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Hey, /qst/. Let's play a nation builder.

>What's a nation builder?
Like a little civ game for each player, but with lots of interplayer interaction.

>I guess that sounds ok to kill some time. What do I need to do to play this thing?

If you want to make a faction, then I need:

>Faction name
>Faction fluff (doesn't need to be much, even just a sentence or two is fine. The more fluff you give to me to work with, though, the more tailored the events and issues I can present.)

>Faction location (grid coordinate)
>Faction colour. Green is disallowed for obvious reasons.
>>
By the way, I plan to run this at around early afternoon GMT but I'm flexible to a degree.

>Terrain
Light grey = tundra
Dark grey = mountain
Olive green = highlands
Dark green = forest
Emerald green = farmland
Light green = marsh
Yellow-green = Scrubland and sand dunes
Blue is obvious.
>>
Fantasy races are fine and so are humans.

Feel free to use your imagination.

You want to be an astrology-obsessed, mountain-dwelling Elven magiocracy based on serfdom? Go ahead.

You want to be a race of philosophical, seaslug-riding merfolk with a widespread drug problem? Go for it.
>>
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>>1217724
Faction: The Northern Star Cabal

Fluff: The Cabal is a collection of eldritch summoners and rogues, joined together to tap into the powers from the void. They treat magic with religious fervor and claim to have contacted an ancient god. Here in the north they hide to practice their arts in safety.

Location: 11 across, 04 down

Color: Blue
>>
>>1217932
Nice, I've got it covered.

Do you want to be on the mountain or the highland?

From now, we'll call ambiguities like that "11-4 west" and "11-4 east".

Any notable people or cities?
>>
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I've put you in the highlands.
>>
>>1218110
Woot, right where I wanted (Forgot to auto update)
>>
>>1217724
Faction:The Skeleton Kings Domain

Fluff:Throughout the world sentient undead and users of "Heretical" magic such as necromancy are shunned and often killed. In a certain time something drew them to the deep forests were here they discovered the the lands of the one who is simply named the skeleton king. Town after town began springing up as more and more flocked here so they can live their unliving lives in safety and learn the true extents of magic without the threat of being purged. For here they remain secluded as to not being upon the ire of the outside world. Then in the epicenter of these lands is the Kings Palace simply named "The Kings Throne"

Location: 21,8

Color: Black
>>
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>>1217724

Faction: Republic of Perieza

Fluff: A former fishing village whose sailors were bold enough to cross the seas, now a maritime city that trades luxuries and knowledge with distant lands. Fiercely proud of their egalitarian government and their independence, the Periezans wish to expand beyond their walled city and harbor, to solidify their power on the mainland.

Location: 19 vertical, between 11-12 horizontal.

Color: Yellow (Gold if available)
>>
I'm on it. Thanks for joining in.
>>
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Map updated.

Some basic fluff on your faction's leadership would be good as well.

The Cs the circles indicate the location of the "capital", such as there is one.
>>
Well, I'm going to bed now.

Anyone can feel free to claim a nation, and I'll add it to the map. Let's call our provisional starting time 2PM GMT.

Round about at time, especially if I've posted that I'm here, shout out if you're in the thread and I'll write your faction an introductory fluff prologue to set the scene for your faction and area in greater descriptive detail.

I'll also introduce any NPC factions in your area (if indeed I choose to introduce any).

Then we'll get down to "civ turns".
>>
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>>1217724
Faction: Space Magic Belka (Like, Normal Belka, but has Space Magic.)

Fluff: The Space Magic Belkan was a feudal government ruled by knights and aristocratic families, atleast until they were are slapped around and brought in line by the Saint King (who isn't a goddamned loli this time) and his Uber Space Magic Knights. Space Magic Belka has Space Magic, which is like magic but less bullshit (still kinda bullshit) & follows pseudo-science crap I still can't explain worth a damn, and semi-autistically obsesses with all things Early Magi-Teky, Melee Combaty, and Honourly.

Leadership: The Saint King with his 4 Uber Space Knights functioning as lords of the land (think the Four Kings of North, South, East, and West with the Saint King being the Center)

Location: 19 vertical, and inbetween 06 & 07 horizontal.

Colour: (Space Magical) Violet
>>
>>1218422
>Let's call our provisional starting time 2PM GMT.
Shit I probably won't be up for that now that I'm thinking about it.
>>
I'm here a bit early.

Shout out if you're here.
>>
>>1218717
I'm here
>>
>>1218737
Niceity nice.

How are you today?
>>
>>1218739
I'm doing good today so far
>>
>Prologue: The Skeleton King's Domain

To the west of the great river which surges down from the mountains through the land, there is a great forest; as much conifer as broadleaf, dark and sprawling, host to many hidden stream-gullies and dim, mossy caves.

Much lies here ancient and unknown, unchronicled even by the heretic researchers of the north and their secret studies.

In the heart of this forest, beneath the cool and gloomy canopy, far off any logger's or fur-trapper's trail, is the King's Throne: a skeletal tower of pure white spruce, like a great dragon's corpse long picked clean leaving only its vast bones behind.

Here the skeletons dwell in isolation and secrecy, together in an unseen city of pale wooden houses, unheard and unknown by all save the ravens, foxes and other creatures of the wood. No living man's heart beats here.

Upon his throne of pine, seating atop a limestone dais, the Skeleton King sits in silence. Flaming torches cast dim, flickering light into his hall, dully gleaming on his cladding of runed bronze armour. In his fleshless hands lies the future of his Domain...

[What will be your first action as leader of your Domain?]
>>
>>1218748
We roll a d100 for our actions right?
>>
>>1218748
Ah, didn't read the thing about there being necromancers there as well.

>Yet even in the domain of the lifeless bone men, humanity is present: necromancers and death mages walk on soft feet hither and thither, huddling with one another out of sight and consulting in lowered tones. It has been long since they last felt the touch of warm sunlight; their skin has grown pallid. They wrap themselves in long hooded robes, black, and furred to ward against the cold. Many learned men, dead and undead, have gathered under the protection of their sovereign: the Skeleton King, master of their forest domain.
>>
>>1218751
Tell me what your actions are first and I'll sort out any modifiers you might get for a success / failure roll, or if such a roll would even be helpful.
>>
>>1218401
>>1218401
01 horizontal, 10 vertical

Faction: The republic of Montegro

Fluff: The republic is a republic in name only as it is more of a military junta rather than a proper republic. The Montengrans had just deposed their previous leaders due to their failing economy leaving their peoples to starve that is until the generals came into power. With the coming of the generals the ideals of individualism and egalitarianism were abandoned in favor of unity, comradery, and militarism.

Color: Pink
>>
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>>1218797
Forgot my Pic
>>
>>1218757
It has been long since I have learned of the workings of the lands outside the dark forests in my domain. Because of this I have choosen to send out a party of my own people on a mission to scout the lands and also bring back any information on points of interest out there be it magical or mundane.
>>
>>1218801
>>1218800
>>1218797

I'm on it.
>>
>>1218807
If your planing on keeping this thing going for awhile maybe you should make a discord channel so the players can communicate with you and each other more easily.
>>
>>1218807
Still around, just be at work
>>
I'm about to post Montegro's fluff prologue.

>>1218819
I'd rather organise the whole game here... I hope that's not a problem. On Discord, all the posts are transitory so you can't look back over them days later.

>>1218825
Cool, no problem.
>>
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>Fluff prologue: The Republic of Montegro

The Republic of Montegro, a forested "republic" far away to the west. Its people are poor, though no longer starving. They are cynical yet hopeful, pragmatic yet also principalled. Trust in the new government is mixed and many of the Republic's citizens hold reservations about their new rulers - but enmity towards the previous government is also common.

They protect themselves from the cold with simple, practical clothes of wool and sheepskin. Sheep farming is the dominant industry of the republic; the sheep graze in artificial clearings in the forest, which are hemmed around by drystone walls to keep predators at bay. Another important industry of the republic is fur-trapping, mostly for export to merchants in the city of Pereiza to the south.

The ruling classes, overthrown in the Uprising of the previous year, have fled the Republic. Many have sought refuge in Pereiza, but there is much uncertainty over how the Pereizans will recieve them.

In Montegro, though, the New Dawn Government's eagle standard rises high above the capital city - and beneath it sits the First Citizen, the Republic's "elected" ruler.
>>
>>1218835
I meant as in like just general talking with one another and questions and stuff, the game and important things would still be done here in the thread obviously. But if you dont want to make a channel for this I dont mind either way since your the host.
>>
>>1218842
I don't mind making a Discord channel but I don't really know to work the website.
>>
>>1218801
In the early hours of the morning, you send twenty black-robed living scouts forth from the unseen city on horseback. Ten are to scout to the west and ten are to scout to the east, supplied with spring water and salted meat.

Given the nature of the settlement of the Domain both from the local towns and villages and from further afield in the land eastriver, the geographical knowledge of the scouts is good. They have little trouble travelling quickly along the dirt paths of the forest and accurately forging their routes.

Roll me 1d20 + 5 for the success of the scouting missions.
>>
Well, I've made us a Discord channel.

It's "Hexion Nation Builder".
>>
>>1218856
Oh, better idea, roll me separate 1d20+5 s for each of the two expeditions. So, make two roll posts.
>>
Rolled 14, 5 = 19 (2d20)

>>1218856
I was a bit busy hence the wait.
>>1218871
Could you post a server invite here?
>>
>>1218908
Here's the server invite:

https://discord.gg/sz9PCFj
>>
Gonna make a nation
>>
>>1218928
Go ahead! You're welcome to join.
>>
>>1217724
>Name
El Sol's Commune
>Fluff
Founded by a group of ex-slave rouge orcs who escaped from a powerful empire, El Sol's Commune's is a fundamentally agrarian nation. Although there are is no 'inner trade', since the council of citizens manages everthing produced inside of it, and distribuites it to the people, it's prescence in the internation market is significant for a nation it's size. Crop variety in El Sol's is what allows it to maintain it's relatively huge population in a confined space. Since their exile from their lands, to their migration and eventual escape from their owners, the Sol Orcs have amassed a diverse collection of seeds, having tubers, grains and gourds, alongside some few 'luxury' leaves growing in their farmlands.
>Faction location
13-13
>Faction colour.
Blood Orange (kek)
>>
I'm making a nation in 23, 20
>>
>>1218908
>Western expedition: Rolled 14 + 5 = 19 (Great success!)

>Eastern expedition: Rolled 5 + 5 = 10 (Reasonable success)

Both expeditions return after around 3 weeks' travel.

Your scouts to the west report having journeyed for some days in the forest, coming upon some medicinal herbs by happenstance; then arriving at a row of open barrow-mounds, holes in the heaped, grassy soil leading into the dark chambers beneath. Runed slabs of pale stone lay about the area, presumably from the excavation (or escape from) the barrows.

Skeletal barrow-wights are reported to be dwelling there, armoured in bronze and armed with bronze and iron swords. Such was the skill of your scouts in death magic that the undead creatures were successfully reasoned with... somehow... you've much idea how..., though as a scout said: "The wights... they said we were being too noisy and asked us to leave..." It seems, though, that peaceful relations will be possible.

Further to the west, the scouts noted a large stone watchtower on the highlands but saw no sign that it was in use.
>>
>>1218908
>>1218950

The Eastern expedition met with less success. The scouts found some fruit and poisonous mushrooms, and noted the presence of some giant spider webs strung between the trees. They also found a small stream, not large enough to support large fish or crayfish.
.
>>
>Faction name: Zwerges Reich
>Faction fluff: "The Dwarven Empire" was originally the Dwarven Confederation, which was formed from several dozen minor dwarf principalities banding together under a common culture and language. During a war against cowardly frogmen across the sea, the victorious Dwarves elected an leader in the frogmen's hall of mirrors proclaiming their bravest and most intelligent prince as Dwarven Emperor establishing the first Dwarf Empire. Under the first Emperor, a stronger sense of a single dwarf state was made as the boundaries of the principalities melted away, although there is still a strong sense of nobility and aristocracy among the highborn dwarves. Dwarves are an industrious people yet capable of enjoying the rewards of hard work. They fight using a combination of dwarven ranged troopers, trenches, wires, heavy bombardment weapons, and fighting war machines on legs and treads.
>>
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Added the El Sol Commune.
>>
>>1218962
Location 23, 20
Color: Grey
>>
Added the Zwerges Reich.

You guys can all take civ turns, you know, you don't have to wait for me to add extra fluff to your facitons.
>>
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>>1218970
>>
>>1218970
The Sol people send envoys with dried luxury leaves, and the best looking crops of the lastest harvest to perieza.
>>
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>>1217724

Faction Name: Shimo Ninja

Faction Fluff: Accustomed to using magic mixed with their arts for survival and stealth, these Ninjas made their home easily hidden in the trees. While they are unscrupulous towards enemies, they try to remain peaceful relations with those that pass through.

Location:06 south, 17 west
>>
Just to say, I have to stop running in around an hour, but I'll continue for now. We'll be playing again tomorrow at the same time.
>>
The Dwarven Capital is a mighty fortress, boasting room for many many bombardment weapons and streets guarded by parapets and turrets.

Down the main corridor is the Marching Way where thousands of dwarves gather to hear an inspirational speech by the Fuhrer. He raises his sword talks about Dwarven unity as a single people, about boundless living space for the dwarves, and for the need for determination and hard work.

Action: hold an inspirational speech to inspire dwarven nationalism for a greater empire and expansion

https://www.youtube.com/watch?v=3iaEUWHVI2Y&t=29s
>>
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Added the Shimo Ninja.

>>1218991
You get +3 from cult of personality around the Fuhrer, but -3 for war-weariness of the people after the recent war against the frogmen. That cancels out to +- 0, so just roll me 1d5.
>>
Rolled 1 (1d5)

>>1218996
>>
Rolled 5 (1d5)

>>1218996
>>
>You want to be a race of philosophical, seaslug-riding merfolk with a widespread drug problem? Go for it.

Kek
>>
>>1218999

I rolled for the fun of it and got trips too

What is life
>>
>>1218998
Though you organise and plan the speech, you catch a sudden fever in the days leading up to it.

Your government arranges one of your senior beurocrats to speak in your place, using the notes which you have written for the speech. However, he lacks charisma and the crowd do not recognise him - whilst you are nationally famous and respected for your role in the Frogman War.

Most of the crowd leave when they are told that you won't be speaking.
>>
>>1218979
The council determines that in order to establish more lucrative relationships with other nations, we need to upgrade our infrastructure. We begin building a chain of long roads for trade, something like a medieval super highway of some sorts.
>>
Going back to the 1d20 system to allow more room for modifiers.

>>1219014
High strength (+3)
Poor organisation due to illiteracy (-2)
Trying to build roads in the marshes (-5)

Roll me 1d20 - 4.
>>
>>1219008
I might end up bringing these guys in as NPCs. They probably wouldn't appear much, though.
>>
Rolled 10 (1d20)

>>1219022
rollin
>>
I have to do something soon so let's end the session now.

I hope you all had fun so far. I did.

Next session at 2PM GMT.
>>
>>1219032

Alright, bye! Will join discord and have ninjas do more stuff next time.
>>
>>1218996
Cut down the surrounding forest to make room for farms so the people may eat
>>
>>1219032
2PM GMT otherwise known as 9AM EST tomorrow.

I likely won't be there, or at least, I will most likely not be available until 4:30 PM GMT (11:30 AM EST)
>>
Shimo first action for next time
-------
The current leader of the Shimo, a young female ruler named Ibuki, decides it's best to look into the use of farmlands to the north. While there isn't much of a food or water shortage within the Shimo, the resources would prove useful in promoting more peaceful relationships around the area.
>>
>>1219030
>Rolled 10 - 4 = 6

Your people make an earnest attempt to construct a single road across the marsh to connect the Commune to Pirieza in the south. However, the project is recognised as impractical before the road even reaches a couple of miles long.

The ground is wet and spongy, with mud, fluffy mosses, long reeds and grasses, and hidden pools of stagnant water. The workers often lose their footing and are constantly bitten by flies.

The most that is achieved is a flattening and compression of some of the earth to make it more even and stable... but after pulling out the long marsh grasses, the soil seems to subside even faster.
>>
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Yo how do I get into the discord??? I've never used this app.
>>
>>1219035
Remember your nametag.

Roll me 1d20.
>>
>>1218662
>>1218666
Are we still allowing people to join or did I over sleep enough to push myself out?

>>1219079
>2PM GMT otherwise known as 9AM EST tomorrow.
That point in time where your sleeping schedule is out of whack, but you want to play civ quests on /qst/ only to completely and utterly sleep through them, and you can't force yourself asleep because you're lay in the bed for hours not being asleep. Still I'm going to try and force myself.
>>
>>1219363
Download the client and go to the url I posted.

>>1219092
Roll me 1d20.

I'm just finishing off the turns left untaken. So far I'm waiting on Montegro and Shimo to roll and for Perieza and Northern Star Cabal to specify an action.

The rule is that if you don't post your turn before I start running the next session, you forfeit it.
>>
>>1219371
You can join... just, let's not get too scifi. Let's keep things fairly grounded in fantasy; this is a swords and sorcery world. So, no mecha. And please only join if you think you can turn up for at least some of the session.

The core idea of the Saint King and the Knights of the compass is totally fine, though.
>>
Rolled 7 (1d20)

>>1219384

Gimme da roll
>>
>>1219405
>just, let's not get too scifi.
This is just Old Belka (Ace Combat) with Space Magic slapped on the front of it with some one in a blue moon Fancier Golems and less rough and gritty designs if any. Not that much more technological than The Dwemer from the Elder Scrolls. (-but with everything more White than Gold.)

>So, no mecha.
Unless you count Magi-Tek Golems that still look like mostly like Golems, yeah no mechs.

>And please only join if you think you can turn up for at least some of the session.
I'm going to try and force myself to get atleast 6 to 7 hours of sleep tonight and be awake BEFORE 9am. I'm here for now though.
>>
>>1219410
Your scouts find a large expanse of farmland to the west, but first waste much time wandering lost in the vast swamp to your north.

Being proud and honourable ninjas, you suspect none of them could be seen to admit that they had lost the path or ask a local... uh... marsh elf (?) for directions. Well, it's not as though you were any different.

The scouts still claim to have been conducting reconnaissance to guard the village against the threat of a merman attack.
>>
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>>1219425
Well, I've added you to the map. I've spelt it "Belca" so as not to break the immersion of the other players.

I would rather you'd come up with something original, though...

That said, let's have fun.

Feel free to take your first turn.
>>
>>1219470
Oh, and I'm not going to look up stuff about Belka to write fluff scenes. I just work on the fluff you give me and then fill in the blanks if necessary.
>>
>>1219470
>I've spelt it "Belca" so as not to break the immersion of the other players.
That's entirely fine.

>I would rather you'd come up with something original, though...
I'm having to do most of the work here, outside of the name and some very vague information I have to make up everything as I go. The only thing shared with the originals is the general concept and some of the naming conventions. I'm just going to put "Space Magic" infront of a bunch of stuff, don't take it too seriously.

>Feel free to take your first turn.
Alright, let's see if I can get some scouting done. I'm spending them up towards the hex at 16 vertical and 7/8 horizontal to check out the water source, and survey the land from the nation to there.
>>
>>1219492
>I'm spending them
*sending
It is going to be another one of those evenings I see.
>>
I'm still experimenting with the dice system. I think I'll try introducing non-rolled actions next session, for things like "chop down some trees". Then for the rolling actions, I'll probably use 2d10. I'm just teething into running a nationbuilder for the first time.

>>1219492
Roll me 1d20.
>>
Rolled 14 (1d20)

>>1219518
Oh majestic Space Magic Dice, have mercy on my soul.
>>
>>1219526
Not bad, one of the best rolls of this round.

You grab expendable minor noble A (why bother remembering their names?) and tell him to round up a few rangers and scout northeast towards the great lake on the horizon of Belka's outskirts.

Thankfully, they apparently have enough brains - between them, of course - to not go into the marsh, get lost, get ravished by buxom alligator centaurs and so on instead of reporting to you like good minions.

Instead they ride around the lake a bit, doing ranger things for a while. Putting their finger in it and say "yep, this is water all right, no mistake about it." None of them died so it's probably safe to drink. That's the sort of thing that rangers do. Whilst doing that, they report to have run into a bunch of those western merchantmen off on a trip north to buy firs. Seems like you could establish a trade route... if you wanted to buy old oars and lobsterpots, hahaha.

The scouts also reported seeing large fish in the lake, such as pike. If all the scouts came back from the water's edge then they can't have been that large.
>>
>>1219562
* Eastern merchantmen, the Periezans.

GM is a retard who continually fails to correctly distinguish east and west.
>>
>>1219562
>You grab expendable minor noble A
Sounds about right.

>Thankfully, they apparently have enough brains - between them, of course - to not go into the marsh, get lost, get ravished by buxom alligator centaurs and so on instead of reporting to you like good minions.
I must invest in LEARNING for my people and military. Since everything they didn't do sounds like something they would do. I'll have the Lord Knight of the West set that up later, hopefully.

>Putting their finger in it and say "yep, this is water all right, no mistake about it."
10/10, professional Belk/can Scouts & Rangers at work.
>>
Rolled 14 (1d20)

>>1219571
The Cabal work their magic and tricks to help hide their headquarters from view.
>>
>>1219679
You gather together your acoloytes and underlings and walk over the highland to the source of your power here: the great Void Cavern.

A huge cavern, as tall as it wide, recedes into the mountainside like a gaping mouth. Within it is only darkness. There is a great cold here and you are thankful of the thick fur robes which are fastened firmly over your rune-tattoed chest. The small trees of the highlands do not grow in this area, nor does any fox or badger tread around this lonely slope. As always here, light grey colds cover the sun.

Your fellow mages form a triangle behind you, pointing towards the cavern, and you stand at its tip. You raise your oak staff into the air above your head... of course nothing appears, but there is a growing feeling of leaden weight upon it and you struggle to hold it erect.

You say nothing; but in your mind, you WILL the Cabal's highland to be obscured from the eyes of the initiated. A sphere of darkness grows around the staff, then becomes a moving black wisp as of chimney peat-smoke in the wind. More wisps leave the staff and spread out like snakes in seven other directions, streaming away from you but still growing from their point of origination above you.

When the void-smoke fades from the staff and rushes out of sight, you know that the spell is on its way to being complete and that mundane men will not be able to chance upon you. Hopefully.
>>
>>1219861
Sweet

Faction: The Northern Star Cabal

Fluff: The Cabal is a collection of eldritch summoners and rogues, joined together to tap into the powers from the void. They treat magic with religious fervor and claim to have contacted an ancient god. Here in the north they hide to practice their arts in safety.

Location: 11 across, 04 down

Color: Blue

Actions Completed: Veiled the great Void Cavern against mundane eyes (14 result)
>>
Rolled 4 (1d20)

>>1219368
Rolling, thought the session would be later

>>1219470
my next move will be to up the sciences of my people
>>
>>1220071
Thanks for rolling but I can't get your turn written up until tomorrow. It's 2:32 AM here.

Your turn from this round will have priority next session.

Now I'm only waiting for Perieza.
>>
>>1219442

Good that we found some areas for growth...

But really guys? Got lost? *facepalm*

Anticipating next session very much!
>>
Rolled 1 (1d20)

I'll probably end up being here about an hour and a half late, so if I'm allowed to I'll make my roll and action (provided no one interacts directly with me) ahead of time so I don't look like I'm actually trying to drop this.

Action: Spread the Kingdom out to the hexes at 19V & 8H and 20V & 7/8H, preferring development of the areas to be farmland.

Keep in mind I'm only doing this incase I'm late for my turn tomorrow, I'll should for all intensive purposes not need to do this after this time. If I'm here on time I'll do this anyway.

I'm also thinking to have the Lord Knights of Compass have fields of general expertise, and that I could possibly task them to take lead of something to get a slight bonus if it is of their field. They'd then have a cooldown of like 2 or 3 turns separately for balancing. As it stands Belk/ca doesn't get anything real bonuses I know except maybe in Melee Combat, Practical Appliance of Magic, and probably Smithing or Construction due to their fluff.
>>
>>1220414
>1
Shit, I'm cursed. The grassland is cursed. I'm fair though so don't let me wiggle out of that one.
>>
>>1219442
>>1220236
For "farmland to the west", read "to the east".

For some reason, I have a sort of subconscious bias where my mind prefers to type "west" than "east".
>>
>>1220843

Okay, good to know!
>>
>>1220843
When does the next turn start?
>>
>>1220843
I'm the same way. I kept calling the Lord Knight of the East the West in my notes.

>>1220903
If the time earlier in this thread is to be believed 9AM EST (For us in Burgerland on the East Coast) which is 2PM GMT.
>>
Rolled 10 (1d20)

>>1220843
The mainland expansion begins in earnest, a sizable contingent of enthusiasts mustered outside of Perieza, bolstered by families paid to undertake the journey.

Under the command of an ambitious noble, Riccardo Cicarone, the expedition attempts to establish a settlement on the shores of a nearby lake to obtain freshwater fish and a better position for inland trading [17V, 8/9H].

Rolling d20, since that appears to be the standard for this first turn.
>>
I won't make it to the next game until GMT 4:30-5:00 in the earliest

But my next action for my people is to get the factory running, we need it to build devices for the expansion effort
>>
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>>1221865
An industrious race, the Dwarves prefer the art of divided labor and assembly, and use a mighty forge factory to produce, in a line, all the items of war and peace they need.
>>
Rolled 9 (1d20)

The Shimo decide to investigate strange reports of undead activity from the north. Because (who wouldn't?) that sort of supernatural thing could prove a powerful ally or foe if acted on.

So they go scout out Skeleton King's domain.
>>
>>1221907

Oh, huh. My name didn't appear...

Oh well.
>>
Weeeeeelcome back, everyone and thanks for tuning in. Good morning to any of you EST guys.

I'll first be going through the actions from last round, then from this round.

After that, we're going to have a minor event roll, so don't take another turn before that. I'll explain it when we get to it.
>>
>>1222060
new person here, is it possible to have like a small recap of what happened to all clans?
>>
Oh, and remember that we have a Discord channel at https://discord.gg/sz9PCFj
>>
>>1222071
Pretty much nothing's happened yet.

The Skeleton King's Domain have done som scouting.
Montegro hasn't done anything since I haven't written up their roll yet (which has priority).
Perieza, same situation.
Northern Star Cabal have made a pretty decent spell to magically hide their highland base and the Void Cavern, though it's not perfect.
Zwerges Reich tried to give a motivational speech but could only get a dull beurocrat to make it so most people left.
El Sol Commune tried to build a road through the swamp but it wasn't really practical at the time.
Shimo Ninja found some farmland to their north-east.
Space Magic Belca scouted the great western lake (feel free to name these landmarks, guys) and uncovered a possible traderoute with Montegro and Perieza.

By the way, how do I spell buerocrat?
>>
>>1222076
>By the way, how do I spell buerocrat?
Bureaucrat, why?
>>
Rolled 7 (1d20)

>>1222076
Since I don't want to miss a turn I shall state my actions.

Cut down the surrpunding forest to make way for farms whilst at the same time expanding our farms so that the people may eat.
>>
Round 1 turns:

>>1219035
>Republic of Montegro
>Rolled 4

This action was late because you forgot your nametag and I forgot that you'd made a post.

The male citizens of Montegro set out with a typical understated determination and begin, with their axes, working to fell the forest trees around the Republic. The men on the outskirts cluster together in village groups, each group working together on a single area of woodland.

Reports indicate that a sense of "working man's camaraderie" became widespread, with homegrown cider being drunk by all and the workers being served a stirfry of sheep meat and onions by the women and young teenagers - though the portions were not large. The people mostly seemed to be pleased by the government having taken a purposeful decision.

However, though the workers try hard to fulfill the project, a sizable amount of the population are still weak from malnutrition; or were needed to watch the sheep or the elderly. Many trees were felled and cut into logs but the envisaged scale of the project was not realised. Also, theland has not yet been tilled nor crops planted.
>>
>>1222060

Hello again
>>
>Perieza
>Rolled 10

The colonisation project meets with reasonable success. The trek overland to the lakeshore takes over a week, the colonists taking with them horsecarts of food and drink, cutlery, clothing and so on. There is a shower of rain which makes the dirt paths a little muddy - cue much complaining about the Periezan government having even countenanced the idea of overland travel, leave that to the landlubbers and the yokels - but the expedition continues onward northeast and eventually arrives at the lakeshore.

A messenger is sent back to Perieza to report, and says that some log cabins have been built, but that most people are still living in their large covered carts. Fishing has apparently proven productive.

(Map update coming)
>>
>>1221083
>>1222160

Northwest. NORTHWEST!!!!!
>>
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Map update.

Hexion as of the end of Round 1.
>>
>>1222209
Scout the surrounding 3 hexes, focus on finding resources one could exploit
>>
Rolled 6 (1d20)

>>1222222
CHECK EM BOIS!!!!!!!!!!!!!

also here's my roll
>>
>>1222222

No need to roll.

GIVE HIM A FREE WIN

FREAKIN SWEET GET
>>
>>1222209

I think I already posted my round 2 turn, but I think to be clear I'm rolling for more knowledge of area between skeleton domain and Shimo capital.
>>
I'm going to take a short break, 30mins - an hour. See you back here.

I'm now working through the Round 2 turns. Feel free to do interplayer interaction by yourselves (if appropriate by being close enough together and not secret), you don't to fit it into rounds or make any rolls.

I might interfere with it sometimes, though, and ask you to make a roll or just tell you half your diplomats to the lake colony have been eaten by giant pike or so on.

>>1222223
>>1222222
Who are you?

Put on a nametag.
>>
>>1222238
Sorry, Is a me baku
>>
>>1222255
>>1222238
I mean montegro, wrong game Also check my dus
>>
>>1222259
You got a good get. Don't worry, I won't ignore it. But it'll be affecting the action you just posted, which is your Round Three action.
>>
>>1222273
kk
>>
I'm back, I'll get writing up.
>>
>>1222209
Heres my second turn

These wights are certainly an interesting thing to find out there. They also seem to just be milling about there without purpose. After thinking about it I've decided to send some of my more undead subects for diplomacy so they can attempt to convince them to join them in my land, more warriors are always good to have. Perhaps we can even find out if those burrows they came out of have some significance also.
>>
As far as I can tell Montegro didn't roll for his Round 2 action at >>1220071 . He's got 30 mins to roll or I'll roll for him.

Required roll is 2d10.

+2 for strong government organisation
-2 for some educated people leaving the city during the uncertainty of the Uprising, emigrating to Perieza or (more rarely) Belca.
Total: +- 0
>>
Rolled 9, 10 = 19 (2d10)

>>1222341
Plez help me
>>
Rolled 7 (1d20)

>>1222209
Faction: The Northern Star Cabal

Fluff: The Cabal is a collection of eldritch summoners and rogues, joined together to tap into the powers from the void. They treat magic with religious fervor and claim to have contacted an ancient god. Here in the north they hide to practice their arts in safety.

Location: 11 across, 04 down

Color: Blue

>Action: Summon lesser earth demons to shape the cavern into a city.
>>
Rolled 1, 2 = 3 (2d10)

>>1222354
Oh it is 2d10
>>
>>1222341
>emigrating to Perieza or (more rarely) Belca.
Oh hey, 2 or 3 more SMRT people to possibly help the West Knight with his Technobabble Nonsense.

Also my action this turn for the (Space Magic) Kingdom of Belca will be: Spread the Kingdom out to the hexes at 19V & 8H and 20V & 7/8H, preferring development of the areas to be actual farmland.

Do you want me to roll 2d10 or 1d10? Or do you want to keep my Rolled 1 from earlier?
>>
>>1220414
Rumour has spread about the Periezan colonisation of the lakeshore, and it is said amongst the common people that the Periezans mean to dominate the entire Southwest of Hexonia - to the extent of raiding and conquering the villages on the eastern outskirts of Belca. After this tidbit of untruth followed much baseless speculation over the pretty harmless-seeming lakeshore village, the most recent version of the story claiming that it was a cover for a secret Periezan alliance with barbaric trident-wielding fishmen.

For this reason, the commoners of Belca are very reluctant to settle in the east and the project is put on hold. Bloody peasants, what are they good for?
>>
>>1222368
>Bloody peasants, what are they good for?
Farming, not much else. Actually probably not even that.

I obviously have to start building basic schools. After I try moving to those very hexes again.
>>
>>1221907
The ninjas of Shimo, sharp-eared as wild black cats, have recently heard queer stories from the North. To be more precise, from the small amount of merchants and tourists who ply their grain and barley in Shimo from the farmland in the far northeast.

It is said by some of these visitors to the country that, in the lands beneath the great Northern forest of the Eastriver, in the small farming villages, strange events have been occurring. Graves have been found opened, and a few months ago a short trail of skeletal footprints were found in a patch of mud - though they were washed away by the rain and no evidence remains.

The scouts talk to the villagers of the high farmland, after having ridden North for around a week. The prevalent opinion there is that the corpses are being animated by a necromancer and forced to march into the marshes west into the marshes. Yet your scouts, riding from the south / south-west, do not report seeing any undead - though you do not doubt that they must be moving under the cover of nightfall.
>>
>>1222339
Your scouts this time number only ten, but all are heading to the same destination: to the silent barrow-mounds of the wights of the west. The task this time is opposite to what it was: on the first mission, you needed scouts you would not disturb a passing mortal, whereas now you wish to parlay with fellow undead. To that end, you have chosen ten skeletons who have been in your service for a long time to meet with the barrow wights.

The wights seem to you to be somewhat of an isolationist breed, inclined to keep to themselves. Still, it would be good to establish friendly relations with them; and they are as welcome in your kingdom as the undead farmers of the villages around.

[Roll me 2d10 +3]
<+3 for being fellow undead>
>>
Rolled 1, 9 = 10 (2d10)

>>1222424
>>
>>1222435
>Rolled 10 + 3 = 13

Your skeletal scouts speak to the wights. Their language is archaic and dialectal. Many words are pronounced differently; they also used many words that have now fallen out of use, at least in the Eastriver lands. Prepared this time, you had made sure to include some of the more ancient skeletons of your Domain in the scouting party. Thanks to this foresight, communication goes smoothly, though the wights seem a little listless and confused.

You gather that in life, they were great warriors of a kingdom in the highlands of the west. Then they died in battle against other highland kingdoms and clans, both east and west of the fast-flowing river they call the Whiterush, and were laid to rest in ceremonial armour beneath their burial mounds. There they slept for a time they did not know, until they woke from their slumber.

Now, they had said, they know not what to do. It seems they cannot return to sleep, nor pass on to another land. They long to return to the highlands but fear persecution and recognise that no kingdom lasts for ever. When told they would be welcome in your undead domain, they reply that they will discuss amongst themselves and ask that you return in a fortnight.
>>
>>1222393

Weaintfoundshit.gif
>>
Rolled 12 (1d20)

>>1222341
Rolling for Montegro's Round 2 turn to "up the sciences of my people" since he didn't roll.
>>
>>1222351
>>1222483
Um I did roll
>>
>>1222487
Oh, my apologies, I didn't see. I'll be using your roll, then.

That's a hell of a roll, nice job.
>>
>>1222488
Thanks, nice dubs
>>
>>1217724
>Faction name: The Created
>Faction fluff: Long in the past there was once a people in the north. They wielded mighty magic and created powerful constructs. In the end though nothing could stop their demise. A plague swept through their lands, killing most and leaving the rest cripled. All that was left were their constructs in th end. So they stood, awaiting orders never to come until finally, through some random act of natural magic, one began to create more golem cores. This process continued, and was expanded upon, until the constructs took over the ruins of their former masters. Now they seek to expand, learn more of the world they woke up to, and create more types of constructs.
>Faction location: 2 down, 6 across
>Faction colour: Brown
>>
>>1220071
>>1222351
>Republic of Montegro
>Scientific research
>Rolled 19 / 20

You decide to concentrate the best minds of the nation into a single council: the Montegran Advanced Science Council, also known as MASC. You begin to appoint a small group of citizens with great - or at least good enough - knowledge in the fields of metalworking, mechanics and construction. You begin by recruiting from the the capital but then start a slightly longer project of rural talent searching.

You also discover a boy genius, a youth of fourteen years old. It seems that he has already published a paper on engineering as used in Montegro's iron mines, which is being looked upon with favourable trepidation by the mine owners.

[From now on, Montegro will get a +1 bonus to science rolls. This _may_ become +2 later on as the council matures.]
>>
Third turn action early. Low priority ftw.
---------
Invest in magical research. Specifically enhancements to weapons.
>>
Rolled 8, 3 = 11 (2d10)

>>1222549

Rrrrrrrollin
>>
>>1222553

Finally a semi-respectable roll.

But no GET :(
>>
>>1222555

I

Stand

Corrected
>>
I had to eat dinner. I'm back now and writing up the North Star Cabal's Round 2 turn.
>>
Calling it now, Cabal's either gonna wipe themselves out, everyone else out, or both. Bad rolls and demons are not good at all in the long run or even in the short run.
>>
>North Star Cabal
>Summon lesser earth demons to shape the cavern into a city

You stand once again before the Void Cavern's vast maw, surrounded behind you by a semicircle of your followers. Your feet are firmly set within a circle of rough, runed-carved boulders, their engravings marked with lapus lazuli. Glancing above you, you see the faintest of aurora streaming over the pale winter sky above the perpetual cover of light grey clouds.

Your plan is to move the cabal away from the exposed highland - though it is hidden from the eyes of the common man - and into the very source of your power, the dark and looming Cavern.

Of course, you _could_ enter the Cavern yourself and brave whatever tentacled eldritch horrors dwell there, and get the whole thing done before breakfast... but no-one wants to be the first guy through the door. Time to summon a few expendable minions from one of the demon realms. Raising you staff into the air, you command the mighty Void to drag forth a group of lesser earth demons from the Ether Caverns outside the human world...

Then one of the rocks blows over and rolls quickly down the hillside.
"Oh," you say. "Bugger."
Yet something takes shape within the circle, as if being slowly assembled from a shifting cloud of clay dust, each grain springing into existence without you seeing. It forms before you...
Into the shape of five golems, modelled after the shape of a man, complete with stylised abdominal muscles in the yellow-white colour of pottery, each golem marked with a different engraved symbol.

They look around themselves. Their clay-carved faces give you no idea what they're thinking. There is a pause as all present are silent... then you speak:

"This is private property, you know?"
>>
>>1222615
for
>>1222354
>>
>>1222615
Wait, did they accidentally summon Golems instead of Demons?
>>
>>1222620
Yeah, these some of >>1222532 golems straight out of their faction in the north. It's up to the Cabal what to do with them now.
>>
>>1222617

Oh. That's the cameo huh?
>>
>>1222620
For your turn for Belca, you wanted to try to settle the same hexes again, right?

>>1222627
Yeah
>>
>>1222631
Yes. What would like me to roll?
>>
>>1222633
Roll me 2d10 -2.
>>
Rolled 4, 7 = 11 (2d10)

SPACE MAGIC DICE, SHARE YOUR ENERGY WITH ME!
>>
>>1221867
Roll me 2d10 + 3

[+2 for Dwarven industrial experience, +1 for efficient wartime industry left over from the Frogmen War]
>>
Rolled 6, 10 + 3 = 19 (2d10 + 3)

Rolling cause op told me too
>>
>>1222646
>Space Magic Belca
>Settle the east and
>Rolled 11 - 2 = 9 / 20

You grab a passing nobleman, clad in a scarlet robe of finest trout hair or something, all emblazoned with little trees and pigeons.

"Oi," you say, "Tiddles."
With pleasure, you watch a pulsing vein try to rip itself out of his forehead. He slowly bows.
"My lord."

"Go get some peasants, tell them that there's good land to the east, it's all, you know, verdant and so on. Lush. Green. And that the Perezian will definitely probably not attack them soon. All going well. So they can pack up their knapsacks, take all their coracles, turkey houses, perry spoons, badger whistles and birch fanciers and mosey _that_ away-"
You point in a random direction.
"-east, and a little bit south if they feel like the weather is right for it, and get themselves set up for a good bit of quaint and rural peasantry. Got that?"

"...Yes, my lord. Your wishes are understood."

"That's a good noble."
>>
>>1222741
10/10, once again. I'm liking the Saint King being a lil' shitter.
>>
>>1222693
>Zwerges Reich
>Rolled 16 + 3 = 19 / 20

Many metal goods are artfully produced by the master craftsmen of the Zwerges Reich, including swords, warhammers and shields; but also tools of peace such as shovels, rakes and wood-axes. Though admittedly, those also do an alright job at being tools of war in a determined pair of hands. Let's call them multipurpose.

The industrial workshops, long assembly halls and cold underground stores are all kept organised, tidy and operational.

And afterwards, absolutely everyone knocks off to the beerhall and has at least six pints. The real most important tool of the Zweig Reich is the iron two-pint tankard.
>>
As I don't think the El Sol Commune made a turn this round, it's time for the Event round.

How does this work?

Roll me a 1d100 in reply to this post. If you get 80 or over, your faction gets a minor event. 90 or over, your faction gets a major event.

Even = Good event
Odd = Bad event
>>
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Rolled 97 (1d100)

>>1222802

GOIN INNNNNN
>>
Rolled 45 (1d100)

>>1222802
>>
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>>1222804
>>
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>>1222804

>Major
>Bad
>MFW
>>
>>1222810
Absolute kek
>>
Rolled 3 (1d100)

>>1222802
Bring on the (Not Yet) Magic Knights related or not related thing.
>>
Rolled 37 (1d100)

>>1222802
Oh bateman, I beseech thee
>>
Watch as the rest of us all get no events but the Weeaboo Fightan Ninjas suffer greatly.
>>
>>1222838

The ninjas you're thinking of aren't even close to how real ninjas operate.

Kek
>>
>>1222843
Are you implying that the Shimo with Ibuki as their leader don't know Weeaboo Fightan Magic?
>>
>>1222864

Caught the reference

I like you.

Very much.

(No, I will never stop referencing Street Fighter. Ever)
>>
Hello again.

I took a break to watch an episode of The Grand Tour but I'm back now.
>>
>>1222804
For a fortnight, there is great rain on the northern plains eastriver. The rainwater flows west overland, forming great streams and surges, rushing murky through the valleys and into the marshes to the north of Shimo.

The swamps burst their banks and spill over the low-lying land, covering the crop fields. The wood-and-paper houses on the outskirts of Shimo are badly affected by the flooding - though the houses remain standing, the interior walls are destroyed. Most of the grain stores are ruined. Fish enter the fields and feast on the drowned crops, though at least this makes fresh fish easier to come by.

Even the capital, Shimomiyako, where you keep your royal dojo, is flooded. Shimomiyako is sometimes referred to as "Miyako" (capital), reminiscent of a woman's name in the Shimo naming tradition. When the water slowly fills the streets, despite an effort at protecting the city using sacks of mud, it is said that "Miyako is crying."

Farmers from the west of Shimo have arrived en masse at the city gates seeking food and shelter.

It is all you can do to order the city's documents to be safeguarded in the loft of your dojo whilst you plan how best to recover the country.
>>
>>1223181
Tempted to send some relief supplies to those poor Asians in Pajama Wraps. Knowing the average Belcan (atleast based on what has happened) outside of the Saint King and his Knights of Compass, however... Nah, they'd end up destroying what little there was left more than likely.
>>
Let's end the session here for tonight.

The El Sol Commune are still allowed to take both their Round 2 and Round 3 turns as I know they tend to get here late.

Summary of this session:

>I meant to summon them here, alright?!
>Perieza is invading, don't let the Saint (Mer)King fool you. This guy I met in the tavern...
>A rake can also be a weapon of war, just ask the frogmen
>Scouting for skeletons
>Wight pride worldwide
>No, no, MASC is not a villain league. I've told you this before, Mum.
>Ah, I meant Sir Tiddles, forgive me my rudeness
>Why won't these origami swans float? I blame the papermakers.
>>
>>1223181
Faction: Shengora Yashliin Clan State

Fluff: The Shengora Yashliin are a Vampire clan embedded within Hellensire, a Republic city-state. They have complete control of the government through their own deftly orchestrated shadow government. All of the higher echelons of military and political apparatus have been ghoulified, being extremely loyal to the clan. Hellenspire people are completely unaware of the subversion and continue their routines of trading, mercantile, sports, and merriment. The complete outcasts and mistfits who are more keenly aware have noted suspicious shadow figures next to important Senators or Tuolians(Generals of the Hellenspire armies). The Shengora keep an almost endless flow of blood from the population, but do not let it get to their heads, always being vigilant for truthers who seek to reveal the inner circle of Hellenspire government. Through this, a brutal Assassin-Police force is enabled within the Shengora Yashliin called the Black Mask, entuned with crushing conspirator dissent from the lower fringes of society and externally beyond Hellenspire.

grid location: 8 across, 7 down
Brown
>>
>>1223215

>Poor Asians in Pajamas

Why you roast me? :(

Lmao
>>
>>1223286
Use both our actions to construct a shipyard and a dock, where both merchant and fishing ships will be built and, well, docked into.
>>
Is it permissible to spend my entire turn just letting my luxurious royal mane flow in the Wind as I stare out over the Kingdom? Asking for my friend who is also me.
>>
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>>1217724
>>1224138

Is it possible to spend my turn with my fellow Ninja brethren standing in line to get the Nintendo Switch? Asking for a friend who is also me.

>Miyako is crying
>But we still have the Vidya
>>
>>1224651

Might I add, totally joking.
>>
My first thread. Hope this is a good one.
I assume one can still join. Though let me know If I'm too late at this point.

>Faction name: Dusk Stone’s Hallows
>Faction fluff: Laying in the cold north, below the rarely setting moon and within the earth is a quiet, undisturbed, conclave lead by sages. Guided by the stars and ritual stones they gathered in foresight of great change in the world. Living in the dark and cold for many moons the people have grown accustom to low light and little vegetation surviving off of meek diets of animal meats and fats, subterranean fungus and earthly powders. Tall stones of runes and inscriptions mark entrances to underground passages and provide prayers to those who seek them.
>Faction location: Top row or one down, Three across
>Faction colour: Deep Purple
>>
Right, guys, I've looked through the thread but I might not be actually posting anything for a while as there's some real life stuff to do.

I'll probably be on our Discord channel now and again, though.
https://discord.gg/sz9PCFj

I'll have to check the coordinates of the factions wanting to join. I'm not sure how many factions I can run for, I seem to get through about 15 turns in a typical slowly-spaced session of ten hours.

The golem guys are definitely in, but as I say, I'll need to look at the coordinates of the other guys.

----

The Event round is now over, though Sol didn't make an event roll and so will have to when he reads this.

We're now moving onto Round 3. I'll first be posting an updated map, then answering the Round 3 actions.

For ease of play, roll me 2d10 with every action post. I'll then deal with whether or not it was a rollable action and what modifiers your faction gets to the roll.

Interactions with other player factions are free (they do not take up your Round action). Examples of interactions are diplomacy and trade.

In the case of the suggested first aid relief to Shimo, dropping off some food and timber would be a free action but helping with long-term rebuilding on a substantial scale would be a Round action. A smaller rebuilding effort, essentially a gesture of goodwill, with a working party of thirty people or so would be a free action.
>>
Definitely waiting for the map update before planning cross-player action. Gotta be careful.
>>
Rolled 2, 5 = 7 (2d10)

>>1225703
Send scout constructs, small spider-like constructs good at climbing over obstacles, to scout southward in search of anything of interest or use.
>>
Rolled 4, 4 = 8 (2d10)

>>1225703
Faction: The Northern Star Cabal

Fluff: The Cabal is a collection of eldritch summoners and rogues, joined together to tap into the powers from the void. They treat magic with religious fervor and claim to have contacted an ancient god. Here in the north they hide to practice their arts in safety.

Location: 11 across, 04 down

Color: Blue

>Action: Convert the golems to the side of the Cabal
>>
Rolled 3, 3 = 6 (2d10)

>>1225703
Meanwhile the Wights are deciding among themselves I've taken an interest in that seemingly abandoned tower further west. Therefore I've decided to send a party to claim it as it'll be useful to observe any who enter the nearby lands and serve as a strategic point. Not only that they'll also be tasked to search through it to see if the former occupants left anything.
>>
I'm starting to work on the thread stuff again.

The updated map is coming.

I'm thinking that we'll have the three new factions but no more after that.
>>
Rolled 9, 3 = 12 (2d10)

>Faction name: Zwerges Reich
>Faction fluff: "The Dwarven Empire" was originally the Dwarven Confederation, which was formed from several dozen minor dwarf principalities banding together under a common culture and language. During a war against cowardly frogmen across the sea, the victorious Dwarves elected an leader in the frogmen's hall of mirrors proclaiming their bravest and most intelligent prince as Dwarven Emperor establishing the first Dwarf Empire. Under the first Emperor, a stronger sense of a single dwarf state was made as the boundaries of the principalities melted away, although there is still a strong sense of nobility and aristocracy among the highborn dwarves. Dwarves are an industrious people yet capable of enjoying the rewards of hard work. They fight using a combination of dwarven ranged troopers, trenches, wires, heavy bombardment weapons, and fighting war machines on legs and treads.
+Forge Factory

With the forge factory up and running, the dwarves start using the tools and new equipment to begin building steamtractors. These things are the second strongest workhorse of the Reich, matched only by the iron will of the dwarves, they can dig trenches, plow fields, and reap crops thanks to the different kind of attachments you can put on them. It will help greatly with expansion
>>
>>1225836
F'ING VAMPIRES. The Skeleton and The Deceased are fine, they are just trying to make out their existence. -BUT THE F'ING VAMPIRES, MAN.
>>
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Here is the updated map, with all the new factions on it.

I'm afraid I have to go out soon, but we're not really a time-dependent game so it's fine.

I will now be answering the Round 3 actions.
I still need the El Sol Commune to make their event roll.

Feel free to interact as factions with one another if appropriate.

Note that from now on, new faction requests will be refused.
>>
>>1225890
Note that average for a 2d10 dice is a bit different


2=1%
3=2%
4=3%
5=4%
6=5%
7=6%
8=7%
9=8%
10=9%
11=10%
12=9%
13=8%
14=7%
15=6%
16=5%
17=4%
18=3%
19=2%
20=1%
>>
Rolled 4, 3 = 7 (2d10)

>>1225890
Rolling to set up that public schooling system to increase general intelligence amoungst my populace, hopefully teaching some competence and common sense as well.

If sending some enough goods to assist in the rebuilding of like 3 houses belonging to the Pajama wearing Asians of the Shimo is free, then I'll also send a cavavan (WITH GUARDS) through Perieza (they seem decent enough not to lose their shit) to get there.
>>
>>1225911
Knife Ears, I'm not gonna lie. I don't think this game likes me. I don't believe in luck, but I think those damned witches are messing with me again.
>>
>>1225901
Yes, I know, I wanted to try a more stable roll system than 1d20.
>>
Rolled 4, 10 = 14 (2d10)

Testing because I'm suspicious.
>>
>>1225890
My round three actions

>>1222222
>>1222223
>>
>>1225812
>Northern Star Cabal
>Action: Convert the golems to the side of the Cabal

>Rolled 8 + 2 = 10
[Regularly seeing weird shit +2]

The golems look at one another. You feel the need to say something a little more friendly - perhaps you can win them over to your Cabal somehow, recruit them? After all, it's not like you can afford let them alive. Are they alive right now? Afford to leave without being magically exploded and put to use in some sort of tastefully gothic hourglass.

Stepping forward, you aggressively clasp the hand of the nearest golem and give it a firm shake. The pottery is warm. The golem looks thoroughly confused, and that's when you say:

"Glad you could make it, old boy! We've all been waiting for you!"
You make sure to smile widely.

"Now you five come along with me back to the City, we'll get you all a glass of warm burdock wine and I'll tell you all about the project."

You make eye contact with the golem, staring into its eyes which cast a heat and orange light like hot coals.

In a percussive and inhuman voice, it asks, "You couldn't just send us back?" It glances back at its companions.
"I was about to win the trick, you know."

"What, without the Forge? You think we were playing Potter's Wheel?"

The mysterious conversation bewilders you. There must be much to learn from these monsters - trespassers - ah, _visitors_, that's the word.

"Now, now," you say, "we have been in the greatest anticipation of your visit. You are our honoured guests. Let us walk together down this hillside."
You set off and they trudge after you, the minor members of the Cabal following behind you. Behind you, an earthen voice insists "I didn't _need_ the Forge, I had the Waterwheel and the West Road - the East Road was about to come from the tile-mound. Just pay up now."

You hope their eyes were sufficiently mundane not to have seen the Void Cavern. Though they aren't men, either...
>>
Well, I've got some stuff to do for the next few hours. I meant to get some more actions answered by now, but hey well.

But as I say, we're not a time-dependent game.
>>
>>1225950
I might have phrased that a bit badly, it's the golems' conversation.
>>
>>1225950
>>1225954
I have no idea what they are talking about. Mystery achieved.
>>
>>1225960
Golem tile gambling, a popular entertainment in their country.

It's a bit like mahjong but with the tiles stacked in the "potter's mound" instead of placed in walls.
>>
Rolled 7, 5 = 12 (2d10)

The Magister of the Shengora Yashliin has the Prime Letenius, head senator of the republic, commission an extensive underground sewage complex within Hellenspire. Not only will this act as a sanitary public work, but a way for Shengoren to traverse Hellenspire without waiting for night.
>>
Rolled 9, 5 = 14 (2d10)

>>1225703

>Faction name: Dusk Stone’s Hallows

>Faction fluff: Laying in the cold north, below the rarely setting moon and within the earth is a quiet, undisturbed, conclave lead by sages. Guided by the stars and ritual stones they gathered in foresight of great change in the world.

>Faction location: Top row or one down, Three across

>Faction colour: Deep Purple


A team of four travelers lead by one sage (five total) are assembled. Before they leave to the east, the sages gather to consult the ritual stones.
>>
Rolled 5, 7, 7, 1 = 20 (4d10)

>>1223898
>>
File: The Troubles.png (1.78 MB, 1680x1050)
1.78 MB
1.78 MB PNG
Rolled 1, 4 = 5 (2d10)

The Lordship of Bloodmist

After the sundering of an ancient empire, the feudal people and nobles of these lands faced a golden era of prosperity. For hundreds of years, these lands knew peace and forgot about war. Then the Troubles began. The dead rose, demons began to plague the lands, eldritch horrors were summoned in settlements, the monstrous creatures of the night spread terror, and a dragon awoke to plunder and pillage these lands. Many fell in the beginning, entire lordships overrun by abominations and monsters. All, but Bloodmist. Named after a battle fought long ago, it was only the lands of Bloodmist that kept it's military tradition when others forgot. The Lord of Bloodmist waged a crusade against these horrors, driving them back and reclaiming the land lost, until the terrors retreated back into the dark mists of the night. Yet, problems only grew. Refugees from other lands are still flooding into the lands Bloodmist reclaimed. Overpopulation is quickly becoming a problem, and if nothing is done, the food stores will run dry and the people will start to starve and riot.

Action: The Lord of Bloodmist has tasked his veteran rangers to scout out the surrounding lands, hoping to find a suitable place settle the refugees.

Across 22, Down 13

Color - Blood Red
>>
>>1227345
I did say that I wasn't accepting new factions any more so as to stop the game getting too slow, but I like that you're putting your faction in the northeast where the Skeleton King's Domain is relatively isolated right now.

I'll think about whether or not I can fit you in.
>>
>>1227569
Oh, sorry about that then. I was in a hurry and skimmed through the final posts of this thread.
>>
>>1225911
>Space Magic Belca
>Build schools, send aid to Shimo
>Rolled 7 / 20

You set up a system of basic schooling, at first only in the city. You find some rather dull and unmemorable official with probably -- hopefully -- at least enough brains to cover one half of a small raisin scone, and appoint him head of your education system. Unfortunately, the scheme does not go well. The children of the wealthier districts are already provided for by private tutors, whereas the poorer families don't really seem to grasp the idea and look at it as a bit of a waste of time. Even though "Apriciating & Utylising the Magycks of Spayce" is the dominant lesson on the curricullum... youths these days,you just don't understand them. How could anyone have better things to do than study the mysteries of Space Magic, foundation of Belca?!

Whilst Belca's new education system was being established, you had another project to fulfill. Having heard of the plight of the pyjama people of the east and their funny little paper birds, you have decided to extend a helping hand. It seems that their origami houses have gotten soggy and their "rake ware" has all been smashed. You have a caravan prepared with some timber, nails, shovels, buckets and some large plugs to keep their "sherry-kodamas" from falling out. It is to travel eastwards to Perieza, whereupon the goods will be loaded onto a ferry in order to cross the River.

---

The goods reach Shimo, along with your messages of goodwill. However, amongst the common people it is known that you have sent a caravan of tribute gifts to Perieza to dissuade them from their conquest of Belca.
>>
>>1225820
>Skeleton King's Domain
>Explore and claim the watchtower to the west
>Rolled 6 / 10

Your scouts ride west and reach the watchtower, clearly visible from the forest's western treeline. It stands grey and lonely upon the short-grassed hillside, a silent and solemn overseer of the land.

The tower is not locked, though a thick and very rusty iron bolt bars its arched wooden door. The scouts force entry but find nothing interesting inside. A colony of bats are hanging from the high ceiling and have covered the floor with a thick layer of guano. A staircase, rotten-looking and similarly coated, broken here and there, leads up to the tower-roof. Your scouts decide not to try their luck ascending it, and instead return to your base to report.

[For getting the wights to join you, roll me 2d10, DC 8.]
>>
>>1222222
You send scouts out into the northern forest to search for new resources to aid the growth of the Republic and the wellbeing of your people.

At first the scouts find nothing but forest - oaks and pines and wild pear trees, brambles and briars and fox holes.

But then, beneath a large mossy mound, the scouts notice a cavemouth partially obscured by a thicket. Figuring that caves often shelter rather large and unpleasant animals, such as bears or, uh, krakens, they elect to light a torch before entering. And to mill around a little at the entrance until someone else goes in first.

Entering the cave, they are met with powerful animal scents but push through into a rear chamber which leads into a seemingly natural tunnel. The air is cold and damp; the flickering torchlight illuminates pools of water in the hollows of the rough cave floor.

"There!" cries one of the lazily unnamed scouts, pointing at the wall. "Over there! Look, look here!"
The torchlight glimmers upon an ore set into the rock.
"Silver!"
>>
Rolled 2, 4 = 6 (2d10)

>>1229056
>>
>>1229388
The wights refuse your offer. They state their intentions to instead journey northwest and settle in isolation in the northern highlands, in land reminiscent of their memories of the highland kingdom of ancient lore.
>>
>>1229442
This a new round?
>>
>>1229447
This is still Round 3, I'm just being super slow, sorry. I mean to finish Round 3, maybe take a day's break, then make a new thread.

And get this thread archived.
>>
>>1225841
The new steamtractors are researched and tested, and are made to operate on the burning of firewood in a chamber within them. They are made of dwarf-wrought iron; they shout with loud chuffs and whistles as they trundle over the land, emitting dense clouds of light grey smoke.

Though a few of these steamtractors are produced, this first generation face major problems. They are prone to breaking down, they require sticks of firewood to be fed to them constantly if they are to move more than a trivial distance, and they are incapable of pullinh trailers.

They are not yet regarded as a credible replacement for the horse or ox.
>>
Rolled 7, 5 = 12 (2d10)

Action: Send reinforcements and supplies to further develop the colony, with the specific goal of raising a sturdy palisade.
>>
>>1225721
>The Created
>Send scout constructs southwards
>Rolled 7 / 20

You, the High Mayor, sit upon a minimal wooden throne known as the Potter's Seat. Rescued from the ruins of the Ancients, it was repaired by the golems who inherited this city. You rule from a great ruined parthenon; some of its pillars were broken and have fallen into the rubble, but its vast, sloping green roof still stands testament to the power of those long gone before you.

Seated thus, you order a party of spider scouts to make their way south to where the legends and histories speak of a great swathe of forest of unknown end. They are to journey until they find a city, town, village or any other object of interest; such as a group of travellers - or more ruins. There is also the matter of five of your citizens, who it is said were magically transported - if not destroyed where they stood, you think grimly - by an unknown power whilst relaxing in a gambling hall.

So the scouts set forth scout, and none have yet returned.
>>
>El Sol Commune
>Round 2, Round 3

>Construct a shipyard
>Rolled 12 / 20

>Construct a dock
>Rolled 8 / 20

Though the attempt of the El Sol Commune to build a road to connect them to the other civilisations of Hexonia - who hopefully have an urgent and pressing desire to purchase large volumes of marsh pears - have so far proven unsuccessful, the past of El Sol is marked by perseverance. If fruit, vegetables and yoghurt-coated sunflower seeds cannot be transported by road then they must go by sea. The solution is obvious to you: you must construct a shipyard and dock, there to host a fledging El Sol merchant fleet. ... Then there will be the challenge of patiently explaining that you are not preparing to launch barbaric Orcish raids on the other peoples of the world, nor are you going to eat homemade apple fool out of their defleshed skulls. People always seem to get that impression.

You ordered wood to be gathered to construct the shipyard and dock, but there are few large trees in the marshes. You cut down some small leafless trees and a few willows, but eventually have to resort to harvesting wood from the highlands to your north. Your scouts glimpse some villages on the horizon whilst there, but dare not approach lest they startle the residents with their reddish-pink bodies. Truly, you expect it will be difficult for you and your fellow rouge orcs to interact with them.

The construction of the shipyard goes reasonably well, and a serviceable building takes shape upon the eastern coast of the Commune. The establishment of the dock proves more difficult, with the marshy water obstructing the builders and slowing work. Though the dock is completed, it is small and will only comfortably fit one large merchant vessel or several smaller boats..
>>
>>1229849
for
>>1227112
>>
Right guys, as far I can tell, I need Round 3 actions from Shimo, Shengora, and Hallows.

I'm on Perieza's action now.
>>
>>1229871
I did make an action actually. You probably didn't see it.
>>1225992
>>
>>1229593
The supplies, along with some other goods such as fruit, vegetables and peach wine, are successfully transported to the colony, along the route beginning to be known as the Swampside Trail.

The village has so far been doing well; the colonists have moved from their wagons into timber huts, fishing and crabbing have proven productive and sustainable, and the first efforts towards agriculture are being made. The pallisade is successfully constructed, though a rain shower impedes work for a couple of days.

Oh, and they haven't rebelled yet. That's always a plus.
>>
>>1222549
>Shimo
>Research magical weaponry
>Rolled 11 / 20

Completely ignoring the flooding of the country, you decide to focus on researching magical weaponry. Weapons are, of course, an important part of Shimo's martial culture - magic, unfortunately, is not so much. You figure that you have three plans from which to choose: to try to have the weapons enchanted in Belca with the power of space magic (Space Magic?), to consult with the youkai, or to bring the weapons to a miko.

Well, frankly, you don't understand space magic. You're not sure anyone does truly, including the Belcans. What exactly is magical about space, anyway? The youkai are another option, but they are notoriously elusive, and tricky to deal with when found. It would be difficult to induce a youkai to enchant a weapon to serve the purposes of humans. This brings you to your third and most appealing option, to ask a shrine maiden to invest some weapons with magical energy.

You arrange for one of shimo's finest katanas to be brought to a miko, who dwells in her wooden shrine upon a hill. The miko says that she will not enchant it, but will allow it to absorb some of the natural magic of the hilltop - that is, if the kami of the shrine permits it to do so. After a month, the katana is collected and is named the Tengu's Beak. It is found to much sharper than the other iron katana of the ninjas of the capital. Many of your disciples clamour for it, but you decide to keep it at your belt as a show of your authority.
>>
I'm here, but my god am I late. Also I started typing this like 10 minutes ago, but was busy with other things so I didn't finish very quickly.

>>1229040
>How could anyone have better things to do than study the mysteries of Space Magic, foundation of Belca?!
There are plenty of things for the common folk that are better to do in the short term, but you would think some of them would prefer Space Magic over normal magic since it is heavily systemized and ISN'T just a bunch of hocus pocus you hope will work. You should still hope it works. You can also bake a mean souffle with it.

>>1230052
>Well, frankly, you don't understand space magic. You're not sure anyone does truly, including the Belcans. What exactly is magical about space, anyway?
When two Wizard cast Fire Ball at you at the same time, and then you proceed to catch them both in, then throw them back after accelerating them through rings like a rail gun, you'll understand why Space Magic is so great.
Which the Knight of the South acquired knowledge of from "The Universe".

>After a month, the katana is collected and is named the Tengu's Beak.
Damn, Japanese Pagan Gods are a lot slower than they used to be.
>>
>>1230609
Holy shit my spoiler when out of control. This is why we need Space Magic.
>>
>>1230609
>There are plenty of things for the common folk that are better to do in the short term

Breaking news: Saint King devows glorious space magic, confirms himself as Periezan spy, merman and member of notorious villain league MASC
>>
>>1225992
>Shengora Yashliin
>Construct a sewage system / secret transport complex
>Rolled 12 / 10

>Prologue

The Magister sits in a suitably gloomy cellar. It's not as though he's poor; in fact, he owns the whole mansion above the cellar. But it never seems sufficiently grim and gothic enough for him. And the maids are too cheerful and alive, they raise the mood too much. He should really hire some of expressionless cold-blooded type things, like fishmen, or frogmen, or insurance lawyers. You wouldn't think it was beyond the reach of the true master of Hellensire, Lord of the Shadows, unseen ruler of -

"Master."

Good, Igor has brought the blood. You found him on the streets, a wandering orphan, his parents apparently killed and eaten by stray cats. He is suitable tall, thin, lightly scarred, dark-haired and - most importantly - incredibly pale. The perfect gothic servant. You do not turn to look at him, but instead gaze into the empty fireplace. You wouldn't actually light a fire in a cellar, but you felt that a fireplace was necessary. It's all about style in this business.

You speak: "You have brought the... .... ... wine?"
"Indeed."

He places a Hellensire glass on a small table made of the finest jellyfish ivory. It is filled with a wine, a deep re-

"Igor. What is this?"
"The wine you asked for, Master. Shall I bring another vintage? I shall dispose of this immediately."

Full of anger, you get up from your armchair of the most rare and luxurious oyster leather.
"No, no, listen to me. I asked you to bring me a glass of the finest red "wine". """""""""""""Wine"""""""""""""", you understand? From certain, aha, juicy "grapes", you follow me? Grapes which are in Hellensire, just waiting to be PICKED!"

His expression resembles that of a small lake frog given a quill, a roll of parchment and a small pot of ink; and asked to characterise the defining features of the traditional tragic poem.

There is a pause.

"Master... Did I not bring you a glass of wine?"

"... ... ..."
"... ... ..."

You flounder in an unfamiliar feeling of helplessness and futility. If only you were dealing with the senators of Hellensire, at least they have brains to be manipulated and misled...

"Just, just get out of my sight, Igor. You're a fucking imbecile. I don't even want the blood any more."

In his suitably gloomy cellar beneath the naive, unaware city-state of Hellensire, the Magister plots and broods.
>>
>>1230821
>Action

You announce the construction of a new and improved public sewerage system, a network of brick tunnels which is carry all the waste of the city away and dump it onto some yokel's sheep farm. Country folk like that sort of thing, you've heard.

A team of builders construct the tunnel network running underneath the city. It seems to puzzle some of them why, as well as digging sewage outlets, they're also constructing a number of upmarket underground lounges, fitted with thick black carpet and potted plants. You even specify the installation of a few green pool (of blood) tables. The sport is only partaken in by your fellow immortals, so you just refer to them as "hop brushing tables" and leave it at that.

You make quite sure, though, that rumour does not have time to spread. A buildup of poisonous gas, you say? Oh no, _all_ of them? How tragic...
>>
>>1230630
Holy shit my people are batshit crazy.
>>
>Dusk Stone's Hallows
>Scout east
>Rolled 14 / 20

>Far, far to the north, beyond Montegro and Hellensire, to the west of the golems in their ancient city; the Great Sage is speaking...

You have selected five great sages of your conclave to make a great expedition into the east. There you hope to find the truth; to bring to light the fate of the great city of the tundra, which in old times was known to the conclave as Icelight. Though you are the chief your people and the greatest living sage, you have no power to bless or empower and would not be so arrogant as to think so. You are merely a student of the ancient ways of runelore and astrology.

But you are present as the party bow to one of the tall runestones, covered in blue symbols. These stones guard the border of your people's lands and repel evil things. They are also said to grant personal protection, good health and fertility. The party then sets off into the barren tundra of the east, with large supplies of meat and mushrooms in their packs. After around a week's travel, they arrive at the city.

----

[But how will the Created recieve them?]
>>
That's the end of Round 3.

Thanks to everybody for playing so far. Round 4 will be in a new thread, but it's okay to make your Round 4 turns here if you want.

I hope you all had fun playing. I had fun writing.
>>
What round is this?
>>
This thread is archived at

http://suptg.thisisnotatrueending.com/qstarchive/1217724/
>>
Round Summary:

>(In an unnamed woodland glade) Spider Scout 1 takes a tile from the Potter's Mound and casts it contemptuously aside. Spider Scout 2 waves its leg mockingly. A fight breaks out.

>Tengu's Brick? So it's sort a bludgeoning weapon?

>You can't just touch the runestone, you have to cradle it, caress it, like this...don't watch me like that, you perverts!

>Igor, there are small clumps of moss in the western forest which could not only put you out of a job but also write an elegant haiku celebrating their victory.

>If you could just fill out these learning style questionnaires then we'll get started on basic runecraft...

>Belcan 1: End appeasement, stop the Periezans in their tracks!
>Belcan 2: Can't you see that's what MASC want us to think? The Periezans are coming to liberate us!

>Sigh... You lost how many men to the giant crab, Riccardo? Yes, I _know_ it was big, that's obvious...

>Do they send the skeletons to the shit-filled tower? No, they send the people who can smell...

>Unnamed Montegran scout A: So Pointy Ears doesn't care about us enough to give us names, huh.
>Unnamed Montegran scout B: Don't look at it like that, the spider scouts don't have names either.
>Unnamed Montegran scout A: They're _constructs_, dammit! It's not the same!

>We were _rouge_ orcs?! Who's responsible for this fuck-up?!

>A dwarf sits upon a slowly moving iron tractor
>IRON BLITZFARM!! GLORY TO OUR POWERFUL DWARVEN AGRICULTURE!! FORWARD! FORWARD!
>Oh fuck, it's gone in the ditch
>>
Rolled 6, 7 = 13 (2d10)

>>1229605
>Faction name: The Created
>Faction fluff: Long in the past there was once a people in the north. They wielded mighty magic and created powerful constructs. In the end though nothing could stop their demise. A plague swept through their lands, killing most and leaving the rest cripled. All that was left were their constructs in th end. So they stood, awaiting orders never to come until finally, through some random act of natural magic, one began to create more golem cores. This process continued, and was expanded upon, until the constructs took over the ruins of their former masters. Now they seek to expand, learn more of the world they woke up to, and create more types of constructs.
>Faction location: 2 down, 6 across
>Faction colour: Brown

Hm... set aside some golem cores and begin gathering snow and ice from the surrounding tundra. We shall create scouting constructs that may blend with the surrounding snow when scouting.

>>1226871
>>1230988
As soon as the party comes into view of a golem the golem shouts "The fuck do you want?"
>>
>>1226871
Hey, I noticed your fake roll, get out.

I don't have time to check for stuff like that because it was a lolsofunny prank.

>>1227345
Bloodmist guy, I'd love to fit you in for Round 4 if you can make it.

I'm not sure the faction idea quite fits the setting, though, so we might have to discuss it a bit.
>>
>>1231607
>I'm not sure the faction idea quite fits the setting, though, so we might have to discuss it a bit.
Dimensional Transfers 'n Shit. Blame Space Magic. Saint King totally knew what happened and thus unified his Unruly Kingdom to try and prepare incase it happens here, and as far as Cabal is concerned it may just happen.
>>
>>1231663
>spoiler
To clarify, just incase, just coming up with something on the spot based on what is currently happening and has happened.
>>
>>1231607

Sorry. I have very little idea how to make a real roll here so I rolled my own dice. Enlighten me
before I go on to the next thread and embarrass myself more.
>>
>>1231788
dice+2d10 in the options field
>>
>>1231788
Sorry to say, but I don't really believe you.

I want to believe you but I can't. I don't think you would have typed it out like that, and I think you would have asked how to roll the /qst/ dice when you saw that everyone else was rolling them.

I don't know what you think you have to gain from cheating in a nation builder, though, when everyone else is trying to have fun fairly.
>>
Rolled 3, 1 = 4 (2d10)

>>1231832

That's exactly why you should believe me. I'd gain nothing.

If you'd like me to roll again then there you go.
>>
>>1231863

My that's a low number. I guess my kind will be doomed to die in pain.
>>
>>1231607
Sure. What do you have in mind?
>>
Rolled 1, 1 = 2 (2d10)

>>1229194
Montegrans begin construction of mines to exploit the silver mines
>>
>>1240023
.....Holy shit




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