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Welcome anons, to the continuation of the LANA Nation Builder game, continued from >>46566768
Rules for taking over a country are simple: Just post what country you wish to play as, and you will become the country's player. If the owner from the previous threads appears, and they can prove they are the owner, either by (you) screenshots or a tripcode, then the control of that country will be handed over to them. If they can not prove their ownership, you should've listened to the OP and taken a secure tripcode.

Current countries and a TL;DR of them:
Danlandia (blue): monkey people that worship some dude called Dan
Narbanica (orange): catgirl city state with an incredible wall surrounding it
Ilia (yellow): Peaceful island filled with satyrs that wish to live peacefully
Kalros (black): Divine Monarchy that worships their emperor
Unnamed heathen country (beige)(No owner): NPC country spawned after Kalros drove native heathens from their lands.

Of course, feel free to make your own country.
Rules for playing will follow in the next posts.
>>
I should of course be namefagging.
Sheet for new country:
>Name of Country
>Government
>Religion/gods
>Peoples/race (not too alien, has to be humanoid)
>Location
>Fluff
>Other
>Colour (Pick one that has yet to be picked)

Rules:
You can roll 4d10s every turn. Each d10 can be used to do an action. Aditionally, d10's can be combined to make an action more succesfull, at the cost of another action.
Example:
1: Research irrigation
2: Build a Port in [Capital City]
3+4: Recruit infantry

Diplomatical interaction with other players/AI countries does not require rolling. Things such as establishing trade routes do

Stats:
Every civ has 5 stats: Wealth, Population, Technology, Magic and Troops
Wealth: The combined worth of your resources. Used to fund warfare, research, construction and other things. For example: 500 (Silver, Emeralds, Exotic Beasts)
Population: The combined population of your civilization. Once it hits zero, your have lost and your country is removed from the game.
Technology: All things you have resourced. Influences what you can do. Example: Irrigation, Iron Working, Crossbows
Magic: All Magic you possess. Example: Carthography Magic, Blessed by [DIETY]
Troops: All your units, and their combined base value. base value is used to determine the outcome of fights. Example: 3 Barbarian Skirmishers (3), 1 Barbarian Cavalry (2), 1 Dragon Rider (10), Total (15)
>>
>>46648084
Battles are akin to those in Risk.
Once you go to war with another country, you enter war mode. First, the attacker has to roll Xd6, where in X is the amount of base value the attacker wants to use. Can not be more than their max base value. Then the defender rolls Yd6, where in Y is the amount of base value the defender wants to use. Can not be more than their max base value. Then, rolls are sorted, from high to low. The next step can be explained best with an example:
Attacker chose to roll 4d6: 6, 4, 3, 2
Defender chose to roll 5d6: 6, 6, 3, 1, 1
In this exchange, the attacker loses three base value, and the defender one.

Every roll stands for 1 base value. For every higher roll from the attacker, the defender loses one base value. The opposite is also true. When tied, the defender wins that exchange. The lowest extra rolls (1 in this case) are discarded.

Please namefag with a tripcode so I know there's no fakefags.

Technology is early Antiquity, think Mesapotamia, Early Egypt etc.

Other than the war, the game is very rule light, and rule of cool can often win over rule of logic.
Ask any questions to me.
>>
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>>46648096
Most recent country stats:
>Ilia
Wealth: 40 (booze, carpets, fish)
Population: 31.500
Technology: Fermentation, Sewing, Primitive Boats, Writing
Magic: Heroic Magic
Troops: 2 Regiments of Satyrs, 1 Regiment of canoe boatsgoats (3), Saint Yusuf (5)

>Kalros
Wealth: 80 (Heathen Treasure, Shiny Ore)
Population: 31.500
Technology: None
Magic: None
Troops: 2 Regiments of Zealous Spearmen (2), Order of Kalrosian Warmonks (3), Total (5)

>Narbania
Wealth: 20
Population: 30.000
Technology: None
Magic: None
Troops: 2 Regiments of Catwomen (2), Great Narbanian Wall (5def)

>Danlandia
Wealth: 50 (gold dust)
Population: 31.000
Technology: Fertilization
Magic: None
Troops: 2 Regiments of Monkeymen (2)

Game will start when there's at least three people. Others can always join halfway through
>>
Yo
>>
>>46648424
sup my man
>>
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nobody?
>>
>>46649087
Ilia is here. What do?
>>
Rolled 1, 8, 5, 10 = 24 (4d10)

>>46649568
Oh, yeah. Roll for stuff.
1.Mine for gem/metal
2.Explore the upper islands if they're safe for colonization
3.Improve our Divine magic
4.Write our history and songs
>>
>>46649609
Well, there goes our plans of jewelry.
>>
>>46648071>Name of Country: Toganaria
>Government: Oligarchic republic
>Religion/gods: Xi'to-gan (personified as a Dragon with deified human lesser spirits)
>Peoples/race (not too alien, has to be humanoid): Humans
>Location: around the large bay in the south central part of the map
>Fluff: A xenophobic (to non humans) Republic of Noble Ancestor worshiping families who serve the head deity, Xi'to-gan, that holds court in the stars above. Families vie for his divine mandate to rule. Their armies wear lamellar and scale and are quite diverse, often using conscription.
>Other
>Colour: Green


Let's do this, hopefully this is okay
>>
Rolled 5, 1, 7, 10 = 23 (4d10)

>>46649896
Oh, you should roll for 4 actions. Like look for water, scout, research a technology.
>>
Looking to join in, gimmy a mo and ill make up a civ
>>
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>>46649896
Country accepted, is this the location you had in mind?
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>>46650432
Well, the first post has everything you need really. >>46648084
>>
Just a question first: Are you tracking the civ stats on your end?
>>
>>46650510
I think he keeps track of them.
>>
>>46648071
Still possible to join?
>>
>>46650729
Everyone is welcome. There's plenty of room.
>>
>>46650742
Any rules? Or still just on the stage of nation-making?
>>
>>46650729
Holy fuck, Gordie!

Everyone else - just run while you still can!
>>
>>46650746
All that you need to know are in OP and the first three posts.
>>
>>46650450
>Name of Country:
Arna
>Government:
Constitutional monarchy
>Religion/gods:
Mixed, but cities named after patron saints
>Peoples/race (not too alien, has to be humanoid):
Elven races (various varietys)
>Location:
Top right, the island sat at the entrance to the inland sea, the land on either side of the mouth entrance as well as along the shoreline.

>Fluff:
The islands on which the people of Arna are located are infact the remains of an ancient volcano that collapsed after a particularly violent eruption (see krakatoa style) before the place shifted over time. As such the high bluffs and rich minerals in the area promoted a mining settlement to be founded which would come to rule the surrounding tribes of their people. The high fertility was also a boon not only to crops, but also to sealife, promoting a fishing trade and high affinity with the ocean.

The Capital Oa is a sprawling island crawling mess of wide walkways and bridges that span deep ravines and mountainous cliffsides. This has lead the settlement to have numerous choke points and heavy fortification, making invasion a very dangerous prospect, but the terrain has lead to conventional farming on the island being nigh on impossible with the exception of hardy, cliff dwelling trees that burrow into the rock face and bely the treacherous terrain lying under their canopy.

>Other
The race varies mainly in magical aptitude and apperance corrisponding to such, changes in population make up/characteristics can occur due to unique terrain to live on as this aptitude is partially derived from their environs.
Live about as long as humans but their looks dont fade as they age (body still becomes decrapid like humans). Naturaly keen senses in sight and hearing but not touch nor smell. Dexterity over Strength. Light builds are most common.

>Colour (Pick one that has yet to be picked):
Regal red
>>
>>46650905
Not inland sea, i mean enclosed sea.
>>
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>Name of Country: Warhost of the War Wizard
>Government: Absolute Dictatorship
>Religion/gods: The War God and his Valkyries, and the Wizard is their servant.
>Peoples/race Mutants, monsters, goblins and orcs. The scum of the earth
>Location: The very south of the world, central island
>Fluff: Ancient and black, the none but perhaps the War Wizard knows his true origins. All that is known is that his black heart seeks but one thing, to conquer and rule this world. With black magic that sways the hearts of all that is evil, and ancient knowledge of realms and times, he has gathered all the forces of darkness, monsters and mutants outcast, demons spawned from the blackest abyss, bandits and raiders, all answering his magical call for War. Summoning demons from hell itself to be his generals, he's subjugated the dark things that crawl under the earth and over the fetid places.

But for all that his host is, the towering orcs and ogres, the multitude of goblins and wicked men, might have been for naught. Such a gathered force of a diverse multitude would have no cohesion, no true leadership, no motivation or purpose. Against the true organized armies of the free nations, they broke like so much water upon the rocks. An army without the stomach to fight.

The War Wizard's frustration only grew, as he sent out his vast host to collect bits and pieces of relics and artifacts from a time few remember. Ancient scraps of technology from a bygone age, a brutal age of technological violence, of war. And yet for time and again more, none of which have availed him.

Until today, at long last he has finally found it! A Dream Machine from the ancient times. A weapon not of magic but o thef mind, that will inspire his armies forward against all fear. That brings the very visions of war into their hearts and eyes. A device which projects the hell of war itself into the sky!
>Colour (Pick one that has yet to be picked)
>>
The Displaced
>Government: Military unit
>Religion/gods: Protestant
>Peoples/race (not too alien, has to be humanoid): Humans
>Location: Pick for me at random
>Fluff: July 16, 1945. Los Alamos, New Mexico. No one knew what would happen when the US Army tested with world’s first atomic bomb. Many feared the explosion would trigger a chain reaction and ignite the atmosphere. Which is exactly what happened. Fire consumed the sky, and when it burned away, it was night and the stars were wrong. There was no communication from outside the base, no communication from Washington. Disoriented, the HQ sent out scouts to investigate.
>Other
>Colour: Khaki
Always wanted to rip this off. And if it will be too much, then...

Kermet
>Government: Despotic monarchy
>Religion/gods: The God-King
>Peoples/race (not too alien, has to be humanoid): Humans
>Location: Around to the south-most river
>Fluff: A desert kingdom under the iron grip of it's sacred rulers. Entire country is nestled around the river flowing in the middle, providing with precious water and farmland. The king is considered the offspring of Sun and Moon and thus sacred
>Other
>Colour: Purple
>>
>>46650958
>>46650955
>>46650905
All accepted. I'll add your locations, you can start rolling.
>>
>>46650955
Baz, are you seriously going to do Technomancers again?
>>
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>>46650971
Does this mean I can play as The Displaced?
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>>46650971
Cool, you want us to roll now or after you finish map?
>>
Rolled 7, 7, 1, 1 = 16 (4d10)

>>46650450
That's the exact spot,thanks! Sorry had to deal with some Normie stuff.

1.Expand south around the coast

2. Look for valuable resources nearby

3. Train a unit of infantry

4. Set up a university for the smartest of us to better develop new technologies
>>
>>46650988
Meant to say I accepted Kermet, my apologies. It's a nice idea and all, but modern tech would be a bit too OP in this setting.

>>46651009
Roll as you please, but If you wish to focus on expansion already it would be better to wait.
>>
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Rolled 3, 7, 4, 5 = 19 (4d10)

>>46650972
Nah, this is me missing Baader actually

>Name of Country: Warhost of the War Wizard
>Government: Absolute Dictatorship
>Religion/gods: The War God and his Valkyries, and the Wizard is their servant.
>Peoples/race Mutants, monsters, goblins and orcs. The scum of the earth
>Location: The very south of the world, central island
>Fluff: http://pastebin.com/9MDg7KL5
>Colour
Dark Red

Stats:
>Wealth
>Population
>Technology
>Magic
>Troops

>Still need stats

---

1. Send forth the scouts!

Scour the land in search of more weaklings to raid, or more strong creatures of darkness to enlist in our cause!

2. Goblins. Pathetically weak. Even in numbers and with swords and spears and courage, their abilities are lacking.

But beneath the very ground are the key to making them a force that spits death in the very bodies of the foe! Buried deep below the earth in ancient battlefields, bones surround weapons of flame and lead that shoot death from great distances.

But they are as far to the ends of the earth from us, if we cannot find them, let alone make them serve us.

Go forth warriors, and bring me a great block of Crystal. I shall hew it into a sphere, that might I start divining where we shall find these tools of death.
>Research Scrying

3. Start constructing the Goblin Pits where I can start ammasing a greater force.

4. I will need to teach myself and my army how best to gather lost equipment from the ancient world.
>Research Archeotech-Archeology
>>
Rolled 6, 4, 2, 7 = 19 (4d10)

>>46651034
cool.
actions:
Establish fishing operations
Establish mining operations
Establish Logging operations (If seperate)
Establish Laws and traditions (mainly aiming at keeping the populance sedate, think stability from CKII maybe?)
>>
>>46651034
Modern tech doesn't mean you have capabilities to replace ordnance, vehicles or gas. Which is kind of the point here.

Seriously, nobody never react with "Oh Jesus, The Displaced, I fucking love those guys" but instead they don't even know who they are. Kind of sad to be the only person getting the joke, while you are the one telling it.

Anyway, I will go for democracy, baseball and apple pie in some other builder. Now, where is my khepresh?
>>
OP, what timezone are you in? Am interested in joining, but many of these end up being hosted in California for some reason and I end up being asleep when everything happens.
>>
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Are these locations fine with y'all?
The War wizard's warhost has been fitted with an appropriate colour, since none was supplied
>>
>>46651112
Looks great, thanks.
>>
>>46651109
It's 20:23 here right now
Will be moving on to actions. Might take a while
>>
Willing to open relations and a dialogue with all human nations

Willing to open dialogue with other races too but I might treat you like https://youtu.be/DGXx56WqqJw. Open for trade
>>
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>>46651034
Ah, erm. "Modern tech" you say?

I don't suppose you've seen this movie have you?

https://www.youtube.com/watch?v=8Ptj7VoaWOs
>>
>>46651122
You're my nigga, right there. I'll post a civ in a moment then.
>>
>>46651127
Are we even in contact with each other yet?
>>
Rolled 8, 9, 5, 4 = 26 (4d10)

>>46651109
Tell me about it, it's 8:30 PM out here and I'm not doing night shifts, so this is gonna suck

>>46651054
Mibbit?

>>46650971
>>46651034
>Government: Despotic monarchy
>Religion/gods: The God-King
>Peoples/race (not too alien, has to be humanoid): Humans
>Location: Around to the south-most river
>Fluff: A desert kingdom under the iron grip of it's sacred rulers. Entire country is nestled around the river flowing in the middle, providing with precious water and farmland. The king is considered the offspring of Sun and Moon and thus sacred
>Other
>Colour: Purple

1+2. Expand farmland, we need every single bit of arable land
3. Get me the granary!
4. And why the hell we are still not having clay pits?

>I don't like the concept of d10, but well...
>>
>>46651112
Yeah, it's fine

>>46651122
Muahahaha, my mate! At least the game will run in proper time zone!
>>
>>46651147
We can open relations for free, just chatting like this.

Which nation are you?
>>
>>46651132
Yeah, I was thinking the same
If he allows you to get the Wizards going, there is no way I'm not going to export some instant democracy to Kermet and take over
>>
>>46651189
Red, elves, Arna in the north. You?
>>
>>46651214
Green, Humans, the south

Not sure about you pointy ears but I'll be willing to pursue some form of relations... At least you aren't cat people

I have two nations near me, purple and pink, either player willing to talk?
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>Gordie in builder
You guys can all surrender already if that's really him. If this fucker will get a firm hold early on, you are all done.
>>
>>46651276
Trade is always open for those with gold, provided our merchants can make the trip.
>>
>>46651109
>>46651139

>Name of Country
Aktorsk
>Government
Tzardom
>Religion/gods
Polytheism, gods that take the form of animals.
>Peoples/race (not too alien, has to be humanoid)
Goblins
>Location
Middle of top left continent, near the big lake maybe.
>Fluff
A mix of settled and nomadic tribes united under the leadership of the Tzar. Livestock are prized beyond all else and are the basis of the economy.
>Colour (Pick one that has yet to be picked): Dark Green
>>
>>46651293
But anon, getting your shit pushed in is half the way to learning.

Provided the DM does not allow folks to do ridiculous crap, itll be fine.
>>
>>46651293
Is he one of those faggots who comes out with outlandish bullshit to get ahead?

"I roll to research Tanks :^)"
>>
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>>46651378
No. Not him at least
>>
>>46651378
Always thought that civ games should have a tech bleed off mechanic. Like someone gets 3 levels ahead of their neighbours in something, their neighbours auto get their level -2 in the tech as info spreads. E.g. irrigation 3 makes neighbours get irrigation 1. they up irrigation to 4, their neighbours get lvl 2.

That way no one launches off with no way to be caught up to, and we can actually get a fairly fleshed out game.
>>
>>46651411
I just wanted a nice civ builder now I'm going for magic and WMD's

One of those tech based nations usually show up I think, surprised to not really see one here
>>
>>46651436
From what I've seen (and what I think is more ideal) is more nations advacing their own unique techs. Why bother trying to beat someone who is already at the best of theirs when you can make your own?

Makes for a much more interesting game. Like that time we had tree Ents battling with Mecha battling with Giant blob of slime nation.
>>
>>46651348
He won't just get your shit pushed. He will rolf-stomp you, your alliance and three other guys on the way of doing this.
Last game I saw him, he was just doing peaceful roaming with Survivalists in post-apo builder, mostly questing. And then suddenly four nations cease to exist within ten turns.

>>46651378
No, he's just a very, very, VERY pragmatic guy, doing meticulous preparations and then BANG! Half of map is painted in his color and nobody can do a thing about it.
On the plus side - he always sticks to his starting tech level, so if he starts as, say, tribals with stone tools, he will stick with that. And still smash you in the end.
My advice - when he will propose you an alliance or a pledge of fealty, accept instantly.
>>
>>46651468
Anon, sometimes its better to fight to the death for freedom than surrender. Being destroyed is better than living as a bitch.
>>
>>46651519
Yeah, but then the game keeps on going while you can just spectate.
>>
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>>46649609
>Ilia
1: (1) You send out some scouts to find rich veins, and after three days of scouting, one of them returns. He brings news of a great cavern, made from see-through stone. Blinded by avarice, you send a squadron of miners there, yet soon after striking the earth, the ground under, above and next to them shatters. A brittle system of caverns has collapsed, taking a part of the island and the villages situated on there with them. (-1000 pop, -part of main island)
2. (8) You send your scouts to the upper islands, who report great natural beauty and fertile soil. It does not take long before the first colonizers, many without a proper home because of the mining incident, to leave your island and settle in one of the three newly established colonies on these isles. (3 minor colonies gained)
3. (5) Your prayers seem to be ignored, and the heroic magic you possess appears to not change at all.
4. (10) Scribes from all over the isles come to visit Ilia's capital, where great epics of the Ilian people are written. These epics, which are often sung, are of incredible beauty, and attract natives to the three newly established colonies. After seeing the splendour of the Ilian people, they decide to join the colonies themselves. (+2000 Pop, +10 wealth)

Wealth: 50 (booze, carpets, fish, art)
Population: 32.500
Technology: Fermentation, Sewing, Primitive Boats, Writing
Magic: Heroic Magic
Troops: 2 Regiments of Satyrs, 1 Regiment of canoe boatsgoats (3), Saint Yusuf (5)

>>46651033
1. (7) You succesfully claim the areas south-west of your countries, assimilating the native human population into your country with ease. (+2000 population, expanded territories)
2. (7) on the golden beaches of your country lie shells, both the lavish colour of the Toganarian sands as the rich colours of a sunset in the summer. These are quite valuable and a promising trade good. (+25 Wealth)
cont in next, sorry its taking so long
>>
>>46651537
Then you make your own game, with blackjack and hookers.
>>
>>46651552
Hey Myrea, could you list the countrys colour next to its name when you do updates please? Just helps players keep track.
>>
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>>46651598
There is a name of them next to the proper part and the link to player post, so go fucking figure

Yep, I've got new batch of Chinese gifs
>>
>>46651627
Player post does not include colour usually. Hence the request.
>>
>>46651653
God, it's really nice I don't have to deal with this shit anymore and I'm just playing instead of running builders.
Main reason I quit, really.
>>
>>46651677
Well if your that easily irritated i will just avoid you. Make both our lives easier.
>>
>>46651033
3. (1) You send your officers to recruit troops, yet without their leaders, one of your two platoons of human pikemen have dissented! They have left the country, luckily enough without causing any damage. (-1 platoon of human pikemen)
4. Xi'to-gan seems to damn your builders, as they do not make any progress.

>Toganaria (Lime)
Wealth: 55 (Shells)
Population: 32.000
Technology: none
Magic: none
Troops: 1 platoon of human pikemen (1)

>>46651054
>Warhost of the War Wizard (Pink)
1. (3) your scouts quickly depart, but after several days only a few of them return. They state they have been attacked by the bands of nomadic orcs and their murderous caravans, who occupy most land surrounding yours.
2. (7) Your goblins return with a fabulous crystal, the colour of the rotten blood of the Grand Wizard himself. Through this crystal, the Grand Wizard is able to channel his energies, being able to follow all whom are loyal to him with an ever seeing eye (Scrying magic unlocked)
3. (4) Construction has started, yet progress is slow. To sufficiently sow and harvest live goblins, one needs to build a humongous structure.
4. (5) You use your scrying magic to find artifacts of the old world, yet all you find is pretty, but worthless crap. Yet you do not give up hope that you will one day find something of great power. (+15 wealth)

>Wealth: 45
>Population: 30.000
>Technology: none
>Magic: Scrying magic
>Troops: 2 evil warbands (2)
>>
>>46651696
Well, you are far away, so it will take some time to get you...
... if I'm going to play for conquest, that is. I was going to play displaced, which would be mostly questing and exploring, and so far I'm planning to stick to this.

Hey Myrea, are there going to be quests? I need the Stargate pretty fast. You know... for fun and giggles
>>
>>46651797
Im sure you'll find use with me, i plan on being a trader nation primarily.

>>46651791
Thanks Myrea, i know its irritating.
>>
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>>46651791
>He's actually allowed to play as War Wizard
And I can't be The Displaced. Life is really unfair
>>
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>>46651841
Ayy I think im not getting a lot of references here but an evil magic dude seems more setting-appropriate and balanced than a modern army with atomic weapons
>>
>>46651904
I will give you a crash course:
Wizards is a 1977 American animated post-apocalyptic science fantasy film about the battle between two wizards, one representing the forces of magic and one representing the forces of industrial technology. It was written, produced, and directed by Ralph Bakshi.

Guess which one of those is the War Wizard. That's why I'm surprised I can't be bunch of GIs in uniforms and rifle at hand, but no industrial capabilities to replace things, but he can actually go to produce all that stuff
>>
>>46651948
Wouldnt it mainly translate into a kind of Sauron/mordor affair in this game? His use seems to rely on monsters and the damned as his primary forces.
>>
>>46651948
I think the immediate stopping power you have outstrips the benefits he will have later.you could take everyone with WW2 gear if I only have swords.

although I think you and I are closest two him so, maybe let's all have a chat and some sort of friendship?

My deity is a literal dragon who rains meteors down and shit, if I was desperate I could probably match him in terms of later bullshit development
>>
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>>46651079
>Arna (red)
1. (6) Nets are woven, spears sharpened and hooks made more hook-y. Many fish are caught, allowing you to feed your populace and keeping them alive, as well as being a fine yet stinky trade good. (+1000 pop, +5 Wealth)
2. Finding sturdy rock and ore is not easily done on your islands, yet small mines are opening here and there. Small quantities of stone and ore are being hewn from the earth, yet this does not make a significant impact on your kingdom.
3. (2) Forest creatures are driving your loggers from their forests, preventing you from obtaining any timber.
4. Using the wise sayings of the old saints, you let your subjects write stories, songs and poetry to sedate your people. This is quite successfull, and several elven archers have offered to join your armies because of their newfound nationalism. (+1 regiment of elven archers)

Wealth: 35 (Fish, Stone, Ore)
Population: 31.000
Technology: none
Magic: none
Troops: 3 regiments of elven archers (3)

>>46651343
Somehow read over this, my apologies. You are accepted, is this location fine?

>>46651948
No super industrial shit was mentioned in his first post, the only device he actually got could be some red fireworks desu
>>
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>>46652004
>My deity is a literal dragon who rains meteors down and shit, if I was desperate
>a literal dragon
>dragon

And if I recall correctly, first thing The Displaced did upon their arrival to Countermay was also blowing a dragon into pieces
>>
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Rolled 6, 7, 6, 2 = 21 (4d10)

>Name of Country: Warhost of the War Wizard
>Government: Absolute Dictatorship
>Religion/gods: The War God and his Valkyries, and the Wizard is their servant.
>Peoples/race Mutants, monsters, goblins and orcs. The scum of the earth
>Location: The very south of the world, central island
>Fluff: http://pastebin.com/9MDg7KL5
>Colour
Dark Red

Stats:
>Wealth: 45
>Population: 30.000
>Technology: none
>Magic: Scrying magic
>Troops: 2 evil warbands (2)

>Still need stats

1.Search yet again for more useful artefacts of the old world.

2. Recruit and bend more goblins from the surrounding lands to my will, promising to overthrow the orc caravans and give them an cause worth fighting for!

3. Continue to construct the Goblin Pit

4. Build my own personal laboratory where I can tinker and reinvent technologies of the old world
>>
>>46652087
Do we roll again if you're done with all of the previous actions?
>>
>>46651158
>Kermet (Purple)
1+2. (17) The Kermet river has flooded well this year, and covered way more, previously infertile, land with fertile mud, allowing your people to easily establish permanent farms. (+6000 pop, +10 wealth)
3. (5) Using your ingenious ideas to build new building in which wheat and other crops can be stored, even more of this years plentiful harvest can be kept safe from the world. (+1000 pop, +5 Wealth, Granary tech unlocked)
4. (4) Neither you nor your advisors know the answers to that question.

Wealth: 45
Population: 37.000
Technology: Granary
Magic: none
Troops: 2 platoons of Kermetian Khopesh wielders (2)

>>46652209
aye
>>
Rolled 9, 7, 2, 4 = 22 (4d10)

Arna (red), Elven constitutional Monarchy
Actions:
1: Hunt the beasts attacking our loggers for food and goods. (so the logging roll again i suppose)
2: Begin construction of a dock (fishing and trade)
3. Improve mines
4. Research magic: Barrier Magic

Random sea shanty:
https://www.youtube.com/watch?v=4fVQwzv5Qfc
>>
Rolled 4, 8, 5, 10 = 27 (4d10)

>>46652087
Spot on boss.

Don't know if I'm in time for this round of turns. If not, no worries, these rolls can be for the next one.

1. Attempt to breed hardier animals for our herds.
2 and 3 Expand south around the great lake.
4. Found a fishing town on the shores of the lake.
>>
Rolled 6, 6, 8, 5 = 25 (4d10)

>>46652233
>Population increased by 23%
Noice

Kermet (Purple)
>Government: Despotic monarchy
>Religion: The God-King
>Race: Humans
>Location: Around to the south-most river
>Fluff: Land of the pharaohs!

Wealth: 45
Population: 37.000
Technology: Granary
Magic: none
Troops: 2 platoons of Kermetian Khopesh wielders (2)

1+2. The fields expanded, but why not the borders! Up north we go, all the way to the Northern River
3+4. Time for temple. And temple schools

>Do we write the buildings down or there are no buildings as such?
>>
Rolled 10, 6, 7, 7 = 30 (4d10)

>>46652233
Rolling
1.Improve fermentation process
2. Write down laws from our gods
3.Build a school
4.Have a festival for loving
>>
>Name of Country: Bysmatum.
>Government: Republic dictatorship.
>Religion/gods: (Monotheism, monolatrism) Tauron the forger of all creation.
>Peoples/race: Animated constructs of varying metals.
>Location: Top middle of the map.
>Fluff: A sound was heard by all creatures of metal far and wide, a pilgrimage soon occurred as the beat of hammer striking anvil increased in intensity. It was at mount Bysmatum that all the people gather and witnessed Tauron smiting a crown for the king who would build is empire, the first emperor named Lorok the founder.
>Other
>Colour: no idea.
>>
>>46652371
>Improve fermentation process
>10
https://www.youtube.com/watch?v=FizCq29sEq0
>>
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>>46652255
Doing this one first since I was too late with approving.
>Aktorsk (Dark green)
1. (4) Using the prized animals from the Tzar's own herds, you inseminate the normal beasts of the peasants, yet they only marginally increase in size. (+5 Wealth)
2+3 (13) Your expansion starts of incredibly well, since your diplomats manage to persuade a smaller coaltion of nomads with similar norms to yours to join your Tzardom, provided they still have some autonomy. The coasts of the lake are colonized with less ease, since many of the locals that are unwilling to cooperate are in dire need of some cleansing. (+5.000 population, expanded borders)
4. (10) You attempt to found a small village, adapting un-nomadic ways, yet many nomads are utterly mesmerized and quickly move towards this new nomadic metropolis. (+1000 population, +10 Wealth)

Wealth: 45 (cattle, trade goods)
Population: 36.000
Technology: none
Magic: none
Troops: 2 Nomadic Raiders (2)

>>46652142
>WWW (pink)
1. (6) You find a small lens, which allows you to enhance your scrying magic. You can now look at all areas within your occupied zone, as well as outside of that for short periods of time. (Enhanced scrying magic unlocked.)
2. (7) Many goblins, fueled by their hatred for the orcish caravans, sign themselves up for duty, and some even join your realm from the surrounding lands. (+2.000 population, +2 evil warbands (2))
3. (6) You continue to work on the Goblin Pit. Your advisors estimate you still need about 5 dice points to finish it (6/11)
4. (2) After spending quite some wealth on your laboratory, it collapses on itself. (-5 Wealth)

>Wealth: 40
>Population: 32.000
>Technology: none
>Magic: Enhanced Scrying Magic
>Troops: 4 evil warbands (4)
>>
>>46652096
Ah, you draw from an anime, opinion discarded
>>
>>46652624
To be fair to him, the concept is interesting, but the anime and the light novel its from is utter drivel. Big waste of a good setting kind of thing.
>>
Rolled 10, 9, 5, 2 = 26 (4d10)

>>46652611
>Name of Country: Toganaria
>Government: Oligarchic republic
>Religion/gods: Xi'to-gan (personified as a Dragon with deified human lesser spirits)
>Peoples/race (not too alien, has to be humanoid): Humans
>Location: around the large bay in the south central part of the map
>Fluff: A xenophobic (to non humans) Republic of Noble Ancestor worshiping families who serve the head deity, Xi'to-gan, that holds court in the stars above. Families vie for his divine mandate to rule. Their armies wear lamellar and scale and are quite diverse, often using conscription.
>Other
>Colour: Green
Wealth: 55 (Shells)
Population: 32.000
Technology: none
Magic: none
Troops: 1 platoon of human pikemen (1)

This is my next go (if we are at that point):

1. Begin develop the magics of our deity, fire and flight

2. Build a mine to access metals

3. Try again to raise the university! For Xi'to-gan

4. Expand round and up the peninsula to our west, filling it out
>>
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>>46652624
>The Displaced
>You draw from an anime
Honestly, nobody know Gamers on fucking /tg/?!
>>
>>46652624
>>46652689
Here, just grab
https://youtu.be/yWej2dVwtqE?t=30s
>>
Like I said, the d10 is absolutely shit dice.

The 10s are rolling like crazy
>>
>>46652770
Yet the 1s are suspiciously rare. Are we using weighted dice?

>>46652611
Thanks OP, you're a champ.
>>
>>46652844
It's not that. We are using d10. There is 10% chance for complete fuck up and another 10% chance of enormous bonus.
And you can combine die for further effect.

Either OP didn't realise how easy it is to break the game with this or never player with power gamer.
It really won't be any fun to dominate the game within 15 turns.
>>
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>>46652254
>Arna (red)
[SPECIAL EVENT]
1. (9) Your hunters are incredibly successfull, dragging great beast after another out of the woods, most of them only rumored to exist. Yet something within the forests has been disturbed. Not soon after the hunts, which are called purgings by those who live in the forests, have started, you find yourself in an odd dream.

"Greetings", and odd creature speaks to you. Reminiscent of a deer, yet with the bloodied mask of a human and hundreds of candles in its antlers. It looks at you, with it's empty eyes. "You've been robbing my forest empty, elf. But I'll strike a deal with you; stop killing my creatures, and they'll stop attacking your loggers. Maybe even help them. Other civilians are still fair game for them though."

Which do you choose?
1. Stop killing those creatures. (+5 Wealth, A potential ally)
2. Continue purging this filth (+30 Wealth, A potential enemy)
>>
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Rolled 7, 9, 5, 8 = 29 (4d10)

>Name of Country: Warhost of the War Wizard
>Government: Absolute Dictatorship
>Religion/gods: The War God and his Valkyries, and the Wizard is their servant.
>Peoples/race Mutants, monsters, goblins and orcs. The scum of the earth
>Location: The very south of the world, central island
>Fluff: http://pastebin.com/9MDg7KL5
>Colour
Dark Red

>Wealth: 40
>Population: 32.000
>Technology: none
>Magic: Enhanced Scrying Magic
>Troops: 4 evil warbands (4)

1. Again, build the laboratory. I will not be stopped.

2. Goblins. Weak and cowardly. Much like the rest of them from the biggest giant to the smallest gretchin.

I have the magic I need, the lenses, the scrying. But I need the device.

Go forth my goblins, and search the deepest ruins for what I seek. The dream machine.
>search for the projector of the old world

3. To run this projector, I shall need a power not yet able to be made. I must practice my own skills.
>Research lightning/electric magic

4. So too must we also search for our mightiest weapon, but one of the many keys to victory. Black powder. Search the veins and the vents that smoke and billow from the earth. We shall need sulfur and saltpeter.
>search for black powder resources
>>
>>46652892
1. Stop killing those creatures. (+5 Wealth, A potential ally)
Provided they dont come out of the forrest for my civilians. If they do, the hunt will be back on.
>>
Rolled 1, 4, 6, 10 = 21 (4d10)

>>46652611
Oh baby, King Dan II has returned, he didn't disappear like his father, just took a rather long nap

>Name of Country: Danlandia
>Government: Monarchy
>Religion/gods: The Dantheon, the Gods that Dan believed in and that the people believed he was born to represent
>Peoples/race: Mongies. Monkey like humanoids
>Location: That pointy bit on the left side of the map
>Fluff: A land of wealth and beuty, Danlandia was formed by the unification of several tribes by the almighty Dan. A man so great he was thought to be an avatar of the Gods, he was crowned King by the people, and peace and fortune fell upon the people of the newly formed Danlandia. But all good things must come to an end, as one day Dan disappeared, suddenly and without reason. It has been years since his disappearance, and Dan II has come of age, the only legitimate son Dan ever had, ready to lead the people of Danlandia into a new golden age, or see it destroyed by the hand of the worlds other people
>Other: The mongies are highly territorial and will attack intruders
>Colour: Blue

Wealth: 50 (gold dust)
Population: 31.000
Technology: Fertilization
Magic: None
Troops: 2 Regiments of Monkeymen (2)

1,2. Have monkeyman soldiers search for secret treasures out in the jungle
3. Construct more tree houses for more monkeymen
4. Expand our lands to the north
>>
Rolled 1, 1, 6, 7 = 15 (4d10)

>Name of Country: Aktorsk
>Government: Tzardom
>Religion/gods: Polytheism, gods that take the form of animals.
>Peoples/race: Goblins
>Location: Middle of top left continent
>Fluff: A mix of settled and nomadic tribes united under the leadership of the Tzar. Livestock are prized beyond all else and are the basis of the economy.
>Colour: Dark Green

Wealth: 45 (cattle, trade goods)
Population: 36.000
Technology: none
Magic: none
Troops: 2 Nomadic Raiders (2)

1. Fill in that unowned wedge in the middle of my country. The tribes always need more land and it looks ugly.

2. Our new city seems to be a success. Lets build the Tzar a palace fitting of his glory in it.

3. Look for new animals to domesticate. There must be beasts other than cattle of use to us. Maybe something more useful in battle?

4. Sacrifice a white bull to the gods in thanks for our recent successes, and in the hope of getting more in the future.
>>
Rolled 3, 5, 2, 9 = 19 (4d10)

>>46652892
>Name of Country: Bysmatum.
>Government: Republic dictatorship.
>Religion/gods: (Monotheism, monolatrism) Tauron the forger of all creation.
>Peoples/race: Animated constructs of varying metals.
>Location: Top middle of the map.
Since i hope that OP has added me to the map i will roll for actions.
1. expand territory.
2. Lorok orders the republic counsel to establish law.
3. build a building that can hold many forges and craftsmen.
>>
>>46653015
Trade offer: Gold dust for Ore
And a trading post in your main trade city/port.
>>
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>>46652254
2. (7) You successfully construct several docks on the larger islands. The new jobs for sailors, and naval trade with other nations and tribes provides you with plenty of money. (+10 Wealth)
3. (2) Nope
4. (4) Reading the texts of the old saints, your scribes get a general direction of what they should do, yet they never fully succeed.
5. The forests on the southern peninsula, which belonged to the magical creature that spoke to you, have sworn fealty to you, as long as you keep your promise.

Wealth: 50 (Fish, Stone, Ore, Wood)
Population: 31.000
Technology: none
Magic: none
Troops: 3 regiments of elven archers (3)

>>46652332
1+2 (12) Using the fertile coast and a dry wadi to expand your territory, your borders crawl upwards to the river north of you.
3+4 (13) Temples and temple schools are built all over the country, and the higher education of the Kermetian people means more money for you! (+15 Wealth)

Wealth: 60
Population: 37.000
Technology: Granary
Magic: none
Troops: 2 platoons of Kermetian Khopesh wielders (2)

>>46652466
Accepted, color is lilac
>>
>>46653085
I knew I shouldn't comment on a lack of 1s earlier.
>>
>The glorious median of the RNG hits again

Can we please switch for some better dice than d10?
This shit will keep on going all the time, in regular waves. Do I really need to add I've got it figured out when and what post to get max result possible for given moment?
>>
>>46653129
Countries were Arna (red) and Kermet (purple), respectively, sorry
>>
>>46653129
>>46653117
>literally five seconds later after i post.
>>
>>46653151
Arna: Red: Elven constitutional monarchy
Narbanica: Blue: Greek monarchy, human(?)
Danlandia: Orange: Catfolk republic
Kalros: Black: Human monarchy
Toganaria: Lime Green: Human repub
Warhost: Pink: Monsters (various)
Kermet: Purple: human monarchy
Aktorsk: Green: Goblin nomads

For anyone who needs it. Dont worry about including it in your posts now.
>>
>>46653146
Everybody's fucked in that case.
>>
Rolled 7, 7, 10, 1 = 25 (4d10)

>>46653129
Kermet (Purple)
>Government: Despotic monarchy
>Religion: The God-King
>Race: Humans
>Location: Around to the south-most river
>Fluff: Land of the pharaohs!

Wealth: 60
Population: 37.000
Technology: Granary
Magic: none
Troops: 2 platoons of Kermetian Khopesh wielders (2)

1+2. Great, now let's start working in irrigation, as we've got all the water that was to grab. Proper canals, proper tools, proper cranes and proper wells
3+4. There might not be enough wood around, but for sure there is a lot of reed. Which will be enough to create a flotilla of fishing ships and start getting fresh fish for the people
>>
>>46653235
>10
>1
>For the same thing

No, seriously, d10 is fucking retarded, please switch...
... and I was hoping for 2
>>
>>46653129
Can we list what our nations biome is like in fluff?
>>
>>46653129
>Name of Country: Danlandia
>Government: Monarchy
>Religion/gods: The Dantheon, the Gods that Dan believed in and that the people believed he was born to represent
>Peoples/race: Mongies. Monkey like humanoids
>Location: That pointy bit on the left side of the map
>Fluff: A land of wealth and beuty, Danlandia was formed by the unification of several tribes by the almighty Dan. A man so great he was thought to be an avatar of the Gods, he was crowned King by the people, and peace and fortune fell upon the people of the newly formed Danlandia. But all good things must come to an end, as one day Dan disappeared, suddenly and without reason. It has been years since his disappearance, and Dan II has come of age, the only legitimate son Dan ever had, ready to lead the people of Danlandia into a new golden age, or see it destroyed by the hand of the worlds other people
>Other: The mongies are highly territorial and will attack intruders
>Colour: Blue
Wealth: 50 (gold dust)
Population: 31.000
Technology: Fertilization
Magic: None
Troops: 2 Regiments of Monkeymen (2)

1. Train additional monkeymen regiment
2,3. Construct a port in capital city
4. Expand the northern frontier
>>
Rolled 8, 9, 9, 7 = 33 (4d10)

>>46653286
forgot my rolls
>>
Rolled 4, 4, 9, 9 = 26 (4d10)

Arna (red)
actions:
1. Build a salt house (granary for fish as food)
2 and 3: Research magic: Barriers
4. Research: terrace farms/Irrigation
>>
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Can i join in, OP?

>Name
Dahyna (Daah-ynji)
>Government
Meritocracy (+ Bureaucracy)
>Religion/gods
No gods. Instead Ideals are treated as religion. With some chosing "Logic", and some choosing "Community", "Self-Entitlement", "Discipline". But Logic and Discipline are by far the most common ones.
>Peoples/race
Asian 63% / Mixed Race %9 / Darkskin 28%
>Location

>Fluff
https://questproquo.files.wordpress.com/2012/08/cliffsidefortress.jpg
https://s-media-cache-ak0.pinimg.com/736x/e0/17/cd/e017cd6956d50be37e21bbe2398ec783.jpg
>Color
Light Purple-Pink-Ish

Stats:
>Wealth:
60
Larth (Cement like substance used for building)
Metals (High silver, high iron, tiny platinum, high limestone(Not metal but yea))
>Population:
11,200
>Technology:
Superior Infrastructure - Carpentry,
Stonemasonry, Masonry, Architechtry.
Forging/Blacksmithery/Metal-Craftmanship
>Magic: Minor Martial Art Magic (Sorcerous like)
>Troops: Outposts scattered around the land with battlemonks (7 Outposts with around 45 Soldiers in each)
>>
>>46653391
>Color
Not Purple, but CYAN. And its located in the mid Easts
>>
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>>46652371
>Ilia (yellow)
1. (10) Ilian fermentation has become so potent, that they can now succesfully make alcohol from leather, sea water and rocks, among other things. Natives like booze, so the three colonies grow, as well as your wealth. (+20 Wealth, Colony growth)
2. (6) You have written down the laws of your gods on a great monolith. This monolith has quickly become a location for pilgrimages, and many people wish to settle around it. (+1.500 Population)
3. A school has been built, attracting scholars from all over the islands to your capital, increasing your population (+500 population)
4. (7) A great festival to celebrate all kinds of love is held, and what better way to celebrate it than to ferment twenty living virgins of noble birth! (+20 Wealth)

Wealth: 90 (booze, carpets, fish, art)
Population: 34.500
Technology: Fermentation, Sewing, Primitive Boats, Writing
Magic: Heroic Magic
Troops: 2 Regiments of Satyrs, 1 Regiment of canoe boatsgoats (3), Saint Yusuf (5)

>>46652710
>Togarania (lime)
1. (10) Togarania's Oligarchs, feel the power of Xi'to-gan burning within their noble veins, all develop the ability to levitate and conjure mighty flames after short studies. (Levitation Magic, Fire Conjuring discovered)
2. A large mine is constructed, bringing humongous quantities of copper, tin and salt to the surface (+40 Wealth)
3. Using some of your recently acquired funds, you fund the building of a large university (-10 Wealth, 5/15)
4. Your expansion efforts seem to not be very fruitful. A small part of the peninsula is added to your realm.

Wealth: 85 (Shells, copper, tin, salt)
Population: 32.000
Technology: none
Magic: Levitation Magic, Fire Conjuring
Troops: 1 platoon of human pikemen (1)
>>
>>46653485
I will assume we use ferment as slang to mean to mate. Not sure I would feel good about alcoholic cannibalism.
>>
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It's 23:00 here, and I need to get up at 5:45 tomorrow (fucking Randstad traffic), so I'm going to take my leave now. I'm planning to run again on saturday, maybe earlier. All actions in this thread will then be processed and posted. Hope to see you then.

>>46653391
Joining is fine, but everyone starts with the same stuff:

Wealth: 30
Population: 30.000
Technology: none
Magic: none
Troops: 2 basic units (2)

Your country would start better than many current countries, so it should start with these stats too. I'll add you to the map already.

Anyways added too the map, hope to see y'all this weekend.

>>46653538
That assumption is wrong :^)
>>
>>46653485
Can we still join
>>
>>46653618
Thanks for running man!

I have to get up an hour before but I'm an hour behind here
>>
>>46653618
Thanks for running man.

Was kind of hoping itd be a little while longer until i had to share my patch of great white yonder. Oh well.

To everyone else: I am open to trading ore and fish for gold/wealth or other trade goods.
>>
>>46653618
I shall return!
Thanks for running op
>>
>>46653618
Nice timing, I have to get up at 5am myself (London traffic here) so this timings good for me. See you next thread.
>>
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>>46653618
>Name of Country: Antaria
>Government: Meritocracy
>Religion/gods: Demigoddess of War
>Peoples/race: Antarians (Scorpiongirls)
>Location: Center between Narbanica, Danlandia and Aktorsk
>Fluff: The people of Antaria live in mineral-rich mountains, originally warring tribes, they were united via a powerful demigoddess, and acted as barbarians, slaughtering and pillaging the lands. Although they are now civilized generations after her death, their penchant for warfare has never fully subsided, and they still have a strong focus on warfare, focusing most of their research and budget on it. A notable feature of Antaria is of their entirely female population, and it is unknown how more Antarians are made. They trade primarily weapons, high quality metals and ores.
>Colour: Bronze
>>
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>>46653618
>Leaving without finishing the turn

Now that's just disrespectful
>>
>>46653761
OP can do the turn in his own time, then post up all of it finished... surely ending during a turn is actually better for everyone?
>>
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>>46653761
>implying there were turns
It was more like a continuous circle.

>>46653746
Accepted, shall be added in the next thread. Please tripcode namefag though.
>>
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>>46653618
>Randstad traffic
>>
>>46653874
Got it.
>>
>>46653856
Not really. It's always the best to end with everyone having their last move evaluated and then declare it "a free turn" that will be evaluated at the start of next thread from pre-prepared file.
>>
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>>46653876
>Holland
>Hot chicks
Pick one
>>
Rolled 8, 1, 9, 9 = 27 (4d10)

>>46653618
Damn, annoyed I miss this. Thanks for continuing!

Thought I'd sneak in one roll for next time.

>Kalros
Wealth: 80 (Heathen Treasure, Shiny Ore)
Population: 31.500
Technology: None
Magic: None
Troops: 2 Regiments of Zealous Spearmen (2), Order of Kalrosian Warmonks (3), Total (5)

Those heathen cowards. Manmar would shudder to find such an enclave so close to his holy city. An example must be made.

1/2. The monks shall be tested to see if they are worthy of their temple. Send 1 regiment of spearmen and the Warmonks to this heathen land to enslave all who have fled there and return them to the great capital.

3. Finish the great temple.

4. Begin researching these metals and how we might become able to forge them.



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