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/tg/ - Traditional Games


File: Nibiru2.png (637 KB, 3000x2500)
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I'll just get right to it with nation stats.
>>
>>48708373
[Blatrek]
Pop: 10 (+2/turn)
Thralls: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Blood II]
Resources:
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.


[Warhost]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

[Niron]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+3/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I] [Raftbuilding II]
Resources:
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.
>>
>>48708405
[Volden]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Metallurgy I]
Resources:
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

[Kashiragi]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Agriculture I]
Resources:
Eccentricities:
[Traditional]: The Kashiragi rely heavily on traditions, and shun new things. New technologies are weaker than normal, but if the Kashiragi have known them for a time, they are stronger.
[Warrior Elite]: The Kashiragi military relies on the warrior elite, and shuns the common peasantry. As they have a smaller population to pull from, training military costs more time, but they are stronger.

[Tsabos]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Tactics I]
Resources:
Eccentricities:
[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.
>>
>>48708423
[Pure Ocean]
>Might want to pastebin that fluff, friend :^)
Pop: 10 (+3/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink...

[Madness]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

[Sanar]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Scouting II]
Resources:
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
>>
>>48708441
[Artemisia]
Pop: 10 (+3/turn)
Food: 10 (+3/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stealth I][Poison II]
Resources:
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

[Ugh]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II]
Resources:
Eccentricities:
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

[Ariak]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry]
Resources:
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.
>>
>>48708455
[Holy Order]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.

[Western Tribes]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stonecarving I][Domestication I][Infantry I]
Resources:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

[Golden Realm]
Pop: 10 (+2/turn)
Food: 10 (+4/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Farming II][Infantry I]
Resources:
Eccentricities:
[Agrarian]: The people of the Golden Realm are farmers, not warriors. They easily farm and gain from the land, though their military isn't the best.
[Untouched Riches]: The land around the Golden Realm is rife with natural resources- if only the people cared. Gathering resources is harder, but produces more when successful.
>>
>>48708455
[Arilia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

[Kedesh]
>Because you're on dark brown mountains, your color is black for visibility.
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

[Bacatia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.
>>
>>48708469
[Arilia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

[Kedesh]
>Because you're on dark brown mountains, your color is black for visibility.
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

[Bacatia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.
>>
>>48708507
[Ursan]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Hunting II][Infantry I]
Resources:
Eccentricities:
[Predatory]: Ursan military is stronger, but the native beasts of Nibiru recognize the Ursan as predators.
[Power-hungry]: The Ursan will rule this new world! The research of more warlike technologies takes precedence, while others fall behind.

[OGT]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Resources:
Eccentricities:
[Magic Obsessed]: The troll-king is obsessed with all things magic, though doesnt care for much of the technological side of things.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
>>
actions are 3d100
>>
File: Archeology.png (816 KB, 959x475)
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Rolled 53, 74, 32 = 159 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. The time has come.

MINIONS! GO FORTH! Into the ruined places and the caverns and the ancient cities you shall search, and bring back to me technology of the past that we may rebuild the war machine.
>develop Ancient Archeology

2. The Wizard enters his chamber of sight, surrounded by row upon row of crystal ball and glowing screen from an ancient machine brougtht to life by magic. He seeks to peer his magical eye deeper into the world to find its ancient secrets
>develop scrying

3. To grow a fast horde, one must be able to feed them. The Wizard turns to his black magic, necromancy, to develop Blood Fruit.

The plant grows upon thorned vines that will try to ensare and slice a living prey such as a beast or a man, but then grows and feasts upon the corpse. Drawing blood and bile, it grows a Blood Fruit, whose flesh is akin to the flesh of meat, and rich in deep red human's blood, the better to feed his forcse.
>develop Blood Fruit magic
>>
>>48708532
[ADDENDUM- OGT]
Change eccentricity- Magic Obsessed
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
>>
Rolled 51, 40, 13 = 104 (3d100)

[Kashiragi]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Agriculture I]
Resources:
Eccentricities:
[Traditional]: The Kashiragi rely heavily on traditions, and shun new things. New technologies are weaker than normal, but if the Kashiragi have known them for a time, they are stronger.
[Warrior Elite]: The Kashiragi military relies on the warrior elite, and shuns the common peasantry. As they have a smaller population to pull from, training military costs more time, but they are stronger.

1. In order to increase harvests for the growing army, the shogun has ordered research and production on sturdier tools and implements.
>research Metallurgy
2. The countries that surround Kashiragi are many. The country must remain strong and above the competition. Those in the court have began to study new tactics in order to stay one step ahead of those who wish to do Kashiragi harm.
>research War Tactics
3. With the advent of a stronger military and tools, a serious knowledge of the land must be learned as well.
>further develop Agriculture
>>
Rolled 39, 97, 37 = 173 (3d100)

>>48708405
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: Niron, the floating city. The Aquans were changed by Nibiru when they landed, become what they are today. They do not remember what they were before the cataclysm of legend. What they do know is that they landed upon after the cataclysm, a giant floating patch of seaweed. They made this seaweed their home the best they could, eating from it and fishing.

When they passed by shores they collected wood to expand their home. They learned to build structures waterproof and able to survive in the open ocean. They learned to build ships so they may move across the sea faster than they could swim. They learned to collect resources from the deep. Now nothing but farms remain of the floating seaweed cluster that was once their home so long ago, and the great floating city shall continue to expand.

Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+3/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I] [Raftbuilding II]
Resources:
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. It seems our stockpiles of building materials have run out. Send explorers to out to search for more.
2. As well have some divers search beneath the waves for any bounties that may lie beneath our feet.
3. See if we can scrounge up enough to support the building of another seaweed farm district. Food will always be good to have in surplus.
+raft building II?
>>
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Rolled 96, 84, 63 = 243 (3d100)

>>48708373
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) We must set up the most sacred of structures, construct a Lab! [Lab I]
2) Expand north, we need more room to grow
3) Search the land for ruins to investigate, our ancestors lived here, there must be clues to their lost knowledge
>>
Rolled 65, 35, 80 = 180 (3d100)

[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II]
Resources:
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.

>Class based: Vidar focus for this turn
1. While we claim a lot of lands, currently the only real city in the Duchy is Midaho'an. Thus we will send Vidar to scout our realm for suitable location for the next city. [Checking for resource in my land]
2. A nation need good maps for military and domestic affair, a good map is worth more than its weight in gold. [Create an explorer corp]
3. While not currently having a standing military if we ever are to sustain one we will need people to handle the supplies. [Develop Logistic]
>>
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Rolled 13, 45, 9 = 67 (3d100)

[Artilia]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1) High Alderman Bencio di Alviado orders the construction of several orchards and vineyards in the outskirts of the city, charged chiefly with the growing of Pears, Apples, and Grapes. It is hoped that these foodstuffs will nourish the city and provide a decent base for trade.

2)Much of the infrastructure of Artilia lies in disrepair, and many of the bridges, sewers, and roads within the city are becoming dangerously unstable. Several noble families pool together the resources to mount a reconstruction campaign.

3)While the Maginarium of Artilia still technically exists, there has not been an arch-magus in nearly 200 years. Subseqeuently the mages have fallen to infighting and petty squabbling. Bencio organizes a tournament of magical skill in order to find a strong leader to restore the might of this arcane order.
>>
Rolled 18, 6, 98 = 122 (3d100)

>>48708405
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 10 (+3/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of Prophet-King Angeloi:
1. The current imperative is to devise a magical means by which we can expand the church underwater. In this way should we run out of space for farming or housing, we can always settle the seabed.

2. Next, a survey of the flora and fauna of the island I have raised for thee is necessary. In the infinite wisdom of the spirit that occasionally sees fit to illuminate me, he has surely left some things for us to discover.

3. Finally, we must focus our engineering efforts on tapping the ley-lines of the island. I have heard tales of a faraway land doing so by means of mirrors. Perhaps we can do the same?
>>
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Commencing shitposting in 3... 2... 1...
>>
Rolled 13, 28, 34 = 75 (3d100)

>>48708532
[OGT]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. We are currently utterly insufficient for our primary usage
Research [Slavery I]

2. The soldiers need a place to sleep and to train build up a barracks

3. Begin our first expansion into the mountains we will need the resources.
[Deadlands]:
>>
>>48709252
Nigga, what are you doing?
>>
Is there a wiki page for this game or should I go check the archive and just try and learn how it works?
>>
File: come on now.gif (1.37 MB, 264x264)
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>>48709298
Baiting you
>>
>>48709341
Rules: http://pastebin.com/8Hhj3cZi

Reading previous game would be helpful.
>>
>>48708373
Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: http://pastebin.com/NjMr1YUf
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

1. The unbelievers must be brought under the wings of Sulis. Yet we are weak, and cannot remain so. By Lunas mercy we will understand her gifts and tame this wild Land.
> Begin researching the Lay-Lines. Maybe we can tap into their power with religious ceremonies and mystical secrets.
2. But what has Sol blessed us with? It might be a harsh land but we have to work with what we have.
> Check territory for resources
3. Sulis has blessed us with this land and this City. Bacatia must become the greates City this world will ever see, as a testament of our devotion!
> Begin research into architecture.
>>
Rolled 19, 45, 38 = 102 (3d100)

----
[Ugh]
---

-------------------
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II]
Resources:
-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1.Ugh build temple to stupid! [The Ugh are building a massive temple to empower their religious doctrine of stupidity. This is fairly typical behavior.]
2.Ugh expand lots of territory good is good. Lots of territory expand. Stuff. [The Ugh are expanding. The Ugh are rather notorious for living even in the most inhospitable areas.]
3. Ugh priests figure out new methods of dumb. [The priest class of the Ugh is tasked with the prestigious goal of divining new methods of stupidity. According to them, only through stupidity can the Ugh grow strong.]
>>
Rolled 32, 18, 5 = 55 (3d100)

>>48708373
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Settlements: Great Kedesh
Territory: 7
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Send out dwarven prospectors with teams of orcish slave miners out to search for ores.

2: Have our slaves begin construction of a great library to store our accumulated scientific and sorcerous knowledge.

3: Order our sorcerers to research methods for summoning and binding demons.
>>
>>48709090
yo, madness. Mind if I attempt to open a trade route w/ you?
>>
>>48709441
bacatia type dice+3d100 into the options bar just under your name in order to roll the dice.
>>
>>48709048
Forgot my trip.
>>
Rolled 26, 21, 89 = 136 (3d100)

>>48709441
Forgot roll
>>
>>48709644
Trade? By all means, we could always use some more money. So let's be good neighbours and trade.
>>
>>48709848
Good stuff. I'll devote an action next turn.
>>
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Rolled 69, 73, 66 = 208 (3d100)

[Volden]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
Tech: [Infantry II][Metallurgy I]
Resources:
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. We must begin construction on warrior halls so our men have places to sleep, eat, train, and equip themselves
2. I am sure it is in our unified tribal benefit to start seeking out any metallic resources in our territory and prospect them, we will need good iron weapons and tools if we are to prosper in this land.
+[Backwards]
3. Gather what men we have and expand outward, making sure to bring any neutral villages firmly under our control, I have no doubt stories of our customs will scare these people into joining our cause without needless bloodshed.
+[Backwards]
>>
RULES UPDATE
Because of the lack of technology, and the isolation it brings, everyone is not aware of everyone else; you'll have to go exploring unless you're close. Eyeball it- a bit longer distance than Madness and Artilia is a good start.
>>
>>48710150
Or nearest neighbor is also a good rule of thumb.

NATIONS CAN LEARN ABOUT OTHERS THROUGH FLUFF WITH KNOWN NATIONS!
>>
Rolled 63, 18, 40 = 121 (3d100)

>>48708455
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 10 (+3/turn)
Food: 10 (+3/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stealth I][Poison II]
Resources:
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Go hunt for ruins, Ley nodes and anything else of worth from the old world.

2. Start unlocking the secrets of Archery

3. Build a Hunter's Den for our hunter to train in.
>>
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>>48709254
"Oi! You there!"

Upon an Ursan suddenly shouts two figures in ancient gas masks and rotted uniforms

"What're you lot doing outta line? Get back here!"

"Uhhhh, Iunno Herk, they don't look like our orcs.

"Shut up stupid, all orcs iz our orcs. Dey answer the War Wizards call ta war"

"But den why are dese boyz so different."

"Because they ain't known better ta go to war stupid."

"OI! You there! Ain't you boyz know there's a war going on?"
>>
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Rolled 32, 68, 35 = 135 (3d100)

>>48708373
[Western Tribes]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stonecarving I][Domestication I][Infantry I]
Resources:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) The tribes are united, yet in the recent conflicts we lost much of our strength, if we gather more local wildlife then we can replenish that strength. (Begin taming local wildlife)
>[Beastmasters]
>[Domestication I]
2) We claim to have mastery of beasts, yet our knowledge of them is limited beyond what we need, perhaps if we discover more of them it will help with our training methods (Begin research of [Animal Knowledge I])
-Note: This tech is intended to assist in the research of other animal-based technologies-
>[Beastmasters]
>[Domestication I]
3) While many of the tribes are united, many more still resist, yet only through unity way we find strength (Begin expanding and claiming territory to the west)
>>
>>48710597
The group of orcs stands up wondering at the odd speech of the newcomers.
"Of course there is a war. There is always war. The troll king deems it so. Or perhaps you mean between yours and us. If so (the orcs draw weapons) then let it be so."
>>
Rolled 45 (1d100)

>>48710647
"Oo's dis Troll King?

Only da Fuhrer commands da warhost! If you'z any wit us den you'z da enemy!"

>The Warhost Orcs draw their weapons for a scrap.
>Rolling for random melee!
>>
Rolled 80 (1d100)

>>48710684
The orc looks at the others around him. And nods " You heard the hick boys. Go get em"
>>
>>48710684
>>48710713
The fight between the War Wizard's orcs and the OGT orcs doesn't last long. It is exceedingly bloody and violent, and ends with one of the Warhost's orcs lying facedown in the grass, the other running for his life.
>>
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>>4871768
---
"M-my Fuhrer!"

"What is it, whelp."

"Orcs! Rival Orcs to the north of us. I s-saw it with my eyes. They krumped our boyz!"

"A rogue orc clan? This is unacceptable. Make ready the host, all orcs must be made to answer the call to War."
>>
Rolled 79, 26, 76 = 181 (3d100)

[Tsabos]
-Pop: 10 (+2/turn)
-Food: 10 (+2/turn)
-Currency: 5 (+2/turn)
-Defenses:
+Araban (Capital): 1
-Military:
-Tech:
+[Infantry II]
+[Tactics I]
-Resources:
+[None]
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1. [Start on Armor I]
2. [Start a Stone Mine] (Should be easy in the mountains)
3. [Expand]
>>
[Warhost]
Archaeological research starts [2/4], as well as scrying research [2/4]. Blood fruits are being grown [1/4].

[Kashiragi]
Metallurgical research begins [2/4], as well as tactical research [1/4]. No progress on the agricultural research, however.

[Niron]
The search begins for building materials [1/4]! And beneath the waves... lies a ley-node- a pretty sizeable one [+Structures: Ley-Node; Resource: 2 ley-power/turn]. There is just enough to build another seaweed farm; construction is ongoing [1/4].

[Madness]
A lab is built [Lab I], and the kingdom expands [+4 hex]! The land is searched [2/8].

[Sanar]
Vidar scouts are sent out to search for resources [3/4 {Notice- population centers cannot be too close to each other}], and the explorer corp starts its training [1/4]. Logistics are being developed [Logistics I]!

[Artilia]
The orchards do not grow in the desert sand, though the reclaimation effort begins [1/4]. Oddly, no one shows up for the first day of the tourney.

[Pure Ocean]
No underwater expansion- the fauna of the island seem to be hiding as well. But a large leyline is found, and tapped into [[+Structures: Ley-Node; Resource: 2 ley-power/turn]!

[OGT]
The OGT are bad slavers. But a barracks starts construction [1/4], and expansion efforts begin [1/4].

[Bacatia]
The priests of Luna begin divining the location of the nearest leyline [1/4], and no resources are found. Basic architectural designs near completion [3/4]!

[Ugh]
There is no progress to the Temple of Stupid. But the Ugh start expanding [1/2], and new methods of dumb are in the works [1/4].

[Kedesh]
>Assuming you're using your [Slaves] eccentricity with first action. For future reference, put it with the action.
The search for ore begins [1/4], though the library and the summoning research shows no progress.

[Volden]
The first of Volden's warrior halls starts to go up [2/4], and some ore is found [Ore: 5]. The Volden's lands expand [+4 hex]!
>>
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>>48711107
[Artemisia]
The hunt for ley nodes begins [2/4], though the secrets of archery remain hidden. A hunters den is underway [1/4].

[Western Tribes]
A herd of small, lightly armored creatures are found, and brought back to the tribe [1/3]. Animal Knowledge research progresses nicely [2/4], and the Tribes begin to move west [1/2].

[Tsabos]
Armor research nearly completes [3/4], and a stone mine starts being dug [1/4]. The Kingdom expands [+5 hex]!

>Others will have a make-up turn. If I waited for everyone to post, the game would die before it even began :^)
>>
Rolled 97, 69, 87 = 253 (3d100)

>>48711141
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 10 (+3/turn)
Food: 10 (+3/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den (1/4)
Military:
Tech: [Stealth I][Poison II]
Resources: Hunting ley nodes (2/4)
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue the hunt for ruins, Ley nodes and anything else of worth from the old world. (2/4)

2.This archery stuff is hard, but that makes it all worthwhile. Keep at it.

3. keep working on that Hunter's Den for our hunters to train in.
>>
>>48711194
(1/4) on Hunter's den
>>
[OGT]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. We are currently utterly insufficient for our primary usage
Research [Slavery I]

2. The soldiers need a place to sleep and to train build up a barracks 1/4

3. Continue our first expansion into the mountains we will need the resources. 1/4
[Deadlands]:
>>
Rolled 35, 57, 73 = 165 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. Continue researching the Blood Fruit Magic

[Necromancy II]

2. Summon forth the host! To war!

[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

3. Raise a unit of skeletons too, we need forces that will not drain our immediate food supply

[Necromancy II]
>>
Rolled 62, 69, 90 = 221 (3d100)

>>48711223
>[OGT]
>>
Rolled 26, 29, 92 = 147 (3d100)

>>48711141

[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Structures: Government Building
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II][Logistics I]
Resources:
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Resource search 3/4][Eplorer corp 1/4]

1.Finish the land survey, we need to know what we're working with before looking to secure more land. [3/4]
2. The training of the Explorer corp continue, have a specialized scout force will help us in the future. [1/4]
3 Now that we have supply officers we need a location to house those supply until they are needed, as such we will build warehouses in our territory. [Build Warehouses]
>>
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Rolled 46, 27, 23 = 96 (3d100)

>>48711141
>>48711107
[Artilia]
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 9 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1)Efforts continue to rebuild the city infrastructure, stone and timber being imported from the west of Artilia.

2)If the harsh desert sands cannot nurture the Artilians, then land will be found that will!
>expand west

3)While the existence of the slimes to the east has been common knowledge for some time, for the first time a merchant caravan is assembled to travel to their kingdom. Led by the son of of the well know di Vandermeiss family, the caravan carries mostly preserved fish and odds and ends gathered from within the city.
>>
Rolled 65, 97, 63 = 225 (3d100)

>>48711107
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: Niron, the floating city. The Aquans were changed by Nibiru when they landed, become what they are today. They do not remember what they were before the cataclysm of legend. What they do know is that they landed upon after the cataclysm, a giant floating patch of seaweed. They made this seaweed their home the best they could, eating from it and fishing.

When they passed by shores they collected wood to expand their home. They learned to build structures waterproof and able to survive in the open ocean. They learned to build ships so they may move across the sea faster than they could swim. They learned to collect resources from the deep. Now nothing but farms remain of the floating seaweed cluster that was once their home so long ago, and the great floating city shall continue to expand.

Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 8 (+3/turn)
Defenses (Capital): 1 (Niron)
Military:
Structures: Ley-Node
Tech: [Infantry I] [Raftbuilding II]
Resources:
Ley-Power 2 (+2/turn)
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue searching for building materials. We can't do much without it. 1/4
2. Continue construction of the seaweed farm. 1/4
+Raftbuilding II
3. Now that we have ley line power we can fully utilize magic. Have the priests research how to call upon the power beyond they sky. Research Astral magic.
>>
>>48711194
Pop: 13 (+3/turn)
Food: 13 (+3/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den (1/4)
Military:
Tech: [Stealth I][Poison II]
Resources: Hunting ley nodes (2/4)
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.


Fixing statsheet
>>
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Rolled 48, 60, 72 = 180 (3d100)

[Western Tribes]
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Stonecarving I][Domestication I][Infantry I]
Resources:
Progress:
Animal Gathering - [1/3]
Expansion - [1/2]
Animal Knowledge I - [2/4]
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) We have found a small group of armoured creatures, herd them back to the village . (Continue taming local wildlife) [1/3]
>[Beastmasters]
>[Domestication I]
2) We have discovered much about the animals of the plains, yet much more remains undiscovered, (Continue research of [Animal Knowledge I]) [2/4]
-Note: This tech is intended to assist in the research of other animal-based technologies-
>[Beastmasters]
>[Domestication I]
3) "the western villages resist, yet some voluntarily join us, we must continue expanding to bring unity.
An orc in the room, one of the chieftains of the other tribes, interrupts "I say we smash the gits" (Continue expanding and claiming territory to the west) [1/2]
>>
Rolled 32, 45, 80 = 157 (3d100)

>>48711107
[Volden]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Metallurgy I]
Resources:
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Build a mine, it is clear we will have large demands for iron in the coming months as we build our infrastructure and army we will need tools to do so.
2. Finish the warrior halls we were building, war is a way of life for us and we reqiure housing fit for an army of our stature [2/4]
3. Build some farms and orchards, we will need food to support the tribes we have assembled,but more importantly to feed our restless warriors, and keep them strong
>>
Rolled 97, 52, 32 = 181 (3d100)

>>48711107
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 11
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Let us test out our new lab, master shapeshifting further [Shapeshifting II ---> III]
-Buildings: [Lab I]
2) Set up a trade route with Artilia
3) Search the land for ruins to investigate, our ancestors lived here, there must be clues to their lost knowledge [2/8]
>>
Rolled 12, 24, 75 = 111 (3d100)

>>48711107
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 13 (+3/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:
1. It has come to my attention that efforts to expand our dominion to the ocean floor have been unsuccessful. This cannot stand if we are to survive and thrive. We must redouble our efforts on this task... (Underwaterhomesteading/Expansion/Aquadomes/whatever you want to call it)

2. It would appear that this island's fauna have been elusive, to say the least. For now, they can hide. Let us instead look for building and boat materials under the immediate coast as well as on land. (Search for wood and other building or buoyant materials)

3. Also of importance to our continued survival is a thorough knowledge of boating. I have visions of warships that can carry an entire village. It is imperative that we take the first steps towards realizing this glorious future. (Ships 1)
>>
>>48711107
Kashiragi]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II] [Agriculture I]
Resources:
Eccentricities:
[Traditional]: The Kashiragi rely heavily on traditions, and shun new things. New technologies are weaker than normal, but if the Kashiragi have known them for a time, they are stronger.
[Warrior Elite]: The Kashiragi military relies on the warrior elite, and shuns the common peasantry. As they have a smaller population to pull from, training military costs more time, but they are stronger.

1. Send scouts to the west for any resources or neighboring countries.
>Explore the west

2. Begin expansion to the south-west.
>Expand to the south-west

3. Continue metallurgical research
>Research Metallurgy
>>
>>48711717
Forgot to update my stats:
>Pop: 12 (+2/turn)
>Food: 12 (+2/turn)
>Currency: 7 (+2/turn)
>>
Rolled 61, 27, 44 = 132 (3d100)

----
[Ugh]
---

-------------------
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II]
Resources:
-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1.The temple is promptly abandoned in favor of improvised rituals that seem to make particularly idiotic ugh stronger. [Rituals of Idiocy -- Stronger soldiers]
2. The Ugh are setting up their typically disagreeable villages and other structures in the new territory. [The Ugh are expanding. The Ugh are rather notorious for living even in the most inhospitable areas.] {1/2}
3. The new methods and religious rituals move ahead. Everyone feels profoundly stupid. Moronic. But stronger. [Increased Stupidity 1/4]
>>
Rolled 90, 82, 19 = 191 (3d100)

>>48711067
[THE KINGDOM OF TSABOS]
-Pop: 14 (+2/turn)
-Food: 14 (+2/turn)
-Currency: 9 (+2/turn)
-Territory: 12
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
-Resources:
+[None]
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

[IN PROGRESS]
+[Armor I] (3/4)
+[Stone Mine] (1/4)

[ACTIONS]
1. Our men clad in copper or iron, the strength to resist that which cuts flesh. Imagine the strength, imagine that strength, that sleek design, accentuating the supple muscle of our warriors. [Armor I] (3/4)
2. We drill into the earth, collecting stone that will build us mighty fortresses in which to raise our troops! [Stone Mine] (1/4)
3. And in the end, all will be ours, we will conquer all land in our sights, for we are the mighty Alphamen of Tasabos! [Expand]

[P.S. On the last update I was marked as getting 5 land, but I'm totaling at 11 on the map.]
>>
>>48711818
[Also I want to expand like this.]
>>
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Rolled 51, 23, 3 = 77 (3d100)

[Ariak]
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry I]
Resources:
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

The Dragon Emperor was one of the most powerful men on Nibiru. Seated in the Burnished Throne he looked down on the empty throne room. He imagined it full of people. Sycophants, scheming Dragon Highlords, wealthy merchants, intrepid wanderers, all waiting on his words. Here, in this empty throne room, it was he who waited on another. Looking down at the empty room swathed in the seven colors of the Dragon Queen he pondered on those colors sprayed across wall and floor alike. Red, Black, Green, White, and Blue. The five colors of the Dragons birthed and ruled over by the Dragon Queen. He knew from having looked at the stained glass window how the claws of that five headed dragon rests on an orb split in twain by the two colors of bronze and gold - the foundation of Ariaka's empire: Humans and Draconians. As if summoned by his thoughts the chromatic light coalesced into the form of a woman whose beauty was beyond description. To this woman even the Dragon Emperor would kneel and on hands and knees he descended from the tall throne to kiss at the bare feet of the woman who had appeared through magic in his throne room. He would not look at her. Even this vaunted Emperor was not worthy to look upon his God.

"Your will, mistress?" He groveled.

"My brood needs more land for nesting. Tap into the leylines and beg Arcalgon for aid in developing a magic that you lesser beings can use."

1. Expansion

2. Build a Leyline Tap
+[Blessed by Ariaka]

3. Research [Dragon Magic I]
+[Blessed by Ariaka]
>>
Rolled 22, 2, 6 = 30 (3d100)

>>48711717
annnd of course I forgot to roll
>>
Rolled 79, 50, 52 = 181 (3d100)

>>48712898
[Ariak]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry I]
Resources:
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

"Arcalgon will not aid us, my Emperor. He was disturbed from his rest, and it will be some years before he sees fit to aid us mortals in our task given to us by the Queen."

"Such is the will of the Dragons." Emperor Harkkon intoned. The others nodded zealously. "We will settle ourselves to other tasks in the mean time then.

The men and women of the Empire rush to fulfill the command of their Goddess.
1. Expansion

Construction of the Leyline tap near Xicrares
2. Keep building the Leyline Tap
+[Blessed by Ariaka]

The pits of Onoruk Ak'Sharum are notorious for their leyline corruption turning the eggs of the nesting red dragon Shardukar's harem into vicious and cruel Drakes. Long had they been opponents to the humans of Ariak before the Queen's blessing. Now they allow themselves to be ridden by choice few.

3. Recruit a unit of Drake cavalry
+[Dragonriders]
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblins new God who is believed to have created the old tech that the goblins worshipped.
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 32, 83, 34, 94, 66, 60 = 369 (6d100)

1-3) "what is yourz first order as King 'igh priest?"
"Ummmmmm expand across The island?"
"A good choice sir"
>expand across island
4)alright ladz me thinks ourz tribe could bez a bit bigger now so go and look for other gobbo tribez Dat wanna joinz uz and worship da big metal goblin!
>convert other smaller goblin tribes
5)alright ladz go into da jungle with all da trees and look for anything dat looks nice a shiny
>check territory for resources
6)see if you can find another temple place for our boyz to worship at
>search the land for a ruin
>>
>>48712898
Just in case I'll spend 2 currency on action 2 to ensure one step of success.
>>
>>48711247
6 currency on action 2
>>
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>>48708373

Been snooping around last thread. I heard you needed "conflict!"

Nation Name: Barbabrab
Race(s): Terribly mutated short human(oid)s who are both highly inbred and degenerated from long-term exposure to leyline radiation.
Color: N/A (Color is Blood-Red internally for territory holding purposes)
Fluff: Said to be descended from a race which once held the forefront in civilization during the "pre-sundering", the Barbabrab have all but forgotten their original accomplishments as the destruction of their homes and population forced them to adapt to the wilderness. Grown jealous and bitter at the so called "City States" and their relative peace and accomplishments, they would see to it that every such place be razed to the ground, finding the very notion of "Civilization" offensive after once grasping it firmly and having it forcibly taken away from them.

Living a nomadic life, they ride horses as dark as ebony, preferring to do their work during the night time to hide their hideously deformed, yet uncannily symmetrical figures. They have no writing abilities and are by and large illiterate, speaking in an ancient tongue which is unintelligible to the average civilized being. Barbabrabs seem to have an odd affinity towards metals and machinery in spite of lacking the ability to forge themselves (though they derive even more pleasure from destroying said machinery), and a particular unease when exposed to large amounts of leyline energy.

(Notes: Would like to start on main continent, w/o a city.)
>>
>>48713966
Wheelie said no more nations.
>>
Rolled 43, 37, 38 = 118 (3d100)

>>48711107
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Settlements: Great Kedesh
Territory: 7
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 6 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue searching for ore [1/4 progress][Slaves]

2: Have our sorcerers research methods for summoning and controlling demons.

3: Send a scouting party out to explore the lands near Kedesh.
>>
Bump
>>
bump
>>
>>48713966
Fuckit, you're in.
>>
>>48713966
[Barbabrab]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses: 0
Tech: [Infantry II][Cavalry I]
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

Feel free to take 2 turns. The current turn, and a makeup!
>>
File: Nibiru2.png (639 KB, 3000x2500)
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>>48716273
Also, here you are on the map.
>>
>>48716295
Hey, OP, I had an interesting idea for two rival factions within the priesthood of Kedesh. Would you like me to elaborate, or would you prefer not to deal with that kind of thing?
>>
>>48716463
Just fluff it out. It shouldn't make any mechanical difference.
>>
>>48716463
This
>>48716527

Unless of course, you wanted to take it in the direction of internal RP.
>>
>>48716607
He, himself, and him interacting is still just fluff. Unless you were going to play whatever the "bad" faction was. Sounds like a good thing to do with a courtier.
>>
[Artemisia]
A ley node is found [+2 ley-power/turn], and archery techniques are finally being researched [2/4]. Construction of the Hunter's Den completes [Hunter's Den I]!

[OGT]
>expansion should've been 1/2
The races of the OGT begin selecting some of their number for slavery [2/4], while the barracks is ready [Barracks I]. The OGT expands into the mountains [+4 hex]!

[War Wizard]
The Blood Fruits are nearly ready [2/4], and a squad of orcs begins training [2/4]. A new ley-node is almost dug [3/4].

[Sanar]
The land survey is complete. There is a grove of trees, ready to be harvested [Resources: Wood: 5]. The Explorer Corp continues it's training [2/4], and warehouses are constructed [Warehouses I]!

[Artilia]
Reclaimation efforts are ongoing [2/4], while westward expansion begins [1/2]. A gift of food is sent to the Kingdom of Madness {Next time, be more specific}.

[Niron]
A large, tangled mass of driftwood is found; harvesting begins [3/4]. The seaweed farm completes construction [Seaweed Farm I; +2 food/turn], and Astral magic is researched [2/4].

[Western Tribes]
The creatures are tamed [Resource: Lesser Frillhead herd {Sturdy}]. The knowledge of Nibiru's creatures is furthered [Animal Studies I], and the Tribe's settlers reach their destination [+4 hex].

[Volden]
A mine begins to be excavated [1/4], and the Warrior Hall is nearly completed [3/4]. Seeds are planted ['Backwards' applies; Farms I; +2 food/turn].

[Madness]
Further shapeshifting is in the works [4/8], and a trade route is established [Trade Route {Arilia}: +2 currency/turn}]. The search for ruins continues [3/8].

[Pure Ocean]
Expansion across the sea floor still eludes the Church, and no wood is found. However, the first ship designs show great progress [3/4]!

[Kashiragi]
No progress on all projects.
>>
>>48717023
Well, in Kedesh "bad" is relative. This is a nation of slavers and diabolists after all. It isn't a matter of good vs. evil as much as lawful evil vs. chaotic evil

Also, I did more than too. I don't know what practical purpose they will serve, but they add some character to Kedesh. I'll edit this into my fluff next turn.
>>
>>48717427
I recognize such, Again, if you don't plan to just write it out for fun, you'll want to play your preferred group in the nation. Hence I said it's a job fit for a courtier to play the other role if you want there to be any sort of genuine interaction in it.
>>
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>>48717412
[Ugh]
The Ugh start doing the Rituals of Idiocy, under the tutelage of the Supreme Idiot. An onlooker might say the spectacle looks like a group of autistic schoolchildren [2/4]. They expand [+4 hex], and the Ugh get stupider [2/4].

[Tsabos]
Armor is improved [Armor I], and the quarry is finished [Quarry I; +2 stone/turn]. The Kingdom doesn't expand.

[Ariak]
The Empire expands [+4 hex]! Though there isn't any progress on the tap, or the magic. The empire continues expanding [+4 hex], and a leyline tap begins to be constructed [2/4]. Some Drake cavalry are being trained [2/4].

[Holy Order]
The Holy order expands across the island [+4 hex], and more tribes are converted to the faith [+2 pop/turn]. A scouting party is sent into the forest [2/4], and the search begins [2/8].

[Kedesh]
The search continues- the prospectors believe they're on the right track [3/4]. Summoning magic research begins [1/4 {Note: You need a ley node for it to function!}], and a scouting party is sent out [1/4].

>Missed Turns
Bacatia- 1
Ursan- 2
Blatrek- 2
Barbabrab-2
>>
>>48717427
http://pastebin.com/aFTME4K8
Ok, here are the factions. Got pretty long. Check it out, let me know what you guys think.
>>
Rolled 42, 73, 32 = 147 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. Ready the bloodfruits 2/4

2. Our Orc Warband is prepared 2/4

3. Finish our Ley-node 3/4
>>
Rolled 22, 34, 34 = 90 (3d100)

[THE KINGDOM OF TSABOS]
-Pop: 16 (+2/turn)
-Food: 16 (+2/turn)
-Currency: 11 (+2/turn)
-Territory: 12
-Buildings:
+1 Quarry I [+2 Stone/Turn]
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
+[Armor I]
-Resources:
+Stone[2](+2/Turn)
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1. [Infantry III]
2. [Build a Mine]
3. [Expand]

(Will fluff if there's time in the morning before update. Sleeping now.)
>>
Rolled 51, 39, 100 = 190 (3d100)

>>48717412
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Settlements: Great Kedesh
Territory: 7
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 6 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources:
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: The prospectors will continue to search for ore [3/4 progess][Slaves]

2: Continue to research demon summoning [1/4 progress] Would [Immaterial] provide a benefit for this action?

3: Have our scouts continue to explore the area around Kedesh [1/4 progress]
>>
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Rolled 96, 84, 36, 5, 39, 74 = 334 (6d100)

>>48711107

In a far away land, a group of grotesque dwarf-like creatures met around a grouping of tents. Their heads were mishapen, and they wielded crooked staves of metal. some rode upon the backs of vaguely equine beings, only where there front torso would be ended in a third leg, resembling fleshy, walking tricycles. The largest and foulest humanoid of the group, the infamous Genneg Khaahk of yore, used his own bent stave to write pictographs on the dirt, detailing his tribe on their next course of action.

[Barbabrab]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses: 0
Tech: [Infantry II][Cavalry I]
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1+2+3.
-[Infantry II]
-[Cavalry I]
-(3 Pop)
"Coeл иpгэншилт yлc дэлхийн өcөх өөх тэдний лaypeл. Уг бөмбөp дaйны бaйх ecтoй coнcoгдcoн бoлoвч тэд oдoo ч гэcэн дээp хэp; бэлэн apaaтны дaйн!" (The civilized nations of the world grow fat on their laurels. The drums of war must be sounded while they are still complacent; ready the beasts of war!) [Train Mounted Infantry]

4+5.
-[Infantry II]
-[Cavalry I]
-(3 Pop)
"Өөp нэг! Дaйчлaх нийт хүн aмын; бид хapaх бoлнo ялaлт тyн yдaхгүй!"
(Another! Mobilize the entire warhost; we shall see victory soon!) [Train Another Mounted Infantry]

6.
-[Technological Affinity]
"Бүpэлдэхүүнтэй caмнaх мaягaap гaзap ч үнэ цэнэтэй, түүнчлэн юy ч биш үнэ цэнэтэй, гэх мэт oйpoлцooх coeл иpгэншилт apд түмэн!" (Scour the lands for anything of worth, as well as anything not of worth, like nearby civilized peoples!) [Scout]
>>
Rolled 30, 26, 55 = 111 (3d100)

>>48717412
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: Niron, the floating city. The Aquans were changed by Nibiru when they landed, become what they are today. They do not remember what they were before the cataclysm of legend. What they do know is that they landed upon after the cataclysm, a giant floating patch of seaweed. They made this seaweed their home the best they could, eating from it and fishing.

When they passed by shores they collected wood to expand their home. They learned to build structures waterproof and able to survive in the open ocean. They learned to build ships so they may move across the sea faster than they could swim. They learned to collect resources from the deep. Now nothing but farms remain of the floating seaweed cluster that was once their home so long ago, and the great floating city shall continue to expand.

Pop: 14 (+2/turn)
Food: 14 (+4/turn)
Currency: 11 (+3/turn)
Defenses (Capital): 1 (Niron)
Military:
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Resources:
Ley-Power 4 (+2/turn)
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue the harvesting efforts for the driftwood. 3/4
2. Continue research into Astral Magic 2/4
3. Dive again into the deep searching for more resources that may be of use.
>>
Rolled 96, 90, 2 = 188 (3d100)

>>48717588

7. [Continue Scouting]

8+9. [Complete training Second Mounted Infantry Unit]
>>
>>48717412
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 16 (+3/turn)
Food: 16 (+3/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I
Military:
Tech: [Stealth I][Poison II]Archery (2/4)
Resources: [ley-power 2, +2 /turn]
Eccentricities:
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to research archery(2/4)

2.Begin to scout out the surrounding lands.

3. Begin expansion
>>
Rolled 71, 21, 77 = 169 (3d100)

>>48717639
>>
Rolled 79, 88, 16 = 183 (3d100)

>>48717412
[Western Tribes]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Territory: 11
Military:
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I]
Resources:
Lesser Frillhead herd {Sturdy}
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) We have tamed a heard of Frillhead's, but our combat training techniques are lacking (Begin researching Training I)
>[Beastmasters]
>[Domestication I]
>[Animal Studies I]
2) Many of the tribesfolk are growing restless, they want to fight, Especially those in the Orc villages. Some combat training should pacify them for now
(Begin training tribes-folk)
>[Stonecarving I]
>[Infantry I]
3) The neighbouring tribes still resist, they do not know that this is necessary, that we must unite or be destroyed (Begin expanding South)
>>
Rolled 53, 95, 56 = 204 (3d100)

>>48717412
[Artilia]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 13 (+4/turn)
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1)The reconstruction of the infrastructure continues at a steady pace.
>I'll spend 2 currency to improve this action

2)Eastward expansion continues, spurred on by grants of land and payment.
>Expand east

3)While still in madness, the heir of the di Vandermeiss family attempts to negotiate an agreement for regular trade with the slimes.
>trade route w/ madness
>>
>>48717685
Expansion should be west, my bad
>>
>>48717539
*1
[Necromancy II]

*2
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

*3
[Necromancy II]
>>
Rolled 71, 38, 20 = 129 (3d100)

>>48712898 (You)
[Ariak]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry I]
Resources:
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Much of the land to the west of the capitol Ascalon had bee nsettled by Imperial subjects, but the tenuous hold to the east was of concern to general and merchant alike.

1. Expand east

The finishing touches on the leyline tap are put into place.

2. Leyline Tap 3/4

The Drakes have been bonded to their riders, but much training in the art of war still needs to be undertaken before the knights are pledged to the service of Ariaka and the Dragon Emperor. The Knights are more than just warriors, they are exemplars of Law, opponents to Chaos at every turn. They wield both steel and the Commandments in equal measure. Both on the field of combat and off in public debate and court intrigue their success as warriors and nobles is built around their extensive knowledge of the Commandments of Ariaka.

3. Drake Knight Training 2/4
[Laws I][Cavalry I]
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.
>>
>>48717761
Put 5 currency into roll 3 to ensure one point of success.

>Updated Currency total: 4
>>
Rolled 99, 74, 58 = 231 (3d100)

>>48717412
Volden
Territory: 11
Pop: 12 (+2/turn)
Food: 12 (+4/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
Buildings:
[Farm]
Tech: [Infantry II][Metallurgy I]
Resources:
5 ore
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

Frigii Tribe (Adept fishers and sailors)

1. Mine [1/4], We need a mine if we are to prosper in this land
2. Warrior Hall [3/4], Quickly Yuri we must finish great war hall before War God drops sky on head, make sacrifice too
3. Expand east to the sea, The great Frigii tribe, known for their great sailors and fishermen wish us to recapture their ancestral homelands to the east so they may fish and sail once more
>>
Rolled 8, 41, 2 = 51 (3d100)

>>48717412
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 11
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 11 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Let us test out our new lab, master shapeshifting further [Shapeshifting II ---> III][4/8]
-Buildings: [Lab I]
2) Since we have expanded, we should search our lands for useful resources that we can improve our settlements with
3) Search the land for ruins to investigate, our ancestors lived here, there must be clues to their lost knowledge [3/8]
>>
File: mana-pool-184234.jpg (47 KB, 800x500)
47 KB
47 KB JPG
Rolled 57, 85, 86, 84, 89, 25, 97, 24, 39 = 586 (9d100)

>>48717456
[Blatrek]
Pop: 16 (+2/turn)
Thralls: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Vadergrad): 1
Military:
Tech: [Infantry I]
Magic: [Blood II]
Resources:
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. [Workforce][Coveted Power] Build a “Mana Pool” the strongest way to tap into the powers of Niburu!
2. Research [Blood III]
3. Research [Thrall-herding I]
----
1. [Workforce] Expand the lands of Blatrek
2. Research [Blood III]
3. Research [Blood Shielding I]
----
1. [Workforce] Expand lands of Blatrek
2. Research [Blood III/IIII]
3. Research [Blood Shielding I/II]
>>
Rolled 48, 27, 87 = 162 (3d100)

----
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II]
Hexes: 11
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Apparently part of the ritual involves constructing a massive pile of faeces. An anthropologist would find this all quite distressing. [Rituals of Idiocy -- Stronger soldiers: 2/4]
2. The Ugh continue to expand their holdings. They're replicating in large numbers and are overpowering local fauna without much issue. [Expansion]
3. The Supreme Idiot is giving another speech about making everything great again. Everyone likes it. [Increased Stupidity 2/4]
>>
Rolled 63, 32, 22 = 117 (3d100)

>>48717456
[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 12 (+2/turn)
Food: 12 (+2/turn)
Currency: 7 (+2/turn)
Structures: Government Building
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II][Logistics I][Warehouses I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Explorer corp 2/4]

1.Wood, while not the most exciting of find it will open to us a myriad of possibility, if we can harvest it responsibly that is. [Research sustainable logging]
2. The explorer corp is still a necessity to us, we can't expand blindly in this dangerous world. [explorer corp 2/4]
3. Now that we have the mean to support them we will raise our first company of soldier, a great day for the Duchy. [Raise a unit of cavalry]
>>
bumpan
>>
Rolled 19, 33, 84 = 136 (3d100)

>>48717412
[OGT]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 3 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Buildings:[Barracks I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. We are currently utterly insufficient for our primary usage
Research [Slavery I]2/4
[Tech Dependence]
2. Begin Raising Orc Raiders
[Infantry II][Leadership I][Barracks I]
3. Raise a group of elite troll Warriors, The orcs will need guidance
[Infantry II][Leadership I][Barracks I]
>>
>>48708373
So, is there an IRC for this game?
>>
>>48718758
https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
hop on in :^)
>>
>>48718758
yes but those who enslave orcs are not allowed. Fuck off asshole

https://client02.chat.mibbit.com/?channel=%23Nation&server=irc.mibbit.net
>>
>>48718810
>>48718804
lol I was too late
>>
bump
>>
Rolled 76, 96, 97 = 269 (3d100)

>>48711107
>>48709441
Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: http://pastebin.com/NjMr1YUf
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

1.
> Continue studying the Leyline.

2. We cannot advance without resources. Our Military needs Metal our City Stone!
> Research Prospecting

3.
> Finish Architecture Research

>>48717456
Can I take another turn?
>>
>>48719889

Forgot to update stats

>Pop: 12 (+2/turn)
>Food: 12 (+2/turn)
>Currency: 7 (+2/turn)
>>
>>48719889
Yep, you missed one.
>>
Rolled 10, 17, 45 = 72 (3d100)

>>48719889
>>48719910
Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: http://pastebin.com/NjMr1YUf
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

1.
> Continue studying the Leyline. (If thats already finished Research, Fire/Combat Magic.

2.
> Finish up Prospecting (If thats already finished, found a Prospecting Guild

3. If we continue to expand our City we need to be able to sustain a greater Populace
> Research Agriculture
>>
[War Wizard]
The bloodfruits have almost ripened [3/4], and the warband is ready for battle [Orc Warband 1.2x {-1 food/turn}]. The ley-node is ready, and pumping [Ley-node; +2 ley-power/turn].

[Tsabos]
No progress on the infantry training techniques, but a mine is dug [1/4], and the Kingdom starts expanding [1/2].

[Kedash]
Ore is found [Ore: 5], and summoning research progresses nicely [2/4 {yes}]. The scouts are travelling in circles... until one spots something in the distance. On closer expansion, it proves to be an ancient ruin! The Kedash quickly move to stake their claim [+4 hex; 1 Ruin [+1 tech point/turn].

[Barbabrab]
How the barbabrab want to train cavalry without having a herd is beyond everyone but them. However, a herd of the Black Horses that roam their lands are quickly gathered, and tamed [Resource: Black Horses: 5 (+1/turn) {Don't need to sacrifice pop}]. A Black Horseman undergoes training [1/4 {Infantry and Cavalry tech are mutually exclusive!}], and a scouting expedition is in progress; when they return, they are carrying armfuls of wood [Wood: 5]. The Black Horseman completes his training [+1 Black Horseman 1.4x {-2 food/turn- gotta feed the horse, too!}; -1 Black Horse].

[Niron]
The Aquans return, driftwood in their arms [Driftwood: 5], and Astral Magic is nearly ready [3/4]. Another dive is in progress [2/4].

[Artemisia]
Archery research concludes [Archery I]! Nothing is found on the scouting expedition, but the Arachne expand their holdings [+4 hex].

[Western Tribes]
Training methods are bettered [3/4], and some tribesfolk undergo training [3/4]. Harsh weather prevents southward expansion.
>>
>>48720015
[Artilia]
>For future reference, please put any progress toward your actions with them.
Infrastructure renovations complete [Infrastructure I; +1 defense], and the city-state expands west [+4 hex]. The trade route is established [Trade Route {Madness};+2 currency/turn].

[Ariak]
The empire expands east [+4 hex], and the leyline is tapped [+2 ley-power/turn]. Only a bit of progress on the Drake Knight, however [3/4].

[Volden]
The mine is completed, and dug even further [Mine I: +2 ore/turn; Mine II [1/6]. The warrior hall completes, even undergoing upgrades [Warrior Hall I; Warrior Hall II [2/6]. The tribes move east [+4 hex]!

[Madness]
No progress on the shapeshifting research, but a scouting party is sent out [1/4]. The ruin-hunting party realizes it has been walking in circles.

[Blatrek]
The Mana Pool nears completion [2/3], and further blood magic research begins [3/8], as well as thrall-herding [3/4]. Blatrek expands [+4 hex], and further blood magic nears completion [6/8]. Blood Shielding magics are slow [1/4]. Blatrek expands again [+4 hex], but there isn't any progress on the blood magic. But Blood Shielding magics are well underway [2/4].

[Ugh]
The ritual of idiocy completes [Ritual of Idiocy I]! And expansion begins again [1/2], while the ugh continue to become stupider [Stupidity I].

[OGT]
Insufficiency continues, but orc raiders are raised [1/3]. A troll leader starts training as well [3/4].

[Bacatia]
>For future reference, please put progress with actions!
A leyline is found [+2 ley-power/turn], and prospecting techniques are hammered out [Prospecting I]. Architecture research also completes [Architecture I]. There is no research progress, or founding of a Prospecting Guild. However, agricultural techniques are researched [1/4].
>>
File: Nibiru2.png (647 KB, 3000x2500)
647 KB
647 KB PNG
>>48720026
>Missed Turns
Ursan- 3
Golden Realm- 3
Holy Order- 1
Pure Ocean- 1
Kashiragi- 1

Stay tuned for the world event tomorrow, folks!
>>
>>48720034
sustainable logging is researched [2/4], and the Explorer Corp nears graduation [3/4]. Cavalry aren't raised, though.
>>
File: Slime.jpg (70 KB, 1600x1600)
70 KB
70 KB JPG
Rolled 94, 79, 17 = 190 (3d100)

>>48720026
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 11
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 15 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting II]
Resources:
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Let us test out our new lab, master shapeshifting further [Shapeshifting II ---> III][4/8]
-Buildings: [Lab I]
2) Since we have expanded, we should search our lands for useful resources that we can improve our settlements with [1/4]
3) Search the land for ruins to investigate, our ancestors lived here, there must be clues to their lost knowledge [3/8]
>>
Rolled 65, 1, 69 = 135 (3d100)

>>48720015
>>
Rolled 72, 71, 18 = 161 (3d100)

>>48719972
>>48720026
Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: http://pastebin.com/NjMr1YUf
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Magic: 2 [+2 ley-power/turn]
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I][Prospecting I][Architecture I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

1. The unbelievers will convert or burn!
> Research Fire/Combat Magic

2.
> Found a Prospecting Guild

3.
> Research Agriculture [1/4]
>>
Rolled 67, 96, 43 = 206 (3d100)

>>48720034
[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Structures: Government Building
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II][Logistics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Explorer corp 3/4] [Sustainable logging 2/4]

1. With the basics done we should finish developing a way to use that small wood for the decades to come. [Sustainable logging 2/4]
2. With the preparation to the explorer corp almost done they'll be available to us in a short while. [Explorer Corps 3/4]
3. Let's try again at raising the company shall we. [Raise cavalry]
>>
Rolled 72, 2, 5 = 79 (3d100)

>>48720015
[Western Tribes]
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Territory: 11
Military:
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I]
Resources:
Lesser Frillhead herd {Sturdy}
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Once the Frillheads are trained for war, we will have a military force capable of defending our lands. (Continue researching Training I [3/4])
>[Beastmasters]
>[Domestication I]
>[Animal Studies I]
2) The tribes-folk training is nearly complete, we will need them to help defend if we are attacked.
(Continue training tribes-folk) [3/4]
>[Stonecarving I]
>[Infantry I]
3) The neighbouring tribes still resist, they do not know that this is necessary, that we must unite or be destroyed (Begin expanding South)
>>
Rolled 20, 84, 71 = 175 (3d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 11
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. UGH WANT MORE MAKE UGH GREAT AGAIN! UGH GREAT! ALWAYS GREAT! UGH WANT MORE UGH WANG MORE BLAH BLAH ARGH BLAH! BLAH! [Ughspansion]
2. The Ugh are literally everywhere. They cover everything. It's sort of frightening how they just sort of flood of everything and just defecate everywhere. Awful. Awful. [Ughspansion 2]
3. UGH UGH UGH UGH UGH UGHEXPANSION [Expansion 1/2]
>>
Rolled 30, 62, 12 = 104 (3d100)

>>48718563
[OGT]
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 3 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II][Leadership I]
Buildings:[Barracks I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. We are currently utterly insufficient for our primary usage
Research [Slavery I]2/4
[Tech Dependence]
2. Begin Raising Orc Raiders 1/3
[Infantry II][Leadership I][Barracks I]
3. Raise a group of elite troll Warriors, The orcs will need guidance 3/4
[Infantry II][Leadership I][Barracks I]
>>
Rolled 26, 31, 73 = 130 (3d100)

>>48720015
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Settlements: Great Kedesh
Territory: 11
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 7 (+1/turn)
Tech Points 0 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue to research demon summoning [2/4 progress][Immaterial]

2: Send out a party of sorcerers and prospectors to search for a ley node.

3: Begin construction of a forge and smelter complex, so that we can turn our newly discovered ore into useful tools, weapons, and armor [Slaves]
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblins new God who is believed to have created the old tech that the goblins worshipped.
Pop: 16 (+4/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Territory: 11
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 35, 32, 37, 16, 26, 5 = 151 (6d100)

Progress:
[Search for resource] 2/4
[Search for ruin] 2/8

1) continue to search for dat ruin da god demands it boyz
[search for ruin]
2)Continue to look for something nice and pretty da god is telling me something is over 'ere somewhere
[search for resource]
3-4) continue da expansion of our landz throughout dis island
[expand across island]
5)build a farm for our boyz so they ave something to eat
[Farm l]
6)oi boyz if wez ever came across anything dat is Mean wez need to learn how to build some good all sharp metal bitz and stuff so wez need to learn how to do dat forging stuff
[forging l]
>>
File: Monggnom.png (1.15 MB, 938x718)
1.15 MB
1.15 MB PNG
Rolled 2, 99, 20 = 121 (3d100)

>>48720015

[Barbabrab]
Pop: 18 (+2/turn)
Food: 18
Currency: 13 (+2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x]
Tech: [Infantry II][Cavalry I]
Resources:
Black Horses: 5 (+1/turn)
Wood: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.
1.
-Black Horseman 1.4x
"Энэ нь цaг хyгaцaa! Бидний дaйcнyyд нyyх тэдний хoтyyд нь мoд, чyлyy, гэcэн хэдий ч тэд cyл дopoй бaйнa! Бид нap зaдaлж тэдний хaaлгa, шaтaaх, эдгээp жигшүүpт blights дэлхий дээp, тиймээc тэд бaйж бoлoх юм өcөх хянaлтaac гapч бaйнa. Уcтгaх мaйхaн, дaйчлaх хүн бүp: бид явaхынхaa coeл иpгэншил." (It is time! Our enemies hide in their cities of wood and stone, yet they are weak. We shall break down their doors and burn these disgusting blights on the world, so that they might not grow out of control. Remove tents, mobilize everybody: we're leaving for civilization.)[Invading the nearest Civilization]

2+3.
-Wood (5)
"Moд вэ? Юy aшиглaх нь энэ нь бидэнд бaйcaн хүмүүc бий юy гэcэн үг зoгcoж үүpд!? Aвч энэ мoд caйтaй бүcлэлт хөдөлгүүp нь илүү хялбap ycтгaх cyypин!" (Wood? What use is this to us who would build nothing meant to stand forever!? Take this timber and forge siege engines from which to easier destroy settlements!) [Build Battering Ram]
>>
>>48720691

-[Technological Affinity]
(Forgot to add this to actions 2/3.)
>>
Rolled 26, 72, 60 = 158 (3d100)

>>48720015
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: Niron, the floating city. The Aquans were changed by Nibiru when they landed, become what they are today. They do not remember what they were before the cataclysm of legend. What they do know is that they landed upon after the cataclysm, a giant floating patch of seaweed. They made this seaweed their home the best they could, eating from it and fishing.

When they passed by shores they collected wood to expand their home. They learned to build structures waterproof and able to survive in the open ocean. They learned to build ships so they may move across the sea faster than they could swim. They learned to collect resources from the deep. Now nothing but farms remain of the floating seaweed cluster that was once their home so long ago, and the great floating city shall continue to expand.

Pop: 14 (+2/turn)
Food: 14 (+4/turn)
Currency: 11 (+3/turn)
Defenses (Capital): 1 (Niron)
Military:
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Resources:
Ley-Power: 4 (+2/turn)
Driftwood: 5
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. The Star readers shall continue their research into Astral magic. 3/4
2. Dive in progress searching for resources beneath the waves. 2/4.
3. Send a raft southward in search of resources or things of note that may be outside the city's reach.
>>
>>48721432
Fix:
Pop: 16
Food: 18
Ley-Power: 6
>>
Rolled 64, 42, 57 = 163 (3d100)

[THE KINGDOM OF TSABOS]
-Pop: 18 (+2/turn)
-Food: 18 (+2/turn)
-Currency: 13 (+2/turn)
-Territory: 12
-Buildings:
+1 Quarry I [+2 Stone/Turn]
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
+[Armor I]
-Resources:
+Stone[4](+2/Turn)
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1. [Infantry III]
2. [Build a Mine] (1/4)
3. [Expand] (1/2)

(Will fluff if there's time later.)
>>
Is it still open for new players?
>>
Rolled 47, 46, 39 = 132 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 16 (+2/turn)
Food: 15 (+2/turn) (-1
Power: 2 (+2 /turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}]
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. Ready the bloodfruit! 3/4

We have more mouths to feed than we do food. What better way to finish up the bloodfruit than with a sacrifice?
>Sacrifice 1 pop for bloodfruit progress/food

2. Raise another Warband! Who shall I summon this time?

[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

3. Now that the ley-node is ready, we may summon forth the dead.

Summon some skeletons
>>
>>48722373
*1
[Necromancy II]

*2
[Infantry I]

*3
[Necromancy II] [Infantry I]
>>
bamp
>>
Rolled 29, 66, 54 = 149 (3d100)

>>48720026
[Blatrek]
Pop: 16 (+2/turn)
Thralls: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Vadergrad): 1
Military:
Tech: [Infantry I]
Magic: [Blood II]
Resources:
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1.[Blood Magic III] 6/8
2. [Edible Workforce] Mana pool 2/3
3. [Blood Shielding I] 1/4
>>
Rolled 74, 65, 96 = 235 (3d100)

>>48717412
>>48720034
By order of the Prophet-King Angeloi:

1. I cannot further stress the importance of underwater homesteads. They are, in essence, essential to our survival. However, maybe the mastery of magic by the church is not sufficient yet. By my decree, I order that we study more closely the magics of the sea. (Water Magic 1)

2. We must not lessen our efforts in shipbuilding. Total mastery of the waves is a necessity (Shipbuilding 1)(3/4)

3. Our religion needs to be codified that it may be more easily understood by the masses. By these means, our religion will flourish. (Religion 3)
>>
>>48723962
Whoops, forgot statblock

[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 19 (+3/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…
>>
Rolled 63, 99, 4 = 166 (3d100)

>>48720026
[Artilia]
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 15 (+4/turn)
Structures: [Infrastructure I]
Defenses (Capital): 1
Military:
Tech: [Economics II][Infantry I]
Resources:
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1)The eccentric duelists of the School of the Marked One are the most skilled swordsmen in Artilia, but are themselves without leadership and loyal only to themselves. The leading families of the cities attempt to bring them to heel, so their strength can be used to protect the citizenry.

2)The Well of Souls is one of the oldest structures in Artilia, a rare ruin of the ancient city. Bencio suspects that it may in fact be a leyline, and begind plans to open it anew.
>spend 2 currency to improve this action

3)The fishermen of the city have long been it's lifeblood, but their ships are almost all ramshackle affairs. The most able carpenters and craftsmen in the city are called upon to build a stronger, more reliable ship.
>>
Rolled 53, 85, 30, 12, 40, 92 = 312 (6d100)

>>48720015
Volden
Territory: 11
Pop: 12 (+2/turn)
Food: 12 (+4/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
Buildings:
[Farm]
Tech: [Infantry II][Metallurgy I]
Resources:
5 ore
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Mine [1/4]
2. Warrior Hall [3/4]
3. Expand east to the sea

Make up turns
4. Time to start raising the tribes for war, we will need tribesmen, good fighting men to expand our borders
5. Research into Archery, The bow and arrow well not new to us, may always be improved
6. Research into Javelins, It has always been our tribal ways to hurl javelin before rushing into close combat
>>
[Madness]
Further shapeshifting is mastered [Shapeshifting III], and lots of stone is found [Stone: 5]. No ruins are found, though.

[Bacatia]
Fire magic is being researched [2/3], and the prospecting guild starts drafting members [2/4]. No progress on the agricultural research, however.

[Sanar]
Sustainable logging methods are had [Sustainable logging I], and the Explorer Corps are ready to explore [Explorer Corps I]. The beginnings of a cavalry company begin to take shape [1/4].

[Western Tribes]
Training research completes [Training I], but there's no progress arming the tribesfolk, and fierce resistance to the south prevents expansion.

[Ugh]
The Ugh expand, then expand again [+8 hex]!

[OGT]
Slavery techniques pick back up again [3/4], and the orc raiders are raised [1.4x {-1 food/turn}]. The trolls don't finish their training, though.

[Kedesh]
Demon summoning nears completion [3/4], and prospectors are sent out [1/4]. Construction of the forge and smelter start [2/4].

[Holy Order]
The search continues [3/8], and a resource gathering party is sent out [1/4], while expansion of the Holy Order's lands begins [1/2]. A small farm goes up [1/4], though there isn't any forging progress.

[Barbabrab]
Logistical problems stall the mobilization, but plans for a battering ram are complete [Siege Weapons I].

[Niron]
research into basic astral magic completes [Astral Magic I], and the diving party returns, loaded up with tough, sturdy coral [Coral: 5]. A raft is sent south [2/4].

[Tsabos]
Further infantry research starts [2/8], and construction of the mine continues [2/4]. The kingdom expands [+4 hex]!

[Warhost]
The bloodfruits are ready [Bloodfruit Farm I; +2 food/turn]. Another orc warband is raised [1/4], and the summoning of skeletons begins [-1 ley-power; 1/4].
>>
File: Nibiru2.png (648 KB, 3000x2500)
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>>48725173
[Blatrek]
Blood magics are almost improved [7/8], and the Mana pool is completed [Mana Pool I{+1 ley-power/turn}], while shielding magics are almost ready [3/4].

[Pure Ocean]
Water magic comes easily for the church [Water Magic I]! Shipbuilding research completes [Shipbuilding I], and religious texts are codified [4/8].

[Artilia]
The duelists of the city are recruited [2/4], and the Well of Souls is indeed found to be a ley node [Ley-power: 2 (+2/turn){No currency needed}]. However, no carpenters are found for boat improvement.

[Volden]
The mine is nearly dug out [3/4], and the Warrior Hall is ready for use [Warrior Hall I]. Expansion begins once again [1/2].

>MISSED TURNS
Golden Realm: 4
Ursan: 4
Kashiragi: 2

>>48722268
A few players haven't posted, so I'm open to a few more :^)

Stay tuned for world even in a bit, folks ;)
>>
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>>48725196
[EVENT- EARTHQUAKE!]
The land rumbles beneath the feet of the denizens of Nibiru- when it stops, the land is changed. Where before, they lied buried and forgotten, the ruins of the old Colonies are now laid bare for all to see. Have fun spelunking!
>>
Rolled 85, 12, 80 = 177 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 17 (+2/turn)
Food: 18(+2/turn) (+2/turn Farms) (Military -1/turn)
Power: 3 (+2 /turn)
Currency: 13 (+2/turn)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}]
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. Raise the Orc Warband! 1/4
[Infantry I]
[Necromancy II]

2. Raise the Skeletons 1/3
[Infantry I]
[Necromancy II]

3. Raise something else, what shall my powers summon today?
[Infantry I]
[Necromancy II]
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.
>>
Rolled 92, 37, 45 = 174 (3d100)

>>48725196
>>48725253
[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 13 (+2/turn)
Structures: Government Building
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Cavalry unit 1/4]

1. Now that we have a sustainable source of wood it's time to work on what to do with it. Our superior mobility mean that we should primarly use hit and runs tactics so we'll need specialized bows. [research cavalry bow]

2.With the corps finally christened It's time to send them out to map the future lands of the duchy. [Expansion and resource research]

3. All the ruins revealed by that earthquake are far from us and we'll need an army if we are to secure them. [Cavalry unit 1/4]
>>
>>48725196
Volden
Territory: 11
Pop: 18 (+2/turn)
Food: 22 (+4/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
Buildings:
[Farm] [Mine] [Warrior hall]
Tech: [Infantry II][Metallurgy I]
Resources:
7 ore +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1. Explore any old colonial ruins around us for anything that could be of use
2. Continue to build up our standing army of tribesmen
3. Research into javelins, for it is our way of war
>>
Rolled 27, 34, 1 = 62 (3d100)

>>48725413
>>
>>48725196
Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
>>
Rolled 34, 61, 94 = 189 (3d100)

>>48725173
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 18 (+2/turn)
Food: 22 (+4/turn)
Currency: 17 (+3/turn)
Defenses (Capital): 1 (Niron)
Military:
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral Magic I]
Resources:
Ley-Power: 8 (+2/turn)
Driftwood: 5
Coral: 5
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. The raft to the south continues it's adventure! 2/4
2. Begin constructing a war raft. It shall boast a trained team of strong rowers and be able to carry many spearmen who may set upon beasts or enemies.
+Raft building II
+Infantry I
+Sea Legs
3. Let us test the bounds of our new Astral magic. Have the Star Readers divine what is to the west of us.
+Astral Magic I
>>
Rolled 82, 24, 47 = 153 (3d100)

>>48725173
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 11
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 19 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting III]
Resources: [Stone: 5]
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) We need to find out how to cross the seas.
-Buildings: [Lab I]
2) There are rumours of a ruin north of us, expand, expand, EXPAND! [Expand north]
3) Let's not waste land, expand south to make full use of everything we have available [Expand south]
>>
>>48725173
>>48725708
Spend 1 currency on action 2
Spend 3 currency on action 3
>>
Rolled 83, 30, 63 = 176 (3d100)

>>48725196
[OGT]
Pop: 18 (+2/turn)
Food: 18 (+1/turn)
Currency: 7 (+2/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Tech: [Infantry II][Leadership I]
Buildings:[Barracks I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. We are currently utterly insufficient for our primary usage
Research [Slavery I]3/4
[Tech Dependence]
2. Set the goblins to farming. We need more food.
3. Raise a group of elite troll Warriors, The orcs will need guidance 3/4
[Infantry II][Leadership I][Barracks I]
>>
Rolled 17, 93, 31 = 141 (3d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 20 (+2/turn)
Food: 20(+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 11
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1.2 EXPAND TOWARD RUINS BURN RUINS RUINS EVIL EVIL RUINS SMARTIES IN RUINS BURN RUINS RUINS BURN BURN BURN BURN BURN BURN [Expand toward the nearest ruins and attempt to destroy them]
3. UGH ANGRY ABOUT RUINS UGH TRAIN MILITARY UGH SMASH RUINS SMASH SMARTIES SMASH MAKE GREAT AGAIN [Draft soldiers: Stupidity/Stupidity Ritual I]
>>
>>48725267
SACRIFICE!
Sacrifice some Population and Food to the Abyss to the summon the skeletons
>>
>>48726089
Spend all moneys on action 3.
>>
File: Nibiru2.png (652 KB, 3000x2500)
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>>48725580
[Kemet]
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Buildings:
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.
>Feel free to take 4 make-up turns, plus current turn
>>
Rolled 55, 98, 10 = 163 (3d100)

>>48725253
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 19 (+3/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I][Shipbuilding 1]
Resources:
Magic:[Water Magic 1]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of the Prophet-King Angeloi:
1. Now that our sages have learned more about the background magics of the ocean, perhaps it is time to redouble our efforts into expanding underwater... (Underwater Expansion)

2. It is also right and requisite, now that our shipwrights have designed our first ships, to build some for the purpose of defending our shores... (Train naval unit)

3. We have accomplished much with the aid of our religion. Let us continue to write down our sacred oral literature that we may draw more converts! (Religion 3)(4/8)
>>
Rolled 21, 99, 86, 13, 66, 66 = 351 (6d100)

>>48726281
1. Expand NW
2. Expand NW
3. Create new flax farms
4. Create new wheat farms
5. Create new beans farms
6. Create new cattle ranches

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Buildings:
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.
>>
Rolled 55, 91, 48, 94, 64, 42 = 394 (6d100)

>>48726677
* 2. NE, not NW

1. Expand NW
2. Build weaver's workshop
3. Build brewery
4. Build granary
5. Build mill
6. Build irrigation
>>
Rolled 26, 79, 97 = 202 (3d100)

>>48726713
1. Build copper mine
2. Build blacksmith
3. Build forge
>>
>>48726734
I want to use Pharaoh's Will on copper mine
>>
Rolled 21, 29, 1 = 51 (3d100)

>>48725196
[Artilia]
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 19 (+4/turn)
Structures: [Infrastructure I: +1 defense], [Well of Souls: +2 Ley Power/turn]
Defenses (Capital): 2
Military:
Tech: [Economics II][Infantry I]
Resources:
Ley-Power: 2 (+2/turn)
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1)The recruitment of the duelists continues (2/4)

2)An expedition to the uncovered ruins within our territort is mounted.
>spend 4 currency to improve roll

3)Another attempt to construct Galleons is made.
>get ships
>>
>>48726885
>1
Oh shiiiiiiiiiit
>>
bump
>>
Rolled 60, 68, 3 = 131 (3d100)

>>48725173
[Western Tribes]
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 13 (+2/turn)
Defenses (Capital): 1
Territory: 11
Military:
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I] [Training I]
Resources:
Lesser Frillhead herd {Sturdy}
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) After the earthquake, a villager from another tribe reported seeing the ruins of ancient structures, send some soldiers to investigate. (Investigate the nearby ruins to the west)
2) The tribes-folk's training is nearly complete, just some final preparations and they will be capable of defending our home.
(Continue training tribes-folk) [3/4]
>[Stonecarving I]
>[Infantry I]
3) In the cover of the earthquake, they managed to hold us off once again. (Begin expanding South)
>>
Rolled 93, 9, 40, 76, 17, 16 = 251 (6d100)

Posting for Floofy because he can't.

[Ursan]
Pop:10(+2/turn)
Food:10(+2/turn)
Currency:5(+2/turn)
Defenses(Capital):1
Military:
Tech:[HuntingII][InfantryI]
Resources:
Eccentricities:
[Predatory]:Ursanmilitaryisstronger,butthenativebeastsofNibirurecognizetheUrsanaspredators.
[Power-hungry]:TheUrsanwillrulethisnewworld!Theresearchofmorewarliketechnologiestakesprecedence,whileothersfallbehind.

-1-
1.TheUrsanleadershavedecidedthattheyshallstarttheirplansforworlddominationbyexpandingtheirterritorry.Theyassembleapackoftheirstrongest,whomsetouttotheeasttoconquermoreland.[ExpandTerritory]
2.TheUrsansagreethatitisbeasttoknowwhatisavailabletothemwithintheirterritory.[Checkterritoryforresources]
3.TheUrsansdecidetheymustresearchstrategiesandtacticsiftheyaretoclawtheirwaytothetop.[Researchwartactics]

-2-
1.TheUrsanswillneedtosniffoutsomefoodsourcestosustainabigandstrongpopulation.Perhapstheywillfindsomethingediblewithintheforests,orperhapsbeabletocatchwhatwildlifedwellswithinthewaterstheirterritorymeets.[Searchforstablefoodsources]
2.Speakingofwildlife,theUrsanarehighlyinterestedinlearningofthosethatdwellhere,particularlyinwhethertheycanbetamedtoaidintheirwars.[Studylocalwildlife]
3.TheUrsanhavehadtailsoftheirancestorsescapingfrompowerfulandadvancedempires-whichnowlayinruins-passeddownbytheireldersforcenturies.Surelytheycouldlocatesomeoftheseruinstolearnoftheirrisetopower,orfindthingstobesalvaged.[Searchforruins]
>>
Rolled 41, 35, 37, 7, 65, 78 = 263 (6d100)

>>48727464
-3-
1.Theywillneedtobeginconstructionontheappropriatefacilitiesiftheywishtotrulybecomearulingempire,butfurst,thematerialswillbeneededtodoso.AgoodsumofUrsansaredispatchedtoscavengearoundtheirterritory.[Gatherbuildingmaterials]
2.Certainly,allUrsanwilljoinintheireffortsinfightingandclaimingfurtherterritory,buttheyhavedecideditbesttoorganize,establishingseparatetroupstoallowtheassignedcommanders-Roar,Raur,Rohr,RourandFuzzy,tomoreefficientlyworkontheirtrainingefforts,aswellasallowingfordifferentspecialisations. [Establishmilitarytroops]
3.HavingsentapacktoclaimmoreterritoryintheEast,theysendanotherpartyouttowardstheWest.[Expandterritory]

-4-
1.Whilesomesourcesoffoodmaybeavailable,takingfoodproductionintotheirownpawswouldlikelybewiser.Perhapstheycouldevenestablishabearryfarm?TheUrsansstopdaydreamingandsetthemselvestolearnmoreofagriculturalpractices,andwhattheiroptionsinthatregardmaybe.Thesoonerfoodstopsbeingaconcern,thesoonertheycanbuildagreatempireoffighters,afterall.[ResearchAgriculture]
2.Inordertocraftbetterkoalatyweaponsandarmor,theUrsansdispatchgroupsofstrongdiggersthroughouttheirterritoryinhopesoffindingasourceofmineralsormetalstoexcavate.[Prospecting]
3.TheUrsens,indifferentgroupsatdifferenttimes,aregatheredtoundergointensetraining,suchasrepeatedlyclawingatandheadbuttingtrees,traversingdangerousforestpathsandobstaclecourses,aswellassparring,inordertoimprovetheirenduranceandstrength,andbecomemorepawerful.[Training]
>>
>>48727484
>>48727464
Well apparently fluff got condensed. He's looking for a solution to his posting problem, then we won't have this problem.
>>
Rolled 9, 13, 24 = 46 (3d100)

[THE KINGDOM OF TSABOS]
-Pop: 20 (+2/turn)
-Food: 20 (+2/turn)
-Currency: 15 (+2/turn)
-Territory: 16
-Buildings:
+1 Quarry I [+2 Stone/Turn]
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
+[Armor I]
-Resources:
+Stone[6](+2/Turn)
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1. [Infantry III] (2/8)
2. [Mine] (2/4)
3. Expand.
>>
Rolled 76, 94, 8 = 178 (3d100)

>>48725196
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 19 (+3/turn)
Food: 19 (+3/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I
Military:
Tech: [Stealth I][Poison II][Archery I]
Resources: [ley-power 4, +2 /turn]
Eccentricities:
Land: 11
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

Make up turn
1. Recruit a small cadre of hunters to serve as our defense.
+Stealth I
+Poison II
+Archery I
+Hunter's Den I

2. Begin Research of leyline manipulation. Specifically making the prey see what they wish to see rather than us, their hunters.

3.Continue expanding our domain
>>
Rolled 73, 95, 17 = 185 (3d100)

>>48728152
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 22 (+3/turn)
Food: 22 (+3/turn)
Currency: 13 (+2/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I
Military:
Tech: [Stealth I][Poison II][Archery I]
Resources: [ley-power 6, +2 /turn]
Eccentricities:
Land: 11
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Finish recruiting our hunter cadre.
+Stealth I
+Poison II
+Archery I
+Hunter's Den I

2. Send scouts to observe and scour the nearest ruins for anything of use.

3. Start expanding towards the nearest ruin.
>>
bump
>>
Rolled 48, 60, 12 = 120 (3d100)

[Ariak]
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 6 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Laws I][Cavalry I]
Resources: Magic: 2 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

The breath of the five dragons under Ariaka's command vary by the color of their scales. Using the magic of the Drakes and Wyverns and their enchanted breath, a new steel can be forged in the fires of the Red and tempered in the chill of the White, etched in the acid of the Black and charged with the power of the Blue to deliver the noxious touch of the Green.

1. Dragon Steel I
+[Blessed by Ariaka]

The Drake Knights have nearly completed training. Little more is left to do. the Knights are expert warriors and bound in the Law of War and the Law of Court they are warriors of measure both on and off the battlefield, empowered by Ariaka's holy blessing in their adherence to her divine Will.

2. Train Drake Knights 3/4
+[Laws I][Cavalry I]
>[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

3. Expand East
>>
Rolled 64, 23, 48 = 135 (3d100)

>>48725196
[Blatrek]
Pop: 18 (+2/turn)
Thralls: 18 (+2/turn)
Currency: 15 (+2/turn)
Defenses (Vadergrad): 1
Military:
Tech: [Infantry I]
Magic: [Blood II]
Resources:
Mana 1 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Finish [Blood Magic III] 7/8
2. Finish [Blood Shields I] 3/4
3. [Edible Workforce][Coveted Power] Search for Ley-Nodes
>>
>>48729566
Spend 5 currency of action 2
Spend 10 currency on action 3
>>
Rolled 17, 48, 98 = 163 (3d100)

>>48729535
Add 2 currency to action one for the linked turn.

[Ariak]
Pop: 20 (+2/turn)
Food: 20 (+2/turn)
Currency: 6 (+2/turn)
Defenses (Capital): 1
Settlements
Ascalon*: Leyline Tap I
Military:
Tech: [Infantry I][Laws I][Cavalry I]
Resources: Magic: 4 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Work of this type is not easy and there is much to be done in terms of research and refinement before it is ready to be used properly.

1. Dragon Steel I
+[Blessed by Ariaka]

2. Expand East

To maintain stockpiles of strategic resources mines in the newly conquered western lands will be opened. They will be staffed by criminals and by individuals seeking ways to alleviate their tax burdens for the year.

3. Construct a Mine I
+[Laws I]
>>
>>48729611
And 2 more currency to roll 2 to round out expansion.

>Updated Currency Total: 4
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblins new God who is believed to have created the old tech that the goblins worshipped.
Pop: 20 (+4/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Territory: 11
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources:
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 23, 95, 91 = 209 (3d100)

Progress:
[Search for resource] 2/4
[Search for ruin] 3/8
[Expansion] 1/2
[Farm l] 1/4

1) keep expanding our landz
[expand]
2)da big metal goblin is telling me dat dere is a ruin 'ere somewhere wez just gotta keep looking
[Search for ruin]
3)Come on boyz I want something nice and shiny and ya gitz can't find anything. Keep searching
[Search for Resource]
>>
File: 2Monggnom2.png (161 KB, 288x286)
161 KB
161 KB PNG
Rolled 33, 85, 83 = 201 (3d100)

>>48725173

[Barbabrab]
Pop: 20 (+2/turn)
Food: 18
Currency: 15 (+2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x]
Tech: [Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 6 (+1/turn)
Wood: 5
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.
1.
-Wood (5)
-[Siege Weapons I]
-[Technological Affinity]
"Tyлaлддaг coлиoтнyyд! Энэ нь caaтyyлж бaйж бoлoх юм ялгaaг ялaлт, ялaгдaл: ypaгшaa!" (Idiots! This delay might be the difference between victory and defeat: onward!) [Attacking nearest civilization]
2+3. "Би бaйх бoлнo гэж нaйдaж эдгээp зэвcэг нь бэлэн бaйх бoлнo тэмцэл, гэхдээ би aндyypч. Tэднийг бapих тиймээc бид бaйж бoлoх юм зaдaлж хaнa иpээдүйн cyypин!' (I would have hoped that these weapons would be ready for the battle, but I was mistaken. Build them so that we might break down the walls of future settlements!) [Construct Battering Ram]
>>
>>48730182

(Wood, siege weapons, and eccen. were all meant towards actions 2 and 3, not one.)
>>
bump
>>
>>48729611
>>48729566
After discussion on IRC
>Apply 2 pop to the Drake Knights
>>
>>48731922
Pop is automatically fed into unit power. No need to feed into it
>>
bump
>>
[Warhost]
The Warband is raised [1.2x {-1 food/currency//turn}], but the skeletons aren't. More orcs come forward- these are a bit stronger than the first recruits [Alpha Orc Warband-1/4].

[Sanar]
Small bows are easily crafted [Cavalry Bows I], and the Duchy expands its lands [1/2]. The cavalry is still training [2/4 {Be sure to list techs you're feeding it with!}].

[Volden]
First the ruins must be claimed. The Volden move on the one to the west of them [1/2]. Some tribesmen undergo training [1/4 {Be sure to list techs}], but javelins turn out to be a disaster. The hastily gathered wood turns out to be coated in a natural poison; those that handled it quickly fall ill and die [-5 pop].

[Niron]
The scouting raft is nearly back, and a war-raft is being constructed [-1 wood; 2/4]. The Star Readers search far to the west- the sea stretches for miles, but two islands are seen, both with civilizations on them! Also, an ancient ruin sits on the northern coast of the larger one.

[Madness]
Boats are underway [3/4], and northward expansion efforts begin [1/2]. The Kingdom expands its lands south [+4 hex]!

[OGT]
Finally, the slaves are whipped into shape. Literally [Slavery I]! Farming efforts begin [1/4], and the trolls finish their training [1.6x {-1 food/currency//turn}].

[Ugh]
The Ugh move closer to the ruins to their south [+4 hex; 4th die!], and some soldiers are drafted [1/4].

[Pure Ocean]
Finally, the path is cleared underwater [+4 hex]! A boat is build as well [1.2x {-1 currency/turn}], though there's no progress on codifying the Church's religion.
>>
>>48733574
[Kemet]
No Northwestern expansion is had, but the lands of Kemet do expand to the Northeast [+4 hex]. Flax farms are underway [3/4], but the soil isn't kind to the wheat crop. A bean farm and cattle ranch are under construction, though [2/4 each]. Trying again, Kemet does expand northwest, nearly bringing the ruin under control [+4 hex]. The Weaver's workshop is built [Weaver I], and construction of a brewery starts [1/4]. But the Granary is complete [Granary I; +1 food/turn], and a mill [2/4], and further irrigation technology [1/4], are in the works. A copper mine starts being dug [2/4], the smithy is nearly complete [3/4], and the forge completes [Forge I]!

[Artilia]
Recruitment stalls, and the city-state begins expanding toward the ruins [1/4 {currency Refunded}]. The Galleons turn out to be pretty shoddily made- they sink, along with their crew [-5 pop].

[Western Tribes]
The Tribes begin expanding their lands to the nearby ruin [+4 hex], and the tribesfolk finish their training [1.2x {-1 food/currency//turn]. Still no expansion south.

[Ursan]
The Ursan expand their territory [+4 hex], and though no resources are found, research into better tactics begins [1/4]. Tracks are found [3/4], but not the creatures they belong to- they're staying well out of sight. No progress towards the ruins. Another resource gathering party is sent out [1/4], and some troops undergo training [1/4]. The Ursan start moving west [1/2], but there's no agricultural research. Finally, Prospecting research starts up [2/4], along with training [3/4].

[Tsabos]
No progress on any projects.

[Artemisia]
Hunters are recruited [1.8x {-1 food/currency//turn}], and illusion magic is had [MAGIC: Illusion I]. No steps to expand are taken, however. The scouts return from the ruins, having stripped it of any serviceable looking metal [+5 metal], though there isn't any expansion towards it.
>>
File: Nibiru2.png (656 KB, 3000x2500)
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>>48733588
[Ariak]
Dragon's fire is applied to the steel of Ariak [2/5]. A Drake Knight is trained [1.4x {-2 currency/food//turn}], and the Empire expands eastward [+4 hex; 4th die! {remember to keep track of your hexes as well}]! A mine is constructed, and is soon churning out ore [Mine I; +2 ore/turn].

[Blatrek]
Blood Magic research completes [Blood Magic III], and basic Blood Shield magic is mastered as well [Blood Shielding I]. The search for ley-nodes begins [2/4].

[Holy Order]
No expansion is had at first, but then the Holy Order begins advancing toward the ruin on their island [+4 hex]. Plenty of wood is cut down during the gathering expedition [Wood: 5].

[Barbabrab]
The army starts moving toward the nearest target, barely visible on the horizon; the city-state of Bacatia [Arrival next turn]. Plenty of wood is collected for the battering ram [Wood: 4 {Need resources before you build things!}

>Missed Turns
Bacatia- 1
Golden Realms- 5 (Spot will be open soon!)
Kedesh- 1
Kashiragi- 2
>>
Rolled 96, 75, 71 = 242 (3d100)

>>48733574
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 20 (+2/turn)
Food: 26 (+4/turn)
Currency: 20 (+3/turn)
Defenses (Capital): 1 (Niron)
Military:
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral Magic I]
Resources:
Ley-Power: 10 (+2/turn)
Driftwood: 4
Coral: 5
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Scouting raft from the south returns! 3/4
2. Continue construction of the War Raft. 2/4
+Raft building II
+Infantry I
+Sea Legs
3. Send a scout to the ruins upon the large island to the west. They are to grab anything of interest and return. Try not to risk their lives or their cargo needlessly.
>>
>>48733597

Hey OP, I already collected 5 wood from scouting, remember?

>>48720015
>and a scouting expedition is in progress; when they return, they are carrying armfuls of wood [Wood: 5].

And I even stated it among the stuff I was using in that post. You gonna redo that?
>>
>>48733644
Spend 4 currency on action 3, brings me to 16.
Scouts gonna get payed for this if they get good stuff.
>>
>>48733646
Sorry about that.
Battering Ram complete.
>>
Rolled 63, 72, 15 = 150 (3d100)

>>48733597
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 24 (+3/turn)
Food: 24 (+3/turn)(-1/turn)
Currency: 14 (+2/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I
Military:[1.8x {-1 food/currency//turn}]
Tech: [Stealth I][Poison II][Archery I]
Magic : [Illusion I]
Resources: [ley-power 8, +2 /turn][5 Metal]
Eccentricities:
Land: 11
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Expand towards the ruins nearest to us.

2. Build A farm

3.Find a copse of trees and build a lumberyard.
>>
File: Battering_ram_(Civ5).png (67 KB, 222x187)
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>>48733666

Good. How much wood did it consume, and what are its stats?
>>
>>48733690
1 wood. 1x
>>
>>48733676
Military:[1.8x Hunter Cadre {-1 food/currency//turn}]
>>
File: VampLady.jpg (106 KB, 800x1011)
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Rolled 10, 31, 83 = 124 (3d100)

>>48733597
[Blatrek]
Pop: 20 (+2/turn)
Thralls: 20 (+2/turn)
Currency: 2 (+2/turn)
Defenses (Vadergrad): 1
Military:
Tech: [Infantry I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana Well I: 2 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1. Expand towards the Ruins
2. Finish searching for Ley-Nodes 2/4
3. Finish [Thrall-Herding I] 3/4
>>
Rolled 73, 52, 89 = 214 (3d100)

>>48733597
[Sanar]
Settlements: Midaho'an
Territory: 7
Pop: 20 (+2/turn)
Food: 20 (+2/turn)
Currency: 15 (+2/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military:
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Cavalry Bows I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Cavalry unit 2/4] [Expansion 1/2]

1. With the action on the southern plains we need to be ready for war should the city state fall. As such our officer will begin developing strategies. [Research Tactics]
2. Keep sending people from the explorer corp to map out new area to expend to [expansion 1/2]
>[Explorer corp I] [Scouting II]
3. Finish training the cavalry unit faster, we can't afford to be attacked with no defense. [Cavalry unit 2/4]
>production: [Logistic I][Warehouse I]
>Modifier: [Cavalry I][Scouting II][Cavalry bow I][Women Warrior]
>>
Rolled 88, 86, 33 = 207 (3d100)

>>48733574
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 15
Pop: 20 (+2/turn)
Food: 20 (+2/turn)
Currency: 19 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting III]
Resources: [Stone: 5]
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) We need to find out how to cross the seas. [3/4]
-Buildings: [Lab I]
2) There are rumours of a ruin north of us, expand, expand, EXPAND! [Expand north][1/2]
3) Apparently the young ones are interested in how fighting is done, figure it out so we can teach them [Infantry I ---> II]
-Buildings: [Lab I]
>>
Rolled 15, 9, 4, 22 = 50 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 22 (+2/turn)
Food: 22(+2/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 21
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Ugh angry. Ugh destroy ruins. Ugh upset. Ugh triggered. [Expansion]
2. Ugh draft fighties for killing the smarties. [Soldiers: 1/4]
3. Ugh want TOUGH and STUPID but also STUPID and TOUGH soldiers for STUPID. ["Research" Shock Troops]
4. Ugh expand toward ruins more. RUINS MUST KILL! KILL RUINS! [Expansion II]
>>
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The infamous black horses of Barbabrab had grouped into a small band descending upon the eastern Bacatian Plain; just fourteen riders at most, but that was all that would be needed for now: they expected no formal resistance from the delicate "civilized" people of their target. Genneg Khaahk rode at the front, drawing raspy breath from his misshapen nose as his men followed behind. Though partially obscured under thick, oily furs and helmets of salvaged metal, it was clear from the unnatural directions their limbs bent and their piercing red eyes that these men were not human, at least, not anymore, and they resented this fact greatly. The Khaahk shouted a brief speech along the way, his harsh, guttural voice causing minor migraines in some of his number.

"Эдгээp тэнэгүүд! Tэд гэж бoдoж, тэдний yлc үндэcтэн, тэдний хoт, aжиллaх бoлнo илүү тэдний aмьдpaл! Tэд мэдэхгүй бaйнa, бид нэг yдaa бoдoж нэг зүйл, мөн энэ нь хyдлaa! Coeл иpгэншлийн бoлcoн aнy pyy мaнгacyyд, бид aвapнa, энэ дэлхийд түүний aтгaх зaмaap чөлөөлж, тэднийг энэ!" (These fools! They think that their nations, their cities, shall work to better their lives! They do not know that we once thought the same thing, and that it is lie! Civilization turned us into monsters, and we shall save this world from its grip through liberating them of it!)

The crowd loosed a set of chalkboard laughter; they doubted that their target would be able to survive without the conveniences they've grown accustomed to, and all but expected them to quickly perish after their settlement was destroyed: their corpses would provide meat for themselves, their grain fuel for the horses.
>>
File: great-fantasy-city.jpg (7.31 MB, 4000x2000)
7.31 MB
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Rolled 61, 24, 24, 63 = 172 (4d100)

[Ariak]
Pop: 21 (+2/turn)
Food: 21 (+1/turn)
Currency: 5 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I
Military: Red Drake Knights [1.4x {-2 currency/food//turn}]
Tech: [Infantry I][Laws I][Cavalry I]
Resources: Magic: 6 (+2/turn) Ore: 2 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Leyline power is crucial to the production of Dragon steel, as it is imbued into the metal during the dragon forging process for added strength and energy conduction.

1. Dragon Steel 2/5

Drake Knights need a place to train their fighting skills in legal combat before the eyes of the Dragon gods and their peers. This has a dual benefit, with the ability to challenge and practice martial skills in the area before an audience the number of assassinations and murders between nobles should go down while their skills should improve. As is standard, tax labor is an option for the working poor.

2. Tourney Lists
+[Laws I]

The Law is the foundation of all civilization and as the domain of the Dragon Queen it is one of the many sources of empowerment for the Empire.

3. Law II

More food is needed to sustain the Empire.

4. Farms I
[Law I]
>>
>>48733956
1 currency to action 3
>>
File: the thrill of cooc.jpg (139 KB, 500x667)
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Rolled 71, 18, 82 = 171 (3d100)

>>48733597
>>48733911

[Barbabrab]
Pop: 22 (+2/turn)
Food: 18
Currency: 17 (+2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-Battering Ram [1x]
Tech: [Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 7 (+1/turn)
Wood: 4
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Technological Affinity]
"Энэ нь бaяp бaяcлыг aвaх oйpхoн бидний дaйcaн бoлoхoop тэд хapaгдaх бидний дээp, юy хapж бaйгaa нь тэдний "үндэcтнүүдийн" үйлдэгдэж дээp бидний нүүp цapaй. Хapин! Oлoн гэж нэpлэгддэг "хүндэт" apд түмэн гэж opoлдoх, caaд хopиг, бидэнд зэвcэг хүpээ, нaйдaж coнгoх бидэнд yнтpaaх apд бидний нypyyн! Бид aвaх ecтoй ийм зэвcэг, өөpтөө эзэн тэднийг." (It is a joy to get close to our enemy so that they might look upon us, and see what have their "nations" have wrought on our faces. But! Many so called "honorable" peoples would try and ambush us with weapons of range, hoping to pick us off behind our backs! We must obtain such weapons ourselves, and master them.) [Researching Archery I]

2+3.
-Wood (1)
-[Siege Weapons I]
-[Technological Affinity]
"Hь хypдaн бүcлэлт зэвcэг бoлoхoop хүмүүc cower apд тэдний хoтын хaнa бoлнo л хypaaж үpийг тэдний хямpaлтaй!" (A fleet of siege weapons so that those who cower behind their city walls shall only reap the seeds of their downfall!) [Build Battering Ram]
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblins new God who is believed to have created the old tech that the goblins worshipped.
Pop: 24 (+4/turn)
Food: 18 (+2/turn)
Currency: 13 (+2/turn)
Territory: 15
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I]
Resources: (5 Wood)
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 86, 100, 65 = 251 (3d100)

>>48733597
Progress:
[Search for ruin] 3/8
[Farm l] 1/4

1) me wants that ruin already da big metal gobbo is telling me wez are close
[search for ruin]
2)continue with dat farm, wez need to feed our boyz
[Farm l]
3)more land for our order!
[Expand]

Also I think you forgot to add the new hexs to the map?
>>
>>48734120
I did, fix'd
>>
bump
>>
Rolled 77, 100, 84 = 261 (3d100)

>>48733574
OGT]
Pop: 20 (+2/turn)
Food: 19 (+0/turn)
Currency: 9 (+1/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I]
Buildings:[Barracks I]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. Raise another group of orc Raiders. 0/3
Tech: [Infantry II][Leadership I]
Buildings:[Barracks I]
2. Set the goblins to farming. We need more food.1/4
[slavery I]
3. Build a second farm 0/4
[slavery I]
>>
File: Nibiru2.png (737 KB, 3000x2500)
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[Niron]
The scouting boat returns from its trip south. A dense forest covers much of the northern coast, and the scout has spotted many coastal civilizations. Another island ruin is also noted [+5 wood]. And the war-raft is ready [1.8x {-1 currency/turn}]. The scout is sent to the ruins [2/4].

[Artemisia Arvelum]
The Arachne expand [+4 hex], and a farm undergoes construction [2/4]. No trees are found in the Arachne's savannah home.

[Blatrek]
No expansion, but the search for leylines continues [3/4]. Thrall-herding techniques finish [Thrall-herding I; +1 thrall/turn].

[Sanar]
Tactics research nearly finishes [3/4], and the Duchy expands it's territory [+4 hex]. The Cavalrywoman is ready for battle [1.6x [-1 food/currency//turn].

[Madness]
Boats are made [Boats I], and expansion north finally completes [+4 hex]. Better infantry training methods are in the works [1/6].

[Ugh]
No expansion effort is made, and the troops spend their training sitting around, drooling like idiots. No shock troops are had.

[Ariak]
The Dragon Steel is nearly ready [4/5]. Tourney's start as well [1/4], and the law is furthered a bit [1/6]. Land is cleared for more farms [2/4]!

[Barbabrab]
Archery is undergoing research [2/4], and another battering ram is being built [3/4; -1 wood].

[Holy Order]
The ruin is indeed close [6/8], and farming seems like a bust- until the High Priest brings out one of his machines. It seems to supercharge the soil [Farming I; +2 food/turn; Ancient Farming Device I©; +1 food/turn]. The Order expands [+4 hex]!

[OGT]
The Orc Raiders are ready for battle [1.4x {-1 food/turn}]! And the goblins are put to farming- which gives their masters an idea. Farms- but on a huge scale, using slave labor [Farm I; +2 food/turn, Plantations© I; +1 food/turn]! The second farm is nearly built [3/4].

>Missed
Bacatia- 2
Golden Realms- 6 (Spot will be open soon!)
Kedesh- 2
Kashiragi- 3
Western Tribes- 1
Kemet- 1
Artilia- 1
Pure Ocean- 1
Warhost- 1
Ursan- 1
Volden- 1
Tsabos-1
>>
Rolled 42, 44, 47 = 133 (3d100)

>>48735614
OGT]
Territory:15
Pop: 20 (+2/turn)
Food: 19 (+2/turn)
Currency: 9 (+1/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I]
Buildings:[Barracks I]
[Farm I; +2 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


1. Expand south
[Deadlands]
2. Expand towards those ruins on the isle
[Deadlands]
3. Take that second farm and make it a plantation instead [plantation I 3/4?]
[slavery I] [Plantations© I]
The Orc Raiders are ready for battle [1.4x {-1 food/turn}]! And the goblins are put to farming- which gives their masters an idea. Farms- but on a huge scale, using slave labor [Farm I; +2 food/turn, Plantations© I; +1 food/turn]! The second farm is nearly built [3/4].
>>
>>48735683
Fixing stats
OGT]
Territory:15
Pop: 22 (+2/turn)
Food: 21 (+2/turn)
Currency: 10 (+1/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I]
Buildings:[Barracks I]
[Farm I; +2 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.


Spend 6 currency on action 2
>>
Rolled 78, 75, 63 = 216 (3d100)

>>48735614

Nation Name: Bacatia
Race(s): High Elfs, Humans are the majority, but everyone is welcome (see fluff)
Color: Yellow
Fluff: http://pastebin.com/NjMr1YUf
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 13 (+2/turn)
Magic: 4 [+2 ley-power/turn]
Defenses (Capital): 1
Military:
Tech: [Religion II][Infantry I][Prospecting I][Architecture I]
Resources:
Eccentricities:
[Sol]: Sol teaches confidence- perhaps an over-abundance of it. Military men and women of Bacatia receive a bonus to their rolls, but are less likely to come back on a loss.
[Luna]: Luna represents the pursuit of magical knowledge, but also reclusivity. While harder to expand, Bacatia finds it easier to study magic.

1.
> Finish researching fire magic [2/3]
2.
> Continue the founding of the prospecting guild [2/4]
3. Expanding our City can wait. We need to find out whats in those ruins.
> Organize a scouting party
>>
Rolled 54, 64, 85, 94, 41, 92 = 430 (6d100)

>>48735614
1. Expand NW
2. Expand E
3. Expand NE, I want to use Pharaoh's Will on expansion
4. Create new flax farms 75%
5. Build copper mine 50%
6. Build blacksmith 75%

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 14 (+2/turn)
Food: 14 (+2/turn)
Currency: 9 (+2/turn)
Defenses (Capital): 1
Military:
Buildings: +8 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building flax farms [3/4], bean farms [2/4], cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], copper mine [2/4], blacksmith [3/4]
>>
Nation Name: The Holy Order Of The Metal Goblin
Races: Holy Goblins
Colour: Green
Fluff: after the collapse of the old goblin race they became feral and tribal like until one of the more intelligent goblins decided it would be a good idea to go running about in the forest so when he did he found a old ancient building and when he went inside he saw old wondrous tech that his small brain couldn't comprehend so naturally he got all his goblin friends and when they saw the tech they were also puzzled by this but unlike their friend they started to worship these odd contraptions. When the goblin saw his friends worship such things he had a idea. Why not make some sort of profit out of this he thought to himself. So he tried to convince his goblin friends that he was the chosen one from the great big metal goblin that lived in the sky. Of course this worked cause goblins are stupid but anyway after awhile his friends started to get a many of the other goblin tribes to join the cult and so This goblin decided to lead these people into a great era and bring the goblin race to be a great nation once again and also he would get a lot of good stuff if he became leader. He was then crowned as kind and then given the title "Head Priest Tinkertek" named after the goblin's new God who is believed to have created the old tech that the goblins worshipped.
Pop: 28 (+4/turn)
Food: 23 (+5/turn)
Currency: 15 (+2/turn)
Territory: 19
Defenses (Capital): 1
Military:
Structures: [Farm l]
Tech: [Religion II][Infantry I] [Ancient Farming Device l@; +1 food/turn]
Resources: (5 Wood)
Eccentricities:
[Technology Worship]: The holy order is fascinated by all things technological, and gets a bonus to studying it. However, they aren't very interested in much else.
>>
Rolled 12, 24, 39 = 75 (3d100)

Progress:
[Search for ruin] 6/8

1)capture more land for big metal gobbo and he will give us much blessings!
[Expand]
2)boyz, da big gobbo is telling me dat war is invertible so wez need to prepare so first we must learn how to forge nice and shiny and pointy swords and some big blocks of shiny armour.
[forging l]
3)Come on boyz finding da wired wonderful tech that is the farming device is a sign from da big metal goblin wez are close to finding da ruin...wez are close soooo close...iz can smellz it.
[search for ruin]
>>
>>48736093
God hates me
>>
>>48736156
yes, yes I do
>>
>>48736196
Well played sir, well played
>>
File: Wheat-Field.jpg (175 KB, 1222x940)
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https://www.youtube.com/watch?v=aHbXHIrpq6s

It was a pleasantly sunny day, betraying the sequence of events that were imminent to occur.

The Khaahk war party mercilessly descended within view of the outer buildings of the Bacatian city state. Their structures were small, but pretty, having a duology of silvery and golden tones that the Barbabarbs might have appreciated a long time ago when they had an eye for such things; now, they only reminded them of the trite distractions that nations were willing to destroy other nations, or even themselves over. A couple of horsemen winched, faint amounts of blood dripping from the seams where the halves of their malformed skulls connected together, their bodies slowly losing composition. Genneg Khaahk sneered and spat out a blood-tinted liquid. "Tэд opж түншээд шидэт cүлжээ." (They are tapping into the magic grid.)

As the band halted atop a grassy hill to take a good look of their soon to be victim, the great Khaahk began his speech, redirecting the attention of the injured warriors to him.
>>
File: 4Monggnom4.jpg (370 KB, 753x945)
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Rolled 10 (1d10)

>>48736298

-Black Horseman [1.4x]
-[Jealous]

"Хөтөч эдгээp cretins гapч тэдний бapилгa; бүү тэднийг дooш aгнaх бoл тэд зyгтaж, бac хүмүүcт зopиyлcaн эcэpгүүцэх үзээpэй: aвaх ямap ч хopигдoл. Хийх ecгүй, тэдний биe явж хaягдaл: мaнaй хүнcний нөөц өcөх cyл. Гэж явдaг нөөцийн! Бүpэлдэхүүнтэй caмнaх мaягaap тэдний тaлбaй хooл хүнc, мaтepиaл, нүдээ бaйлгaх хaльcaлж ч тeхнoлoгийн бид тoхиpoмжтoй бaйж бoлoх юм: тэдний нoм бидэнд ямap ч үнэ цэнэгүй, бac coeл иpгэншилт хүмүүc ямap ч хoмcдoл aч хoлбoгдoлгүй мэдээлэл." (Drive these cretins out of their buildings; Do not hunt them down if they attempt to flee: for those who resist, take no prisoners. Our food reserves to grow weak; do not waste the corpses of those you fell, so that we might feast later! That goes for all resources; loot their grains, their materials, and any technological trivialities they might have; civilized peoples tend to be fond of such things.)

The crowd roared in inhuman tones, waving their bent metal rods as they prepared to charge into the the fields, kicking up a cloud of misty dust serving to only to further their otherworldlyness. [Attacking: Steal, Pillage, and Burn! Occupy the city and the surrounding territory, driving out the previous inhabitants! Most of all, destroy that disgusting mana tap!]
>>
Rolled 62, 64, 74, 80, 26, 95 = 401 (6d100)

>>48735614
[Western Tribes]
Pop: 20 (+2/turn)
Food: 20 (+2/turn)
Currency: 15 (+1/turn)
Defenses (Capital): 1
Territory: 15
Military:
-Tribesfolk [1.2x {-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I] [Training I]
Resources:
Lesser Frillhead herd {Sturdy}
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Animal knowledge is important, it means that we can train better, hunt better, fight better. (Begin researching Animal Studies II)
>[Animal Studies I]
>[Beastmasters]
2) The Frillheads, they are strong, they are sturdy, they are perfect for war and unification.
>[Training I]
>[Beastmasters]
>Lesser Frillhead herd {Sturdy}
3) Begin searching for more creatures, more animals, more beast of labour and war (search and domesticate more beasts)
>[Domestication I]
>[Beastmasters]
4-6) We are still fractured, many will not join us. We must show them that unification is necessary, even if it must be with force (Continue expanding in the direction of the ruins and around the capital)
>>
>>48736320
Spend 1 currency on action 3 to boost it to 75
>>
File: 3Monggnom3.png (156 KB, 384x350)
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Rolled 89, 25, 48 = 162 (3d100)

>>48735614

[Barbabrab]
Pop: 24 (+2/turn)
Food: 18
Currency: 19 (+2/turn)
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-Battering Ram [1x]
Tech: [Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 8 (+1/turn)
Wood: 3
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Technological Affinity]
"Taмхинaac гapaх caнaa зoвoх бaйхдaa ycтгaх энэ coeл иpгэншил!" (Quit bothering me while I destroy these fools!" [Archery I 2/4]

2.
-Wood (1)
-[Siege Weapons I]
-[Technological Affinity]
"Hь хypдaн бүcлэлт!" (A fleet of siege weapons!) [Battering Ram 3/4]

3.
-Pop 24
Гapaх; бид strayed эдгээp тaл нь ypт хaнгaлттaй, мөн тэдгээp нь ямap ч ypт бapьж, юy ч бидэнд бaйнa. Үндcээp нь мaйхaн, цyглyyлaх, aдyy, шийдвэpлэх нь encampment yдaaн хyгaцaaнд бaйж бoлoх шaлтгaaн нь эхлэх resembling хoт. (Move out; we have strayed on these plains for long enough, and they no longer hold anything to us. Uproot the tents, gather the horses, settling in an encampment for an extended period of time might cause it to start resembling a city.) [Uprooting capital into nomadic tribe (can change location using an action)]
>>
Rolled 49, 80, 49, 39, 71, 98 = 386 (6d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 21 (+2/turn)
Food: 20(+2/turn) (+2/turn Farms) (Military -2/turn)
Power: 7 (+2 /turn)
Currency: 15 (+2/turn)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}]
Orc Warband 1.2x {-1 food/turn}]
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1-2. Raise the Alpha Orcs! 1/4
[Infantry I]

3. Raise the Skeletons 1/3
[Infantry I]
[Necromancy II]

4. Plant a forest of Bloodfruit Vines, not only as food but as defense, to ensare and trap our foes
[Necromancy II]

5. Build an Mud Pit to where we can raise more Orcs and Goblins with ease

6. I myself shall ride at the host of my own army!
>Raise the War Wizard as a Hero Unit
[Infantry I]
[Necromancy II]
>>
Rolled 54, 19, 76 = 149 (3d100)

>>48735614

[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 22 (+2/turn)
Food: 21 (+2/turn)
Currency: 16 (+2/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Cavalry Bows I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Tactics 3/4]

1. Keep training our officers, if we can't beat our enemy formations how are we expected to win a war. [Tactics 3/4]
2. We will need more farm to supply a decent army, find the most fertile spot in our newly acquired land to establish them. [Build Farm]
>[Scouting II][Explorer Corp I]
3. Get another company ready, we will need as much to defend ourselves.
>production: [Logistic I][Warehouse I]
>Modifier: [Cavalry I][Scouting II][cavalry bow I][women warrior]
>>
>>48735683
Spend 3 currency and 5 food to get action 1 up to 50 as well.
>>
Rolled 29, 90, 23 = 142 (3d100)

>>48735614
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 22 (+2/turn)
Food: 30 (+4/turn)
Currency: 18 (+2/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral Magic I]
Resources:
Ley-Power: 12 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. The scout to the west continues to search the ruins. 2/4. (Wouldn't it be 3/4 due to me spending money?)
2. Send another scout south to the southern ruins in search of goodies.
3. Have the scientists and learned men take a look at this coral and see what it's properties and possible uses are.
>>
>>48737390
Spending 2 currency on action 3
>>
Rolled 68, 55, 32, 23, 39, 17, 95, 96, 42 = 467 (9d100)

>>48735614
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 11
Pop: 20 (+2/turn)
Food: 20 (+2/turn)
Currency: 10 (+1/turn)
Tech Points 3 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I]
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1+2: Continue to research demon summoning [3/4 progress][Immaterial]

3+4: Have our prospectors continue to search for a ley node [1/4 progress]

5+6: Continue construction of the forge and smelter [2/4 progress][Slaves]

7+8: Expand to the north and claim the coastline for Kedesh

9: Research ship building.
>>
Rolled 52, 89, 14, 94, 41, 43 = 333 (6d100)

>>48733597
Volden
Territory: 11
Pop: 15 (+2/turn)
Food: 26 (+4/turn)
Currency: 11 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
Buildings:
[Farm] [Mine] [Warrior hall]
Tech: [Infantry II] [Metallurgy I]
Resources:
9 ore +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1-2. Commencement on recruitment of more able bodied tribesmen into our ranks, the Warrior halls will swell with determined and aggressive men as our Gods demand [1/4]
+Infantry II
+Metallurgy I

3. Continue our research into Javelins, we must continue this process,for it is the way we fight, how else to strike fear than hurling spears.
+ Metallurgy

4. Our battlelines will be announced with a hail of arrows, put researchinto bows to make this a reality
+Metallurgy

5. The will be a construction of a holy shrine inside of Voldenhof so that we have somewhere to make sacrifices and somewhere to appease our Gods
6. We shall raise some heavy noble horsemen, they will be our cavalry and charge gloriously into our foes.
>>
Rolled 68, 68, 86 = 222 (3d100)

>>48735614
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 22 (+3/turn)
Food: 26 (+3/turn)(-1/turn)
Currency: 15 (+2/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (2/4)
Military:[1.8x {-1 food/currency//turn}]
Tech: [Stealth I][Poison II][Archery I]
Magic : [Illusion I]
Resources: [ley-power 10, +2 /turn][5 Metal]
Eccentricities:
Land: 15
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue expansion towards the ruin.

2. Keep building the farm (2/4)

3.Start building a market
>>
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Rolled 79, 32, 98 = 209 (3d100)

>>48735614
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 19
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 23 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting III] [Boats I]
Resources: [Stone: 5]
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Explore the coasts to the east and look for more ruins
-Tech: [Boats I]
2) We must reach the ruin, expand again! [Expand north]
3) Apparently the young ones are interested in how fighting is done, figure it out so we can teach them [Infantry I ---> II][1/6]
-Buildings: [Lab I]
>>
File: Blood Knight.jpg (47 KB, 468x599)
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47 KB JPG
Rolled 94, 34, 88 = 216 (3d100)

>>48735614
[Blatrek]
Pop: 22 (+2/turn)
Thralls: 23 (+3/turn)
Currency: 4 (+2/turn)
Defenses (Vadergrad): 1
Military:
Tech: [Infantry I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana Well I: 3 +1/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1.[Edible Workforce] Expand towards the Ruins
2. Finish searching for Ley-Nodes 3/4
3. Recruit a battalion of [Blood Knights]
+[Blood III]
+[Blood Shielding I]
+[Infantry I]
>>
>>48735935
you have a make-up turn to do
>>
File: Diplomat Corvus.jpg (248 KB, 1280x1881)
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>>48735683
A pale man in a exquisite black coat approaches the gates of the OGT capital with unnatural grace.

With a sickeningly smooth voice he states "I have come to parley with your king. Would you please take me to him."
>>
bump
>>
>>48739454
A very large troll steps out. And informs you that the king does not recieve diplomats but that you are welcome to enter and speak to our own.
She tells you to follow her into the oddly glittering building only a short way from the gate. And into the diplomats receiving area.
>>
>>48739839
Post turn instead of bumping
>>
File: BloodCrystal.jpg (69 KB, 1200x1200)
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>>48739972
"Of course thank you madam" the diplomat says curtly giving a small bow before heading down to the diplomat area.

After arriving at the building he begins his speech to what he can only assume is the troll diplomat.

"I have come from the Kingdom of Blatrek in hopes of setting up a trade route between us. I bring a token of what we have to trade."

He reaches into his cloak retreiving a marvelous red crystal which thrums a low magical energy.

"This is a Blood Crystal a speciality of my people. I'm sure your bejewelled city could find a use for them. So are you interested?"
>>
>>48740056
The troll keeps a stoic face but inside is leaping for joy. This will surely bring her prestige in the mad king's court.

"Hmmmm it is in our area of interest. Yes I think we would be happy to establish this trade route with you. It is possible we can even foster greater deals I think"
>>
Rolled 36, 34, 32 = 102 (3d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 24 (+2/turn)
Food: 24(+2/turn)
Currency: 2 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 21
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. Did you know: the average Ugh pioneer is really just a ugh with a smaller ugh attached to a club? It's true. According to them "the ClUgh" divines the location. [Expansion]
2. Clubs are dispensed. Training is inadequate. Victory is assured. [Soldiers: 1/4]
3. Needless to say, while stupid, the Ugh don't quit easily. ["Research" Shock Troops]
4. The Ugh continue their expansion in their typical gross way. [Expansion II]
>>
File: Diplomat Valcan.jpg (202 KB, 889x1200)
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>>48737084
A sinister black cloaked figure approaches the gates of the War Wizards castle. His booming voice rattles the gate as he shouts at the guards.

"I am Count Valcan and I have come to seek words with your leader. Open this gate and admit me!"
>>
Rolled 35, 100, 68, 78, 4, 20 = 305 (6d100)

[THE KINGDOM OF TSABOS]
-Pop: 24 (+2/turn)
-Food: 24 (+2/turn)
-Currency: 19 (+2/turn)
-Territory: 16
-Buildings:
+1 Quarry I [+2 Stone/Turn]
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
+[Armor I]
-Resources:
+Stone[10](+2/Turn)
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1. [Infantry III] (2/8)
2. [Mine] (2/4)
3. Expand

4. [Infantry III]
5. [Armor II]
6. Expand
>>
Rolled 63, 2, 76, 39, 45, 41 = 266 (6d100)

>>48735614
[Artilia]
Pop: 15 (+2/turn)
Food: 20 (+2/turn)
Currency: 23 (+4/turn)
Structures: [Infrastructure I: +1 defense], [Well of Souls: +2 Ley Power/turn]
Defenses (Capital): 2
Military:
Tech: [Economics II][Infantry I]
Resources:
Ley-Power: 4 (+2/turn)
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

1)Recruitment of the duelists continues. (2/4)

2-3)Continue exploration of the ruins. (1/4)
>the blue dot to the southwest of my capital

4)A new attempt is made to establish farms on the western outskirts of the city, with the need for more foodstuffs obvious.


5)Bencio commissions the smithies of Artilia to design a new type of sword, light as water but hard as iron.
>new weapons

6)With the leylines open, it is hoped that some Magi might be trained to utilize the magical energy that has begun to accumulate.
>get mages
>>
bumpit
>>
[OGT]
The OGT expands south [+4 hex], and toward the island ruins [+4 hex; 4th die!]. The second farm is made larger, and converted into a plantation [+4 food/turn]!

[Bacatia]
Fire magic is done [Fire Magic I], and the prospecting guild is founded. It would be better if some building materials were allocated to a dedicated meeting place, though [Prospecting guild I]. A scouting party goes to the ruins [2/4].

[Kemet]
>Notice: From now on, put actual progress- [x/y]
The pharaoh's lands expand northwest, and the ancient ruin is claimed [+4 hex; +1 tech point/turn], and eastward as well [+4 hex; 4th die]! Northeast expansion is had [+4 hex], and Flax farms are complete [Flax Farm I; +1 flax/turn]. The copper mine is almost ready [3/4], and the blacksmith is ready [Blacksmith I].

[Holy Order]
No more land is had, but forging techniques are being looked into [1/4]. There is indeed an ancient ruin in the Holy Order's lands, and excavations are nearly complete [7/8].

[Western Tribes]
The Tribes further their knowledge of Nibiru's creatures [2/6], and the Frillheads, while too small for mounting, undergo battle-training [2/3]. More beasts are sought [3/4]. The Tribes expand a great deal toward the ruins [+6 hex]!

[Barbabrab]
>Not crunching combat yet, want to wait a bit to give Bacatia a chance to expand.
>Battering rams have upkeep cost of 1 gold/turn
Archery techniques are finalized [Archery II], and another ram is made [1x {-1 currency/turn}; -1 wood]. Plans to migrate begin [1/2].

[Warhost]
The Alpha Orcs are raised [1.4x {-1 food/currency//turn}], as well as the skeletons [1.6x {-1 ley-power/turn}]. The Bloodfruit vines are planted [1/4], the mud-pit is almost ready [2/4], and the War Wizard himself starts training [4/8]!

[Sanar]
Tactics research completes [Tactics I], and though the farm doesn't see any progress, another cavalry brigade is nearly ready [3/4].
>>
>>48741710
[Niron]
The scouting raft returns, laden with metal stripped from the ruin [+5 metal], and the other scout achieves the same results [+5 metal]. The coral is researched; it's sturdy and strong, and could be used for auxiliary building material- or even weaponry and armor.

[Kedesh]
Demon summoning is ready [Summoning I], and the search continues [2/4]. The smelter is nearly ready [3/4], and great expansion occurs [+6 hex]! Finally, ships start being constructed. The dwarves will need wood though [1/???].

[Volden]
Infantrymen are ready for battle [1.4x {-1 food/currency//turn}, and there is still no javelins. Bows are another matter [Archery I]. Construction of the holy shrine begins, just barely [1/20; -2 ore], and the search for mounts begins [1/4].

[Artemisia]
Expansion toward the ruin us had [+4 hex], and the farm is finished [+2 food/turn]. The market is almost ready [3/4]!

[Madness]
There is a ruin just east, but that has already been claimed, it seems; there is also one on the coast of the mainland [3/4]. Expansion efforts begin [1/2], and further infantry training techniques are nearly finalized [5/6]!

[Blatrek]
The vampires expand toward the ruins [+4 hex; 4th die!], and a ley-node is uncovered [+2 ley-power/turn]! Blood Knights are being trained [3/5].

[Ugh]
>Forgot your 4th die- take an extra next turn
Expansion efforts begin, but the thick jungle makes it harder [1/3], and the soldiers are roused [2/4]. Methods of training these 'shock troops' are being looked into. Slowly and stupidly [1/6].

[Tsabos]
Further infantry research is had [3/8], and the mine is ready- the Niron work well underwater it seems. [Mine I; +2 ore/turn; Underwater Mining© I; +2 ore/turn]. The Kingdom expands [+4 hex]! Infantry research nears completion [6/8, but there's no progress on the armor or extra expansion.
>>
File: Nibiru2.png (740 KB, 3000x2500)
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740 KB PNG
>>48741718
[Artilia]
The duelists are ready for battle [1.2x {-1 food/currency//turn}]. And the leyline is furthered [+1 ley-power/turn]; though not much more can be done. Land for farms is cleared [1/4], and better farms are made [1/4]. Mages are trained [1/4].

>Missed Turns
Bacatia- 2
Kashiragi- 4
Pure Ocean- 2
Ursan- 2
>>
Rolled 42, 43, 65, 37, 79 = 266 (5d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 24 (+2/turn)
Food: 24(+2/turn)
Currency: 2 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 21
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. The Ugh burn a good portion of the jungle to clear it. Elegant. [Expansion] [1/3]
2. "More clubs" is a solid training methodology. [Soldiers: 2/4]
3. UGH SMASH FOREST FOREST TOO SMART. ["Research" Shock Troops] [1/6]
4. UGHEXPANSION! [Expansion]
5. UGHGGGGGGGGGGGGHSPANSION! [Expansion]
>>
Rolled 93, 88, 46 = 227 (3d100)

>>48741743
[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 24 (+2/turn)
Food: 22 (+1/turn)
Currency: 19 (+1/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [cavalry 3/4]

1. Set up a fund for the explorer corps so that they can draw, acquire and safe keep maps on their own. [Automate Explorer corps]
>[Explorer corp I][Scouting II]
2. Find arable land to start new farming comuntity.
>[Explorer corp I][Scouting II]
3. Finish the furnishing of our second cavalry army. [Cavalry unit 3/4]
>Production: [Logistic I][Warehouse I]
>Modifier: [Cavalry I][Scouting II][cavalry bow I][Tactics I][women warrior]
>>
>>48741956
Second action is meant to be about building farms, I forgot to precise.
>>
Rolled 92, 55, 46, 68 = 261 (4d100)

>>48741710
1. Expand E, over the sea
2. Build copper mine 3/4
3. 4. Train 4 most basic infantry units, I want to use Pharaoh's Will on training

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 16 (+2/turn)
Food: 16 (+2/turn)
Currency: 11 (+2/turn)
Tech points: 1 (+1/turn)
Flax: 1 (+1/turn)
Defenses (Capital): 1
Military:
Buildings: +20 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building bean farms [2/4], cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4], copper mine [3/4]
>>
>>48740664
[Kingdom of Tsabos]
Change [Underwater Mining I] to [Strip Mining I]
>>
>>48735614
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 21 (+3/turn)
Food: 18 (+2/turn)
Currency: 13 (1/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion II][Infantry I][Shipbuilding 1]
Resources:
Magic:[Water Magic 1]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

The Prophet-King Angeloi stands on the castle balcony. Underneath him, a sea of faces looks upwards, expectantly waiting. This was a magnificent occasion, followers from all over the island had flocked to the sole port on the Blessed Isle (what the church had taken to calling it), the city of Minola. They did this for a single purpose: to see their ruler’s first public speech…
>>
Rolled 55, 31, 15, 32, 76, 51 = 260 (6d100)

>>48742133
“My countrymen, it is I! Your erstwhile protector and shepherd! Today is a day for celebration, as we have finally taken the first steps towards the taming of the ocean!” Angeloi spoke, excitement evident. The crowd cheered thunderously, until he waved his hand for silence. “We have built a magnificent ship, The Prima, and begun colonizing the ocean floor! We have brought the forces of nature to heel by sheer strength of mind! To continue: this is a great accomplishment. However, it does us not a bit of good to rest on our laurels! We must always be better!”

“To this end, I have laid out a six-point plan, which I will now share:

We must canvas the newly-opened ocean floor for resources to fund our imperial ambitions! (Search for materials on the ocean floor in our territory.)
We must extend our dominions under the waves, turning the fledgling villages we have now into great cities! (Underwater expansion)
We must take more steps towards mastery of the waves! (Water Magic 2)
We must extend our knowledge of water magic to the latent magic in the air!By doing so, we may also become masters of the air (Air Magic 1).
We must ontinue codifying our religion that it may spread far and wide! (Religion 3)(4/8)
We must make sure our mastery of the waves is sufficient for these endeavors (Water Magic 2)”

And with this, Angeloi turned and marched back into his castle.
The crowd roared.
>>
Rolled 59, 27, 35, 93 = 214 (4d100)

>>48740278
OGT]
Territory:23
Pop: 26 (+2/turn)
Food: 24 (+6/turn)
Currency: 4 (+1/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.

1. What we do comes naturally but we must endeavor to refine our methods of fighting and better ourselves. Research [Raiding I]
[Tech Dependence]
2. Upgrade the barracks [Barracks II 0/6]
[slavery I]
3. These fools around us rely on magic but we will show them the power of our science instead of relying on the trinkets they produce. Research [Science I]
[Tech Dependence]
4. Build a trade route to Blatrek
>>
Rolled 91, 81, 74 = 246 (3d100)

>>48741718
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 19
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 23 (+4/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry I][Shapeshifting III] [Boats I]
Resources: [Stone: 5]
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

Claimed? CLAIMED!? These ruins are our birthright, we will not be denied! Who are these people? [Is it Golden Realm?]

1) Explore the coasts to the east and look for more ruins [3/4]
-Tech: [Boats I]
2) We must reach the ruin, expand again! [Expand north][1/2]
3) Apparently the young ones are interested in how fighting is done, figure it out so we can teach them [Infantry I ---> II][5/6]
-Buildings: [Lab I]
>>
>>48742370
Whoooops, forgot to update my stats.
Pop: 24 (+2/turn)
Food: 24 (+2/turn)
Currency: 27 (+4/turn)
>>
>>48742370
Kemet. Golden Realm is ded
>>
>>48742431
Kemet is directly north east though, the update said "just east".
>>
>>48742490
Well you found Kemet's as well :^)
>>
>>48741718
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 28 (+3/turn)
Food: 30 (+5/turn)(-1/turn)
Currency: 16 (+2/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), Market (3/4)
Military:[1.8x {-1 food/currency//turn}]
Tech: [Stealth I][Poison II][Archery I]
Magic : [Illusion I]
Resources: [ley-power 12, +2 /turn][5 Metal]
Eccentricities:
Land: 19
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to expand towards the Ruins.

2. Finish the market.(3/4)

3.Begin recruiting another Hunter Cadre.
+Hunter's Den
+Stealth I
+Poison II
+Archery I
>>
Rolled 92, 55, 13 = 160 (3d100)

>>48742614
>>
>>48742564
Got it.
>>48741980
The Kingdom of Madness wants access to your ruins to confirm their origin. We're on a quest to reclaim our birthright and we will not be denied!
>>
>>48742675
Who are you?
>>
Rolled 42, 89, 22 = 153 (3d100)

>>48741718
Nation Name: Kedesh
Race(s): Dwarves, Orc slaves.
Color: Black
Fluff: The dwarven nation of Kedesh is a rigid theocracy dedicated to infernal deities who slumber deep within the earth. Its ruling caste, one part priest, one part sorcerer, and one part engineer, have learned to bind summoned demons into metal, using their might to power fearsome arcane machinery. The dwarves of Kedesh dedicate themselves to magic, science, and craftsmanship, leaving menial labor to their brutalized Orcish slaves. Unlike many of their kind, these dwarves care little for wealth, instead prizing magical and technological knowledge.
Factions: http://pastebin.com/aFTME4K8
Settlements: Great Kedesh
Territory: 17
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 11 (+1/turn)
Tech Points 4 (+1/turn)
Defenses (Capital): 1
Military:
Tech: [Religion I][Infantry I]
Magic: [Enchanting I][Summoning I]
Resources: [Ore 5]
Eccentricities:
[Slaves]: The orc slaves of Kedesh can be put to work on building projects, but the orcs are physically superior to their dwarven masters, and revolts can be deadly.
[Immaterial]: The dwarves of Kedesh don't really care for material wealth, instead preferring to focus on the pursuit of knowledge.

1: Continue the search for a ley node [2/4 progress]

2: Continue construction of the forge and smelter [3/4 progress][Slaves]

3: Look for a source of wood with which to build our ships [1/??? progress]
>>
>>48740575
Another figure in black meets him, wearing a uniform from a bygone age older than either of them.

Yet something else, this one is another vampire!

"I am General Schwartz, welcome to the War host. The Fuhrer is training for battle and cannot be distracted. I am here to speak on his behalf.

What brings a representative from great Blatrek so far south?"
>>
File: Gelatinous Bard.png (224 KB, 460x309)
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224 KB PNG
>>48742744
We are the Kingdom of Madness, descendants of the people once called the Mad, masters of the mysteries of Science. We know you hold a ruin of the old colonies, let us see them!
>>
>>48743022
The pharaoh has no time for such nonsense. Propose your gifts first
>>
>>48708373
Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: The Throne of the Dragon Emperor crafted in a distant realm and bathed in the blood of divinity. For eons after the fall of that world as it was consumed by apocalypse its master sat and waited and turned to bones. In time their spirits became one and the Golden Throne's power became painted in his ego. Its will and presence blinds the meek and mighty alike . The Throne must constantly change its arcane equations for maintaining form and focus in a constantly changing cosmos. Shamelessly powerfully none the less, it seeks dominion over this new world to soothe its new ego.

Humans are the first race The Throne has encountered and in His golden radiance they have been adopted and He has graciously accepted a new position at the peak of their society. Some are misshapen from ancestors bent by magics and influenced of strange powers but some have retained the human ideal and it is from the foremost tribe of these men a chief came forward to protect Him that is Supreme and hold command for protection and expansion of the Dominion, his name is Rok Flowers and he is Viceroy of Man. One Chair and one Viceroy empowered to act in his name.

Settlements: (Player-named capital)
Territory: 7
Population (+growth/turn): GM Generated
Food (+growth/turn): GM Generated
Currency: GM Generated
Structures: Government Building
Defenses: GM Generated
Military: GM Generated
Tech: GM Generated (Somewhat determined by Fluff)
Resources:
Eccentricities: GM Generated
>>
Rolled 76, 44 = 120 (2d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 23 (+2/turn)
Food: 21(+2/turn) (+2/turn Farms) (Military -3/turn)
Power: 8 (+2 /turn)(-1 military)
Currency: 16 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin.

1. Finish up the forest of Bloodfruit Vines 1/4
[Necromancy II]
"We are experiencing an overpopulation and food depletion issue.

What better way to speed up the growth of the vines than by giving it fresh corpses to feed on! Start scraping the bottom ranks of the lowest forms."
>Sacrifice 6 Pop. We have to do this anyway because pop is exceeding food

2. The War Wizard trains 1/4
[Infantry I]
[Necromancy II]
>>
>>48743216
*4/8 training
>>
>>48743060
You want compensation for allowing us to grasp our birthright? So be it, we are willing to offer you our treasury in exchange for free access to the ruin. As well as regular payments of half our current income, which we will continue to pay as long as we have access to it.
>offer [Currency: 25, and +2/turn]
>>
Rolled 70, 40, 34 = 144 (3d100)

>>48741718
Volden
Territory: 11
Pop: 15 (+2/turn)
Food: 26 (+4/turn) (3)
Currency: 11 (+2/turn)
Defenses (Capital): 1 Voldenhof
Military:
1 Tribal warband [1.4x {-1 food/currency//turn}
Buildings:
[Farm] [Mine] [Warrior hall]
Tech:
[Infantry II] [Metallurgy I] [Archery I]
Resources:
[7 ore] +2 p/t
Eccentricities:
[Unified]: Twenty barbarian tribes make up the Volden- but old hatreds run deep. However, if they can work together, the Volden are very powerful militarily.
[Backwards]: The Volden are backwards, even by this new Nibiru's standards, and they have a harder time working out technology. However, their tribal lifestyle has led them to many discoveries about the world around them.

1.-3. Expand East into the ancestral Ungali and north sea Clan homelands, as they deserve to retake what was rightfully their, and now we have the muscle to get it back from would be usurpers. We shall reclaim the homelands from whoever owns them now
>>
>>48743268
It's a misunderstunding. Offer your gift to the pharaoh and you might earn an audience
>>
>>48743306
That is unacceptable, we will deal or we'll be at conflict. Present our offer to your Pharaoh, we won't pay precious resources to talk, such things should be reserved for deals of substance. I'm sure that once your Pharaoh hears of our offer he will forgive you for breaking protocol.
>>
>>48743398
You are making threats, which means no deal will be made, not today, not never again.
Leave now
>>
>>48743444
Very well, but we'll be back.
>>
>>48743469
Keep your threats for yourself
>>
Rolled 15, 47, 62 = 124 (3d100)

>>48741743
[Artilia]
Pop: 17 (+2/turn)
Food: 21 (+1/turn)
Currency: 26 (+3/turn)
Structures: [Infrastructure I: +1 defense], [Well of Souls: +2 Ley Power/turn]
Defenses (Capital): 2
Military: [Duelists 1.x {-1 food/currency//turn}]
Tech: [Economics II][Infantry I]
Resources:
Ley-Power: 7 (+3/turn)
Eccentricities:
[Builders]: The seas off the ports of Arilia are some of the roughest in Nibiru, so the people of Arilia have learned to build quickly and sturdily. However, the Arilians aren't very interested in technological research.
[Relics]: Some of Arilia's ancient buildings still stand, and the cultural significance of them makes them perfect candidates to turn into Wonders. However, the loss of them would be devastating to the city-state.

>I'm assuming that "better farms are made" means "better swords are made" and it was a typo

1)Continue the construction of the farms. 1/4

2)Continue the improvement of the duelist's swords. 1/4

3)Continue training mages from the Maginarium. 1/4
>>
>>48741710
[Western Tribes]
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 16 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 currency/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I] [Training I]
Resources:
Lesser Frillhead herd {Sturdy}
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Some animals here are strange, do not fit in with this world, come from other place (Continue researching Animal Studies II [2/6]
2) Frillheads make mighty war-beasts, numerous and strong, very effective. (Continue Training the frill-heads [2/3])
3) Many more beasts, many to tame and many to use for expansion and war (Seek out and tame more beasts [3/4])
4) The ruins is fortified by very persistent tribe, we must fight them off before we have access (One final expansion to reach the ruins)
>>
Rolled 11, 53, 73, 21 = 158 (4d100)

>>48743797
Forgot dice
>>
File: Nibiru2.png (743 KB, 3000x2500)
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743 KB PNG
>>48743122
Pop: 10 (+2/turn)
Food: 10 (+2/turn)
Currency: 5 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II]
Magic: [Astral I]
Resources:
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.
>>
Rolled 42, 41, 1 = 84 (3d100)

>>48741710

The people of Bacatia have decided they rather spend their time perfecting "Fire Magic" than defend their city gates. Process my attack.

[Barbabrab]
Pop: 26 (+2/turn)
Food: 18
Currency: 19
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 9 (+1/turn)
Wood: 3
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-2 Battering Rams

"Эдгээp илгээж ypд тиймээc бид бaйж бoлoх юм strike aллaгa цoхилт дээp эдгээp тэнэгүүд." (Send these to the front so that we might strike a killing blow on these fools.) [Attacking Bacatia, sending reinforcements]

2.
-[Cavalry I]
-[Archery II]
-Black Horses (1)

"Hэмэгдүүлэх opдны." (Raise the horde!) [Train Horse Archers]

3.
"Дyycгaх!" (Complete this!) [Uprooting capital 1/2]
>>
Rolled 67, 60, 82 = 209 (3d100)

>>48741718
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 24 (+2/turn)
Food: 34 (+4/turn)
Currency: 20 (+2/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral I]
Resources:
Ley-Power: 14 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Set up a trade route with the people of Pure Ocean. This is also a good chance to learn their language.
2. Send an archaeologist team to begin excavation of the southern coastal ruins. Have them set up camp off the coast.
3. Have our crafters begin to experiment and learn how to better work with this coral so we can make better tools and buildings with it.
>>
Rolled 8 (1d10)

-Black Horseman [1.4x]

"Tэднийг нaмap." (Let them fall.)

A second attack commences, the riders pillaging the countryside so that all nations would see the resulting cloud of ash, even from hundreds of miles away. The net effect was to make the city appear surrounded: a horde of a dozen horsemen, or a thousand? This mattered little, as so long as the riders had no opposition, they could continue to molest their target without restraint. [Interrupting Bacatia's actions with combat, especially attempts to martial their defenses.]
>>
Rolled 27, 9, 11, 85 = 132 (4d100)

[Ariak]
Pop: 22 (+2/turn)
Food: 22 (+1/turn)
Currency: 6 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws I][Cavalry I]
Resources: Magic: 6 (+2/turn) Ore: 2 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Dragon Steel 4/5

2. Farms I 2/4
+Law I

3. Tourney Lists 2/4
+3 ore for practice equipment and building supports, as well as to trade at market for lumber and stone.
+laws I

4. Laws II
>>
Rolled 76, 79, 48 = 203 (3d100)

[THE KINGDOM OF TSABOS]
-Pop: 26 (+2/turn)
-Food: 26 (+2/turn)
-Currency: 21 (+2/turn)
-Territory: 20
-Buildings:
+1 Quarry I [+2 Stone/Turn]
+1 Mine I [+2 Ore/Turn]
-Defenses:
+Araban (Capital): 1
-Military:
+[None]
-Tech:
+[Infantry II]
+[Tactics I]
+[Armor I]
+[Strip Mining I]
-Resources:
+Stone [10](+2/Turn)
+Ore [2](+2/Turn)
-Eccentricities:
+[Musclebound]: Tsabosi are naturally strong, but their bulk requires increased food consumption to sustain.
+[Intelligent]: Tsabosi are also intelligent, and are able to grasp new technology quicker. But they can't seem to wrap their minds around the irrational, namely ley-magic.

1.[Infantry III] (6/8)
2.[Armor II]
3.Expand
>>
Rolled 21, 96, 8, 55, 46, 79, 62, 1, 40, 92, 38, 94, 94, 30, 17, 47, 53, 6 = 879 (18d100)

>>48743841

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 22 (+2/turn)
Food: 22 (+2/turn)
Currency: 17 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry II]
Magic: [Astral I]
Resources:
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

(I think you said 6 turns in chat)

1,2,3 Expand South, Through expansion and acquiring of land, resources and leadership from converted tribes of peoples ingredients necessary for success can be made availabe to the Capital.
4,5,6 Expand Along the Shore
7,8,9 Expand West
[Domination]

10,11 Scrying
12,13 Magic Construction, creating magic weapons, armor, tools, accessories etc
14,15 Astral Communion, allowing those with astral power to communicated thoughts, feelings and orders, and at higher levels combine skill in casting magic or acts of creation.
[Constant Change]

16,17,18 Recruit and Train Infantry with talent in Astral magic, call them Throne Guard
>>
>>48744189
Apply 5 currency to roll 4.
>>
Bump
>>
[Ugh]
The Ugh continue their expansion efforts [2/3], and the soldiers are nearly finished [3/4] Shock troop tactics are improved [3/6], and the Ugh expand more. The ruin is in sight [+4 hex]! A bit more pushing, and the ruin is claimed [+4 hex; +1 tech point/turn]!

[Sanar]
Using some coin, the explorer fund is set up [Explorer Fund I], and land is found and tilled [3/4]. Finally, the new cavalry contingent is ready [2.2x].

[Kemet]
The lands of the Pharaoh expand east [+4 hex], and the copper mine is complete [Mine I; +2 ore/turn]. Infantry units are training [3/4]!

[Pure Ocean]
The resource gathering expedition starts [2/4], as well as more expansion on the sea floor [1/2]. No improvement of the magic of the Church is had, though a new class is researched [1/3]. Finally, the religious texts are nearly codified [7/8], and there is some research into better water magic, finally [2/5]. {Be sure to include proper techs/bonuses}

[OGT]
Raiding research begins [2/3], and the barracks undergo upgrades- the building does need stone, though [1/6]. Scientific research starts [1/3], and the trade route is established; it proves to be extremely profitable [+4 currency/turn].

[Madness]
A colony is established around the ruin on the mainland [+4 hex; +1 tech point/turn; 4th die!] Expansion north also completes [+4 hex], and infantry training techniques are improved [Infantry II]!

[Artemisia]
The Arachne can nearly touch the ruins [+4 hex], and construction of the market finishes [Market I; +2 currency/turn]. No hunters are recruited.

[Kedesh]
The search continues [3/4], and the forge is ready [Forge I]! No wood is found.

[War Wizard]
The Bloodfruit vines are grown. Spiky [Defenses +1; Pop sacrificed]! The training continues [5/8].

[Volden]
The Volden expand East [+4 hex], and northward expansion begins [1/2].

[Artilia]
Construction halts, and improvements progress [2/4]. Mage training is nearly complete [3/4].
>>
File: Nibiru2.png (745 KB, 3000x2500)
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>>48748032
[Western Tribes]
Studies into the native life of Nibiru halt, but the Lesser Frillheads are battle ready [1x [Sturdy]{-1 food/turn}], and a small pack of what the Tribe calls 'Ratlizards' is found [Ratlizards {Pack}:5(+1/turn)]. No expansion towards the ruins is had.

[Barbabrab]
>The people of Bacatia haven't even had the chance to RESPOND yet. But fine.
>You don't need an action to attack, just mobilize. Dice refunded.
Horse archers are trained [1/4; -1 Black Horse], but the commotion of striking camp attracts the attention of a pack of Dire Scytheclaws- as the army is away tearing down the walls of Bacatia, the population is defenseless. Many are slaughtered [-8 pop].

[Niron]
The trade route is established [Trade Route {Pure Ocean}; +2 currency/turn], and an expedition is sent to claim the southern island ruin [2/4]. The crafters begin experimenting with the coral [2/4].

[Ariak]
Dragon Steel is complete [Dragon Steel I], though there isn't any progress on the farm or the Tourney system. But Ariak's law code is improved [4/6]!

[Tsabos]
Better infantry techniques are had [Infantry III], and stronger armor is being created [3/6]. Preparations to expand begin [1/2; also, 20 hexes means 4th die!]

[Dominion]
>I did, you're good
Expansion south and along the shore is had [+8 hex], but the party sent to claim the west doesn't return [-5 pop]. The Throne completes the basics of Scrying [Scrying I], and magical construction, or 'enchanting' [Enchanting I]. Astral Communion research starts as well [1/3]. Some Throne Guard begin training, but without any ley-power, their magics will be useless [2/4].

[War Result]
The Black Horsemen sweep through Bacatia's undefended city, killing indiscriminately, and looting all the gold they can find. They also gleefully re-bury the Batacian ley-node.
[Barbabrab gains 10 currency, Batacia loses half population]

>Missed Turns
Bacatia- 3
Kashiragi- 5
Ursan- 3
>>
>>48748053
Blatrek also missed turn.
New Thread will probably be late tomorrow, as I have somewhere to be in the morning, but it will go up!
>>
>>48748079
[Warhost]
Change Bloodfruit Grove to foodsource, +2/turn.
>>
Rolled 37, 100, 91, 55 = 283 (4d100)

[Ariak]
Pop: 24 (+2/turn)
Food: 24 (+1/turn)
Currency: 3 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws I][Cavalry I]
Resources: Magic: 10 (+2/turn) Ore: 3 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

1. Farms I 2/4
+[Laws I]

2. Dragon Steel Smithy
[Laws I]

3. Laws II 5/6

4. Tourney Lists 3/4
+Laws I
>>
>>48748079
[Artemisia]
Thanks to 20 land, 4th die!
>>
Rolled 13, 5, 23, 70 = 111 (4d100)

>>48748032
Nation Name: Artemisia Arvelum
Race(s): Arachne
Color: Silver
Fluff: The spiders of Artemisia Arvelum are hunters. The move across the land quickly and quietly, killing their pray with methodical efficiency. It was not always this way, ocne the lived in great cities of stone and metal, weaving tapestries with their webbing and webs of plots with their minds.

Now, after the ruin caused by the leyline distortion, the roam the lands trying to reclaim what little there is left of the old world with stealth, poison and arrows. After all spiders are greatest when they ambush their prey.

Pop: 31 (+3/turn)
Food: 34 (+5/turn)(-1/turn)
Currency: 19 (+4/turn)(-1/turn)
Defenses (Capital): 1
Buildings: Hunter's Den I, Farm (+2 food/ turn), [Market I; +2 currency/turn].
Military:[1.8x Hunter Cadre {-1 food/currency//turn}]
Tech: [Stealth I][Poison II][Archery I]
Magic : [Illusion I]
Resources: [ley-power 12, +2 /turn][5 Metal]
Eccentricities:
Land: 23
[Guerrillas]: Stealthy and sneaky is the way the Arachne do things. But getting caught in the open presents a massive disadvantage.

1. Continue to expand towards the Ruins.

2. Begin improving Our stealth techniques.

3.Begin recruiting another Hunter Cadre.
+Hunter's Den
+Stealth I
+Poison II
+Archery I

4. Begin improving our Archery knowledge and bowmaking techniques.
>>
>>48748128
spend 2 currency on action 3

and Spend 12 currency on action 1
>>
Rolled 17, 11, 29 = 57 (3d100)

Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 19 (+2/turn)
Food: 22(+2/turn) (+2/turn Farms) (Military -3/turn)
Power: 9 (+2 /turn)(-1 military)
Currency: 17 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

--

>IRC
>Bloodfruit counts as farm
1-2. Finish up the Mud-Pit that we may raise creatures to war with ease 2/4
[Infantry I]

3. Finish up Training 5/8
[Infantry I]
[Necromancy II]
>>
Rolled 11 (1d100)

>>48748168
4. Missed turn KEEP TRAINING 5/8

[Infantry I]
[Necromancy II]
>>
>>48748108
Farms near completion [3/4], and the smithy is complete, with a specialty on Dragon Steel [Dragon Steel© Smithy I], and the empires laws are made better [Laws II]. Tourney Lists are also ready [Tourneys I]
>>
Rolled 47, 31, 25 = 103 (3d100)

>>48748053
Nation Name: Niron
Race(s): Aquans, human looking with better thermal regulation, finned hands and feet, greater lung capacity, and better eyesight. (Basically dolphin people)
Color: Blue
Fluff: http://pastebin.com/mTrerD27
Pop: 26 (+2/turn)
Food: 38 (+4/turn)
Currency: 24 (+4/turn)
Defenses (Capital): 1 (Niron)
Military:
War raft [1.8x {-1 currency/turn}]
Structures: Ley-Node, Seaweed Farm I
Trade: {Pure Ocean}; +2 currency/turn
Tech: [Infantry I] [Raftbuilding II]
Magic: [Astral I]
Resources:
Ley-Power: 16 (+2/turn)
Driftwood: 4
Coral: 5
Wood: 5
Metal: 10
Eccentricities:
[Sea Legs]: The Niron have evolved walking on their floating seaweed-city, and are used to the flowing ocean beneath their feet. Their naval units are stronger, but any terrestrial units they may field are clumsy and awkward.
[Floating City]: Floating on the water, the Niron don't have to worry about the dangers others face, but expansion requires a supply of building materials.

1. Continue claiming the southern island ruins. 2/4
+Raft Building II
2. Continue having the crafters experiment with coral. 2/4
3. Create a state sponsored company that will send rafts to the shore and collect wood for building material. This will allow us to have a steady source of wood.
>>
>>48748241
Spending 3 gold to boost action 1 to a 50. Currency now at 21. The archaeologists will be payed for their hard work.
>>
Rolled 37, 38, 72 = 147 (3d100)

>>48748053

Nation Name: Dominion of the Throne
Race(s): Human
Color: Gold
Fluff: http://pastebin.com/KWrJVBwF
Pop: 19 (+2/turn)
Food: 24 (+2/turn)
Currency: 19 (+2/turn)
Territory: 14
Defenses (Capital): 1
Military:
Tech: [Infantry II]
Magic: [Astral I],[Scrying I], [Enchanting I],
Resources:
Eccentricities:
[Domination]: The Throne is concerned about expanding, not building. Expansion is easier, but building structures is harder.
[Constant Change]: The Throne must always be changing, and though this lets it discover new arcane secrets easily, improving upon old ones is harder.

Astral Communion I 1/3
Throne Guard 2/4
Enchanting II [4/6]

1 The Search for Ley-power
2 Expand South
3 Throne Guard 2/4
>>
>>48748140
>>48748128
make that 3 and 13 respectively
>>
Nation Name: Warhost of the War Wizard
Race(s): Mutants, monsters, goblins and orcs. The scum of the earth
Color: Gray
Fluff: http://pastebin.com/2SJCkk0W
Pop: 19 (+2/turn)
Food: 24(+2/turn) (+4/turn Farms) (Military -3/turn)
Power: 9 (+2 /turn)(-1 military)
Currency: 17 (+2/turn)(-1 Military)
Defenses (Capital): 1
Military:
Orc Warband 1.2x {-1 food/turn}
Orc Warband 1.2x {-1 food/turn}
Alpha Orcs 1.4x {-1 food/currency//turn}
Skeletons 1.6x {-1 ley-power/turn}
Tech: [Infantry I]
Magic: [Necromancy II]
Resources:
Bloodfruit Farm I
Eccentricities:
[What's a city?]: The warhost is exceedingly good at conquering, less so at building. They can take more territory before they need to stop, but building structures is more costly and time consuming.
[Varied Host]: The Warhost is home to many 'evil' things, of all shapes, strengths, and sizes. Depending on the recruitment (roll), the warhost might end up with a towering giant, or tiny goblin

Corrected stats
>>
Rolled 73, 82, 77, 39 = 271 (4d100)

>>48748032
Nation Name: Kingdom of Madness
Race(s): Slimes
Color: Purple
Fluff: The stories of the Kingdom of Madness tells of a great land in the old Niburu, long long ago, ruled by a man only remembered as Mad, it is in honour of that man that the people of Madness named their lands. The people of Madness long to recreate the wonders of that man and his companions, to be able to shape life itself into whatever form they so desired. And so they study, they experiment, and they explore, looking for the long lost mysteries of the Mad who were their ancestors.
Territory: 27
Pop: 26 (+2/turn)
Food: 26 (+2/turn)
Currency: 31 (+4/turn)
Tech Points: 1 (+1/turn)
Structures: [Government Building], [Lab I]
Defenses (Capital): 1
Military:
Tech: [Infantry II][Shapeshifting III] [Boats I]
Resources: [Stone: 5]
Trade: [Trade Route {Arilia}: +2 currency/turn}]
Eccentricities:
[Mission of Discovery]: The denizens of Madness are obsessed with regaining the technology of old, but as a consequence, tend to miss things about the world around them.
[Shapeshifters]: The slimes of Madness can shift their form to accomplish many different tasks... however, for some reason, the predatory wildlife of their home find them extremely tasty.

1) Our first ruin! Fortify it in case our neighbours try anything. [Fortification]
-Resources: [Stone 5]
2) Keep expanding North! [Expansion]
3) Train Ruin Guardians to defend our birthright
-Techs: [Infantry II][Shapeshifting III]
4) We are through with breaking even on our food, we want more. Build farms South of the Capital. [Farm ---> I]
>>
Rolled 7, 6, 9 = 22 (3d10)

https://www.youtube.com/watch?v=yhWaufQD9Uo

-Black Horseman [1.4x]
-2 Battering Rams [1x]

Over three nights, the fields of Bacatia had descended into chaos as mer and man alike was cut down mercilessly by the black riders; a farmer weakly attempted defending his homestead, only to be clubbed a couple times by a Khaahk's metal rod like a large fish gleaned from the sea - he would later find his limbs being roasted over a spit as the riders improvised their logistics from what was nearby. Though word of monsters (or rather, other monsters) back east was troubling, it was also most appropriate: all the more reason to begin mobilizing their peoples.

The final stage of the siege had begun. With the battering rams having finally arrived, the Barbabrab horde now had their sights set on the inner city. Though any fortifications were improvised at best, the mutants would relish the opportunity to destroy their settlement, one building at a time, burring their owners behind their damning walls in a most poetic fashion. They would dine like kings tonight! [Finish capturing Bacatia: cannibalize their population, converting them into food!]
>>
>>48748053
[Western Tribes]
Pop: 24 (+2/turn)
Food: 24 (+1/turn)
Currency: 16 (+1/turn)
Defenses (Capital): 1
Territory: 21
Military:
-Tribesfolk [1.2x {-1 currency/turn}]
-Lesser Frillhead Herd [1x [Sturdy]{-1 food/turn}]
Tech: [Stonecarving I][Domestication I][Infantry I][Animal Studies I][Training I]
Resources:
Progress:
Eccentricities:
[Beastmasters]: The half-feather tribe excels like no one else in taming and training the native Nibirian life- however, the process is very dangerous. {Bonuses to domestication, though critfailing it is much deadlier}.

1) Begin using the Ratlizards for food
>[Domestication I]
>[Beastmasters]
>[Ratlizards {Pack}:5(+1/turn)]
2) Begin researching cavalry
>[Animal Studies I]
>[Training I]
>[Beastmasters]
3) Begin researching methods of finding more powerful animals
>[Animal Studies I]
>[Beastmasters I]
4) Continue researching Animal Studies II [2/6]
>[Animal Studies I]
>[Beastmasters I]
>>
>>48748032
>>48748470
Spend 2 currency on action 1
New currency: 29
>>
File: Medieval-Market.jpg (195 KB, 1024x479)
195 KB
195 KB JPG
Rolled 2, 98, 34, 72 = 206 (4d100)

[Ariak]
Pop: 25 (+2/turn)
Food: 25 (+1/turn)
Currency: 4 (+1/turn)
Defenses (Capital): 1
Territory: 23
Settlements
Ascalon*: Leyline Tap I, Mine I, Dragon Steel Smithy I
Military: Red Drake Knights [1.4x {-1 currency/food//turn}]
Tech: [Infantry I][Laws II](III 3/8)[Cavalry I][Dragon Steel I]
Resources: Magic: 12 (+2/turn) Ore: 5 (+2/turn)
Eccentricities:
[Blessed by Ariaka]: Ariaka has taught the men of Ariak the power of the leylines. While hard to master (the Empire demands protection), it is less costly then normal.
[Dragonriders]: The elite unit of the Ariak Empire is the Wingless Drake Cavalry. While harder to train, they are stronger than other cavalry.

Tax labor is a popular method of increasing the speed of construction. Citizens can either "pay off" their tax burden in goods or coin by working on state projects or hiring others to do so.

1. Farms I 3/4
+[Laws II]

The coinage of the Empire is broken into five denominations: Iron, Copper, Bronze, Silver, and Gold. While much of the lowest level of commerce is done by barter, urban and international trade uses state issued coinage backed by elaborate scales and measures, as well as draconian laws to ensure fair play.

2. Economics I
+[Laws II]

Resources are always important for any nation but of those resources few are more important than land for the Empire. As it has grown the size of the Dragon Highlord's fiefs has not, but the cost of keeping their host certainly has. The constant maintenance of their Dragonarmies is a blight on the Imperial tax system and on the Emperor himself. Instead of payment in goods and coin, the Drake Knights will receive their payment in land. They will maintain their granted lands, defend them, and tax them as they see fit - with adequate tithe to the Burnished Throne of course. Legal experts are put to the task.

3. Feudalism
[Laws II]

An Imperial decree gathers some of the best metalworkers in the land to compete to develop the newest forms of armor.

4. Armor
[Laws II]
>>
Rolled 64, 43, 13, 7 = 127 (4d100)

>>48748509
Forgot dice
>>
>>48748486
ded
>>
File: carroballista.jpg (20 KB, 390x292)
20 KB
20 KB JPG
Rolled 37, 98 = 135 (2d100)

>>48748053

[Barbabrab]
Pop: 20 (+2/turn)
Food: 18
Currency: 19
Defenses: 0
Military:
-Black Horseman [1.4x] (-2 food/turn)
-2 Battering Rams [1x] (-1 currency/turn)
Tech: [Archery II][Infantry II][Cavalry I][Siege Weapons I]
Resources:
Black Horses: 9 (+1/turn)
Wood: 3
Eccentricities:
[Jealousy]: Permanent buildings are no good to the Barbabrab. But they sure excel at bringing them down.
[Technological Affinity]: The barbabrab love their technology. Also destroying it! But they hate anything magic.

1.
-[Cavalry I]
-[Archery II]
-Black Horses (1)
"Hэмэгдүүлэх opдны." (Continue to raise the horde!) [Horse Archer 1/4]

2.
-[Cavalry I]
-[Siege Weapons I]
-[Archery II]
-[Technological Affinity]
-Wood (1)
-Black Horses (2)
"Энэ тyлaaн нь хэтэpхий ypт aвcaн yлмaac yдaaн, бoлхи, бaйгaль эдгээp хyц. Цaaшдaa бид нap шaapдлaгaтaй шyypхaй, хүчиpхэг хөдөлгүүp тэмцээн мaнaй мopьтoн тyлaaн. Энэ бүхний эцэcт, би хүcэж нийлүүлэх нь өөpcдийгөө энэ зэвcэг нь: acap тoм нyм хoлбoгдcoн caгcaнд towed мaнaй хap steeds, энэ нь бoлнo, бoлoмж oлгoдoг тoгших дooш хaнa aлдaлгүй!" (This battle has taken too long due to the slow, clumsy nature of these rams. In the future, we shall need swift, powerful engines to match our riders in battle. To this end, I wish to supply ourselves with the Carroballista: a gigantic bow mounted on a cart towed by our dark steeds, it shall allow us to knock down walls without delay!) [Build a Carroballista]
>>
File: nomads.jpg (13 KB, 275x183)
13 KB
13 KB JPG
Rolled 94 (1d100)

>>48748710

3+4* (Refunded Dice [42]).
-Pop (20)
"Эдгээp aмьтaд шaapдaж бaйнa, биднийг opхи! Бүгдээpээ ypмыг хyгaлaхгүй. Maгaдгүй тэд дapaмтлaх бүх coeл иpгэншилт apд түмэн хэн зүpхлэх aaжyyхaн ямap нэг гaзap хэтэpхий ypт." (These creatures are demanding us to leave! Let us not disappoint them. May they harass all civilized peoples who dare linger for any one place too long.) [Uprooting capital into mobile horde!]
>>
Rolled 1, 43, 46, 75 = 165 (4d100)

---
[Ugh]
---
http://pastebin.com/4BM7Zjn5

>>-------------------
Pop: 26 (+2/turn)
Food: 26(+2/turn)
Currency: 4 (+2/turn)
Defenses (Capital): 1
Military:
Tech: [Infantry I][Doctrine II] [Stupidity I]
Rituals: [Ritual of Idiocy I]
Hexes: 30
Resources:
>>-------------

---Eccentricities:---
[Stupid and Strong]: The Ughlings don't understand technology very well, but are physically strong.

---------------
--Actions---
---------------
1. The Ugh celebrate the capture of the ruin by burning it to the ground and scattering the remains all over the place. Depending on the Ugh in question, ever single inch of the ruin is pulled up, defecated upon, burnt, and then thrown off a river. Truly a great day in the history of progress. Oh. Look. Now they're turning into a toilet. [Destroy the ruin]
2. A few ugh have practiced their methods of attacking first. This, they claim, is best. They can't say why. [Shock Troopers: 3/6]
3.4: The Ugh draft commences as the rumors of war against the smerts grows. Rumors soon grow to hysteria, and hysteria soon translates into Ugh soldiers. [Soldiers: 3/4]
>>
Rolled 81, 79, 63 = 223 (3d100)

>>48748053
[Pure Ocean]
Nation Name: The Church of Pure Ocean
Race(s): Humans, Octogoblins (Goblin from the waist up, octopus from the waist down)
Color: Chartreuse
Fluff: http://pastebin.com/RsYMmbsz
Pop: 24 (+3/turn)
Food: 20 (+2/turn)
Currency: 14 (1/turn)
Defenses (Capital): 1
Military: The Prima [Boat 1.2x {-1 currency/turn}]
Tech: [Religion II][Infantry I][Shipbuilding 1]
Resources:
Magic:[Water Magic 1]
Eccentricities:
[Wizard-mystics]: The Church of Pure-Ocean is run by the priestly elite, to whom ley-magic holds all the answers. Magic research gets a bonus, but technology research takes a hit.
[Dangerous Bounty]: The seas of this Nibiru teem with life, and the Church has a much easier time harvesting food. But the ocean is a dangerous place, and many creatures on the island come to the shoreline to drink…

By order of Prophet-King Angeloi:
The six-point plan has been so far, I must cautiously say, a success. We must not rest easy yet, however. There is still much to accomplish. I believe we should focus on the following endeavors for now:
1. Underwater Expansion (1/2) is of paramount importance. We must expand our glory over ever more territory to succeed in this world.
[Water Magic 1] (Applies here, I think)

2. We must also finally finish, once and for all, codifying our religion (Religion 3)(7/8)

3. Air magic must be mastered that we may spread our influence ever further (Air Magic 1)(1/3). [Wizard-mystics] (applies here, I think)
>>
Rolled 3, 98, 10 = 111 (3d100)

>>48748053
[Sanar]
Settlements: Midaho'an
Territory: 11
Pop: 26 (+2/turn)
Food: 22 (+0/turn)
Currency: 19 (+0/turn)
Structures: Government Building[Warehouse I]
Defenses (Capital): 1
Military: [cavalry woman] x1.6 [Cavalry woman 2.0] x2.2
Tech: [cavalry I][Scouting II][Logistics I][Sustainable logging I][Explorer Corps I][Explorer Fund I][Cavalry Bows I][Tactics I]
Resources: [Resources: Wood: 5]
Eccentricities:
[Women Warriors]: The women of the Sanar Duchy make up most of the military, but are only half the population. Recruitment is harder, but military units are stronger.
[Class-based]: Each turn, power can be given to either the craftsman Vidar or merchant Rashu, in order to accomplish like actions. However, favoring one will negatively impact the other.
not completed: [Farm 3/4]

1.Send our newly funded explorer corp to claim new land. [Expand]
>[Scouting II][Logistics I][Explorer Corps I][Explorer Fund I]
2.Finish building those farms. [Farm 3/4]
3. Teach our first cavalry unit [tactics I]. [Retrofit the x1.6 cavalry woman]
>>
Rolled 45, 66, 13, 29 = 153 (4d100)

>>48748032
1. Build city at choke-point connecting Kemet with rest of the continent
2. Train 4 most basic infantry units 3/4
3. Develop better weapons, I want to add 2 tech points
4. Train 2 most basic infantry units, I want to use Pharaoh's Will on training

Nation Name: Kemet
Race(s): Humans, undead
Color: White
Fluff: A desert nation ruled by eternal pharaoh and his priests
Pop: 18 (+2/turn)
Food: 18 (+2/turn)
Currency: 13 (+2/turn)
Tech points: 2 (+1/turn)
Flax: 2 (+1/turn)
Ore: 2 (+2/turn)
Defenses (Capital): 1
Military:
Buildings: +24 hexes, [Weaver I], [Granary I; +1 food/turn], [Forge I], [Flax Farm I; +1 flax/turn], [Blacksmith I], [Mine I; +2 ore/turn]
Tech: [Infantry II]
Magic: [Necromancy I]
Resources:
Eccentricities:
[Desert]: In the barren deserts of Kemet, resources are harder to come by, but the hostile environment makes it harder for invaders to reach you by land.
[Pharaoh's Will]: Each season {Turn}, the Pharaoh can order his servants to push harder on a single action. Critical failures on this action will result in severe punishments.

Currently building bean farms [2/4], cattle ranches [2/4], brewery [1/4], mill [2/4], irrigation [1/4]
>>
File: 1470969795049.png (1009 KB, 3000x2500)
1009 KB
1009 KB PNG
>>48748053
I expanded east over the sea, but gained land up north
>>
Rolled 9, 40, 68, 75, 84, 35, 76, 61 = 448 (8d100)

>>48748053
[Blatrek]
Pop: 26 (+2/turn)
Thralls: 29 (+3/turn)
Currency: 8 (+2/turn)
Defenses (Vadergrad): 1
Structures: [Mana Well I]
Military:
Tech: [Infantry I][Thrall-Herding I]
Magic: [Blood III][Blood Shielding I]
Resources:
Mana: 13 +5/turn
Eccentricities:
[Edible Workforce]: As well as being a food supply, the thralls of Blatrek can be put to work (One action/turn). However, if they dissapear, not only do the vampires lose their foodsource, but they are forced to work themselves. Contrary to popular belief, Nibiru's vampires are neither strong nor smart, just bloodsucking. [Penalties to all rolls when Blatrek has no thralls available]
[Coveted Power]: Obsessed with ley-power as they are, the vampires are exceedingly good at harvesting it, though their methods to require their nodes to be further away from each other than other nations.
-----
1-2. [Edible Workforce] Research [Regeneration I]
3-4. Research [Flight I]
5-6. Sent up Trade route with [OTG]
7. Finish [Blood Knights] 3/5
+[Blood III]
+[Blood Shielding I]
+[Infantry I]
8. [Edible Workforce] Expands towards Ruins
>>
>>48749488
My bad, misunderstood the east, thought you meant from capital. Fixed.
>>
>>48749518
Please, can I see it?
>>
File: Nibiru2.png (747 KB, 3000x2500)
747 KB
747 KB PNG
>>48749661
Here ya go
>>
Test post
>>
>>48749672
Thank you

And apparently "Kemet" was someone banned for child pornography
>>
>>48749718
TOPKEK
>>
>>48748914
A lance of riders approach the city walls of Midao'an. They come mounted on Red Drakes, large reptilian beasts with red scales and sharp maws. The mounts are further clad in dull steel mail that covers an already impenetrable hide. The riders are similarly adorned, with bronze and black surcoats worn over steel mail hauberks and steel greaves. Fixed on the surcoats was a mailed fist gripping an even weight scale. Conical steel helms glinted in the sunlight as they rode forward. The five-headed dragon banner snapped in the wind, the five colored heads seeming to breathe their wicked breath with each flutter of the mounted men's banners. They stopped before the walls, met likely by an opposing party of Sanar cavalry or stopped by the sentries on the wall. One rider moves forward, banner held aloft.

"We are the party of Duke Gerard uth Matoi, Duke of the Iron Chains, Judge of the Silver Quarter. We come on behalf of the Dragon Emperor, and speak with his authority and the authority of the one True Goddess Ariaka, Defender of Law and Civilization; Queen of Dragons; Enemy of Chaos. Will you receive us?"
>>
>>48750263
A small group of Centaur meet the riders. Their horse part covered in a what look like to be a cloth covered in seven small coat of arm circling what seems to be a winged centaur, the same as the one that can be seen on the standard one of them carry, leaving open the question of if they wear barding or not. As for the human part, the group is clad in a scale mail with the same symbol made out of gold scale instead of what look like to be the silver used in the rest. The whole clearly meant for military parades and honor guard duty more than the guards that can be spotted here and there. The leader of the group welcome the visitor in a distinctly female voice.

"Welcome visitor, our scouts have warned us of your arrival and since your intentions are not immediately hostile, Duchess Tiana will receive you, please follow."

As enter Midaho'an the riders can see that the outside walls while vertical on the outside look like the side of a hill on the inside, allowing what look like to be a squad of fully alert soldier to wait in ambush.

"Please do not be alarmed, they will not attack you. But since two of our neighbors are 'aggressive' if you permit the expression we couldn't take the chance."

As they are guided through Midaho'an the only real thing of note is that the city is designed on the horizontal instead of the vertical. Almost no building has a second floor and for those that do the same technique as the one employed on the wall is used.

"As you can see architecture isn't really our strong point, let's just put it down to our physiology, we're built for a nomadic life but as we came to realize it's hard to keep records, or keep the tool used for smiting or weaving when you are always on the move. On the other hand it also mean you and your mount will have plenty of space if you stay some time."

(cont)
>>
>>48750987
Finally arriving at destination they are guided through a series of interlinked building to a large hall, all without the need to dismount. The figure waiting for them is larger than a draft horse while almost three meter tall. Clearly female, the clothes she wears are simple but of high quality and the only thing that really stand out is the pair of "Wings" that stand even taller than she is.

"Welcome visitor I am Tiana, Duchess of Sanaar, protector of the Vidar and Rashu people and many other titles I'll save you from. Might I inquire for the reason of your visit?"
>>
Rolled 54, 97, 80, 29 = 260 (4d100)

>>48748032

[OGT]
Territory:23
Pop: 28 (+2/turn)
Food: 30 (+6/turn)
Currency: 9 (+5/turn)
Defenses (Capital): 1
Military:
Orc Raiders [1.4x {-1 food/turn}]
Orc Raiders [1.4x {-1 food/turn}]
Troll leaders [1.6x {-1 food/currency//turn}].
Tech: [Infantry II][Leadership I][slavery I] [Plantations© I +2]
Buildings:[Barracks I]
[Farm I +2 food/turn]
[plantation I +4 food/turn]
Resources:
Eccentricities:
[Tech Dependence]: The mad Troll-king might hoard magical items, but doesn't use them. The OGT are pretty technologically advanced, though.
[Deadlands]: While the OGT are very good at expanding, they destroy most of the natural resources at their disposal.
Trade routes:
Blatrek-+4 currency/turn

1. What we do comes naturally but we must endeavor to refine our methods of fighting and better ourselves. Research [Raiding I] 2/3
[Tech Dependence]
2. Upgrade the barracks [Barracks II 1/6]
[slavery I]
3. These fools around us rely on magic but we will show them the power of our science instead of relying on the trinkets they produce. Research [Science I 2/3]
[Tech Dependence]
4. Search for stone.
>>
Again, new thread will probably go up sometime in the afternoon, though I may be able to post it in the morning.



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