a fire mage would help?
>>
Rolled 58, 4, 96 = 158

>>28874488
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Major Greater Demons - Command Lesser Demons + Ever more powerful


1. Show what all that combat training is good for.

2. Show what all those power levels are good for

3. Show what all that preparation and skill is good for
>>
Rolled 50, 98, 82 = 230

>>28874488
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, Heat enchantments, Manly fire magic, Barrels of burning
>Stability: Unstable

1: CLOCKWORK!

2: CLOOOOOCKWOOOOOOORK!

3: Bury a few barrels under the ground throughout the forest and hook them up to hidden pressure plates.
>>
Rolled 51, 81, 79 = 211

>>28874488
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions

1) The Sorcerer king himself marches to the demon portal, accompanied by 8 mutators an abomination and half of his constructs (which are the strength of a lesser demon or something) hoping to learn something from killing this devil
2) Raise Constructs
3) Raise Abominations
>>
Rolled 73, 83, 75 = 231

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
Combat Troops: Rune Knights (+Factory),
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
(Rune Knight Factory is like barracks to make rune soldiers.)
1-3. Expand. Get the entire island.
>>
Rolled 31, 91, 19 = 141

1. Begin incorperating those with Blaster powers into the tactics of our armies. Those who can shoot fire, light and other energies at range shall follow the Brutes into battle.
2. Seek out the planners, the Thinkers and consult with them on matters of trade. Then send out those Gifted with Guile and Beauty to our neighbors to seek out wealth using that knowledge.
3. Create a Great University inside the City devoted to researching the Gifted and storing the knowledge that we can glean from their works.

>Food: Surplus
>Wealth: Low
>Tech:
>-Excellent Weapons
>-Gifted Research
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>>
Rolled 19, 50, 90 = 159

>>28874488
>Nation Name: Solb
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor, grand ships
>Stability: unstable
> have festival
> Train Spy's
> build a southern port city
>>
Rolled 13, 28, 70 = 111

>>28874488
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins, DeathKnights(Lvl2), Chaos Death Knight
>Stability: Excellent Stabality
1. Provide Generic Undead and WhiteDeath with some Chaos Death Knight.
2. Get those C.D.K. to end those demons.
3. Send in spies
>>
>>28874499
You have been settled. So i will let you grow your pot and build your houses.

>>28874515
>>28874529
Yeah that.

>>28874530
Your people are excellent fighters.. But its not enough to overwhelm minor devils..

Luckily it wasn't a competition of who would win in a power off.

However.. Your preperation pays off.. You manage to ambush one of the devil generals.. He kills a few of your demons but his underlings fall under your control afterwards

>>28874532

You make wooden clockwork things. They are rickety and strange, but work fairly well.

You bury wooden pressure plates of explosive....

As a fire ever encroaches on your camp....

>>28874534
Your army grows in size as you march, quite a force to be reckoned with.

>>28874541

You capture the island in isolation from the events across the sea.

>>28874555
Your wealth goes up greatly due to your charisma and people fleeing the city because of the chaos.

>>28874562
Your festival fails! You have civil unrest!

Your spies fail due to civil unrest!

On the bright side, you build the southern port city... That is under civil unrest!

>>28874563

Your troops are horribly out matched this round.. They are slaughtered... Not all of them.. But a fair number.
>>
Rolled 99, 49, 89 = 237

1. Begin incorperating those with Blaster powers into the tactics of our armies. Those who can shoot fire, light and other energies at range shall follow the Brutes into battle.
2. Expand to new lands. Our numbers are great and space is at a premium. The City strains to hold us all.
3. Create a Great University inside the City devoted to researching the Gifted and storing the knowledge that we can glean from their works.

>Food: Surplus
>Wealth: Great
>Tech:
>-Excellent Weapons
>-Gifted Research
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>>
Rolled 13, 79, 56 = 148

>>28874587
>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Major Greater Demons - Command Lesser Demons + Ever more powerful

1. We fight unbroken! We are the good devils! Show our combat prowess!

2. Trick em with our Illusion magic! Beat their asses!

3. Show em whats what with our sneaky killer techniques.
>>
Rolled 71, 71, 57 = 199

>>28874587
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: build long houses
2: build communal long houses
3: grow pot, I mean, er food.
>>
Rolled 92, 22, 19 = 133

>>28874587
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins, DeathKnights(Lvl2), Chaos Death Knight
>Stability: Excellent Stabality
Ya we'll just leave the Devils with WhiteDeath.
1-2 All C.D.K and Death Knights to Sols! Leave the paladins to guard.
3. Sabotage even more.
>>
Rolled 62, 60, 69 = 191

>>28874587
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Advice

1) As we march near Solb we turn torwards the capital and change course
2) The Sorcerer King improves the Chaos Death Knights given to us
3) Raise abominations
>>
Rolled 37, 73, 36 = 146

>>28874587
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, Heat enchantments, Manly fire magic
>Stability: Unstable

1,2,3: FUCK OFF FLAMES. NO TIME FOR YOU. USE FIRE MAGIC TO PUSH THAT SHIT DOWNWIND.
>>
Rolled 82, 7, 7 = 96

>>28874587


> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: Pyromaniacal short people with a hard-on for mech anime and marxism
>Stability: Normal
>Master Animation

1. Gather a group of the best destruction mages

2. send them in the mountains to create thermo-magic warheads

3. Upgrade the wharf
>>
Rolled 97, 36, 70 = 203

>>28874587
>Nation Name: Sol
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works, southern port city
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor, grand ships
>Stability: civil unrest
> have festival
> Train Spy's
> Have festival
>>
Rolled 76, 100, 34 = 210

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
Combat Troops: Rune Knights (+Factory),
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
(Rune Knight Factory is like barracks to make rune soldiers.)
1-2. Find out how to make this giant island float with our runes. (You heard me. All of knowledge and construction bonus in this)
3. Empower Runes
>>
>>28874611
Your army grows varied and quite powerful. Your mages prove to be very effective.

You create a great university, center of learning in these lands.

>>28874618
Your illusion has no place against these devils.. Your armies are slaughtered without the backup of Bello. You can try and make a final stand before leaving the city..

>>28874620
You grow lots of pot. build lots of houses. And get really high. All while the world is ending.

>>28874623
You army is very efficient at fleeing you burning city. It meets with the undead army quickly.

>>28874626
Your army grows to be three times the size of any army elsewhere!

>>28874628
You hold back the flames for now, but they are very strong and are pushing around your base!

>>28874635
You create destruction magic.. Though it is very weak...

>>28874656
Your festivals cheer people up. But they still murmur of unrest! (Back to unstable)

>>28874665
Using your power runes, your island floats away from land. surrounded by a large bubble of protective energy... Impenetrable some would say!
>>
Rolled 13, 16, 75 = 104

>>28874696

>Nation Name: The Red Cabal
>Government Type: Erm.. things?
>Fluff: A secret society living among humans. Here comes the snowflake twist, they are demons!
>Specialty: Warfare/Infiltration I suppose
>Race: It's Demons! In a human society.

>Food: Stable
>Wealth: Above Average
>Tech:
Journeyman Illusion Magic,
Weak Fire Magic,
Minor Telepathy (Now with suggestion abilities),
Weak Anti Magic
>Stability: Excellent

>Buildings: Night Inn

>Combat Notes: Can fight a little better now. Advanced Drills. Without equal battlefield Ninjas. Martial: Expert

>Society Notes: Currently residing in Bello's society, holding Nobility and low level offices. Scary art and bone jewlery!


>Sneaky Notes: Slight skill.

>Demon Notes: Major Greater Demons - Command Lesser Demons + Ever more powerful

1. Push for the Gate we will close it from the inside if need be

2. Push for the Gate we will close it from the inside if need be

3. Push for the Gate we will close it from the inside if need be

The Red Cabal goes down fighting.
>>
Rolled 41, 40, 48 = 129

>>28874696
>Nation Name: Sol
>Government Type : Feudalism
>Fluff: The people of Sholbet formed a small kingdom through fire and blood and the area is made up of by a system of Fiefs, the people worship the sun
>Specialty:
>Race: Humans
>Troops: Better Militia, Paladins of the Order Of the Flaming Sword, scouts, Priests of Sol and metal priests(better metals), town watch, Calvary
>building: Mine, Farm, Wall with Sols symbol, The Cathedral Of Sol, Spy center, Forge works, southern port city
>Food: Surplus
>Wealth: Low
>Tech: Fire Master, Mail and half plate armor, grand ships
>Stability: unstable
> Train more Paladins of the flaming sword
> Train Spy's
> Have festival
>>
Rolled 41, 76, 78 = 195

>>28874696
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins, DeathKnights(Lvl2), Chaos Death Knight
>Stability: Excellent Stabality
1. Burn the Sol's city!
2-3. Paladins back home plunge the gate!
>>
Rolled 30, 15, 33 = 78

>>28874696
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions
1) Sorcerer King causes madness in the defending troops
2) The abominations smash through the walls followed by the undead horde
3) The sorcerer king corrupts enemy paladins and footsoldiers with chaos as he goes through the streets
>>
Rolled 3, 6, 77 = 86

>>28874696
>Nation Name: Elven Expansion Group
>Government Type: Autocracy
>Fluff: A bunch of elves who were exiled from their forest for logging and building stuff. Recently discovered the watermill and are very excited about this new technology.
>Specialty: Research & Development
>Race: Elves

>Food: Surplus
>Wealth: Low
>Tech: Longbows, Badass swords & spears, Heat enchantments, Manly fire magic
>Stability: Unstable

1,2: Force the fire to go around my base. As long as the camp itself is unharmed, I couldn't give two shits.

3: Dig a huge ditch for a last resort.
>>
Rolled 27, 50, 16 = 93

>>28874696
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: realise we're doing next to shit, muster the warriors and ride to help the nearest city
2: ride
3: and ride some more
>>
File: 1387099662344.jpg-(948 KB, 2000x1300, Nations map.jpg)
948 KB
948 KB JPG
>>28874696
>>
Rolled 93, 2, 35 = 130

>>28874696
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: Communist dwarves with a sudden hatred for flying islands and large forests
>Stability: Normal
>Master Animation

1 + 2 More research on the nuke

3. I use my long-range master animation, along with all the others, to try and control the floating island
>>
Rolled 94, 12, 69 = 175

Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
Combat Troops: Rune Knights (+Factory),
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
--Island is fucking floating
1-3. Create the Grand Library at the center of the island. One so big it will be big enough to contain the size of every knowledge known to man.
>>
Rolled 37, 36, 7 = 80

1. Seek out the greatest of our Tinkers and begin crafting even better weapons. Incorperate the strange materialssome of the Gifted can produce.
2. Expand to new lands. Our numbers are great and space is at a premium. The City strains to hold us all.
3. The Gifted hear of war from the traders and feel compelled to battle. We send our newly enhanced army to battle against the rampaging demons. With them a new Gifted steps to the plate. (Trying to generate a Hero grade gifted.)

>Food: Surplus
>Wealth: Great
>Tech:
>-Excellent Weapons
>-Gifted Research
>-The Grand University
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>-1 ranged army (The Blasters)
>>
To deal with the sheer amount of shit that going on right now.. ill be doing this wierd.

>>28874742
You have a badass library storing all recorded history.. It may be needed after this apocalypse.

>>28874727
Your people are really high, but slowly make their way to the city.

>>28874712

With the help of the paladins.. You push back the demons some.. Just long enough for you and your army to trap yourself inside the gate.. and close the door from the inside..

Your sacrificed yourself for the world.. You men still roam.. Leaderless..
>>
Rolled 16, 2, 15 = 33

>>28874801
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1: Ride some more
2: in front of a glorious sunset
3: to some dramatic music
>>
Rolled 12, 92, 97 = 201

>>28874801
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
Combat Troops: Rune Knights (+Factory),
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
--Island is fucking floating
--Grand Library (holds all recorded history)
1-3. Using the floating runes and shield runes, make airships.
>>
>>28874717
>>28874716
>>28874720


Great battle to commence. Let me write fag this a little bit.
>>
>>28874836
As undead and chaotic armies march around the proud Sol castle walls.. Civilians grow weary and tired of the religion forced apon them..

Things look bleak for the brave knights of Sol.. But they stand valiant to their god..

ROLL for attack : 74

The armless king mouths out words in what seems out gibberish when a large purple haze forms around the brave knights.. Some of the turn and jump off of the castle walls in madness.. Others turn against their fellow knight! Surely Sol will have an answer to this?!?!

Roll for Defense: 60

Sol seems displeased.. but attempts to help anyway, he clears the knights of their madness and the real assault begins.

The undead abomination.. Huges hulking meat bags walk forward.. Un-afraid of whatever fire may confront them. They seek to tear down those walls!

Attack Roll: 56.

They begin walking.. but nearly immediately begin getting melted by the searing heat of Sol from the fire mages on the walls.. Surely there must be another way.. A few of the abominations make it to the wall and begin pounding slowly..

DEFENSE ROLL: 93

Sol smiles on these few.. and blesses them with the might to destroy the last of the abominations.. But the undead do not surrender just yet...

Part II
>>
>>28874906
The Armless king calls forth all corruption he can find.. In part with his sorcerers he attempts to mutate the chaos knights to have the strength to jump onto the ramparts!

Attacker Roll:72

The ebb of chaos smiles upon us.. As the constructs get ready to climb off of one another to get on the wall. The chaos knights bound up onto the wall! slicing the limbs off of the Sol Paladins as they fall with their superior weapons and similar training.

DEFENCE ROLL: 84.

The battle is tight on the ramparts but the holy flaming swords seem to have the advantage.. The chaos knights are being cornered at every turn.. Attempting to use their chaos magic against them for their favor..

ATTACK ROLL: 36

The chaos overwhelms them.. they begin carelessly swinging.. slaughtering the entire force.. But they prove fatal to many paladins who get in their way.. The chaos troop is gone.. but the constructs have made their way onto the castle walls and opened the gate!.. The armies of the undead pour in!

DEFENSE ROLL: 77

They make quick work of a many of them.. But they are severely outnumbered.. Fate seems to be turning against them.. And the Armless one walks in.. Toting a face of pure chaos.. It constantly shifts and changes..

ATTACKER ROLL: 12

The undead make poor soldiers.. And the holy flaming swords cut through a vast number.. Morale is gained and they push onward to fight against the undead!

The armless one never gives up however..

Defender roll: 9

They get cocky in their victories and open their mind to chaos.. Soon the purple haze returns.. they turn on one another and begin killing eachother! Sol is displeased and the flame on their swords vanish.. He has lost his favor for them..

Attacker Roll: 80 The push the advantage. Overwhelming the paladins and conquering the keep....


I know the undead lost alot. But it was a 2v1. and they severely outteched and out trained them and out numbered them. They deserved that win after fatal errors made by your troops.
>>
Rolled 36, 35, 69 = 140

>>28874992
>Nation Name: Nerotar
>Government Type (If any): Monarchy
>Fluff:An arrangement of greater and lesser necromancers lords under the dominion of a Sorcerer King
>Specialty:Magic/Population
>Race:Human/Undead


>Food: Surplus (hunting bonus)
>Wealth: Low
>Tech: Minor+ Necromancy , Abomination Summoning
>Stability: Normal

Actions
1) The Armless King uses the magic swirling over and the immense amount of blood spilt to attempt to imbue himself with chaos energy , becoming a badass

2) Raise those Paladins/holy people that died in the battle

3) Use Chaos Sorcerers to corrupt those few wounded soldiers that still live into chaos servants
>>
Rolled 74, 72, 3 = 149

>>28874992
>Nation Name: Bytarrian Empire
>Government Type (If any): Democratic
>Fluff: Humans who prize money as everything. They even believe their god to be a money. Basically their jews.
>Specialty: Wealth
>Race: Human

>Food: Surplus
>Wealth: DOMINATE (Aristocrats: Efficient process of more money)
>Tech: Native Tribes, Better Farms, Jew coins and bars, Academy (-1 research time), Horses, Large Wagons, Wall
Magic: Minor Illusion magic
Weapons: (FINEST) Longbows, Badass Swords and spears.
>Cool things: Network of Spies
Military: Experienced Mercenary Unit, Elven army, Paladins, DeathKnights(Lvl2),
>Stability: Excellent Stabality
1. Produce more Chaos Death Knights
2. Improve Chaos Death Knights
3. Make an auction for those who want to see the portal. The 10 highest bidders are chosen.
>>
>>28874816
You develop airships. Very shielded, but weaponless airships.

>>28874815
You get lost in the high.

>>28874733
You make a mini nuke, but it is inaccurate. and does not release radiation
>>
Rolled 50, 90, 67 = 207

>>28874992
> Nation Name: The Crimson
>Government Type (If any): Strong nationalist Communism
>Fluff: These dwarves are hardy to the cold and have a strong bond of unity and glory for the motherland
>Specialty: Production, quality and the hardiness of bears
>Race:Dwarf


>Food: Surplus
>Wealth: Low
>Tech: The sheer speed of production of arms and armor
>Stability: Normal
>Master Animation

1-3 full speed ahead on throwing that island back to fucking earth with all my mages power
>>
Rolled 89, 90, 88 = 267

>>28874992
Nation name: the Centauri
Government type: tribal (chiefs and stuff)
Fluff: A herd of various centaur tribes, that migrate throughout the land.
Specialty: survival stuff.
Race: hobo Centaurs
Bonus: hardy, take no penalty going through foreign places, storytelling, strength

Food: surplus
Wealth: above average (natural jewels),
Tech: bows and arrows, epic saddlebags, javelins, song, The Great Hunter, birds, metal armour, top notch weapons.
Stability: average

1:Attack through the wall breaches

2: attack some more

3: don't forget the birds
>>
Rolled 63, 8, 11 = 82

1. Seek out the greatest of our Tinkers and begin crafting even better weapons. Incorperate the strange materials some of the Gifted can produce.
2. Expand to new lands. Our numbers are great and space is at a premium. The City strains to hold us all.
3. The Gifted hear of war from the traders and feel compelled to battle. We send our newly enhanced army to battle against the rampaging demons. With them a new Gifted steps to the plate. (Trying to generate a Hero grade gifted.)

>Food: Surplus
>Wealth: Great
>Tech:
>-Excellent Weapons
>-Gifted Research
>-The Grand University
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>-1 ranged army (The Blasters)
>>
File: 1387101959363.jpg-(950 KB, 2000x1300, Nations map.jpg)
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950 KB JPG
Guys. After our apocalypse.

I feel little more can be gained from tonight, (Atleast from me).

this has been a six or seven hour campaign. and it is 5 am. Here is the world as we know it today.

We have accomplished much.
>>
Rolled 13, 36, 81 = 130

>>28875092
Rollin to keep white on this planet
>>
Rolled 12, 9, 29 = 50

>>28875126
I attempt animate the doors open to *save* whitey ford
>>
>>28875173
You accidently animate the door frame. Nothing happens.
>>
Rolled 75, 17, 4 = 96

>End Stats
Nation Name: The Grand Libraries of the Sky.
>Government Type (If any): Meritocracy (based on mastery of runes and scholarly behavior.)
>Fluff: The Nephlim come from the far north and west, on the island continent north of the Pontic desert. Once, these strangely avian men were barbaric nomad tribes, now they have organized themselves into a handful of city-states after a meteor shower left rune encrusted meteorites across their lands. They appear to be human now, but with multicolored feathers in place of hair. They prize knowledge above all else, and use the knowledge gained from the rune encrusted sky-stones to advance themselves. Their religion is based around the accrual of knowledge, and believe madmen to simply be those who went too far in their search for it.
>Specialty: Rune-Magic: EG: Enchanting. They can make subtely magical artefact by inscribing runes in their own blood and using esoteric alchemy to make the marks permanent.
>Race: Nephilim. Humans with brightly colored feathers in place of hair.

>Food: Surplus
>Wealth: Low
>Tech: Rune Stones(Anti-Drought), Rune Shields: Journeyman, Rune Smithing (Rune Steel Arms and Armor), Runes (Magic Storage), Construction (Building is easier)
>Stability: Above Average Stability
>Knowledge: Library, Written Runic System
Combat Troops: Rune Knights (+Factory), Airships (Highly Shielded, no weapons)
>Bonuses:
--Runic Power Network over all of Nepilia
--Common People know how to make runes
--Island is fucking floating
--Grand Library (holds all recorded history)
>>
File: 1387102565879.jpg-(121 KB, 600x450, Guess.jpg)
121 KB
121 KB JPG
>End Stats

Where the fuck am I?
>>
Rolled 73, 20, 35 = 128

>>28875092
Rolling to get the fire to fuck off.
>>
>End stats
I guess all I really did was deforest and make a bunch of statues with rollerblades, oh and nukes.
>>
Rolled 21, 76, 58 = 155

>>28875227
>End Stats
On fire.
>>
End stats. Also cursing at my dice.

>Food: Surplus
>Wealth: Great
>Tech:
>-Excellent Weapons
>-Gifted Research
>-The Grand University
>Stability: Normal
>-The City
>Military
>-1 army (The Brutes)
>-1 ranged army (The Blasters)
>>
Rolled 23, 18, 55 = 96

>End stats.

Riding into the sunset to fight


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